• Title/Summary/Keyword: 온라인 프로그래밍

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A study on the Correlation of between Online Learning Patterns and Learning Effects in the Non-face-to-face Learning Environment (비대면 강의환경에서의 온라인 학습패턴과 학습 효과의 상관관계 연구)

  • Lee, Youngseok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.557-562
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    • 2020
  • In the non-face-to-face learning environment forced into effect by the COVID-19 pandemic, online learning is being adopted as a major educational technique. Given the lack of research on how online learning patterns affect academic performance, this study focuses on the number and duration of online video learning sessions as a major factor based on midterm and final exams, and with a formative assessment for each type of learning. The correlation of the learning effects was analyzed. The analysis focused on computer programming subjects, which are among the most difficult liberal arts subjects for arts and science students at the university level. The analysis of cases of actual students showed no correlation among weekly formative assessments, the number of learning sessions, and the learning duration. On the other hand, the number of learning sessions (r=.39 p<0.05) and learning duration (r=.42 p<0.05) were correlated with the midterm and final exams. Elements, such as SMS text, bulletin board, and e-mail, were excluded from the analysis because not all students have access to them. Therefore, the results can be improved if future analysis of the students' learning patterns in a non-face-to-face lecture environment is performed considering more factors/elements and the learners' needs.

A Study on the Intelligent Online Judging System Using User-Based Collaborative Filtering

  • Hyun Woo Kim;Hye Jin Yun;Kwihoon Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.1
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    • pp.273-285
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    • 2024
  • With the active utilization of Online Judge (OJ) systems in the field of education, various studies utilizing learner data have emerged. This research proposes a problem recommendation based on a user-based collaborative filtering approach with learner data to support learners in their problem selection. Assistance in learners' problem selection within the OJ system is crucial for enhancing the effectiveness of education as it impacts the learning path. To achieve this, this system identifies learners with similar problem-solving tendencies and utilizes their problem-solving history. The proposed technique has been implemented on an OJ site in the fields of algorithms and programming, operated by the Chungbuk Education Research and Information Institute. The technique's service utility and usability were assessed through expert reviews using the Delphi technique. Additionally, it was piloted with site users, and an analysis of the ratio of correctness revealed approximately a 16% higher submission rate for recommended problems compared to the overall submissions. A survey targeting users who used the recommended problems yielded a 78% response rate, with the majority indicating that the feature was helpful. However, low selection rates of recommended problems and low response rates within the subset of users who used recommended problems highlight the need for future research focusing on improving accessibility, enhancing user feedback collection, and diversifying learner data analysis.

A Java-based Performance Monitor for Networked Computer (네트워크 컴퓨터를 위한 자바 기반의 성능감시기)

  • Kim, Bong-Jun;Kim, Dong-Ho;Hwang, Seog-Chan;Kim, Myung-Ho;Choi, Jae-Young
    • Journal of KIISE:Computer Systems and Theory
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    • v.27 no.2
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    • pp.160-168
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    • 2000
  • In this paper, we present a performance monitor to trace and evaluate the performance of programs running on networked computers. The performance monitor of the JaNeC is online/batch as well as event/time driven. Since it is implemented with the Java programming language, it provides us with high portability among heterogeneous computer systems, and friendly graphical user interface. This performance monitor consists of various views such as 'Task/Event Filter' and 'TimeLine', 'Task View', 'Task Hoistory', 'Message Passing View', 'Host Cpu View', which allow the user to easily analyze event and time during the program execution.

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3D Network Game Development for Education and Publicity of Resource Recycling Study on Contents Technology (자원재활용 교육홍보를 위한 3D 네트워크 게임 개발)

  • Oh Seung-Taek;Jun Byung-Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.407-411
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    • 2005
  • In this research, we develop 3D online racing game to aid the comprehension about resource recycling, in the way of provoking children's interest and satisfying scientific curiosity, using 3D graphic editor and DirectX programming tool. This game is developed for children to experience the collection and classification procedure of recycling resources by only taking part in a game naturally, and to learn recycling-process contents produced using animation technique. Especially, we make this game to utilize it as an educational and public medium at home and abroad, and to interchange with foreign institutes, by offering korean version as well as english version. As a result, this game can be used as educational contents about resource recycling, because it is developed in the style that children can enjoy it directly.

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Implementation of an efficient Pocket PC- based Hangul Matching System (Pocket PC기반의 효율적인 한글 정합 시스템 구현)

  • Park Jong-Min;Cho Beom-Joon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.7
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    • pp.1546-1552
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    • 2004
  • Electronic Ink is a stored data in the form of the handwritten text or the script without converting it into ASCII by handwritten recognition on the pen-based computers and Personal Digital Assistants(Pocket PC) for supporting natural and convenient data input. One of the most important issues is to search the electronic ink in order to use it. We proposed and implemented a script matching algorithm for the electronic ink. Proposed matching algorithm separated the input stroke into a set of primitive stroke using the curvature of the stroke curve. After determining the type of separated strokes, it produced a stroke feature vector. And then it calculated the distance between the stroke feature vector of input strokes and one of strokes in the database using the dynamic programming technique.

A Study on the Programming/Application of PID Control Modules of a PLC (PLC의 PID제어 모듈의 프로그래밍 및 적용에 관한 연구)

  • 조도현;이창희;이상훈
    • Journal of the Korea Computer Industry Society
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    • v.2 no.4
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    • pp.425-434
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    • 2001
  • In this paper, a series of processes to configure a feedback control system by using a PID controller in a programmable logic controller (PLC). The PLC (SIMATIC S7-400) with a PID module (FM455C) is connected by online to an IBM PC with the Windows environment, which serves as a PLC programmer. PID controllers including P/PD/PI controllers have been designed in order to show design procedures, and finally, a PID controller for the plant of cart system. Performances of the control system have been investigated by the MATLAB simulation, the simulation in the PLC programmer. Physical performances have been recorded and examined for the real cart system.

