• Title/Summary/Keyword: 프로그래밍 언어 학습

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Development of English Learning Contents for Children Applying STEAM Coding Education (STEAM 코딩 교육을 적용한 유아용 영어 학습 콘텐츠 개발)

  • Song, Mi-Young;Park, Hye-Bin;Park, Mi-Li;Kim, Ji-Eun;Won, Hee-Yeon;Choi, You-Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.53-54
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    • 2019
  • 코딩 교육이 초등학생부터 의무화 되어 프로그래밍의 중요성이 날이 갈수록 높아지고 있고, 현재 전 세계 공용어인 영어는 필수라 할 수 있게 된 사회이다. 본 논문에서는 유아에게 코딩과 영어를 지루하고 어려운 것일 거라는 틀을 깨고 쉽게 접할 수 있도록 하는 STEAM 코딩 교육을 적용한 유아용 영어 학습 콘텐츠를 제안한다. 유아가 직접 방향 코딩을 하여 길을 찾아가는 과정에서의 창의력 발달과 목적지에 도착했을 때 해당 과일의 영단어를 확인하고 발음을 듣게 하여 언어능력발달에 도움이 될 것 수 있을 것으로 기대한다.

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The Development of Interactive Artificial Intelligence Blocks for Image Classification (이미지 분류를 위한 대화형 인공지능 블록 개발)

  • Park, Youngki;Shin, Youhyun
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.1015-1024
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    • 2021
  • There are various educational programming environments in which students can train artificial intelligence (AI) using block-based programming languages, such as Entry, Machine Learning for Kids, and Teachable Machine. However, these programming environments are designed so that students can train AI through a separate menu, and then use the trained model in the code editor. These approaches have the advantage that students can check the training process more intuitively, but there is also the disadvantage that both the training menu and the code editor must be used. In this paper, we present a novel artificial intelligence block that can perform both AI training and programming in the code editor. While this AI block is presented as a Scratch block, the training process is performed through a Python server. We describe the blocks in detail through the process of training a model to classify a blue pen and a red pen, and a model to classify a dental mask and a KF94 mask. Also, we experimentally show that our approach is not significantly different from Teachable Machine in terms of performance.

Application of Authoware for the Oceanography Learning System Based on WBI (오소웨어를 이용한 해양학습교육매체의 제작에 관한 연구)

  • Cho, In-Seok;Lee, Byung-Gul
    • Journal of the Korean earth science society
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    • v.21 no.6
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    • pp.655-662
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    • 2000
  • According to the development of internet with Web, WBI has greatly influence on the present educational society. However, it is difficutly to design the web of the dynamic motions of graphics or animation using general programming technique based on high or low level language. Recently, Mecromedia Company supported a tool that is called Authoware which is the leading visual rich-media authoring solution for creating Web and online learning applications, to solve the problem easily. In the paper, using the the Authoware we tried to develop a web page about tidal variations due to sea level change and intertidal zone variations using the Authorware 5.1. To do this, we used the ocean survey data of Iho beach and the tidal level data based on Tidal Tables of Cheju harbor. The results showed that the Authorware was very useful to construct the simulation of tidal phenomena on web. Therefore, the Authorware can be applied to the simulation related with animation and dynamic motions for the other WBI objective.

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WebER: Web Based Statistical Tool Interfacing R for Teaching Purposes (WebER: R을 이용한 웹 기반의 교육용 통계 분석 시스템 구현)

  • Ko, Young-Jun;Park, Yong-Min;Kim, Jin-Seog
    • Communications for Statistical Applications and Methods
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    • v.19 no.2
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    • pp.257-266
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    • 2012
  • R is a free software for statistical analysis that provides simple interfaces to other application programs. Many people are trying to learn R, but it is difficult to learn R compared to commercial software such as SPSS or SAS, and it is cumbersome to provide an environment to teach R. Thus, it is essential to provide a new web-based R environment for novice users or for laboratory use. We developedWebER (a web-based R environment) using PHP on the Linux apache server. WebER can be easily used by any R user because we implemented the same functions as the basic Rgui such as editing R program, generating the text, image outputs, errors and warnings. It is also possible for multi-users to access WebER.

Curriculum of Basic Data Science Practices for Non-majors (비전공자 대상 기초 데이터과학 실습 커리큘럼)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.12 no.2
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    • pp.265-273
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    • 2020
  • In this paper, to design a basic data science practice curriculum as a liberal arts subject for non-majors, we proposed an educational method using an Excel(spreadsheet) data analysis tool. Tools for data collection, data processing, and data analysis include Excel, R, Python, and Structured Query Language (SQL). When it comes to practicing data science, R, Python and SQL need to understand programming languages and data structures together. On the other hand, the Excel tool is a data analysis tool familiar to the general public, and it does not have the burden of learning a programming language. And if you practice basic data science practice with Excel, you have the advantage of being able to concentrate on acquiring data science content. In this paper, a basic data science practice curriculum for one semester and weekly Excel practice contents were proposed. And, to demonstrate the substance of the educational content, examples of Linear Regression Analysis were presented using Excel data analysis tools.

