• Title/Summary/Keyword: 온라인 프로그래밍

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Design and Implementation an Evaluating System for Programming Assignment Applying Smart Client (스마트 클라이언트를 적용한 프로그래밍 과제평가 시스템 설계 및 구현)

  • Jang, Jung-Il;Ji, Jeong-Hoon;Woo, Gyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.05a
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    • pp.1380-1382
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    • 2007
  • 인터넷의 발달로 온라인 원격강의나 E-Learning 형태의 교육이 많이 확산되었다. 온라인 교육의 확산으로 웹을 기반으로 하는 클라이언트 소프트웨어들이 많이 개발되어 사용되고 있다. 특히 교과목의 특성상 실습위주로 진행되는 프로그래밍 관련 교과목에서는 자동화 된 과제평가 시스템이 필요하다. 프로그래밍 과제평가 시스템에서는 과제제출, 소스코드 업로드, 컴파일 및 실행, 채점, 표절검사 등의 과제평가를 위한 기본적인 작업들을 수행된다. 위와 같은 작업들이 모두 평가시스템 서버에서 진행되기 때문에 서버에 많은 부하가 걸린다. 또한 공정한 평가를 위해 보안이 최우선적으로 고려되어야 한다. 본 논문에서는 스마트 클라이언트 기술을 이용한 과제평가 시스템을 설계하고 구현하였다. 본 시스템에서는 과제평가 시스템의 서비스를 분산시켜 시스템의 부하를 줄이고, 보안을 향상시킴으로써 학생들에게 공정한 평가를 가능하게 하였다.

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The Analysis of Relationship between Academic Achievement Level of Concept Learning and Error Type in Online Programming Course (온라인 프로그래밍 개념학습 성취수준과 오류유형과의 관계 분석)

  • Kim, Jiseon;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.43-51
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    • 2014
  • This study has purpose on analyzing the error types which are identified after middle and high school students perform the online programming assignments and also has the purpose on the analysis of correlation between the frequency of error occurrence according to academic achievement level in programming concept learning and types of errors analyzed previously. For this study, the syntax, logical, and coding errors are analyzed from the performed results of programming research assignment for 88 students. Analyzed results show that the logical error has the highest occurrence rate of 69.3% among three types of errors, and it has been shown meaningful difference in the frequency of error occurrence between three achievement level groups of high, middle, and low. In the correlation analysis of achievement level and error types, it shows negative relationship between logical error and coding error, and therefore it can be concluded that as achievement level is higher, both logical and coding errors tend to occur less. In the correlation analysis in error types, it shows positive relationship between syntax error and coding error.

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Web page-based programming education and scoring system for software education (소프트웨어 교육을 위한 웹 페이지 기반의 프로그래밍 교육 및 채점 시스템)

  • Cho, Minwoo;Choi, Jiyoung;Jung, Hoekyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.1
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    • pp.134-139
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    • 2022
  • Recently, interest in programming and artificial intelligence is continuously increasing, and software education is being implemented as a mandatory education from elementary school. For efficient programming education, it is basically necessary to build a lab environment suitable for students and teachers, but there are performance problems due to the inadequacy of old computers and network equipment. Therefore, in this paper, we propose a web page-based online practice environment and algorithm competition scoring system using React and Spring boot to solve the problem of the programming practice environment. Through this, it is thought that programming learning can be carried out using only a web browser even on low-spec computers. In addition, since various programming languages can be learned irrespective of the language to be learned, it is considered that the time cost for establishing a practice environment can be reduced.

The Study on Relief of Elementary Students' Game Addiction through the Online Game Development Project Learning (온라인 게임 개발 프로젝트 학습을 통한 초등학생들의 게임 중독 개선 연구)

  • Baek, Sung-Hyun;Kim, Soo-Hwan;Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
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    • v.13 no.4
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    • pp.471-478
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    • 2009
  • In this paper, we intend to relive game addiction by educating game programming for students that suffer from game addiction. We had analyzed popular games at the present day and extracted factors related to information education from game programming tool. In addition, we had designed the practical lesson plan based on the instructional design model. We had applied the game programming project to students for a year and the results were as follows. First, we verified the drop of addiction propensity by performing the examination of game addiction scale with before and after T-test. Second, according to the results of analysis based on grounded theory, it saved game time and relieved game addiction. In conclusion, this study shows that the game programming project relieved game addiction.

