• Title/Summary/Keyword: 프로그래밍 방법

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Development of Game Programming Education Model 4E for Pre-Service Teachers (예비교사를 위한 게임 프로그래밍 교육모델 4E 개발)

  • Sung, Younghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.561-571
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    • 2019
  • Programming education generally includes problem analysis process, automation through algorithms and programming, and generalization process. It is a good software education method for students in improving computing thinking. However, it was found that beginners had difficulties in understanding instruction usage, writing algorithms, and implementing programming. In this study, we developed a game programming education model and curriculum for programming education of pre-service teachers. The 4E model consisted of empathy, exploration, engagement and evaluation. In addition, it is configured to learn game core elements and core command blocks by each stage. To help the pre-service teachers understand the use of various programming blocks, a three-step teaching and learning method was presented, consisting of example learning, self-game creation, and team-based projects. As a result of applying and verifying the curriculum for 15 weeks, it showed significant results in the 4E model and pre-service teachers' perception of block programming competence and the level of computational thinking on the submitted game project results was also high.

Altemative Instructional Methods and Strategies for Effective Computer Programming Education (컴퓨터 프로그래밍 교육에 적용 가능한 효과적 교수방법의 탐색적 대안)

  • Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
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    • v.5 no.3
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    • pp.1-9
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    • 2002
  • For teaching-learning activities to be effective, the teaching methods need to reflect the contents of instructional materials and the characteristics of the learners. The purpose of this paper is to investigate the effective ways of teaching computer programming languages. The main components of teaching computer programming languages might be the characteristics of the language itself, the function of design, and general problem-solving capacity. But the analysis of the Quality and environments of learners is much more important. To improve the Quality of teaching computer programming languages, the structured syllabus needs to be provided and a variety of teaching methods such as project-based approach, problem-based approach, cooperative learning, peer tutoring and case study should be applied selectively, depending upon the instructional situations. In addition, procedural and constructive evaluation process needs to be developed to monitor each stage of learning and to give the guidelines of completing the course projects.

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Education Method for Basic Programming Subject through Physical Computing (피지컬 컴퓨팅을 통한 기초 프로그래밍 교육 방법)

  • Hur, Kyeong;Sohn, Won-Sung
    • Journal of Practical Engineering Education
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    • v.9 no.2
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    • pp.139-148
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    • 2017
  • As the connection between objects and computers becomes easier, learning using physical computing is presented as a good alternative to solve the problems raised in programming education for beginners. In this paper, we propose a training method that can be applied to basic programming courses for beginners. To do this, we will proceed with a basic programming lecture based on the physical computing method. Currently, physical computing courses focus on various input sensor connection methods and output device control. However, the content of programming education using physical computing materials is lacking. In this paper, we proposed and tested a teaching method that is used in programming education by using low cost materials used in physical computing.

A Study on Programming Class for Elementary School Students (초등학생을 위한 프로그래밍 수업 연구)

  • Na, Bo-Ra;Koo, Duk-Hoi
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.17-21
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    • 2010
  • 정보통신기술이 발달한 현대사회에 적응하려면 '정보처리능력'이 필요하다. 2005년 개정된 ICT 운영지침에도 이러한 사회 현상이 반영되어 '정보처리의 이해' 영역에서 초등학생부터 프로그래밍 교육을 할 것을 명시하고 있다. 그러나 교사들의 인식부족과 교수 학습 자료 부족으로 프로그래밍 교육이 제대로 이루어지지 않고 있다. 또한 프로그래밍 교육 내용이 단순한 언어의 소개 및 기능 위주의 내용으로 편성되어서 프로그래밍을 처음 접하는 초등학생에게 흥미를 주지 못하며 인지적 부담을 유발한다. 따라서 본 연구에서는 풍부한 멀티미디어 환경과 쉽고 흥미로운 사용자 인터페이스를 제공하는 스크래치를 이용하는 프로그래밍 수업을 설계하였다. 기존 프로그래밍 교육의 단점을 해소할 수 있도록 학습자의 수준과 흥미를 고려하여 설계한 스크래치 교수 학습 방법을 이용한다면 프로그래밍 학습은 어렵고 복잡하다고 생각하는 학습자의 인식 변화와 더불어 학교 현장에서의 프로그래밍 교육을 활성화 하는데 도움이 될 수 있을 것이다.

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Development of Web-based Robot Programming Education Supporting System (웹 기반의 로봇 프로그래밍 교육 지원 시스템 개발)

  • Yoo, In-Hwan
    • The Journal of Korean Association of Computer Education
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    • v.10 no.4
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    • pp.1-16
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    • 2007
  • The effect of existing programming education has shown a limitation coming from its methodology. Thus, the researcher developed a Web-based robot programming support system and explored its possibility for overcoming problems in existing programming education and ultimately for enhancing creativity and problem-solving abilities of students. The developed system let students learn robot programming just with a PC or PDA connected to the Internet without additional hardware and software. Different types of robots linked with a server computer can be controlled by using different programming languages. It is possible to use Korean keywords for programming as well. Specially, this system was evaluated positively by the groups whose computer abilities are excellent and student of introductory or intermediate level programming course. Furthermore, the programming education that uses robot and the Hangul programming technology were given very positive reception by elementary school students.

