• Title/Summary/Keyword: 프로그래밍 교과

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Effects of PBL (Problem-Based Learning) on Academic Achievement and Job Essential Skills: Focused on Application Practices in Computer System Programming Education (PBL(Problem-Based Learning) 기반 교육이 직업기초능력에 미치는 영향에 관한 연구: 대학교 시스템프로그래밍 수업 적용 방안을 중심으로)

  • Lee, Man-Hee
    • The Journal of Korean Association of Computer Education
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    • v.20 no.3
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    • pp.1-11
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    • 2017
  • In this research, we applied the problem-based learning (PBL) on a college computer system programming course and analyzed how it affected students' academic achievement and job essential skills. After course contents analysis, we divided the course into three subsections and provided three problems for each subsection. For measuring the effect on academic achievement, we compared with scores of the previous year's students. For job essential skills, we used Korea collegiate essential skills assessment (K-CESA) operated by Korea Research Institute for Vocational Education & Training. Students took the test twice before and after the course. Results showed that PBL has positive effects on both academic achievement and job essential skills.

Design of Algorithm Education System using Flow Chart (순서도를 활용한 알고리즘 교육 시스템 설계)

  • Oh, KyeongSug;Ryu, NamHoon;Lee, SangJin;Lee, HyeMi;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.1087-1091
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    • 2009
  • The concept for algorithm needs to be established in various fields such as architecture, medicine and life science but understanding only theoretically has its limits. It is therefore educated using many multimedia factors but still is difficult to bring interests and carry out the higher level courses. For algorithm and programming, due to the subject's peculiarity it is very important to actually execute the program to understand the realization theory. In this paper, it aims to design a basic concept of algorithm using a flow chart of visualizing program and an algorithm education system to learn the basic programming C language, which is the fundamental element in algorithm learning.

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Style Jigsaw for Teaching the Coding Style to Novice Programmers (프로그래밍 초보자의 코딩 스타일을 교육하기 위한 스타일 직소)

  • Jung, In-joon;Lee, Yun-jung;Woo, Gyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.1414-1417
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    • 2012
  • 현대의 프로그램들은 과거의 프로그램들에 비해 복잡성이 커졌다. 그러한 변화에 따라 협력 프로젝트가 과거에 비해 일반화 되었고, 프로그램의 디버깅이 어려워졌다. 현대의 프로그래머들에게는 원활한 협력 프로젝트의 진행과 쉬운 디버깅을 위해 코딩 스타일 준수의 중요성이 부각되고 있다. 프로그래머가 소스 코드를 작성할 때 코딩 스타일의 준수 여부는 가독성에 큰 영향을 미친다. 하지만 프로그래머가 코딩 스타일을 준수하지 않는다고 해도 눈에 보이는 에러가 발생하지 않는다. 그렇기 때문에 코딩 스타일은 초심자 시절의 교육이 중요하다. 이 논문에서는 효과적으로 코딩 스타일을 교육하기 위한 스타일 직소 프로그램을 구현하였다. 스타일 직소 프로그램은 코딩 스타일의 준수 정도 직소 퍼즐 형태로 보여주고, 코딩 스타일이 준수되지 않은 부분을 표시하여 줌으로써 보다 효과적으로 코딩 스타일 교육이 가능하게 한다. 본 논문에서 구현된 스타일 직소 효과를 확인하기 위해 부산대학교 컴퓨터공학과 학부 학생들을 대상으로 스타일 직소를 사용하여 코딩 스타일 교육을 실시하였다. Java 프로그래밍 교과 실습 수업에 스타일 직소 프로그램을 적용시켜 본 결과 64%의 학생이 스타일 직소가 코딩 스타일 향상에 도움이 되었다고 답하였고, 52%의 학생이 본 프로그램의 접근법이 흥미로웠다고 답하였다.

