• Title/Summary/Keyword: 프로그래밍 방법

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Understanding of programming thinking from Semiotics Perspective (기호학적 관점에서 프로그래밍 사고의 이해)

  • Kim, Dong Man;Lee, Tae Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.275-276
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    • 2020
  • 이 연구의 목적은 기호학적 관점에서 프로그래밍에서 발생하는 학습자의 사고 과정을 이해하기 위함이다. 그래서 프로그래밍의 표상과정을 이해하기 위한 기호작용 모형을 제안하였다. 이 연구의 결론은, 프로그래밍 교육에서 구성주의(constructivism) 학습 이론을 적용하기 위해서는 개인의 해석체와 프로그래밍 요소에서 인터텍스트(intertext) 속성을 파악하는 것이 선결과제인 것과 프로그래밍 맥락인 콘텍스트(context)의 중요함을 확인하였다. 후속 연구로 인지언어학적 방법으로 학습자가 프로그래밍에서 표상한 해석체(interpretant)와 콘텍스트(context), 인터텍스트(intertext) 등의 상호작용을 구체적으로 알아보는 연구를 진행하고자 한다.

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The Effect of a Robot Programming Learning on Problem Solving Ability (로봇 프로그래밍 학습이 문제해결력에 미치는 영향)

  • Lee, EunKyoung;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.10 no.6
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    • pp.19-27
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    • 2007
  • To help programming learning, we have designed a robot programming course that improves complex cognitive abilities. The developed course was implemented in college programming classes and educational effects were analysed. While students are learning through LEGO Mindstorms NXT and NXT-G software, the students' problem solving abilities have been enhanced. The developed robot programming course gives positive effects on learners' problem solving abilities. It means that the developed course helps a learner in a cognitive domain.

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Development and Application of Teaching Model on Project-Based Programming for Elementary Students (초등학생을 위한 프로젝트기반 프로그래밍 수업모형 개발 및 적용)

  • Lee, Seungheon;Kim, Kapsu
    • The Journal of Korean Association of Computer Education
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    • v.11 no.2
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    • pp.23-33
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    • 2008
  • The computer education has not to remain literacy education but to change with object of training a member of real society which is logic in thinking, initiativeness in suit with the knowledge information-oriented society by teaching the theory of computer science. This study examined effects and applied by means of developing project- based programming teaching model for elementary students in a classroom when teachers instruct programming education This study is expected to contribute to make computer teaching methods better, by providing teachers with teaching models of computer programming education for elementary students.

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Performance Improvement of Genetic Programming Based on Reinforcement Learning (강화학습에 의한 유전자 프로그래밍의 성능 개선)

  • 전효병;이동욱;심귀보
    • Journal of the Korean Institute of Intelligent Systems
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    • v.8 no.3
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    • pp.1-8
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    • 1998
  • This paper proposes a reinforcement genetic programming based on the reinforcement learning method for the performance improvement of genetic programming. Genetic programming which has tree structure program has much flexibility of problem expression because it has no limitation in the size of chromosome compared to the other evolutionary algorithms. But worse results on the point of convergence associated with mutation and crossover operations are often due to this characteristic. Therefore the sizes of population and maximum generation are typically larger than those of the other evolutionary algorithms. This paper proposes a new method that executes crossover and mutation operations based on reinforcement and inhibition mechanism of reinforcement learning. The validity of the proposed method is evaluated by appling it to the artificial ant problem.

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Effect of Multiple Intelligence-based Strategy in Computational Literacy Education (Computational Literacy 교육에서 다중지능전략 교육방법의 효과)

  • Kim, Soo-Hwan;Han, Seon-Kwan;Han, Hee-Seop;Kim, Hyeon-Cheol
    • The Journal of Korean Association of Computer Education
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    • v.14 no.6
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    • pp.11-18
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    • 2011
  • The purpose of this paper was to suggest multiple intelligence-based strategies in CL(Computational Literacy) education with scratch and to verify the effectiveness of it. First, we suggested multiple intelligence-based strategy for novice in programming education and apply it to CL education. Next, we conducted a field experiment to analyze the effectiveness of the educational strategy. 44 students participated in the experiment. Computational problem sloving test, multiple intelligence test, and survey were performed to analyze students' capability. Also, we tested students' programming capability through scratch project. The result shows that interest of programming and CL capability of students were different between treatment group and control group. It was found from the result that the strategy facilitate interest and motivation of students and contribute to effect of programming education.

