• Title/Summary/Keyword: 프로그래밍 교과

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A Review and Synthesis of Research in Educational Programming Language (교육용 프로그래밍 언어 연구 동향)

  • An, Sang-Jin;Seo, Young-Min;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.01a
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    • pp.139-142
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    • 2012
  • 최근 정보교육과정의 개정은 컴퓨터 과학의 기본 내용들을 정보 교과에 포함하였고, 그 컴퓨터 과학적인 사고를 실세계에 구현하는 것을 교육 목표로 하여 학생들에게 프로그래밍 교육을 실시하고 있다. 하지만 기존의 범용 프로그래밍 언어는 학습자가 습득하고 활용하는 데 많은 시간이 걸리고 인지적 부담이 큰 단점이 있었다. 이러한 단점을 보완하고자 교육용 프로그래밍 언어가 등장하였고, 교육용 프로그래밍 언어를 활용하여 교육적인 효과를 얻기 위한 다양한 연구가 진행되고 있다. 본 연구는 한국에서 진행된 교육용 프로그래밍 언어 관련 연구를 분석하여 연구의 의미를 발견하고 추후의 연구 방향을 제시하고자 한다.

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A Design and Development of Theme-Based Integrated Program using the Diki-3000 (디키-3000 활용 주제중심 통합 프로그램 설계 및 개발)

  • Park, Jung-Ho;Kim, Chul
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.147-151
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    • 2011
  • Educational efforts in integrating various subjects which are closely related to one another have had positive results. Additionally, integrating subjects has shown to be more effective than teaching subjects independently. The purpose of this study is to propose, construct, and develop a theme-based integrated program that teaches elementary school student's subjects which are outside the regular curriculum such as electricity, electronics, programming, and energy by using Diki-3000. Thus, having considered the theoretical background of theme-based integrated program, elementary school subjects including home economics, science, social studies, and extracurricular activities have been analyzed and restructured into theme-based program. Students will learn about and familiarize themselves with these subjects by utilizing the Diki-3000 product. This program aims to improve students understanding of the aforementioned subjects by combining Diki-3000's strengths as an educational tool with the contents of theme-based integrated program. Moreover, the learning experiences gained from completing critical problem-solving activities which are beyond normal subject knowledge is expected to help develop learners' positive thinking skills.

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Instructional design for the improvement of practical skills about Programming (프로그래밍 실무 능력 향상을 위한 교수 설계)

  • Kim, Jae-Saeng
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.351-352
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    • 2015
  • 일반 교과목에 관한 교수-설계안은 많이 연구되어 활용되고 있지만 프로그래밍 언어의 실무능력 향상을 위한 교수 설계 전략은 매우 부족한 형편이다. 이에 본 연구에서는 기존의 교수-설계 방법들을 기반으로 한 사례연구로서 SQL 튜닝 학습사례를 통해 교수설계 전략안 및 운영전략안을 제시하고자 한다.

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A Study on Development of Educational Web Contents for Procedural-Oriented and Object-Oriented Programming (절차지향 및 객체지향 프로그래밍의 효과적 교육을 위한 웹 콘텐츠 개발에 관한 연구)

  • Suh, Bong-Sue
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.772-775
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    • 2006
  • The educational courses for the procedural-oriented and object-oriented programming languages have been prepared respectively in many universities. However, the comparison of two languages has not been shown in the same class. In this paper, we compared two distinctive languages, C and Java, and developed a new class material and the relating web contents, through which those who are interested may maximize their understanding and programming skills based on the different programming language.

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Present and Future for the Curriculums of Game Majors (게임학과 교과과정 현황과 변화 추이)

  • Park, Jin Won
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.123-130
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    • 2016
  • Twenty years have passed since the first game department was established in Korea. We now need to review and foresee the future of game department curriculums. In this paper, we characterize and analyze the current curriculums of game departments in Korean colleges. The study focuses on the detailed course works based on the game making processes, which are largely composed of game design, game programming and game graphic design. Then we analyze the past curriculum changes of the game programming and the game graphic design departments. Also, we survey the curriculums of cinema departments which are older than game departments, thus may show the hint for the future of game departments. As the results of the analysis, the curriculums of game departments have to strengthen the game design related courses and have to expand the game making exercise courses.