An Analysis of Learning Effects According to Learning Participation Level in Non-Face-To-Face Classes (비대면 수업에서 학습참여수준에 따른 학습효과 분석)

  • Kim, Kyong-Ah;Kim, Ji Sim;Ahn, You Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.265-266
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    • 2021
  • COVID-19로 인한 외부환경요인의 변화는 2020학년도 1학기부터 대학교육시스템에 큰 변화를 일으켰다. 초기에는 비대면으로 변화된 수업 환경에서 필요한 수업 방법으로 전환하는 데 급급하였다면 비대면 상황이 지속되면서 대면 학습의 실재감을 제공하고 학습효과를 높이는 구체적인 요인 파악과 수업 적용이 필요하게 되었다. 본 연구에서는 비대면으로 이루어지는 컴퓨터공학 분야의 대표적인 실습기반 교과목인 프로그래밍 수업에서 대면 수업의 실재감을 제공하기 위해 강의동영상 수업과 실시간 수업을 활용하여 수업주제 맞춤형 비대면 혼합형 수업 방법을 적용한 후 설문 조사를 통해 혼합형 수업에서 학습자의 참여수준(태도)가 대면수업 수준의 실재감에 미치는 영향을 조사·분석하였다. 이를 통해 비대면 수업에서는 비대면 환경에서 학습자의 상호작용을 위한 수업 참여 수준(태도)가 대면 수준으로 학습효과를 높이는데 가장 큰 영향을 미친 것으로 조사·분석하였다.

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A Study on Contents of Information Science Curriculum (정보과학 교과 내용체계에 관한 연구)

  • Kim, Kapsu;Kim, Chul;Kim, Hyun-Bae;Jeong, InKee;Jeong, Young-sik;Ahn, Seonghun;Kim, Chong Woo
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.161-171
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    • 2014
  • The Computer Education in Korea since 2000 mainly were 'how to use computer tools', Computer education from 2005 to emphasize problem-solving and programming, but did not perform well, and In 2010 it was not compulsory computer training. Thus, our country have training elementary and middle school students for computer education without creating a curriculum content of computer. U.S. and UK educate students computer training to foster future generations the essential core competencies to be recognized as a new educational curriculum. In this study, the basic course in computer studies of Korean is proposed as Information Science. Information science subject from middle school to first grade curriculum is consistently able to study was composed. The subarea of information science curriculum computer systems, software production, the fusion activity. The computer system is composed of 18 subdivisions, software production is composed of 11 subdivisions, and fusion activity was composed of 15 subdivisions. The results of the students' school life and social life in the future core competencies necessary to be available to train.

Analysis of difference in elementary-school students' recognition on CS education according to CS education with application of Education Programing Tool (교육용 프로그래밍 도구 활용의 정보과학교육을 통한 초등학생의 정보과학에 대한 인식 분석)

  • Shim, Jae-Kwoun;Kim, Ja-Mee;Lee, Won-Gyu
    • Journal of The Korean Association of Information Education
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    • v.14 no.3
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    • pp.385-393
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    • 2010
  • Elementary information education is currently provided in accordance with the 2000 ICT educational guidelines. Although the focus of education has shifted from practical use to computer science since 2005, in which way academic education should be led isn't yet clear. The purpose of this study was to examine the impacts of computer science education(CS education) by an education programming tool on school children's awareness of that education. The selected students received education about unplugged, scratch and robot programming, part of the computer science curriculum, in 12 sessions. As a result, there were significant differences between the experimental and control groups in all the variables that included attitude to computer science, interest in that, satisfaction level, self-efficacy and perception of the value of CS education. The findings of the study suggested that in CS education, the improvement of thinking faculty should take precedence over practical use of what's learned, which is expected to heighten the value of that education.

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Analysis on the Effectiveness of Algorithm Visualization System for Structured Programming Language Education (구조적 프로그램밍 언어 교육을 위한 알고리즘 시각화 시스템의 효용성 분석)

  • Oh, Yeon-Jae;Park, Kyoung-Wook;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.1
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    • pp.45-51
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    • 2012
  • Programming is an area that many students have difficulty on because it requires various skills, such as problem analysis, logical thinking, and procedural problem-solving skills. In this paper, a system visualizing algorithm was used to set up algorithmic concepts easily and effectiveness of the system was analyzed through scholastic achievement test and survey after learning through this process. For evaluation, we divided students who take courses on programming language and algorithm in 3 universities into 2 groups with 6 teams in each group. The group that trained this system visualizing algorithm had scored 17.4 points higher in terms of scholastic achievement than the group that did not train such method. Moreover, according to the survey, the group had higher scores in terms of interest level, concentration level, comprehension, effectiveness, and convenience.

