• Title/Summary/Keyword: 프로그래밍학습

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The analysis of learners' difficulties in programming learning (프로그래밍 학습에서 학습자의 어려움 분석)

  • Choi, JeongWon;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.89-98
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    • 2014
  • Programming is excellent tool on realizing ideas. However students often complain of difficulties due to requiring the strict programming grammar and the highly thinking. Although various researches have been conducted to teach the programming easily for students, it should precede the analysis of what and why programming concept is difficult for learners. In this study, we analyzed what and why the programming concept is difficult for novice learners in basic programming education. Based on the results, we suggested: improving problem-solving skills based on accurate understanding and internalization on the programming concept, on reducing error between thought and execution results through the creation of sophisticated algorithms and on offering a variety of troubleshooting experience, establishing strategies to think freely for problem-solving process, and promoting the effectiveness of the learning through the learning procedure design.

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Design and Application of an Instructional Model for Flipped learning of Programming Class (프로그래밍 수업의 플립드러닝 학습모형 설계 및 적용)

  • Choi, Sook Young
    • The Journal of Korean Association of Computer Education
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    • v.20 no.4
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    • pp.27-36
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    • 2017
  • The purpose of this study is to design and implement an instructional model for flipped learning of programming class. Because a programming process requires a high level of abstract thinking with a good understanding of a programming language, many students have difficulty in programming. For this characteristic of programming, it is not easy to effectively achieve learning goals of programming lesson by lecturing grammatical elements of a programming language and the following examples in a limited class time. In order to overcome these problems and to make effective programming lessons, we designed an instructional model based on flipped learning. Especially, in this study, we analyzed learners' difficulties in programming learning and errors that occurred in actual programming process for designing the instructional model. As a result of applying this model to the class, it was found that the students were generally satisfied with the lesson by having positive communication with other students in the classroom and actively participating in the learning.

A Case Study of Programming Languages Education using Learning Community (학습 공동체를 활용한 프로그래밍 언어 교육 사례 연구)

  • Kim, Kyong-Ah;Ahn, You Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.333-334
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    • 2013
  • 프로그래밍 언어 교육은 컴퓨터 분야의 필수 과목으로 교육되고 있으나 교수자와 학습자에게 가장 어려운 과목으로 인식되고 있다. 본 연구에서는 명지전문대학에서 시행하고 있는 튜터링 제도를 프로그래밍 언어 수업에 적용하여 학습공동체(피어 튜터링)를 활용한 학습 지원 프로그램을 프로그래밍 언어 교육에 적용한 사례를 제시하고 학습자에 미치는 영향을 조사하였다. 학습 공동체 프로그램의 참여는 자발적으로 이루어졌으며. 활용 결과 학습자들의 성적이 단기간의 프로그램 참여로 많이 향상되지는 않았지만 튜터와 튜티 모두 프로그래밍 과목에 대한 흥미가 유발되고, 수업 참여도가 높아졌으며, 참여하지 않은 그룹과 비교하여 탈락자 감소에는 도움이 되었던 것으로 판단된다.

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The Effects of Robot Programming Learning using Pico Cricket on Problem Solving Ability and Interest (피코 크리켓을 활용한 로봇 프로그래밍 학습이 문제해결책과 흥미에 미치는 효과)

  • Lee, Jin-Young;Song, Jeong-Beom;Kim, Kwang-Yeol;Paik, Seoung-Hey;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.2
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    • pp.17-26
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    • 2009
  • This paper is experimental study to inspect effects of problem solving ability and programming interest using Pico Cricket of the educational robot. The programming learning which is regarded as the very core of information subject improves problem solving ability. But the programming teaming does not display the effects properly, because the programming learning studies a grammar manual. The educational robot has the advantage to approach the programming learning easily for containing entertainment. The Pico Cricket of the educational robot has the advantage not to induce competition but to compose a cooperative learning environment. Also, the Pico Cricket is able to be had interest of programming learning to girl students, because the Pico Cricket is able to suggest life-centered and cooperative contents which girl students like. Accordingly, This paper is study which the programming learning using Pico Cricket affects the problem solving ability and programming interest and men and women's comparison study.

An Analysis of Object-Oriented Programming Concept Understanding for Learners Depending on Customizing Learning Models (맞춤형 학습 유형에 따른 학습자들의 객체지향 프로그래밍 개념 이해도 분석)

  • Ahn, You-Jung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.04a
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    • pp.261-263
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    • 2010
  • 컴퓨터 프로그래밍 학습은 학습자들의 학습 수준 및 능력에 따라 맞춤형 학습으로 진행될 때 효과가 크다. 본 연구에서는 다양한 유형의 수준별 맞춤형 프로그래밍 학습팀에 소속된 학습자들이 객체지향 프로그래밍의 개념을 처음 배울 때, 맞춤형 학습 유형에 따라 학습내용에 대해 어느 정도의 이해도를 갖게 되었는지를 테스트를 통해 분석한다. 이를 통하여 객체지향 프로그래밍의 개념 이해를 높일 수 있는 맞춤형 학습 유형과 학습자 그룹을 찾는데 목표을 두고 있다.

