• Title/Summary/Keyword: 프로그래밍 언어 학습

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Implementation and Experimentation of StyleJigsaw for Programming Beginners (프로그래밍 초보자를 위한 스타일직소의 구현과 실험)

  • Lee, Yun-Jung;Jung, In-Joon;Woo, Gyun
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.19-31
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    • 2013
  • Since the high readable source codes help us to understand and modify the program, it is much easy to maintain them. The readability of source code is not only affected by the complexity of algorithms such as control structures but also affected by the coding styles such as naming and indentation. Although various coding standards have been presented for promoting the readability of source codes, it has been usually lost or ignored in a programming course. One of the reasons is that the coding standard is not a hard-and-false rule since it does not contribute to the performance of software. In this paper, we propose a simple automatic system, namely StyleJigsaw, which checks the style of the source codes written by C/C++ or Java. In this system, the coding style score is calculated and visualized as a jigsaw puzzle. To measure the educational effectiveness of StyleJigsaw, several experiments have been conducted on a class students in C++ programming course. According to the experimental results, the coding style score increased about 8.0 points(10.9%) on average using StyleJigsaw. Further, according to a questionnaire survey targeting the students who attended the programming course, about 88.5% of the students responded that StyleJigsaw was of help to learn the coding standards. We expect that the StyleJigsaw can be effectively used to encourage the students to obey the coding standards, resulting in high readable programs.

Implementation of a Web-based Virtual Educational System for Java Language Using Java Web Player (자바 웹플레이어를 이용한 웹기반 자바언어 가상교육시스템의 구현)

  • Kim, Dongsik;Moon, Ilhyun;Choi, Kwansun;Jeon, Changwan;Lee, Sunheum
    • The Journal of Korean Association of Computer Education
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    • v.11 no.1
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    • pp.57-64
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    • 2008
  • This paper presents a web-based virtual educational system for Java language, which consists of a management system named Java Web Player (JWP) and creative multimedia contents for the lectures of Java language. The JWP is a Java application program free from security problems by the Java Web Start technologies that supports an integrated learning environment including three important learning procedures: Java concept learning process, programming practice process and assessment process. On-line voice presentation and its related texts together with moving images are synchronized for efficiently conveying creative contents to learners. Furthermore, a simple and useful compiler is included in the JWP for providing user-friendly language practice environment enabling such as coding, editing, executing, and debugging Java source files on the Web. Finally, simple multiple choices are given suddenly to the learners while they are studying through the JWP and the test results are displayed on the message box. In order to show the validity of the proposed virtual educational system we analysed and assessed the learners' academic performance on the five quizzes for one semester.

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Diffusion of software innovation: a Petri Net theory perspective (Petri Net 이론 관점에서 본 소프트웨어 혁신의 확산)

  • Han, Jiyeon;Ahn, Jongchang;Lee, Ook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.2
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    • pp.858-867
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    • 2013
  • Hardware and software field are developed by environment of MPSOC. Also it is still working with economic world and academic world. This study focus on software side and try to classify from parallel programming design world. It can be divided by three; Data, Tasks, and Data flow model. Then we used Petri Net to CUDA and HOPES programmer and found how much they understand parallel programming for each side. We focus on two sides and what is different between their experience. Petri Net is easy to descript parallel program or parallel design pattern for Task, Data, and Hybird. This research can explain how they know and how much they know about parallel programming.

Programming Learning Using Image Detection and Tracking Devices (영상 감지 및 추적장치를 이용한 프로그래밍 학습)

  • Song, Young-A;Kim, Young-Chul
    • Journal of Practical Engineering Education
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    • v.7 no.1
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    • pp.17-23
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    • 2015
  • Growing worldwide interest in software and spread awareness of the need for education. A software-driven society realization strategy will achieve mandatory training on software. This policy will be applied from middle school students in 2015. Students who are interested in computers, like many positive responses, student learning may seem hard to have a negative reaction. Thus, the present obligation as simple in practice education only and discarded before actually lost interest awarded a systematic education does not work properly, but rather that education could happen to entirely discard turn our attention. Accordingly, what you need is to have a systematic training from the basics that I need to worry about software that can recognize easy and fun. In this paper, we propose a hardware and basic software that allows you to proceed software training more easy and efficient as it can be modified and applied to the program in the production unit to learn programming tools and programming languages.