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Causal relationship between learning motivation and thinking in programming education using online evaluation tool (온라인 평가 도구를 활용한 프로그래밍 교육에서 학습 동기와 사고력 간 인과 관계)

  • Chang, Won-Young
    • Journal of The Korean Association of Information Education
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    • v.24 no.4
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    • pp.379-390
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    • 2020
  • Recently, interest in online teaching·learning and evaluation tools has increased in the context of Covid-19. In order to use tools effectively, it is necessary to identify the structural influence and causal relationship between the learner's affective and cognitive variables. In this study, to identify a causal relationship between motivation and thinking while using online judge, research and competing model were established and model fit/path analysis were performed. It was found that there was a linear causal relationship from tool usage, self-efficacy, flow, logical thinking, to computational thinking. It was confirmed that 'self-efficacy → flow', or 'flow' had mediating effect on the path from tool usage to thinking, and tool usage was not exerted to thinking through 'flow → self-efficacy'. The causality of 'logical thinking → computational thinking' was identified on the path where tool usage affects thinking ability through learning motivation, but the causality of 'computational thinking → logical thinking' was not identified.

Spring Boot-based Programming Education and Online Scoring System (Spring boot 기반의 프로그래밍 교육 및 온라인 채점 시스템)

  • Cho, Minwoo;Lee, Taejun;Choi, Jiyoung;Lee, Sungock;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.450-452
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    • 2021
  • Recently, as interest in programming and artificial intelligence has increased, software education has been compulsory from elementary school. In order to achieve this goal of programming education, it is necessary to basically establish a lab environment suitable for students and teachers. However, there is a problem with performance problems caused by old computers in the lab environment of the school, and there is a problem that students must purchase and use the existing online platform while implementing an algorithm contest program in which students access and evaluate their problem-solving ability at the same time. Therefore, in this paper, to solve this problem, we propose a web-based online practice environment and algorithm contest scoring system using React and Spring boot. Through this, it is believed that even in a computer with low specifications, programming can be studied using only a web browser.

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Development of an online robot programming education system based on Web 2.0 (웹2.0 기반의 온라인 로봇 프로그래밍 교육시스템 개발)

  • Sung, Young-Hoon;Ha, Seok-Wun
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.13-23
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    • 2010
  • In recent creativity becomes a new request in the knowledge and information age. Robot programming education is an effective teaching method for improvement of creativity. Existing robot programming tools includes text-based or GUI-based development environment. Most of programming tools provide a simple tutorial system without interactive activity for beginners. In this paper, we propose an online robot programming education system based on web2.0, which embedded collaborative code creating tool, interactive tutorial chat and video conference tool to support collaborative code creating via web 2.0. Knowledge sharing tool allows users to share their collaborative source code. Besides, it makes users gained the experience and knowledge of program designing efficiently.

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On-line Learning by Genetic Programming (진화 하드웨어상에서 유전자 프로그래밍에 의한 온라인 학습)

  • Seok, Ho-Sik;Lee, Kwang-Ju;Yi, Kang;Zhang, Byoung-Tak
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.3-5
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    • 1999
  • 본 논문에서는 진화 하드웨어에 기반한 자율 이동 로봇의 온라인 학습 기법에 관하여 소개하고자 한다. 진화 하드웨어는 실행 시간중에 하드웨어 회로 구성을 변경시킬 수 있는 새로운 개념의 FPGA이다. 제어 프로그램은 진화 하드웨어상에 트리 형식으로 구현되며 유전자 프로그래밍을 이용하여 학습하게 된다. 로봇의 환경 탐사가 진행됨에 따라 입력되는 센서 정보에 기반하여 제어 프로그램은 학습을 수행하게 되며, 노드 돌연변이의 유전 연산자를 이용하여 진화한다. 제어 프로그램의 게이트 회로는 학습의 진행에 맞추어 실행 시간중에 보다 적합도가 높은 방향으로 발전한다. 본 논문에서는 진화 하드에어를 이용한 학습 방식과 FPGA 구현 및 로봇 제어에의 응용에 대한 실험 결과 등을 설명할 것이다.

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An Longitudinal Analysis of Intrinsic Motivation's Effects on the Acceptance of Programming Language (내재적 동기가 프로그래밍 언어의 수용에 미치는 영향에 대한 종단적 분석)

  • Lee, Woong-Kyu
    • Information Systems Review
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    • v.12 no.3
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    • pp.159-175
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    • 2010
  • Although many studies have analyzed and identified the importance of intrinsic motivation in the acceptance of information technology (IT), especially hedonic systems such as online game and online shopping, the acceptance of programming languages such as Java were not studied in a view of intrinsic motivations. The objective of this study was to investigate the effects of intrinsic motivation on the acceptance of programming language by the longitudinal analysis. In the service of the objective, we suggested the research model which included both intrinsic and extrinsic motivations and longitudinally extended by belief updating theory. For the validation of this model, the university students who participated Java class were surveyed twice, and the suggested research were analyzed by partial least square (PLS). In result, most of the suggested hypotheses were supported.