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The Impact of the Perceived Level of Problem Solving on the Performance of Project Completeness in Programming Education (EPL을 활용한 프로그래밍 교육에서 문제해결 수준이 프로젝트 완성도에 미치는 영향)

  • Jang, Yun-Jae;Kim, Ja-Mee;Lee, Won-Gyu
    • The Journal of Korean Association of Computer Education
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    • v.14 no.6
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    • pp.41-51
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    • 2011
  • Informatics curriculum has been revised for informatics principles and concepts to effectively teach. According to the revised curriculum, researches are verifying the educational effects of algorithmic thinking and problem-solving abilities using programming language by applying it to various area. However, researches in programming education considering the level of student are yet incomplete. This research has analyzed the impact of the perceived level of problem solving on the performance of project completeness. As results of difference of project completeness, a high perceived level of problem solving group's performance of project completeness was higher than a low perceived level of problem solving group's one. Analysis of the impact of the perceived level of problem solving on the performance of project completeness, 'problem finding' factor had a significant impact. This research suggested the importance of 'problem finding' and self-reflecting introspective 'reviewing' stages in problem solving process using programming language.abstract of your study in English. This space is for the abstract of your study in English. This space is for the abstract of your study in English.

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Effect of Multiple Intelligence-based Strategy in Computational Literacy Education (Computational Literacy 교육에서 다중지능전략 교육방법의 효과)

  • Kim, Soo-Hwan;Han, Seon-Kwan;Han, Hee-Seop;Kim, Hyeon-Cheol
    • The Journal of Korean Association of Computer Education
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    • v.14 no.6
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    • pp.11-18
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    • 2011
  • The purpose of this paper was to suggest multiple intelligence-based strategies in CL(Computational Literacy) education with scratch and to verify the effectiveness of it. First, we suggested multiple intelligence-based strategy for novice in programming education and apply it to CL education. Next, we conducted a field experiment to analyze the effectiveness of the educational strategy. 44 students participated in the experiment. Computational problem sloving test, multiple intelligence test, and survey were performed to analyze students' capability. Also, we tested students' programming capability through scratch project. The result shows that interest of programming and CL capability of students were different between treatment group and control group. It was found from the result that the strategy facilitate interest and motivation of students and contribute to effect of programming education.

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A Qualitative Evaluation Research on the Relationship Between Creative Thinking and an Infinite Creative Space Program (공공도서관 무한창조공간 프로그램과 창의성간의 관계에 대한 평가 연구)

  • Noh, Younghee;Kang, Jung-A;Jung, Eun-Ji
    • Journal of Korean Library and Information Science Society
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    • v.46 no.2
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    • pp.71-111
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    • 2015
  • This study developed a program suitable for operating an infinite creative space within the public library, and analyzed the effect of promoting participants' creativity through a trial run of the program. To do this, we operated a "picture book making activities" program in the infinite creative space of J library located in Chungbuk. This program was performed for 18 elementary students in grades 3-6. Torrance TTCT (The Torrance Tests of Creative Thinking) tools were used in this study to measure the overall creativity. As a result, first, awareness of the importance and interest in environmental science was improved through the whole program process. Second, participants' problem-solving abilities improved during the program by having to derive a solution for a given problem through brainstorming. Third, storytelling ability improved after the story-creating elements of the program. Fourth, each participants' creativity was improved through creative activities. Fifth, by publishing the results of creative activities of participants as books, the self-esteem of participating children improved as well.

A Study on Global Leadership Education by Analysis of Korean Youths' Educational Experiences and Their Global Leadership Competencies (청소년 글로벌 리더십 교육의 문제점과 방향 논의 -글로벌 리더십 역량 및 교육 경험 분석을 중심으로 -)

  • Kim, Da-Won
    • Journal of the Korean association of regional geographers
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    • v.17 no.4
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    • pp.477-492
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    • 2011
  • The purpose of this study is to analyze korean youths' educational experiences and their global leadership competencies and to present good methods for global leadership education. In this global society, students are required to be proactive global leaders. To achieve the research goal, I used the methods of literature review and survey, To conduct the survey, I selected 200 9-grade students in Kyonggie Do. The questionaires were composed of 2 parts such as global perspective and cultural literacy, The research results are as follows. First, students should have a vision as a global citizen. Second, they should develop problem-solving skills of global issues, Third, other cultures learning should be strengthened. Fourth, diversification of cultural diversity education should be accomplished. Fifth, education of awareness of global society, global issues, and other cultures rather than only languages learning for global leadership education should be accomplished. Sixth, global education in geography education should be strengthened.

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A Study on the Issues of Participation of People with Intellectual Disabilities in Research Process in Korea (장애연구에의 지적장애인의 참여를 둘러싼 쟁점에 대한 고찰)

  • Kim, Jin-Woo
    • Korean Journal of Social Welfare
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    • v.60 no.3
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    • pp.83-106
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    • 2008
  • The Purpose of this study is to explore if people with intellectual disabilities can play a role as 'meaningful informants' in research process in Korea, by challenging the existing paradigm which consists of suspicion on the communication ability of people with intellectual disabilities and truthlessness of their statements, which results in ignorance on the covered life of people with intellectual disabilities. In this research, lessons which could learn through reinterpretation of my research experience are as follows. Firstly, the deficits of communication ability can be supplemented with restructuring interview instruments such as research questions, visual aids etc and adopting conversation analysis methods. Secondly, Suspicion on the truthlessness of their statements can be restructured by epistemological and methodological reinterpretation on the representation of social reality. Thirdly, the mechanism of exclusion and oppression according to the ignorance can be substituted by 'uncovering the life of people with intellectual disabilities', which can be basis of reconstructing the contents of programmes in the disability service centers and disability policies in the government. With these research results it could be argued that there needs to include people with intellectual disabilities as meaningful informants in the research projects funded by the government and also to provide people with intellectual disabilities with diverse roles in the research process by virtue of the development of qualitative research methods in the near future.