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The Programming Education Framework for Programming Course in University (대학 프로그래밍 강좌를 위한 프로그래밍 교육 프레임워크)

  • Choe, Hyun-Jong
    • The Journal of Korean Association of Computer Education
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    • v.14 no.1
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    • pp.69-79
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    • 2011
  • In this paper I present the framework for programming education relating to the programming course in university. First of all, I identify the literature of the psychological and educational study of programming in domestic and foreign country. Some outstanding papers in foreign country show that the mental model, programming knowledge and strategies are the important difference between novice and expert programmers. And various problems experienced by novice programmers are identified. I summarise this material and suggest some practical implications for programming teachers in their teaching activity. The framework for programming education presented by this work has three dimensions of program development process, programming learning factors and teaching and learning methods for programming to develope the novice's programming skill. It helps the programming teacher to design, implement and evaluate their programming course with the guideline of programming activities.

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Transference from learning block type programming to learning text type programming (블록형 프로그래밍 학습에서 텍스트형 프로그래밍 학습으로의 전이)

  • So, MiHyun;Kim, JaMee
    • The Journal of Korean Association of Computer Education
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    • v.19 no.6
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    • pp.55-68
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    • 2016
  • Informatics curriculum revised 2015 proposed the use of block type and text type of programming language by organizing problem solving and the programming unit in a spiral. The purpose of this study is to find out whether the algorithms helps programming learning and whether there is a positive transition effect in block type programming learning to text type programming trailing learning. For 15 elementary school students was conducted block type and text type programming learning. As a result of the research, it is confirmed that writing the algorithm in a limited way can interfere with the learner's expression of thinking, but the block type programming learning has a positive transition to the text type programming learning. This study is meaningful that it suggested a plan for the programming education which is sequential from elementary school.

On-state resistance secreasing effect of mim antifuse by re-programming method (재 프로그래밍 방법에 의한 MIM ANTIFUSE의 온저항 감소 효과)

  • 임원택;이상기;김용주;이창효;권오경
    • Journal of the Korean Vacuum Society
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    • v.6 no.3
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    • pp.194-199
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    • 1997
  • We fabricated MIM (Metal-Insulator-Metal) antifuses with Al/a-Si/Mo structure and then examined the I-V characteristics and on-state resistance distribution of antifuses. The leakage current of antifuses is below $1Pa/{\mu}m^2$, and programming voltage lies within 10 to 11 V. After programming, on-resistance of antifuses is mostly 10-20$\Omega$ and 20% of these have above 100$\Omega$. In order to reduce on-resistance and the deviation of this distribution, we tried to inject current again into already programed antifuses (we call this re-programming method). From this method, the resistance of antifuses with above 100Ω can be reduced to below 50$\Omega$. When antifuses are programmed by re-programming method, these antifuses have more uniform and lower on-resistance than programmed with one-pulse.

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New application programming approach for MPSoC programming platform (MPSoC 프로그래밍 플랫폼과 재겨냥성 컴파일러 연동을 위한 새로운 응용 기술방법)

  • Yongjoo Kim;Jongwon Lee;Sanghyun Park;Jonghee Yoon;Doosan Cho;Yongin Kwon;Yunheung Paek
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.846-848
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    • 2008
  • 최근들어 MPSoC 프로그래밍 방법에 대한 많은 연구들이 이루어지고 있다. 예전부터 연구가 진행된 모델 기반 프로그래밍 접근이나 UML 같은 모델기반 언어부터 최근에 많이 연구되고 있는 MPI[1] 나 OpenMP[2] 기반의 프로그래밍 방법, 그리고 그 외에도 다양한 접근 방식의 방법론이 연구되어 있다. 하지만 현재까지 대부분의 연구는 최종 결과물이 C 언어 형태로 나오게 되어 있다. 즉 MPSoC 환경을 위한 컴파일러가 따로 제작되어야 하고 이 점은 다양한 이종 MPSoC 환경이 존재한다는 점에서 컴파일러 제작에 많은 부담이 발생한다. 본 논문 본인이 이전에 연구했던 MPSoC 프로그래밍 플랫폼과 플랫폼에서 사용되는 입력 정보의 형태를 설명한다. 그리고 입력정보 형태를 변형하여 재겨냥성(retargetable) 컴파일러와 연동이 가능하게 하여 최종 결과물을 바이너리 형태로 생성할 수 있도록 한다.

Measuring the Effectiveness of Teaching Introductory Programming Using LEGO Mindstorms Robots (레고 마인드스톰 로봇을 이용한 프로그래밍 입문 교육의 효과 측정)

  • Kim, Tae-Hee;Kang, Moon-Seol
    • Journal of Internet Computing and Services
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    • v.11 no.4
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    • pp.159-173
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    • 2010
  • It is difficult for us to teach the introduction course of programming to beginners just starting their college life. What is particularly hard to do is to provide them with learning motivation so that the freshmen can be easily and rapidly adapted to programming work and to enhance their will to learn. In this paper, we suggest a method to apply LEGO Mindstorms robot to the introduction course of programming in purpose to allow programming beginners to be motivated and have higher will to learn so that they can receive programming education easily and joyfully. This paper attempts to find reasonable methods for improvement which can help programming beginners to be motivated and encouraged to learn in the course of C programming education and can facilitate learning effects as well, and conducts education using LEGO Mindstorms robot as a way to solve problems like students' low interest or will to learn. According to the result of providing the freshmen with the introduction course of C programming to which the suggested method was applied, it was found that their academic achievement in programming education enhanced through their increased motivation and will to learn programming. This result shows that students' interest, motivation, and will to learn the subject are statistically significant improvement through the course that employs LEGO Mindstorms robot.