• Title/Summary/Keyword: 프로그래밍 언어 학습

Search Result 341, Processing Time 0.023 seconds

Analysis of Class Effects by Creativity and Convergence Extracurricular Program Activities (창의융합 비교과프로그램 활동에 따른 수업효과 분석)

  • Pi, Su-Young
    • Journal of Digital Convergence
    • /
    • v.19 no.6
    • /
    • pp.11-21
    • /
    • 2021
  • The aim of this study is to examine the effectiveness of learning by running an extracurricular program to make effective learning of unfamiliar and difficult programming education possible for students in the humanities. Analysis of learning-related data for one semester of lectures that were collected from 70 humanities students in departments A and B, data collected from a creative convergence app development contest extracurricular program, and data obtained through a questionnaire show that extracurricular program activities affect academic performance. The results of the core competency diagnosis test for students that was conducted before and after participating in the curriculum showed that core competencies improved for both A and B departments after participating in the curriculum. This study shows that extracurricular program activities can help individuals improve their abilities, while also providing customized guidance to reclusive students to improve their academic performance. By carrying out customized coaching for each department to develop apps related to the major field rather than general apps, we hope for improvements in ability to solve problems by converging with the major field, computational thinking, and creative thinking, in the future.

A Study on the Development of a Problem Bank in an Automated Assessment Module for Data Visualization Based on Public Data

  • HakNeung Go;Sangsu Jeong;Youngjun Lee
    • Journal of the Korea Society of Computer and Information
    • /
    • v.29 no.5
    • /
    • pp.203-211
    • /
    • 2024
  • Utilizing programming languages for data visualization can enhance the efficiency and effectiveness in handling data volume, processing time, and flexibility. However, practice is required to become proficient in programming. Therefore public data-based the problem bank was developed to practice data visualization in a programming automatic assessment system. Public data were collected based on topics suggested in the curriculum and were preprocessed to make it suitable for users to visualize. The problem bank was associated with the mathematics curriculum to learn various data visualization methods. The developed problems were reviewed to expert and pilot testing, which validated the level of the questions and the potential of integrating data visualization in math education. However, feedback indicated a lack of student interest in the topics, leading us to develop additional questions using student-center data. The developed problem bank is expected to be used when students who have learned Python in primary school information gifted or middle school or higher learn data visualization.

An Educational Robot Game Framework for Programming Leaning in K-12 (프로그래밍 학습을 위한 교육용 로봇 게임 프레임워크)

  • Kwon, Dai-Young;Shim, Jae-Kwoun;Hur, Kyoung;Lee, Won-Gyu
    • The Journal of Korean Institute for Practical Engineering Education
    • /
    • v.2 no.1
    • /
    • pp.89-94
    • /
    • 2010
  • This paper proposes an educational robot game framework for novice students in k-12 to learn concepts of programming through interesting experiences. It is designed to be able to enjoy robot games without technical knowledge of robotics and programming. For this, in the proposed robot game framework, educational robots based on line-tracer are used and the programming APls that can be used for various educational programming languages are offered. And the proposed robot game framework also offers a game board to create several games with easy operations. Additionally, through experiments, it shows that novice students are able to create different games that have several game solutions for various programming using this robot game framework.

  • PDF

Design and Implementation of Game for Learning Game Production Principles: Centering on Scratch Language (게임 제작 원리 학습을 위한 게임의 설계 및 구현 : 스크래치 언어를 중심으로)

  • Lee, Hong-Sub;Jeong, Hyung-Won;Kim, Young-Kyo
    • Journal of Digital Convergence
    • /
    • v.14 no.5
    • /
    • pp.403-410
    • /
    • 2016
  • Computer game is a result of integration of various academic areas, and the production of computer game requires knowledge and experience from various areas. This study demonstrates a game production process using Scratch. The intent was to experience the game development process and the production principle through actually building the core functions of a game using Scratch. As such, the computer game production principle was understood and it was made possible to learn more easily and more enjoyably the functions of multimedia and programming necessary for the production process. As the result, the learning of game production principles using Scratch was found to enhance the interest of the learner, and help with the understanding of game structure and learning software/programming language.

The Effect of Robot-Based STEAM Class on the Korean Learning of Multiculturul School Children -Focusing on After School Learning of Elementary School- (로봇 활용 STEAM 수업이 다문화 아동의 한국어 학습에 미치는 영향 -초등학교 방과 후 수업을 중심으로-)

  • Kim, Se-Min;You, Kang-Soo
    • Journal of Digital Convergence
    • /
    • v.13 no.8
    • /
    • pp.1-8
    • /
    • 2015
  • This paper focuses on analyzing Korean language learning effect through the STEAM class using a robot which is targeted on multicultural elementary school students. For the purpose of it, the degree of difficulty and interest of how students feel has been measured. By using the programing tool of Korean language entering base, they learn the programming commands like as variable, data type, branching statement, loop statement, etc in Korean, the effect of Korean learning has been measured. It has been examined two interviews at the beginning and the end of the second semester to measure the effect of Korean language learning. As a result of this research, It can be realized that multicultural children who have similar linguistic characteristics and cultural sphere understood Korean language easily when they take the Korean language class by utilizing a robot, and the class had an effect on the acquisition of Korean language for multicultural children.

