• Title/Summary/Keyword: 프로그래밍교육과정

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Android App. Implementation Teaching using App. Inventor for Elementary school students (초등학생을 대상으로 앱 인벤터를 활용한 안드로이드용 앱 제작교육)

  • Rim, Hwakyung
    • Journal of Korea Multimedia Society
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    • v.16 no.12
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    • pp.1495-1507
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    • 2013
  • Smart device appeared as IT technology develops and it caused the proliferation of digital contents. It is because that App technology supports to install and use the contents in the smart device easily. App is developed by the creativity and the programming skill and the commercial value is generated in the process of development. In this paper, we taught how to develop APP to elementary school students by Android App Inventor program and observed the changes of their thinking through reflection-note which describes thinking of them. This research was carried out for 28 elementary school students, 5th and 6th grade. We found the attitude that students try to solve problem actively with the high interest. They enjoy showing developed App to others easily and quickly, which is the characteristic of smart devices. We also found a phenomenon that the students consider commercial value.

Implementation of an Algorithm that Generates Minimal Spanning Ladders and Exploration on its relevance with Computational Thinking (최소생성사다리를 생성하는 알고리즘 구현 및 컴퓨팅 사고력과의 관련성 탐구)

  • Jun, Youngcook
    • The Journal of Korean Association of Computer Education
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    • v.21 no.6
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    • pp.39-47
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    • 2018
  • This paper dealt with investigating the number of minimal spanning ladders originated from ladder game and their properties as well as the related computational thinking aspects. The author modified the filtering techniques to enhance Mathematica project where a new type of graph was generated based on the algorithm using a generator of firstly found minimal spanning graph by repeatedly applying independent ladder operator to a subsequence of ladder sequence. The newly produced YC graphs had recursive and hierarchical graph structures and showed the properties of edge-symmetric. As the computational complexity increased the author divided the whole search space into the each floor of the newly generated minimal spanning graphs for the (5, 10) YC graph and the higher (6, 15) YC graph. It turned out that the computational thinking capabilities such as data visualization, abstraction, and parallel computing with Mathematica contributed to enumerating the new YC graphs in order to investigate their structures and properties.

A study on the use of continuous spectrum in problem solving in a dynamic geometry environment (동적 기하 환경의 문제 해결 과정에서 연속 스펙트럼 활용에 대한 소고)

  • Heo, Nam Gu
    • The Mathematical Education
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    • v.60 no.4
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    • pp.543-554
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    • 2021
  • The dynamic geometric environment plays a positive role in solving students' geometric problems. Students can infer invariance in change through dragging, and help solve geometric problems through the analysis method. In this study, the continuous spectrum of the dynamic geometric environment can be used to solve problems of students. The continuous spectrum can be used in the 'Understand the problem' of Polya(1957)'s problem solving stage. Visually representation using continuous spectrum allows students to immediately understand the problem. The continuous spectrum can be used in the 'Devise a plan' stage. Students can define a function and explore changes visually in function values in a continuous range through continuous spectrum. Students can guess the solution of the optimization problem based on the results of their visual exploration, guess common properties through exploration activities on solutions optimized in dynamic geometries, and establish problem solving strategies based on this hypothesis. The continuous spectrum can be used in the 'Review/Extend' stage. Students can check whether their solution is equal to the solution in question through a continuous spectrum. Through this, students can look back on their thinking process. In addition, the continuous spectrum can help students guess and justify the generalized nature of a given problem. Continuous spectrum are likely to help students problem solving, so it is necessary to apply and analysis of educational effects using continuous spectrum in students' geometric learning.

