• Title/Summary/Keyword: the programming Lesson

Search Result 26, Processing Time 0.019 seconds

A Study on Developing TGF(Tutoring Game in Flipped Learning) for Game Programming Course (게임프로그래밍 수업을 위한 플립드 러닝 환경에서 피어튜터링에 관한 연구)

  • Choi, YoungMee;Kim, SeongJoong
    • Journal of Korea Game Society
    • /
    • v.15 no.1
    • /
    • pp.125-134
    • /
    • 2015
  • This paper designs a peer tutoring in Flipped Learning environments for effective game programming(TGF), suggests a result of survey and a lesson learned from game programming in terms of students' and professors' perspectives in hands-on program training using Snake game programming as an applied example. The TGF is more effective than the traditional classroom to achieve the learning goals of game programming course.

An Analysis of Structural Model on the Learning Intention of the Participants in the Robot Programming (로봇프로그래밍 학습참여자의 학습의도 구조모형 분석)

  • Shin, Seung-Young;Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
    • /
    • v.14 no.2
    • /
    • pp.61-73
    • /
    • 2011
  • The analysis on learners made through the study focuses on the intention of the participants in the learning activities of the robot programming. Therefore, for the analysis of the learners' intention, which is tried in the study, TAM, the analysis tool used for understanding buying acts or buying intention of buyers in the business sector, is basically utilized, and the Flow theory is additionally applied, trying to know, through the quantum analysis methods, the factors to give influence on the intention for learners to take part in the robot programming lesson. For this, a quantum analysis was made by PLS analysis, a kind of structural equations. As the result of the analysis, it is confirmed that such factors as 'recognized utility' and 'recognized readiness' and 'Flow' give significant influence on the intention of learners' participation in the lesson. As the result of the synthetic analysis and in regard with the value of the programming lesson, it is found that the following factors give actual influence to the intention of learners: the group where learners belong or teaching-learning organizations together with creating social rapport, learning tasks given for learners, etc.

  • PDF

Changes of Pre-service Teachers' Teaching Expertise through Lesson Plan Analysis

  • Kim, Seong-Won;Yi, Soyul;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.1
    • /
    • pp.207-219
    • /
    • 2020
  • This study analyzed the change of teaching expertise of pre-service teachers through TPACK education. In this study, we applied a programming-based TPACK education program developed by Kim and Lee (2019) to 20 prospective teachers. To analyze the pre-service teachers' teaching expertise analyzed the lesson plan prepared before, during and after applying the educational program. As a result, Few teachers use technology in lesson plan, and the design of the instructor-led or experiment to confirmed content in curriculum or textbook. The use of technology has increased in the second Teaching Plan, but the technology was not used depending on the educational context. In the third lesson plan, all pre-service teachers were able to use technology in an educational context. Moreover, the teaching expertise of the pre-service teacher showed a statistically significant improvement in the lesson plan. This study founded that the programming-based TPACK education program was effective in enhancing the teaching expertise of the pre-service teacher.

Design and Application of an Instructional Model for Flipped learning of Programming Class (프로그래밍 수업의 플립드러닝 학습모형 설계 및 적용)

  • Choi, Sook Young
    • The Journal of Korean Association of Computer Education
    • /
    • v.20 no.4
    • /
    • pp.27-36
    • /
    • 2017
  • The purpose of this study is to design and implement an instructional model for flipped learning of programming class. Because a programming process requires a high level of abstract thinking with a good understanding of a programming language, many students have difficulty in programming. For this characteristic of programming, it is not easy to effectively achieve learning goals of programming lesson by lecturing grammatical elements of a programming language and the following examples in a limited class time. In order to overcome these problems and to make effective programming lessons, we designed an instructional model based on flipped learning. Especially, in this study, we analyzed learners' difficulties in programming learning and errors that occurred in actual programming process for designing the instructional model. As a result of applying this model to the class, it was found that the students were generally satisfied with the lesson by having positive communication with other students in the classroom and actively participating in the learning.

Developing Lessons and Rubrics to Promote Computational Thinking (Computational Thinking역량 계발을 위한 수업 설계 및 평가 루브릭 개발)

  • Choi, Hyungshin
    • Journal of The Korean Association of Information Education
    • /
    • v.18 no.1
    • /
    • pp.57-64
    • /
    • 2014
  • This study aims to suggest lesson plans and evaluation methods for primary pre-service teachers by reviewing the concept of computational thinking(CT) skills and its sub components. To pursue this goal, a literature review has been conducted in regards to CT and the effectiveness of programming courses. In addition, the Scratch educational programming functions were analyzed yielding six CT elements(data representation, problem decomposition, abstraction, algorithm & procedures, parallelization, simulation). With these six elements, one semester lesson plans for 15 weeks that represent the connections with six CT elements were designed. Based on the PECT(Progression of Early Computational Thinking) model and the CT framework a rubric to evaluate learners' proficiency levels(basic, developing, proficient) revealed in their final projects was developed as well. Upon a follow-up empirical study, the lesson plans and the rubric suggested in the current study are expected to be utilized in teachers' colleges.

