• Title/Summary/Keyword: 기초프로그래밍

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The Development and Application of Storytelling based Software Education Board Game (스토리텔링기반 소프트웨어교육 보드게임의 개발 및 적용)

  • Park, Jung-Ho
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1057-1065
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    • 2017
  • Coding education for elementary school student spreads around the world. Game activity that children like is one of coding education methods. Among these, a board game is a tool where 3~4 children can participate together. This study developed a storytelling-based board game to help elementary school students understand Software education. The board game is composed of board, three types of command cards and dice. This study simultaneously surveyed and interviewed 57 fifth- and sixth-grade students at elementary school after playing the board game 4 times so as to analyze the usefulness of the developed software board game. In the results of study, most of elementary school students would be interested and participated in active. Elementary school students actually got to know algorithm easily through board game activity, and learned basic programming concepts such as sequence, condition, loop, variable and operation.

Effects of Storytelling Based Software Education on Computational Thinking (Storytelling기반 SW교육이 Computational Thinking에 미치는 영향)

  • Park, Jungho
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.57-68
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    • 2015
  • Since the entering SW-centered society in which people make the best use of SW in order to express their own personal ideas or to solve problems, the significance of SW education has been emphasized. It is generally known that storytelling provides motivational and contextual environments. This study conducted an experimental research to find out how Aesop's fables-applied SW educational program would influence computational thinking. Of these students who had participated in an SW educational camp on every Saturday for a total of 6 weeks, the experimental group learned on basic concepts of Scratch programming as working on Aesop's fables and they were led to diverse SW activities such as stories, games, simulations arts, and others. After that, the study carried out a comparison research in relation to the groups' SW concepts, SW implementation and attitudes toward SW education. The result shows that the experimental group came up with higher levels of SW concepts, implementation and positive attitude toward SW education.

Web-Based Cooperation granulated education Management system for Pumasi studying (품앗이 학습을 위한 웹기반 공동육아교육 관리 시스템)

  • Kim, Sun;Bae, Seok-Chan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2003.05a
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    • pp.497-500
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    • 2003
  • The established childcare facilities, which were established as a result of a policy of the government focusing on enlarging the numerous facilities, caused some qualitative deficits. In the existing situations, they usually practice a single fixed program and concentrate on more static teaching then kinetic with over-crowded childcare teachers. Most of the teachers are being taken into consideration as improperly qualified professionals for the jobs in the field and we can also point out the passive form of service of the parents and the communities. Thus, We are interested in putting the management system for common education of children based on website mutual help through service after realizing a proper design into the real childcare education. This system makes database through PHP web programing method, organizes a common childcare group, forms a special educational program for each group to take the most proper way of teaching, and finalizes the management system for Common education of children based website.

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Mathematical truth and Provability (수학적 참과 증명가능성)

  • Jeong, Gye-Seop
    • Korean Journal of Logic
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    • v.8 no.2
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    • pp.3-32
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    • 2005
  • Hilbert's rational ambition to establish consistency in Number theory and mathematics in general was frustrated by the fact that the statement itself claiming consistency is undecidable within its formal system by $G\ddot{o}del's$ second theorem. Hilbert's optimism that a mathematician should not say "Ignorabimus" ("We don't know") in any mathematical problem also collapses, due to the presence of a undecidable statement that is neither provable nor refutable. The failure of his program receives more shock, because his system excludes any ambiguity and is based on only mechanical operations concerning signs and strings of signs. Above all, $G\ddot{o}del's$ theorem demonstrates the limits of formalization. Now, the notion of provability in the dimension of syntax comes to have priority over that of semantic truth in mathematics. In spite of his failure, the notion of algorithm(mechanical processe) made a direct contribution to the emergence of programming languages. Consequently, we believe that his program is failure, but a great one.

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An Analysis of Domestic Research Trend and Educational Effects in Relation to Robot Education (로봇교육 관련 국내 연구동향 및 교육효과 분석)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.233-243
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    • 2012
  • The purpose of this study is to suggest the direction and implications of robot education by analyzing domestic research trend related to robot education and effectiveness papers from 2001 to the recent time. For examining the research trend related to robot education, 112 papers in total 10 kinds of professional academic journals of National Research Foundation of Korea were selected and they were analyzed by academic journal, year, research form, research subject, research object and research method. As the result of analyzing the number of papers by year, they are greatly increased from 2007. And, for the research subjects, they showed high rate of research, programming education and children's response research in order. For the research method, the experimental research was fulfilled the mostly. In the research on the educational effects of robot, it's reported to be effective in creativity, problem-solving ability, academic accomplishment of subjects, justifying factors of studying concentration and studying attitude. Based on the studying material, direction and implications of robot education were suggested.