Souce Code Identification Using Deep Neural Network (심층신경망을 이용한 소스 코드 원작자 식별)

  • Rhim, Jisu;Abuhmed, Tamer
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.8 no.9
    • /
    • pp.373-378
    • /
    • 2019
  • Since many programming sources are open online, problems with reckless plagiarism and copyrights are occurring. Among them, source codes produced by repeated authors may have unique fingerprints due to their programming characteristics. This paper identifies each author by learning from a Google Code Jam program source using deep neural network. In this case, the original creator's source is to be vectored using a pre-processing instrument such as predictive-based vector or frequency-based approach, TF-IDF, etc. and to identify the original program source by learning by using a deep neural network. In addition a language-independent learning system was constructed using a pre-processing machine and compared with other existing learning methods. Among them, models using TF-IDF and in-depth neural networks were found to perform better than those using other pre-processing or other learning methods.

Dynamic Sentence General ion for a Conversational Agent Using Sentence Plan Tree and Genetic Programming (문장계획 트리와 유전자 프로그래밍을 이용한 대화형 에이전트의 동적 문장생성)

  • Lim Sungsoo;Cho Sung-Bae
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2005.07b
    • /
    • pp.538-540
    • /
    • 2005
  • 대화형 에이전트가 다양한 분야에서 적용됨에 따라서 현실성 있는 대화 생성을 위한 자연언어 생성에 대한 연구가 관심을 끌고 있다. 대화형 에이전트에서는 보통 미리 준비된 문장을 이용하여 사용자와 대화를 수행하지만, 최근에는 문장을 동적으로 생성하고 학습함으로써 보다 유연하고 현실성있는 서비스를 제공하는 대화형 에이전트가 활발히 연구되고 있다. 본 논문에서는 문장계획 트리를 인코딩 방법으로 적용한 대화형 유전자 프로그래밍을 통해 대화형 에이전트의 문장을 생성하는 방법을 제안한다. 피험자 12명을 대상으로 템플릿 기반 시스템과의 비교 실험결과, 제안하는 방법의 유용성을 확인할 수 있었다.

  • PDF

Arduino Educational Environment Design using Smart device (스마트기기를 활용한 아두이노 교육환경 설계)

  • Park, DongHyuk;Lee, WonGyu
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2016.04a
    • /
    • pp.364-367
    • /
    • 2016
  • 개정된 2015 정보교육과정에 컴퓨팅 시스템이 추가되면서 피지컬 컴퓨팅을 가르치기 위한 다양한 교육용 도구와 교수학습 방법 등이 제안되고 있다. 제안된 내용들을 살펴보면 센서를 제어하는 측면에 중점을 두고 있어 알고리즘을 설계하고 프로그래밍 학습의 제공이 부족하고, 학습활동 간에 1인 1PC와 다수의 전자부품을 활용할 공간이 필요하여 학교현장의 일반적인 교실환경과는 차이가 있어 피지컬 컴퓨팅 교육이 제한될 수 밖에 없다. 본 논문에서는 스마트기기를 활용한 아두이노 교육환경 구축을 통해 현재 PC를 필요로 하는 피지컬 컴퓨팅 교육환경을 스마트기기 기반의 교육환경을 제시하여, 기존의 시스템보다 실습용장비, 실습실, 이동의 자율성, 그리고 사용언어 측면에서 개선시키고자 한다.

A Study on a Computer Program Visualization Method Effective for the e-Learning Contents (이 러닝 콘텐츠에 효과적인 컴퓨터 프로그램 시각화 방안에 대한 연구)

  • Ha, Sang-Ho
    • Journal of Engineering Education Research
    • /
    • v.10 no.3
    • /
    • pp.109-124
    • /
    • 2007
  • With the advance of the Internet and computing technologies, e-learning is now a hot issue worldwide for providing the effective learning on the cyber-space. However, most of existing e-learning contents have been developed mainly based on text, including simple multimedia elements such as images, animations, and voices. This paper suggests a method effective for the computer programming e-learning. The method is based on program visualization using flowcharts. It features the stepwise hierarchical program visualization on the level of statements, the flowchart based visualization for control constructs of languages, visualization over whole programs, visualization compared with source codes, and interaction with users. Finally, we implement a system to realize the suggested method, and execute it for an example program.

Design of Teaching Method for SW Education Based On Python and Team-Shared Mental Model (파이썬과 팀 공유정신모형을 활용한 SW교육 방법의 설계)

  • Lee, Hakkyung;Park, Phanwoo;Yoo, Inhwan
    • Journal of The Korean Association of Information Education
    • /
    • v.24 no.1
    • /
    • pp.1-10
    • /
    • 2020
  • According to the Fourth Industrial Revolution, SW education is emphasized around the world to educate student with new abilities. Following to these global trends, SW education has become mandatory in Korea's 2015 revised curriculum. However, Korean elementary SW education is focused on the use of block-based programming languages. In addition, the point of view of selecting goals and organizing content of SW Education, the affective domain is ignored and focused only on the cognitive and psychomotor domains. So, this study explored method of SW education using the concept of Team-Shared Mental Model for develop of community capacity and Python, which is textual programming language gaining popularity recently. As a result of performing the post test t-test on two groups with similar Team-Shared Mental Model formation, we found that it was effective in forming a Team-Shared Mental Model of the group applying the SW teaching method suggested in the study.