Constructing a Scratch Learning Website for Elementary School Students (초등학교 EPL교육을 위한 스크래치 학습사이트 개발)

  • Seo, Seong-Nam;Kim, Young-Gi
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.65-70
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    • 2010
  • 초등학교 프로그래밍교육은 프로그래밍에 대한 기본적 원리의 이해를 돕고 학습자의 창의력, 논리적 사고력, 문제해결력 등의 고등 사고 능력을 향상시키는데 그 목적이 있다. 따라서 초등학교 프로그래밍교육에서는 멀티미디어요소를 사용하여 쉽게 프로그래밍 할 수 있는 교육용 프로그래밍언어를 활용하여 기본적인 프로그래밍 구조화 원리를 학습할 수 있도록 하여야한다. 이에 본 연구에서는 교육용 프로그래밍언어로 스크래치를 선정하고 교사의 교수학습 자료 제공 및 학생의 자기 주도적 학습형태가 이루어질 수 있는 동영상 학습사이트를 개발하고자 한다.

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Exploring Ways to Learn Online Judge Problems in Block Programming Language (온라인 저지 문항을 블록 프로그래밍 언어로 학습하기 위한 방안 탐구)

  • HakNeung Go;Youngjun Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.719-720
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    • 2023
  • 본 연구에서는 온라인 저지 문항을 블록 프로그래밍 언어로 학습하기 위한 방안에 대해서 탐구하였다. 온라인 저지를 활용한 프로그래밍 교육은 알고리즘을 설계하는 추상화 과정과 이를 프로그래밍 언어로 작성하는 자동화 과정이 포함되며 이는 컴퓨팅 사고력 발달에 영향을 준다. 온라인 저지는 대부분 텍스트 프로그래밍 언어(이하, TPL)에서 지원되어 초보 학습자가 사용하기에 어려움이 있다. 블록 프로그래밍 언어(이하, BPL)를 기반으로 한 온라인 저지는 BPL로 작성한 것을 TPL로 변환하는 방법과 그래픽 기반 문제상황을 해결하는 방법이 있으며 TPL로 변환하는 것은 텍스트 기반 온라인 저지 문항을 사용할 수 있으나 사용하는 방법이 어렵다. 반면 그래픽 기반 문제 상황은 사용하는 방법이 쉽지만 문항이 제한적이고 순차적 사고가 강조된다. 이에 엔트리 '스터디'와 '나의 학급-과제'를 이용하면 자동 평가 기능은 없지만 학습자가 익숙한 환경에서 학습할 수 있고 교사는 문항을 직접 개발할 수 있으며 문제 제시, 예시 작품 제시, 블록 제한, 과제제출 등을 사용하여 BPL에서 온라인 저지 문항을 학습할 수 있다.

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The Recommendation System based on Staged Clustering for Leveled Programming Education (수준별 프로그래밍 교육을 위한 단계별 클러스터링 기반 추천시스템)

  • Kim, Kyung-Ah;Moon, Nam-Mee
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.8
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    • pp.51-58
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    • 2010
  • Programming education needs learning which is adjusted individual learners' level of their learning abilities. Recommendation system is one way of implementing personalized service. In this research, we propose recommendation method which learning items are recommended for individual learners' learning in web-based programming education environment by. Our proposed system for leveled programming education provides appropriate programming problems for a certain learner in his learning level and learning scope employing collaborative filtering method using learners' profile of their level and correlation profile between learning topics. As a result, it resolves a problem that providing appropriate programming problems in learner's level, and we get a result that improving leaner's programming ability. Furthermore, when we compared our proposed method and original collaborative filtering method, our proposed method provides the ways to solve the scalability which is one of the limitations in recommendation systems by improving recommendation performance and reducing analysis time.

A C-Programming Learning Model Using a Line Tracer in Discretionary Activity Hours in Elementary Schools (초등학교 재량활동시간에 라인트레이서를 이용한 C프로그래밍 학습모형)

  • Moon, Wae-Shik
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.603-612
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    • 2011
  • This study suggested an educational curriculum(12 class periods) in order for higher level elementary school students to learn programming in discretionary activity hours using a line tracer and evaluated achievement level based on the outcome of learning by class period to assess the possibility of success. As a result, it could confirm that the programming learning using the line tracer was more excellent in creativity than the computer programming learning. In addition, it has been found that the programming learning method using the line tracer had a potential to be successful as a new creative tool that could replace the computer.

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Efficient Design of a Disaster Broadcasting System using LTE Modem (성별에 따른 교양 프로그래밍 강좌 수강생의 회복탄력성 분석)

  • An, Jina;Hong, Kicheon;You, Kangsoo;Kim, Semin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.228-230
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    • 2018
  • Recently, many universities have opened lectures on programming in liberal arts subjects. However, learners find it very difficult to learn programming, and efforts to increase interest and interest continue. Especially, in the previous research, it was found that there is a difference in programming learning between boys and girls. In this study, we analyzed the resilience of learners of liberal arts programming lectures. The pre-test was conducted on 399 students. It was found that the male students had a higher average resilience than the female students but a larger deviation. Through this study, we can find a plan for learners' learning strategy for programming learning.

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