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A Model for Programming Education with Digital Kits (디지털 키트를 활용한 프로그래밍교육 모델)

  • Park, phan-woo
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.357-358
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    • 2011
  • 최근에 중요성이 커지고 있는 창의성, 문제해결력 신장을 위한 방법에는 다양한 시도가 있는데, 그 중에서 프로그래밍 교육은 매우 긍정적인 역할을 하고 있다. 그러나 프로그래밍 교육은 그 난해함으로 인하여 학생들에게 적용하기에 어려움이 많은 것이 현실이다. 본 연구에서는 프로그래밍의 기초 개념이나 규칙 등을 쉽게 학습할 수 있도록 하기 위하여 디지털 전자키트를 활용한 학습 모형을 제안한다.

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파이겐바움 분기도를 그리는 과정에서 엑셀의 활용

  • An, Dae-Yeong
    • Communications of Mathematical Education
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    • v.15
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    • pp.255-260
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    • 2003
  • 1980년을 전후하여 카오스연구가 물리학에서 왕성하게 이루어졌다. 미국의 물리학자 파이겐바움(M. J. Feigenbaum)이 보편상수를 발견한 것이(1978) 중요한 계기가 되었다. 파이겐바움의 보편상수는 카오스현상에서 공통적으로 발견할 수 있다. 보편상수를 탐구하기 위해서는 주기, 배가, 파이겐바움 분기도에 대한 이해가 필요하다. 프로그래밍을 통하여 일반적으로 소개하고 있으므로, 프로그래밍에 대한 깊은 이해없이는 분기도를 탐구하기 어렵다. 프로그래밍을 통해서는 나타나는 결과만을 이해할 수 있다. 이 논문에서는 학습자가 프로그래밍 이전에 엑셀의 기능을 이용하여 파이겐바움 분기도를 그릴 수 있는 방법을 제시하고, 파이겐바움의 주기에 대해 엑셀을 이용하여 시각적으로 이해할 수 있도록 한다.

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Design of Programming Education Model Utilizing Robot for Enhancement of logical thinking (논리적 사고력 신장을 위한 로봇을 이용한 프로그래밍 교육 모형 설계)

  • Chae, Jae-Ho;Yoo, In-Hwan
    • 한국정보교육학회:학술대회논문집
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    • 2007.01a
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    • pp.189-195
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    • 2007
  • 본 논문에서는 정보영재교육을 위한 문제해결력 증진과 논리적 사고력 신장을 위해 프로그래밍의 개념을 효과적으로 이해시키는 도구로써 교육용 로봇의 이용을 제안하였다. 그리고 개정된 정보통신기술교육 운영지침에 맞추어 초등학교 교육현장에서 교사들이 프로그래밍 교육을 실시할 수 있도록 교육방법의 개선에 기여하고자한 학기 10주 동안의 과정으로 교육모형을 설계하여 제시함으로써 로봇을 이용한 프로그래밍 교육을 통하여 초등학생의 논리적 사고력을 신장시키고자 하였다.

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An Education Effects through 3D Animation implementation using Educational Programming Language (교육용 프로그래밍 언어를 이용한 3D 애니메이션 제작을 통한 교육효과)

  • Rim, Hwa-Kyung;Lee, Gil-Liean
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.459-467
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    • 2012
  • In this work, we develop an instructional method in which students create 3D animations based on problem-solving techniques and computational thinking. The educational, easy-to-learn programming environment/language called "Alice 2.3", which supports story-telling, is used for the delivery of the instructional method. Unlike typical 3D animation instructional methods using command-based demonstrations and/or 3D animation tools, learners engage in a group project in which they develop a story and solve problems by creativity, computational thinking and reasoning skills. Then they develop animations based on the story by programming with Alice. The analysis based on the collected data showed that learners had to put much effort while working on the project, but their critical-thinking skills were improved. It also showed they were more involved and their interests were heightened in developing animation through programming.

A Plan for Improvement of Usability in Extreme Programming (극한 프로그래밍의 사용성 향상 방안)

  • Lee, Sang-Jun;Bae, Seok-Chan
    • The KIPS Transactions:PartD
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    • v.11D no.3
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    • pp.635-648
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    • 2004
  • Extreme programming is the most representative methodology among agile software development methodologies that is agile in business environment which change fast. As software industry is matured, usability of software quality characteristics is emphasized gradually, but effort to obtain usability in extreme programming is insufficient. In this paper, three things lacked in extreme programming are reinforced. First, roles of user interface expert are defined. Second, usability testing method to extreme programming are introduced. Third, development process and products are proposed. The proposed plan is validated by four methods, which analyze supporting software development life cycle, analyze satisfaction of CMM key process areas, analyze satisfaction of CMM practices, and analyze development of green tea shopping mail. Green tea shopping mall is improved 23% in the estimated running time, 21% in the learnability. Also, usability is improved 18% in the heuristic evaluation and 16% in the questionnaire method.