Development of Educational Contents for a Coding Instructor Training Program to Foster 4C Talent (4C 인재육성을 위한 코딩 강사 양성과정 교육콘텐츠 개발)

  • Lim, Dongkyun;Lee, Ji-Eun;Moon, Dosik
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.777-782
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    • 2020
  • As the demand for the talented with computing thinking and programming skills increases the importance of coding education is increasing. Although various coding instructor training programs have been implemented nationwide, little research has been conducted analyzing the current status and contents of coding instructor training programs. Therefore, this thesis presents the design, development process and managing strategies of the 'Coding Instructor Training Courses for 4C Talent Development'. The training program consists of introductory courses and practical coding courses. In the introductory courses, learners acquires the basic knowledge required of coding instructors, and then proceeds to the practical courses to systematically learn the pedagogical knowledge and skills required to educate learners from kindergarten through high school. The case study introduced in this paper is expected to provide useful information to the educators planning and managing the coding instructor training program in the future.

A study on the difficulty adjustment of programming language multiple-choice problems using machine learning (머신러닝을 활용한 프로그래밍언어 객관식 문제의 난이도 조정에 대한 연구)

  • Kim, EunJung
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.2
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    • pp.11-24
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    • 2022
  • For the questions asked for LMS-based online evaluation the professor directly set exam questions, or use the automatic question-taking method according to the level of difficulty using the question bank divided by category. Among them, it is important to manage the difficulty of questions in an objective and efficient way, above all, in the automatic question-taking method according to difficulty. Because the questions presented to the evaluators may be different. In this paper, we propose an difficulty re-adjustment algorithm that considers not only the correct rate of a problem but also the time taken to solve the problem. For this, a logistic regression classification algorithm was used of machine learning, and a reference threshold was set based on the predicted probability value of the learning model and used to readjust the difficulty of each item. As a result, it was confirmed that there were many changes in the difficulty of each item that depended only on the existing correct rate. Also, as a result of performing group evaluation using the adjustment difficulty problem, it was confirmed that the average score improved in most groups compared to the difficulty problem based on the percentage of correct answers.

Korean Outline Font Editing System based on UFO Using METAFONT (메타폰트를 이용한 UFO 기반의 한글 외곽선 폰트 시스템)

  • Gwon, Gyeong-Jae;Son, Min-Ju;Jeong, Geun-Ho;Choi, Jae-Young
    • 한국어정보학회:학술대회논문집
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    • 2016.10a
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    • pp.44-48
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    • 2016
  • 오늘날 폰트를 디자인하는데 주로 사용되는 외곽선 방식은 글자의 크기를 손쉽게 변경할 수 있으나 글자의 굵기나 스타일을 변화시키려면 다시 수작업을 통해서 디자인을 변경해야 한다. 이를 보완하기 위한 프로그래머블 폰트인 메타폰트는 매개변수를 사용하여 글자의 변화가 매우 용이하다. 하지만 메타폰트는 프로그래밍 언어이므로 메타폰트에 대한 선행학습이 필요하여 폰트 디자이너에게 사용되지 않았다. 따라서 본 논문에서는 폰트 디자이너에게 익숙한 외곽선 방식에 편집기를 제공하면서 글자의 스타일에 대한 변화를 메타폰트에서 처리하여 다양한 폰트를 파생할 수 있는 한글 외곽선 폰트 시스템을 제안한다. 이를 위하여 본 시스템에서는 외곽선 방식의 폰트를 제작할 수 있도록 하는 웹 외곽선 폰트 편집기를 구현하였으며 외곽선 방식의 폰트를 메타폰트로 변환하는 UFO2mf를 구현하였다. 본 논문에서 제안하는 폰트 시스템은 기존 외곽선 방식의 스타일 변화에 대한 수고를 덜어줄 수 있을 것으로 기대한다.