정보시스템 아웃소싱 결정시 CEO의 역할에 관한 분석

  • 편효범;김지연
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 1998.10a
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    • pp.509-517
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    • 1998
  • 최근 국내기업들은 경영혁신 기법의 하나인 아웃소싱에 대한 검토 및 적용사례가 많아지고 있다. 아웃소싱이란 "정보시스템 기능의 일부 또는 전부를 외부업체에 위탁하는 과정"으로 정의된다. 그러나 이런 아웃소싱 결정은 최고 결정자(CEO) 의 소신이 없으면 어렵다. 따라서 본 연구에서는 회사의 최고경영자의 역할이 아웃소싱에 어떤 영향을 미치는지에 대하여 설문조사를 통하여 실증적인 분석을 하였다. 본 연구의 설문항목으로는 기업의내부적인 조직상, 관리상의 특성인 CEO의 컴퓨터 활용능력, CEO가 IS 조정(심의)위원회에서의 위치, 관리자(CIO) 와의 보고관계, IS 성과에 대해 아웃소싱의 활동범위 (7개)별로 구분하여 조사하였다. 아웃소싱 활동범위는 다시 S/W 활동(응용프로그래밍, S/W지원/교육훈련), H/W 활동(네트워크 관리, 중대형 컴퓨터 유지보수, 워크스테이션/PC 유지보수), 포괄적인 관리활동(시스템 통합, 설비관리)으로 구분하였다. 조사결과는 컴퓨터 활용능력이 높은 CEO가 아웃소싱을 많이 하였으며, 조정위원회에서 CEO가 활동적인 경우에는 S/W 분야에 아웃소싱이 많이 이루어졌지만, H/W, 포괄적 관리활동분야에서는 위원회 자체가 없는 경우에 아웃소싱이 많아졌다. 또한 CEO와 IS관리자(CIO)의 보고단계가 1단계 이상일 때는 모든 분야에서 아웃소싱이 많았으며, 산업계의 중간그룹에서 아웃소싱을 가장 많이 하는 것으로 조사되었다.것으로 조사되었다.

An Object-Oriented Analysis and Design for Remote Examination System on Internet (인터넷기반 원격시험시스템의 객체지향적 분석 및 설계)

  • 김윤호;박운영
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.6
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    • pp.966-973
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    • 2002
  • This Pager presents an object-oriented analysis and design for Remote Examination System on Internet. The UML is used for describing the process of analyzing and designing the system. The system is composed of the parts: Question Generation part that professors make questions, Question Answer part that students answer the questions. By object-oriented analysis and design, the system inherits the advantages of object-oriented methodology. All the results are retained on database on server-side. This system can be integrated with the Cyber-University System, and substituted for off-line paper-based tests or adopted to on-line poll applications on Internet.

The Strategic Thinking of Mathematically Gifted Elementary Students in LOGO Project Learning (LOGO를 이용한 프로젝트 학습에서 나타난 초등 수학영재 학생들의 전략적 사고)

  • Lew, Hee-Chan;Jang, In-Ok
    • Journal of Educational Research in Mathematics
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    • v.20 no.4
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    • pp.459-476
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    • 2010
  • The purpose of this study is to suggest a new direction in using LOGO as a gifted education program and to seek an effective approach for LOGO teaching and learning, by analyzing the strategic thinking of mathematically gifted elementary students. This research is exploratory and inquisitive qualitative inquiry, involving observations and analyses of the LOGO Project learning process. Four elementary students were selected and over 12 periods utilizing LOGO programming, data were collected, including screen captures from real learning situations, audio recordings, observation data from lessons involving experiments, and interviews with students. The findings from this research are as follows: First, in LOGO Project Learning, the mathematically gifted elementary students were found to utilize such strategic ways of thinking as inferential thinking in use of prior knowledge and thinking procedures, generalization in use of variables, integrated thinking in use of the integration of various commands, critical thinking involving evaluation of prior commands for problem-solving, progressive thinking involving understanding, and applying the current situation with new viewpoints, and flexible thinking involving the devising of various problem solving skills. Second, the students' debugging in LOGO programming included comparing and constrasting grammatical information of commands, graphic and procedures according to programming types and students' abilities, analytical thinking by breaking down procedures, geometry-analysis reasoning involving analyzing diagrams with errors, visualizing diagrams drawn following procedures, and the empirical reasoning on the relationships between the whole and specifics. In conclusion, the LOGO Project Learning was found to be a program for gifted students set apart from other programs, and an effective way to promote gifted students' higher-level thinking abilities.

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The raise the efficiency of game graphics design education using game engine : In focus of Unity3D and Torque (게임엔진 활용으로 게임 그래픽 교육 효율성 제고: 유니티3D(Unity3D)와 토크(Torque) 엔진을 중심으로)

  • Kim, Chee-Hoon;Park, Sung-Il
    • Cartoon and Animation Studies
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    • s.29
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    • pp.151-172
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    • 2012
  • Game production education in a university is very important because it is the stage for completing a game education course as well as for determining a future of game industry. In order to perform various experience and creative learning, it should be able to effectively use a computer infrastructure representing the knowledge and information society for the purpose of obtaining and re-processing information necessary for game production through prediction of directions of game industry as well information technology. This research is focused on an effective game engine education for students whom want to become game graphics designers. The purpose of this study is to draw a lesson of game production utilizing game engines and it enables practice-focused class for game production. It also allows the class participant to manufacture prototypes without support from game programmers for their outcomes of works planned during the game production class. The theoretical background of game production compared and analyzed exemplary game engines. Based on the result, the study selected Unity 3D engine and conducted the research on the background where the Unity engine has been selected and its characteristics. In addition, this study provided an example of game production utilizing a game engine, and also described the details of actual realization. This study selected Torque3D with the Unity in order to identify the purpose of this study and efficiency of learning. Thus, the previous situation is that the class remained in making a game plan during the course of game production project and, students whose major is not game programming. Now, it is necessary for students to make many efforts to make a game in an active and positive attitude by utilizing a game engine beyond the previous method of class.