Analysis and Application of Misconception Flowchart for Programming Control Structure Concept Learning (프로그래밍 제어구조 개념 학습을 위한 오개념 순서도 분석 및 적용)

  • Choi, Youngmee
    • Journal of Korea Multimedia Society
    • /
    • v.20 no.12
    • /
    • pp.2000-2008
    • /
    • 2017
  • The purpose of this study is to analyze the misconception flowchart of programming control structure and to suggest it as a method for improving computational thinking. In this study, we divide programming control structure concept into sequential, iteration, selection, and function, analyze what concept and principle are difficult for each learner, and what kind of misconception flowchart is drawn in the Introduction of C Programming course for beginners' programming learning. As an example, we show that a lesson learned from the process of correcting the misconception flowchart to the correct flowchart in the course.

Brain-based Instructional Design for Android Programming Lessons (안드로이드 프로그래밍 수업을 위한 뇌기반 교수학습 설계)

  • Choi, Sook-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2018.05a
    • /
    • pp.601-603
    • /
    • 2018
  • Studies are under way to understand how the brain learns and how it works most effectively through the development of brain science. The purpose of this study is to apply brain - based learning principles as a way to effectively overcome the characteristics of the programming lesson and the difficulties that arise during the practice. In other words, by applying the brain-based learning principle appropriate to the characteristics of the Android programming class, the teaching and learning is designed so that the learner can effectively learn the programming.

  • PDF

A Study on Instrumentalization Levels and Computer Programming Self-efficacy in a Mathematics Classroom Using Scratch: Focused on the Property of Equality (스크래치를 활용한 수학수업에서 도구화 수준과 컴퓨터 프로그래밍 자기효능감에 관한 연구 - 등식의 성질을 중심으로 -)

  • Lee, Hyun Ji;Choi-Koh, Sang Sook
    • Journal of the Korean School Mathematics Society
    • /
    • v.25 no.4
    • /
    • pp.353-374
    • /
    • 2022
  • The study investigated students' instrumentalization levels and computer programming self-efficacy in mathematics classrooms while using Scratches, to understand the properties of equality. 32 of 7th-grade students from D middle school in Gyeonggi-do participated in the program consisting of 7 lesson units. To investigate individual students' levels of instrumentalization, each worksheet they worked on using Scratches was saved into computers after each lesson. Questionnaires measured self-efficacy regarding computer programming at the study's beginning and the end. The level of students' instrumentalization was revealed to be variously from level 0 to 4. In the beginning, 9% of students corresponded to level 3 or 4, but more than 80% of students reached level 3 or above at the end. In addition, computer programing self-efficacy was improved significantly.

A Study on the Instructional Design of Software Education Based on Backward Design Model (백워드 설계 모형을 적용한 소프트웨어 교과의 교수설계에 관한 연구)

  • Lee, Youngoho;Koo, Dukhoi
    • Journal of The Korean Association of Information Education
    • /
    • v.19 no.4
    • /
    • pp.409-418
    • /
    • 2015
  • The purpose of this study is derived implications at software curriculum development utilizing the backward design model. In this study, we developed 'Algorithms and Programming' unit teaching plan based on backward design template. First, we have derived enduring understandings, essential questions, specific knowledge and skill on 'Algorithms and Programming' unit by considering the goal, content, achievement standard of Software education operating instructions. Second, we developed authentic tasks using GRASPS technic and holistic scoring rubrics. Third, we developed 7 lesson 14 WHERETO element for effective teaching in 'Algorithms and Programming' unit. Fourth, we investigated about the effectiveness of the development unit based on backward design. Backward design could be useful of developing curriculum unit and lesson plan at software education.

A Study on Teaching and Learning for Math Education at Elementary School with Scratch Programing (스크래치 프로그래밍을 활용한 초등학교 수학 교수.학습에 관한 연구)

  • Shin, Seung-Ki;Park, Phan-Woo
    • 한국정보교육학회:학술대회논문집
    • /
    • 2011.01a
    • /
    • pp.7-13
    • /
    • 2011
  • Scratch programming comes into the spotlight as Education Programming Language. Especially, it is made better use at educational class by accessibility and visuality in elementary school. But most of latest research is just focus on effective for programming education and prove effectiveness once more. In this study, possibility about curriculum using Scratch programming and specific applicable methods were suggested. This research suggested that how to study with scratch programming through lesson "Make a pattern" in 5th grade Math curriculum at elementary school. And there was reflected that we can verify programming procedure visually and improve creativity.

  • PDF