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Study on Applying Alice for Supportive Methodology of Creative Problem Solving (창의적 문제해결 수업에서의 앨리스(Alice) 활용 사례 연구)

  • Baek, Jung-Hee;Choo, Moon-Won;Choi, Young-Mee;Lim, Young-Hwan
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.61-70
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    • 2012
  • In this study, the newly designed course related to creative problem solving is introduced. According to the characteristics of multimedia engineering, the Alice, which is well known as an effective 3D interactive authoring tool, is adopted as the supporting tool to validate the accomplishment of study goals set up for software design. Each creative problem solving phase could be clearly implemented and its expected performance could be evaluated efficiently by using Alice. The result of curricular implementation and performance evaluation is shown.

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Comparative analysis of the digital circuit designing ability of ChatGPT (ChatGPT을 활용한 디지털회로 설계 능력에 대한 비교 분석)

  • Kihun Nam
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.967-971
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    • 2023
  • Recently, a variety of AI-based platform services are available, and one of them is ChatGPT that processes a large quantity of data in the natural language and generates an answer after self-learning. ChatGPT can perform various tasks including software programming in the IT sector. Particularly, it may help generate a simple program and correct errors using C Language, which is a major programming language. Accordingly, it is expected that ChatGPT is capable of effectively using Verilog HDL, which is a hardware language created in C Language. Verilog HDL synthesis, however, is to generate imperative sentences in a logical circuit form and thus it needs to be verified whether the products are executed properly. In this paper, we aim to select small-scale logical circuits for ease of experimentation and to verify the results of circuits generated by ChatGPT and human-designed circuits. As to experimental environments, Xilinx ISE 14.7 was used for module modeling, and the xc3s1000 FPGA chip was used for module embodiment. Comparative analysis was performed on the use area and processing time of FPGA to compare the performance of ChatGPT products and Verilog HDL products.

The Analysis on Utilization Trend of the Technology in Secondary Mathematics Textbooks Based on the $6^{th}$, $7^{th}$ and 2007 Revised Curriculum in Korea (교육과정에 따른 중등 수학과 교과서에서 공학 도구 활용의 변화 분석)

  • Kim, Mi Hwa;Son, Hong Chan
    • School Mathematics
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    • v.15 no.4
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    • pp.975-994
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    • 2013
  • In this paper, we analyzed the utilization trend of technology in the secondary mathematics textbooks based on the 6th, 7th and 2007 revised mathematics curriculums in Korea. We analyzed 30, 60 and 90 mathematics books based on the 6th, 7th and 2007 revised mathematics curriculums respectively. The analysis focused on three aspects of using technology, i.e., contents areas in which technology used, technological tools and programs used, and methods of using technology in teaching and learning mathematics. The results shows that the frequency of using technology in mathematics books has been increased as mathematics curriculum has been revised. In the mathematics books based on th 6th curriculum, only 25 scenes were found, but in 7th and 2007 revised curriculum 248 and 355 scenes were found. In the 6th curriculum, calculators and graphing calculators were used mainly, but in the 7th and 2007 revised curriculum many kinds of technological tools and softwares were used including CAS, dynamic geometry software, spreadsheets, programming language, and the Internet. Especially the internet was used frequently in the 7th curriculum. And the methods of using technology has been diversified as time passed. In the 6th curriculum, the technology mainly used for introducing technology and simple calculation, but in the 7th and 2007 revised curriculum the technologies and software were also used for understanding mathematical laws, principles and concepts and students-centered exploring the mathematical properties.

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