• Title/Summary/Keyword: 프로그래밍 교과

Search Result 209, Processing Time 0.022 seconds

The Effects Analysis of Programming Education to Freshmen's Major Choice (프로그래밍 교육이 대학 신입생들의 전공결정에 미치는 영향 분석)

  • Kim, Kyungmi;Kim, Heon Joo
    • The Journal of Korean Association of Computer Education
    • /
    • v.19 no.2
    • /
    • pp.51-60
    • /
    • 2016
  • This study has two major purposes. One is to find out the impact of learning programming language on deciding major for freshmen who enter the university without specific major and decide their majors from sophomore. Another is to compare between 2015 group without specific major at freshmen and 2013 group who were not required to take program language courses. Our study has several important implications. First, this study is the first attempt to figure out the effects of the program language education on deciding major. Secondly, one can predict the effects and importance of software education which is going to imply to all highschool students starting from 2018. Thirdly, software education may help to alleviate science and engineering aversion.

A Study on the Instructional Design of Software Education Based on Backward Design Model (백워드 설계 모형을 적용한 소프트웨어 교과의 교수설계에 관한 연구)

  • Lee, Youngoho;Koo, Dukhoi
    • Journal of The Korean Association of Information Education
    • /
    • v.19 no.4
    • /
    • pp.409-418
    • /
    • 2015
  • The purpose of this study is derived implications at software curriculum development utilizing the backward design model. In this study, we developed 'Algorithms and Programming' unit teaching plan based on backward design template. First, we have derived enduring understandings, essential questions, specific knowledge and skill on 'Algorithms and Programming' unit by considering the goal, content, achievement standard of Software education operating instructions. Second, we developed authentic tasks using GRASPS technic and holistic scoring rubrics. Third, we developed 7 lesson 14 WHERETO element for effective teaching in 'Algorithms and Programming' unit. Fourth, we investigated about the effectiveness of the development unit based on backward design. Backward design could be useful of developing curriculum unit and lesson plan at software education.

Development and Evaluation of a STEAM Curriculum Utilizing Arduino (아두이노를 활용한 STEAM 커리큘럼 설계, 적용 및 효과 분석)

  • Shim, KyuHeon;Lee, Sangwook;Suh, Taeweon
    • The Journal of Korean Association of Computer Education
    • /
    • v.17 no.4
    • /
    • pp.23-32
    • /
    • 2014
  • The nature of complex modern society inevitably creates intricate problems that can be solved by the computational and logical reasoning. The programming education in Informatics can effectively raise the ability of computational thinking. The paper proposes and evaluates a STEAM curriculum that can draw the interest and attention of students. The curriculum educates the multi-disciplinary knowledge from science, music and informatics, and it was designed to have group discussions with self-directed study. The experiments were performed with $4^{th}{\sim}6^{th}$ grade gifted students in Informatics from elementary schools. The Arduino was used as the experiment environment. The experiment results reveal that the interests in Informatics and programming have been escalated after the STEAM class; 75% of students expressed the surge of interest in computers and 93% of students responded positively to the Arduino-based class. The effectiveness of the experiment outcomes was validated with t-test.

  • PDF

Satisfaction and Effectiveness of Online Software Liberal Arts Education (온라인 소프트웨어 교양 교육의 만족도와 효과성에 관한 연구)

  • Choi, Jin-Ho;Shim, Jaeruen
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.26 no.6
    • /
    • pp.930-935
    • /
    • 2022
  • The ability to use software is an essential competency in modern society. As a result, programming education is conducted from elementary school to university. In case of programming education for non-majors conducted in the liberal arts at universities, if it is conducted online using high-quality contents, problems such as the shortage of professional professor and the limitation of practice time can be solved. Also, it has the advantage of providing students with enough time to think and solve problems. In this paper, the possibility of online lectures was investigated through a survey before and after lectures in software liberal arts courses conducted online. From the results of the survey, it is judged that the goal of software education can be achieved even if software lectures are conducted online, which is to improve computational thinking and problem-solving skills.

Using Python Programming Language for Teaching Industrial Engineering Subjects: A Case Study on Engineering Economy (산업공학 전공 교과목 강의를 위한 파이썬 프로그래밍 활용: 경제성공학 교육 사례 연구)

  • Cho, Yongkyu
    • Journal of Practical Engineering Education
    • /
    • v.14 no.2
    • /
    • pp.245-258
    • /
    • 2022
  • Computational thinking with programming skills has been widely emphasized for future industrial engineering researchers and practitioners in Industry 4.0. However, industrial engineering students still have limited opportunities to improve their computational thinking abilities during university coursework. In this regard, this research study proposes to use Python programming language for teaching classical Industrial Engineering subjects. For a specific case study, we designed and instructed an Engineering Economy lecture which cultivates the concept and techniques of economic analysis for engineering students. During the class, we introduced the usage of several Python libraries that include numpy-financial for basic financial functions, numpy and scipy for simple numerical computation and analysis, and matplotlib for data visualization. Anonymous class evaluation survey showed the effectiveness of the proposed teaching method in terms of both educational satisfaction and contents delivery. Finally, we found additional needs for providing lectures that adopt the similar teaching style to the proposed method.