Distributed Processing of Big Data Analysis based on R using SparkR (SparkR을 이용한 R 기반 빅데이터 분석의 분산 처리)

  • Ryu, Woo-Seok
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.1
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    • pp.161-166
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    • 2022
  • In this paper, we analyze the problems that occur when performing the big data analysis using R as a data analysis tool, and present the usefulness of the data analysis with SparkR which connects R and Spark to support distributed processing of big data effectively. First, we study the memory allocation problem of R which occurs when loading large amounts of data and performing operations, and the characteristics and programming environment of SparkR. And then, we perform the comparison analysis of the execution performance when linear regression analysis is performed in each environment. As a result of the analysis, it was shown that R can be used for data analysis through SparkR without additional language learning, and the code written in R can be effectively processed distributedly according to the increase in the number of nodes in the cluster.

Developing Lessons and Rubrics to Promote Computational Thinking (Computational Thinking역량 계발을 위한 수업 설계 및 평가 루브릭 개발)

  • Choi, Hyungshin
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.57-64
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    • 2014
  • This study aims to suggest lesson plans and evaluation methods for primary pre-service teachers by reviewing the concept of computational thinking(CT) skills and its sub components. To pursue this goal, a literature review has been conducted in regards to CT and the effectiveness of programming courses. In addition, the Scratch educational programming functions were analyzed yielding six CT elements(data representation, problem decomposition, abstraction, algorithm & procedures, parallelization, simulation). With these six elements, one semester lesson plans for 15 weeks that represent the connections with six CT elements were designed. Based on the PECT(Progression of Early Computational Thinking) model and the CT framework a rubric to evaluate learners' proficiency levels(basic, developing, proficient) revealed in their final projects was developed as well. Upon a follow-up empirical study, the lesson plans and the rubric suggested in the current study are expected to be utilized in teachers' colleges.

Design and Implementation of Digital Game-based Contents Management System for Package Tour Application (패키지 투어 애플리케이션을 위한 디지털 게임 기반 콘텐츠 관리 시스템의 설계 및 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.6
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    • pp.872-880
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    • 2022
  • This paper present a design and implementation of a Contents Management System (CMS) to be integrated into a game that uses a Digital Game-based Learning (DGBL) approach for helping tourists learn about tourism spots as a part of the Package Tour Application. In terms of design, this paper shows a system architecture that consists of a database to store the game's content such as tourism spot information, score and question configuration, score history, et cetera, a web application to manage the content and a Rest API to delivers the content to the mobile game. Meanwhile, in terms of implementation, MySQL database and PHP programming language are used. Moreover, a time response performance evaluation is conducted which resulted in between 0.77 s to 1.4 s from CMS to the database. Once successfully integrated with the game, the CMS will allow the game to be played on multiple tours simultaneously, without having to rebuild the game for every package tour group.

Effects of Learning through Scratch-Based Game Programming on Students' Interest in and Perceived Value of Mathematics Curriculum (스크래치 활용 게임 프로그래밍 학습이 수학교과 흥미와 가치인식에 미치는 영향)

  • Song, JeongBeom
    • Journal of The Korean Association of Information Education
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    • v.21 no.2
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    • pp.199-208
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    • 2017
  • The present study investigates the potential of an educational programming game as a strategy for enhancing effective domains of mathematics curriculum, which has been criticized as a problem of education in Korea. The process of programming Fortress, an educational game, in conjunction with the lesson on the trigonometric function as part of the middle school mathematics curriculum, was designed for instruction and learning, and its effectiveness was tested. The study was conducted using a nonequivalent pretest-posttest experimental design. Research procedures included the following steps: (1) both the experimental and the comparison groups participated in four classes to understand and apply the concept of the trigonometric function, and (2) the experimental group participated in Fortress game programming activities using Scratch, which was designed in this study, while the comparison group participated in solving a real-life trigonometric problem - calculating the height of a building using the concept of trigonometry. The results of the t-test showed that students' interest and perceived value of the mathematics curriculum were significantly higher in the experimental group than in the comparison group. However, the results of analysis of covariance (ANCOVA) using pretest scores of the interest and perceived value showed the influence of pretest scores on posttest scores for the interest level, although the effect of the experiment on the perceived value of the mathematics curriculum was more significant.

Operating System Education Using Java Thread (자바스레드를 이용한 운영체제 교육)

  • Kim, II-Min
    • The Journal of Korean Association of Computer Education
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    • v.4 no.1
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    • pp.19-26
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    • 2001
  • As Operating System is a course about computer system resource management, it is very important to the computer related major students. Asynchronous concurrent processes in a Operating System class is rather difficult to understand. Because most students are not able to understands the part with the explanation and the pseudo code in a text, they need to execute the concurrent programs which are implementing the pseudo code. In this paper, we implemented executable programs using Java thread for the code and proposed those programs to apply to the Operating System education.

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