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A Study on the Design of a RISC core with DSP Support (DSP기능을 강화한 RISC 프로세서 core의 ASIC 설계 연구)

  • 김문경;정우경;이용석;이광엽
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.26 no.11C
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    • pp.148-156
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    • 2001
  • This paper proposed embedded application-specific microprocessor(YS-RDSP) whose structure has an additional DSP processor on chip. The YS-RDSP can execute maximum four instructions in parallel. To make program size shorter, 16-bit and 32-bit instruction lengths are supported in YS-RDSP. The YS-RDSP provides programmability. controllability, DSP processing ability, and includes eight-kilobyte on-chip ROM and eight-kilobyte RAM. System controller on the chip gives three power-down modes for low-power operation, and SLEEP instruction changes operation statue of CPU core and peripherals. YS-RDSP processor was implemented with Verilog HDL on top-down methodology, and it was improved and verified by cycle-based simulator written in C-language. The verified model was synthesized with 0.7um, 3.3V CMOS standard cell library, and the layout size was 10.7mm78.4mm which was implemented by using automatic P&R software.

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Real-time ULTC control strategy using the dynamic movement capability of LDC variables of artificial neural network (인공신경회로망의 LDC 변수 동적이동 능력을 이용한 실시간 ULTC 제어전략)

  • 고윤석;김호용;이기서;배영철
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.21 no.2
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    • pp.541-551
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    • 1996
  • This study develops the real time ULTC(Under Load Tap Changer) control strategy with LDC setting values moved dynamically using artificial neural networks. The suggested strategy can improve the ULTC voltage compensation capability by building 2 types of neural networks, ANNs and ANNg. ANNs recognizes the uncompensated MTr sending voltage change caused by the receiving voltage variation. And ANNg dynamically determines the most appropriate ULTC setting valtage chanbe caused by the receiving voltage variation. And ANNg dynamically determines the most appropriate ULTC setting values by recognizing the voltage level obtained from ANNs, and the section load pattern for each time period. In order to evaluate the suggested approach, the ULTC voltage compensation strategy are simulated on a 8 feeder distribution system. Artificial neural networks developed in this study are implemented in FORTRAN language on PC 386.

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A Survey of Representation Methods of Game Rules in Game Design (게임디자인에서 게임규칙 표현방법 조사연구)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.39-45
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    • 2006
  • In game developments, the design results are often modified not only in the design phase but also in the implementation and test phases. The results of game design are consisted of the results of game rule design and the results of game contend design. The results of game rule design should be correctly understood to all the participants, be efficiently managed by the given configuration controls, and be accurately verified. In this study, we carry out a survey of representation methods of game rules in game design. We have the comparison analysis of the written representation, the UML representation, the Petri net representation, and script-language representation methods about the suitability of the representation method for game rule designs. The comparison analysis is about the representation scope, the visual representation, the automated verification, and the configuration management. The analysis results show that the UML representation is the best method but it needs more convenient automated verification method.

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A Study on the Teaching Method of University General English with Poetry: Robert Frost's "Out, Out-" (영시를 통한 대학 교양 영어 교육 방안 연구: 로버트 프로스트의 「꺼져라, 꺼져라-」를 중심으로)

  • Kim, Hae Yeon
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.403-413
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    • 2021
  • This paper emphasizes the effect of using poetry in the University General English education and suggests the teaching method of English education with a Frost's poem, "Out, Out- ." These days, learner-centered English education and integrative study of four linguistic functions, reading, listening, speaking and writing are considered important in the University General English class. Poetry is very effective text for the education purposes. Poetry techniques like a visual image, rhythm, rhyme, or repetition are actually mnemonics and strongly connected to the enhancement of memory and oral linguistic function. This paper suggests the specific education methods in the poetry selection, pre-reading step, reading step and after- reading step with concrete examples of "Out, Out-." These education methods through the 'oral text' can be a good and sustainable model for learner-centered education.

Development of Creative Problem-Solving Activities for Integrating Mathematics and Information Science: Focusing on the Hat Game for Mathematically Gifted Students (수학 정보과학 융합을 위한 창의적 문제해결 활동 개발: 영재 학생을 대상으로 한 모자 게임을 중심으로)

  • Seo, Jiyoung;Youn, Sang-Gyun
    • Communications of Mathematical Education
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    • v.36 no.3
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    • pp.439-467
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    • 2022
  • The future society requires not only knowledge but also various competencies, including creativity, cooperative spirit and integrated thinking. This research develops a program for integrating mathematics and information science to enhance important mathematical competencies such as problem-solving and communication. This program does not require much prior knowledge, can be motivated using everyday language and easy-to-access tools, and is based on creative problem-solving activities with multilateral cooperation. The usefulness and rigor of mathematics are emphasized as the number of participants increases in the activities, and theoretical principles stem from the matrix theory over finite fields. Moreover, the activity highlights a connection with error-correcting codes, an important topic in information science. We expect that the real-world contexts of this program contribute to enhancing mathematical communication competence and providing an opportunity to experience the values of mathematics and that this program to be accessible to teachers since coding is not included.