The Analysis on Utilization Trend of the Technology in Secondary Mathematics Textbooks Based on the $6^{th}$, $7^{th}$ and 2007 Revised Curriculum in Korea (교육과정에 따른 중등 수학과 교과서에서 공학 도구 활용의 변화 분석)

  • Kim, Mi Hwa;Son, Hong Chan
    • School Mathematics
    • /
    • v.15 no.4
    • /
    • pp.975-994
    • /
    • 2013
  • In this paper, we analyzed the utilization trend of technology in the secondary mathematics textbooks based on the 6th, 7th and 2007 revised mathematics curriculums in Korea. We analyzed 30, 60 and 90 mathematics books based on the 6th, 7th and 2007 revised mathematics curriculums respectively. The analysis focused on three aspects of using technology, i.e., contents areas in which technology used, technological tools and programs used, and methods of using technology in teaching and learning mathematics. The results shows that the frequency of using technology in mathematics books has been increased as mathematics curriculum has been revised. In the mathematics books based on th 6th curriculum, only 25 scenes were found, but in 7th and 2007 revised curriculum 248 and 355 scenes were found. In the 6th curriculum, calculators and graphing calculators were used mainly, but in the 7th and 2007 revised curriculum many kinds of technological tools and softwares were used including CAS, dynamic geometry software, spreadsheets, programming language, and the Internet. Especially the internet was used frequently in the 7th curriculum. And the methods of using technology has been diversified as time passed. In the 6th curriculum, the technology mainly used for introducing technology and simple calculation, but in the 7th and 2007 revised curriculum the technologies and software were also used for understanding mathematical laws, principles and concepts and students-centered exploring the mathematical properties.

  • PDF

Study on Course-Embedded Learning Achievement Evaluation and Adaptive Feedback (교과기반 학습성취 평가 및 적응형 피드백 시스템 설계)

  • Chung, Hyun-Sook;Kim, Jung-Min
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.6
    • /
    • pp.553-560
    • /
    • 2022
  • The research of course-embedded learning evaluation method, which can be used to measure the competency of learners by evaluation of learning outcomes, has been performed for competency-based education in the university. In this paper, we propose an learning evaluation and adaptive feedback model based on learning outcomes, learning subjects, learning concepts graph, and an evaluation matrix. Firstly, we define the layered learning outcomes, a graph of learning subjects and concepts, and two association matric. Secondly, we define algorithms to calculate the level of learning achievement and the learning feedback to learners. We applied the proposed method to a specific course, "Java Programing", to validate the effectiveness of our method. The experimental results show that our proposed method can be useful to measure the learning achievement of learners and provide adaptive feedbacks to them.

Analysis about Learning Objectives of Informatics Textbooks in High School using Anderson's and Fuller's Taxonomy of Educational Objectives (Anderson과 Fuller의 교육목표 분류법을 이용한 고등학교 정보 교과서의 수업 목표 분석)

  • Choe, Hyun-Jong
    • Journal of the Korea Society of Computer and Information
    • /
    • v.19 no.9
    • /
    • pp.185-196
    • /
    • 2014
  • This study has analyzed the learning objectives in 6 Informatics textbooks that were published this year in the basis of 2009 revised curriculum using Anderson's taxonomy of Educational Objectives that was a revision of Bloom's taxonomy and Fuller's taxonomy that was presented for programming activities. Some dimensions of Anderson's taxonomy, such as conceptual and procedural knowledge, understand and apply in cognitive process are much more used in learning objectives in 6 Informatics textbooks. Interpreting and producing dimensions of taxonomy are well presented to balance in 6 Informatics textbooks by analysis of Fuller's taxonomy. This results will be a good case study in research about taxonomy of educational objectives and development of Informatics textbooks.

Data modeling and algorithms design for implementing Competency-based Learning Outcomes Assessment System (역량기반 학습성과 평가 시스템 구현을 위한 데이터 모델링 및 알고리즘 설계)

  • Chung, Hyun-Sook;Kim, Jung-Min
    • Journal of Convergence for Information Technology
    • /
    • v.11 no.11
    • /
    • pp.335-344
    • /
    • 2021
  • The purpose of this paper is the development of course data models and learning achievement computation algorithms for enabling the course-embedded assessment(CEA), which is essential of competency-based education in higher education. The previous works related CEA have weakness in the development of the systematic solution for CEA computation. In this paper, we propose data models and algorithms to implement competency-based assessment system. Our data models are composed of a layered architecture of learning outcomes, learning modules and activities, and an associative matrix of learning outcomes and activities. The proposed methods can be applied to the development of the course-embedded assessment system as core modules. We evaluated the effectiveness of our proposed models through applying the models to a practical course, Java Programing. From the result of the experiments we found that our models can be used in the assessment system as a core module.

The Application of the Scratch2.0 and the Sensor Board to the Programming Education of Elementary School (초등학교 프로그래밍 교육을 위한 스크래치2.0과 센서보드 활용)

  • Moon, Waeshik
    • Journal of The Korean Association of Information Education
    • /
    • v.19 no.1
    • /
    • pp.149-158
    • /
    • 2015
  • Programming education plays a very effective role in comprehensively learning problem analysis ability, logical thinking ability, procedural problem solving method, and imaginary problem solving method. Until recently, however, it is not applied to the elementary and the middle school in Korea, which is very different from the other IT centerd countries such as the U.S., etc., where coding class is actively implemented. Fortunately, Korean government recognized this reality and decided to implement programming education as a regular subject in the elementary school from 2017. In this situation, many researchers' programming education model research is urgently required for the students to learn in the elementary and the middle school. This research developed and suggested 17 sessions of programing education model connected with scratch language and sensor board, which is hardware, to be applied to the class of the 5th and 6th graders. As the result of implementing the joint class of 5th and 6th graders during the after-school class based on programming education process suggested to verify the suitability for elementary school programing education, satisfactory achievement was attained by the assessed students. The researcher plans to develop an optimum model proper for the elementary school students' intellectual capacity by more improving programming education model.