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A Comparative Analysis of Informatics Education for Preparing the Unification of the Korean Peninsula (통일대비 남북한 정보통신교육 비교 분석)

  • Park, Jung-Ho;Kim, Young-Gi;Lee, Tae-Wuk
    • Journal of The Korean Association of Information Education
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    • v.11 no.2
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    • pp.157-165
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    • 2007
  • This study aims to compare and analyse computer curriculum and textbooks of South Korea and North Korea in order to provide the basis for unifying the Informatics Education. Result of this study follows : First, there isn't any course for Informatics Education in the elementary school but it was requisitely carried 2 hours per week in secondary school in North Korea. But contents of curriculum is much different according to the level of school : genius secondary school, first secondary school, general secondary schol. In especially, Informatics Education had centered in genius secondary school. Second, in comparison of computer textbooks used in South and North Korea, we found that most contents of South Korea textbook was selected equally from all scope whereas those in North Korea were not contained the newest contents(e.g. Internet, Multimedia). But in contrast to South Korea textbook, there was BASIC programing course for improving problem-solving skills in North Korea textbook.

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A Comparative Analysis about the Content and Terminology of Middle School Computer Textbooks in South-North Korea (중학교 컴퓨터 교과서의 내용 및 용어에 관한 남북한 비교 분석 연구)

  • Park, Jung-Ho;Ahn, Sung-Hun;Lee, Won-Gyu;Lee, Tae-Wuk
    • The Journal of Korean Association of Computer Education
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    • v.10 no.3
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    • pp.9-17
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    • 2007
  • This study compared and analysed computer textbooks of the middle school from South Korea and North Korea for preparing the unification of the Korean Peninsula. According to the result of this study, the contents of South Korea textbook were equally selected from all scopes. By contrast, the contents of North Korea mostly consisted of the basic knowledge of computer, word-processing excluding the newest contents as Internet or Multimedia. But with the BASIC programming and algorithm for enhancement of the creative solving ability, prospective IT brains had been trained in North Korea. Moreover, due to differences of language policy and country that delivered IT technology, significant differences were found between South and North Korea in IT terminology. For preparing IT education after unification of the Korean Peninsula, both efforts of people who work in the fields of IT and school system in South and North Korea should be taken in order to relieve these differences.

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Automatic Compiler Generator for Visual Languages using Semantic Actions based on Classes (클래스 기반의 의미수행코드 명세를 이용한 시각언어 컴파일러 자동 생성)

  • 김경아
    • Journal of Korea Multimedia Society
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    • v.6 no.6
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    • pp.1088-1099
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    • 2003
  • The syntax-directed translation using semantic actions is frequently used in construction of compiler for text programming languages. it is very useful for the language designers to develop compiler back-end using a syntax structure of a source programming language. Due to the lack of the integrated representation method for a parse tree node and modeling method of syntax structures, it is very hard to construct compiler using syntax-directed translation in visual languages. In this Paper, we propose a visual language compiler generation method for constructing a visual languages compiler automatically, using syntax-directed translation. Our method uses the Picture Layout Grammar as a underlying grammar formalism. This grammar allows our approach to generate parser efficiently u sing And-Or-Waiting Graph and encapsulating syntax definition as one unit. Unlike other systems, we suggest separating the specification and the generation of semantic actions. Because of this, it provides a very efficient method for modification.

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Analysis of LEGO Mindstorm Activity Levels Based on the Van Hiele Levels of Development in Geometry (Van Hiele 기하 학습 수준 이론에 따른 LEGO 마인드스톰 활동 수준 분석)

  • Rim, Haemee;Choi, Inseo
    • Journal of the Korean School Mathematics Society
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    • v.22 no.3
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    • pp.257-275
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    • 2019
  • Technology-based convergence education is being emphasized for students in the era of the fourth industrial revolution. In math education, students need to increase their capabilities in the future by having them experience mathematical problems using robots and sensors, a key technology in the era of the fourth industrial revolution. To this end, it is necessary to present educational uses for educational robots in relation to math and curriculum from a 'mathematics education perspective' and analyze its educational use in relation to the mathematics and curriculum, considering the role of mathematics at the base of the process of exploring real-world phenomena and solving problems. Based on the analysis of Van Hiele levels of development in geometry and the LOGO activity level of Olson et al.(1987), this study analyzed and presented the level of LEGO Mindstorm activity, a representative educational Robot capable of collecting and analyzing data and programming in the form of block language, in the first to fourth level.

A Near Optimal Data Allocation Scheme for Multiple Broadcast-Channel Environments (다중 방송 채널 환경을 위한 유사 최적화 데이터 할당 기법)

  • Kwon, Hyeok-Min
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.1
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    • pp.17-27
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    • 2012
  • Broadcast-based data dissemination has become a widely accepted approach of communication in the mobile computing environment. However, with a large set of data items, the expected delay of receiving a desired data increases due to the sequential nature of the broadcast channel. This paper explores the issue of designing proper data allocation on multiple broadcast channels to reduce this wait time, and proposes a new data allocation scheme named near optimal data allocation(NODA). The proposed scheme first partitions all data items in K group based on the theoretical lower-bound of the average expected delay to determine data items which each broadcast channel has to broadcast. Then, NODA further partitions each group of data items in B groups using extended dynamic programming algorithm to broadcast data items allocated on the same broadcast channel in different frequencies. The proposed scheme is capable of minimizing the average expected delay time since it can broadcast data items allocated on the same channel reflecting their popularities.