Developing Maker Competency Model and Exploring Maker Education Plan in the Field of Elementary and Secondary Education (메이커 역량 모델 개발 및 초·중등 교육 현장에서의 메이커 교육 방안 탐색)

  • Yoon, Jihyun;Kim, Kyung;Kang, Seong-Joo
    • Journal of The Korean Association For Science Education
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    • v.38 no.5
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    • pp.649-665
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    • 2018
  • In this study, we extracted the core competencies of makers through the analysis of critical incident technique and behavioral event interview to explore the nature and attributes of maker education, and then we developed a maker competency model based on these core competencies. As a result, six competency groups and 23 sub-competencies were extracted. In other words, we were able to confirm the existence of integrated thinking competency group consisting of four competencies made up of 'analytic thinking', 'intuitive thinking', 'visual thinking', and 'empirical thinking' and that of collaborative competency group with four competencies of 'sharing', 'communication', 'conflict management', and 'scrupulosity'. In addition, we could also confirm the existence of making mind competency group, which is composed of four competencies namely 'interest in various areas', 'challenge consciousness', 'failure management', and 'pleasure of the making process'. We could also confirm that human-centered competence group consisting of two competencies of 'humanity' and 'user-oriented' and the problem-finding competence group consisting of two competencies of 'observation' and 'recognition of discomfort in daily life'. Lastly, the making practice competency group is composed of seven competencies: 'understanding making tool', 'understanding electricity', 'understanding programming', 'planning', 'hand knowledge', 'information search', and 'direct execution'. We discussed educational implications of these findings.

The Effect of the Learner's Creativity and Self-Efficacy on the Support Type of the Assistant Teacher in Robot Education (로봇교육에서 보조교사 지원 유형이 학습자의 창의성과 자기효능감에 미치는 영향)

  • Song, Jeong-Beom;Kwon, Oh-Sung;Koh, Byoung-Oh;Yang, Kwon-Woo;Shin, Soo-Bum
    • The Journal of Korean Association of Computer Education
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    • v.14 no.1
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    • pp.35-43
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    • 2011
  • The purpose of this research is to confirm that how the support type of the assistant teacher changes the students' creativity and self-efficacy in the Robot Education, particularly Robot Edu-Camp. The study objects are 72 elementary students for 8 groups; each group has 9 students, and 4 groups of them have the assistant teachers and others are supported by giving some feedbacks for their questions or some information if they need. The assumption of this study sets up as in the following; there are no differences for the students' creativity and self-efficacy between the supporting of the assistant teachers with making robots and programing together and the giving feedbacks and information if students need. To verify this assumption, we use the nonequivalent control group in the pretest-posttest designs. The result is as in the following. There's no meaningful differences of the students' creativity by the support type of the assistant teachers. But in the self-efficacy, the groups which are giving feedbacks and information if they need have more higher level of achievement than others. The result shows that if the assistant teachers help the students directly, the students' levels of the self-direction, and control are low because they lean on the teachers. This will give you some implications to the follow-up studies about the support type of the assistant teachers in the Robot Education.

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The Development of Software Teaching-Learning Model based on Machine Learning Platform (머신러닝 플랫폼을 활용한 소프트웨어 교수-학습 모형 개발)

  • Park, Daeryoon;Ahn, Joongmin;Jang, Junhyeok;Yu, Wonjin;Kim, Wooyeol;Bae, Youngkwon;Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.49-57
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    • 2020
  • The society we are living in has being changed to the age of the intelligent information society after passing through the knowledge-based information society in the early 21st century. In this study, we have developed the instructional model for software education based on the machine learning which is a field of artificial intelligence(AI) to enhance the core competencies of learners required in the intelligent information society. This model is focusing on enhancing the core competencies through the process of problem-solving as well as reducing the burden of learning about AI itself. The specific stages of the developed model are consisted of seven levels which are 'Problem Recognition and Analysis', 'Data Collection', 'Data Processing and Feature Extraction', 'ML Model Training and Evaluation', 'ML Programming', 'Application and Problem Solving', and 'Share and Feedback'. As a result of applying the developed model in this study, we were able to observe the positive response about learning from the students and parents. We hope that this research could suggest the future direction of not only the instructional design but also operation of software education program based on machine learning.