The Influence of Pair Programming on 4Cs Improvement in Middle School Informatics (중학교 정보교과에서 짝 프로그래밍이 4Cs 향상에 미치는 영향)

  • Park, Yoon-mi;Lee, Hyo Jong
    • Journal of The Korean Association of Information Education
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    • v.24 no.4
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    • pp.301-311
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    • 2020
  • A model of cooperative learning, Pair Programming was applied to regular class for middle school students. Algorithm and programming skill were taught through the pair programming for two week and the achievement was analyzed based on 4Cs(Critical thinking, Communication, Collaboration, Creativity) proposed by the NEA(National Education Association). The control group was statistically significant on Critical Thinking between pre-test and post-test1, while the experimental group was statistically significant on all measurements of 4Cs. Between pre-test and post-test2, the control group showed overall little difference in range of 0.2 points on the 4Cs average scores. while the experimental group was statistically significant on all measurements of 4Cs. Between post-test1 and post-test2, there was no significant difference on 4Cs average scores in both groups. The experimental group showed higher score results on all 4Cs than the control group. This study verifies that the benefits of Pair Programming on 4Cs.

Case Study on Utilizing Arduino in Programming Education of Engineering (공학 프로그래밍 교육에 아두이노 활용 방안 사례 연구)

  • Park, Jang-Hyun;Kim, Seong-Hwan
    • Journal of IKEEE
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    • v.19 no.2
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    • pp.276-281
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    • 2015
  • Engineers increasingly rely on computers and their computer programming skills for their works. As a result, most engineering curricula have introduced a computer programming courses. However, students consider the subject to be unrelated to their core interests and often feel uncomfortable when learning to program for the first time. To overcome these difficulties, several studies have proposed the use of physical computing paradigm. This paradigm takes the computational concepts out of the PC screen and into the real world so that the student can interact with them. This paper proposes Arduino platform as a tool for attracting interest of the programming and reports the results of questionnaire survey analysis.

A Study on Instruction Design for Game Programming Concept Learning (효과적인 게임프로그래밍 기본개념 학습을 위한 수업사례 연구)

  • Choi, Youngmee;Kim, Seongjoong
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.443-444
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    • 2014
  • 본 연구는 게임프로그래밍 기본 기술 습득을 위하여 교실 수업에서 학생들이 능동적인 실습으로 진행하는 사례를 교수환경(플립티드러닝), 교과내용(프레임워크기반 게임프로그래밍), 상호작용성, 평가방법 중심으로 기술하고, 성공적인 수업을 위한 관리지침과 기대효과를 제시한다.

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A Study on Pair Programming Applications in Education Implications Reviews (교육에서의 짝 프로그래밍(Pair Programming) 적용사례 분석 및 시사점 고찰)

  • Joung, Eun-Woo;Yi, So-yul;Lee, Young-Jun
    • Proceedings of The KACE
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    • 2018.01a
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    • pp.55-56
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    • 2018
  • 산업현장에서 각광받고 있는 짝 프로그래밍 기법을 교육에 적용한 사례를 분석하고, 이를 통해 정보 교과 역량 요소 중 컴퓨팅 사고력과 협력적 문제해결력에서 가질 수 있는 시사점에 대해 서술하였다. 그러나 현재 짝 프로그래밍에 대해 선행연구가 부족하기 때문에, 차후 이를 확장하여 다양한 분야에서의 연구를 필요로 하는 한계점을 지니고 있다.

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A Study on IT Curriculum Evaluation for College Students

  • Kim, Heon Joo;Kim, Kyung-mi;Yi, Kang
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.255-265
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    • 2022
  • We compared and analyzed the factors affecting the lecture evaluation of IT subjects, which are mandatory for all students of H University. The purpose of this study is to determine whether lecture satisfaction has a significant correlation with academic achievement, attendance rate, and categories of courses. In this study, we check whether the lecture satisfaction of IT liberal arts subjects that require a lot of computer-based practice differs from that of other liberal arts subjects. We used the 2,149 evaluation data of 12 lectures submitted by 2,322 students in the first and second semesters of year 2019 at University H. As for the lecture evaluation results, in addition to the evaluation scores of the multiple choice questions, the subjective questions were also quantified by classifying the statements submitted by the students into positive and negative types to make the results of the lecture evaluation objective. Our research results show that student group who have the higher attendance rates and academic achievements have higher level of lecture satisfaction and they also use more positive words than negative words in subjective evaluation questions. Students with the lower score use the more negative words, but the ratio between positive and negative words does not differ between groups. Higher attendance rates groups in the basic programming courses and software applications courses have higher lecture satisfaction ratio. But in the intermediate programming courses, the higher attendances rate and the lecture satisfaction do not have any significant relationship. Also students in the intermediate programming courses use more negative words than those in the basic programming courses.