Development of Curriculum Using ROBOTC-based LEGO MINDSTORMS NXT and Analysis of Its Educational Effects (ROBOTC기반 LEGO MINDSTORMS NXT 로봇을 이용한 교육과정 개발 및 교육효과 분석)

  • Lee, Kyung-Hee
    • The KIPS Transactions:PartA
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    • v.18A no.5
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    • pp.165-176
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    • 2011
  • In this paper, we show how a curriculum using LEGO MINDSTORMS NXT robot based ROBOTC for undergraduate students has been developed, and we analyze the educational effect of the curriculum. The curriculum is composed of basic knowledge learning, practice with basic robots, practice with advanced robots, and creative design and implementation of robots. During the three year period since 2009, educational achievement has been analyzed by surveys for 6 classes, 94 students. According to the analysis, the curriculum has highly motivated the students and made them to achieve effectively our educational and academic goals. Also, we observe that the curriculum helped the students to improve their creativity and the problem solving skill, and that the students were autonomously and deeply involved in the homework and the term projects, which made them be very cooperative. Finally, the intensive practice with ROBOTC programming is shown to help students to improve their programming ability of C language.

A Case Study of Teaching 'Machine Learning' for Convergence Major Students in a Non-Face-to-Face Environment (비대면 환경에서의 '기계학습' 지도 사례 연구 : 융합전공 학생들을 중심으로)

  • Lee, Sungock;Lee, Jieun;Song, Hyunok;Kim, Hangil;Jung, Hoekyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.336-339
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    • 2022
  • In this study, we examine the cases of instructors who conducted subject management by understanding the learning patterns of convergence major students taking programming courses Therefore, we intend to find implications for the operation of SW curriculum for convergence majors in the future. In the programming class of the convergence major, students of various grades and majors take the course, and a survey was conducted to understand their learning patterns in a non-face-to-face environment. The instructor studied whether it would be possible to induce learners' participation in class even when face-to-face communication was not possible, and tried to operate the class by understanding the learning propensity of the learners. As there are many students who have maintained successful experiences in self-directed learning amid COVID-19, weekly assignments were set so that they could solve their own problems independently, and almost all students submitted assignments. This study is meaningful in that it studied students' learning patterns, task performance, and programming achievement by operating 'Machine Learning' subject to students of the convergence major in a non-face-to-face situation due to COVID-19.

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A Study for Encouragement of Rublic System in Designing with Programming Classes (설계과목 프로그래밍 수업을 중심으로 루브릭 시스템 정착을 위한 연구)

  • Jo, Mi-Kyung;Park, Hyun-Seok
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.11
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    • pp.81-90
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    • 2009
  • It is inevitable for college students to be confused when they first face university education, which requires them to be self-reliant and responsible, after finishing their course of education, which is passive under control of period and environment, in primary, middle, and high schools. Introduction to college courses, which require students to be subjective and responsible, to be taken after chronically and environmentally controlled primary and secondary education, are but confusing. In this stage, college education should provide ground for educational system so that students can escape from repetitively enforced way of studying of fixed curriculums and study creatively and subjectively while befitting each individual's aptitude. For instance, in programming classes in engineering school, students scholastic achievements are closely interrelated with the professor's educational principles. A change in method of education, from one previously focused on theoretical contents to one centered on practices and experiments, can reap good results. Also, as the need arose for introduction of practice-focused evaluation system, from recognition-centered professor evaluating system to enablement of actively developing creative and self-reliant way of learning, we applied the Rublic System. It is a feedback system that all or most students become the evaluators, of which the indicators of evaluation such as category, standard, and score are public. We have looked into whether or not there has been an improvement in GPAs of students, and if there exists an improvement then what efforts should be made to solidify the system.