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전력계통의 계산기제어

  • 박영문
    • 전기의세계
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    • v.24 no.5
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    • pp.38-41
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    • 1975
  • 기술 및 소개한 내용을 아래와 같이 요약할 수 있다. 1)전력계통의 계산기제어를 위한 하아드웨어시스템은 온라인리얼시스템의 구비 조건인 고속성, 신뢰성, 경제성을 기저요건으로 하여 동시에 다중프로그래밍, 다중처리가 가능한 범용전자계산기를 모체로 하고 다수의 위성계산기에 의하여 국지적 제어도 가능한 계층제어 시스템의 구성을 이루고 있는 것이 현 추세이다. 2)전력계통의 계산기제어는 전력계통의 안정제어가 그 주내용이나, 전력공급의 질을 일정수준으로 유지하면서 가장 경제적으로 전력을 안정된 상태로 공급하는 것이 더욱 바람직하다. 그러나 현단계에서는 긴급상태 및 회복상태에서는 전력의 안정공급에만 주안점을 두고 있는 실정이다. 3)전력계통의 안정제어의 기능은 상태의 감시, 해석 및 안전최적화의 3기능이며 안정최적화 기능중의 제어지령도 리얼타임으로 자동화하는 것이 궁극적 목표이나 현단계로서는 CRT 표시장치등의 맨머신 인터훼이스를 통하여 제어지령의 결정과정에서 조작원이 개입하는 것이 상례이다. 즉, 전력계통의 안정제어는 아직까지는 프로세스제어의 단계에 이르지 못하고 오퍼레이션제어의 특징을 다분히 지니고 있다. 4)조작원의 판단이나 개입을 줄이는 첩경은 하아드웨어의 개선보다는 전력계통 리얼타임 제어에 충분할 정도로 처리시간에 단축되는 전력계통제어용 각종 응용프로그램의 개발에 있으며 그 시기는 아직 먼 것으로 전망된다.

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Exploring how to present the problem of Automatic Assessment system in Jupyter Notebook (주피터 노트북에서 자동 평가 시스템의 문제 제시를 위한 방안 탐구)

  • HakNeung Go;Youngjun Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.221-222
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    • 2023
  • 본 연구에서는 주피터 노트북에서 자동 평가 시스템을 활용하기 위한 방안으로 자동 평가 시스템의 문제를 저장하고 제시하는 방안에 대해서 연구하였다. 자동 평가 시스템은 학습자가 직접 프로그래밍을 하고 바로 피드백을 받을 수 있는 장점이 있다. 주피터 노트북에서 자동 평가 시스템을 제공하는 nbgrader와 코들의 장점을 바탕으로 문제 제시 방안은 다음과 같다. 문제는 HTML 태그를 이용해 서식 있는 형태로 서버에 저장한다. 주피터 노트북에서 IPython.display 모듈의 display와 HTML 명령어를 사용하여 문제를 출력하면 코드셀 출력창에 서식 있는 HTML 문서를 출력하여 학습자에게 가독성 있게 문제를 제시할 수 있다.

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The Design and Development of Online System to Improve Undergraduate Students' Competency (대학생의 역량개발을 위한 온라인 시스템 설계 및 개발)

  • Moon, Yun-Kyoung;Lee, Kyoung-Jae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.6
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    • pp.3807-3818
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    • 2015
  • The objective of this study is to develop an on-line system for improving undergraduate students' competency development. After drawing elements necessary for the competency development such as assessment and planning, competency development, analysis of competency assessment, portfolio, analysis of job ability and community, based on the literature research related to competency and the analysis of the existing system, the direction of the system design was set up. The system was developed by using Microsoft Windows operating system in Windows server, ORACLE ver.10 as its database management system, and JSP and JAVA as its programing language. Reviewing errors and improvements of the system, it was modified and complemented. In order to examine the content functional utilization of the final competency development system, the utilization was verified. The competency development system for undergraduate students can be used as on-line space filled with the internalization of knowledge, self-directed competency development, convenience of record management and interactions between students-professors-alumna, owing to its functions such as boosting competency activities, cultivating career-pioneering ability and introspecting. When it is rare to find researches on the competency development system for undergraduate students, it is expected to be helpful to the development of competency education and the career education for undergraduate students as a new alternative for the competency development.

Souce Code Identification Using Deep Neural Network (심층신경망을 이용한 소스 코드 원작자 식별)

  • Rhim, Jisu;Abuhmed, Tamer
    • KIPS Transactions on Software and Data Engineering
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    • v.8 no.9
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    • pp.373-378
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    • 2019
  • Since many programming sources are open online, problems with reckless plagiarism and copyrights are occurring. Among them, source codes produced by repeated authors may have unique fingerprints due to their programming characteristics. This paper identifies each author by learning from a Google Code Jam program source using deep neural network. In this case, the original creator's source is to be vectored using a pre-processing instrument such as predictive-based vector or frequency-based approach, TF-IDF, etc. and to identify the original program source by learning by using a deep neural network. In addition a language-independent learning system was constructed using a pre-processing machine and compared with other existing learning methods. Among them, models using TF-IDF and in-depth neural networks were found to perform better than those using other pre-processing or other learning methods.