• Title/Summary/Keyword: 프로그래밍 학습 성향

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A Study on Programming Learning Efficiency and Learning Motivation According to Learning Disposition (학습 성향에 따른 프로그래밍 학습 효과 및 학습 동기 부여에 관한 연구)

  • Ahn, You Jung;Kim, Kyong-Ah
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.253-255
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    • 2016
  • 본 연구에서는 컴퓨터 프로그래밍 학습자들의 학습 성향을 조사하고 그들의 평소 학습 성향이 어떤 평가로 이어지는지에 대해 관찰한다. 또한 학습 성향과 이전 평가 결과가 다음 학기 프로그래밍 수업에 어느 정도 동기 부여가 되는지를 분석하여 학습자들의 성향과 능력에 맞는 방법으로 학습 동기를 부여할 수 있는 방법을 모색하고자 한다.

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An Analysis of Students' Learning Trend Depending on the Achievement Levels of Programming Learning (프로그래밍 학습 성취 수준에 따른 학습자들의 학습 성향 분석)

  • Ahn, You Jung;Kim, Kyong Ah;Kim, Ji Sim;Oh, Suk;Jin, Myung Sook
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.489-490
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    • 2018
  • 본 연구에서는 프로그래밍 학습의 성취 수준별 학습자들의 학습 성향을 분석해보고자 한다. 특히 프로그래밍 학습 성취도가 높은 학생들의 복습 패턴을 통해 프로그래밍 학습 이해도를 높이기 위한 학습 방법에 대해 연구해보고자 한다.

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The Effects of a Robot Based Programming Learning on Learners' Creative Problem Solving Potential (로봇 활용 프로그래밍 학습이 창의적 문제해결성향에 미치는 영향)

  • Lee, EunKyoung;Lee, YoungJun
    • 대한공업교육학회지
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    • v.33 no.2
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    • pp.120-136
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    • 2008
  • Using the tangible programming tools, which combines physical objects (e.g. robot) and educational programming language, may help to encourage learners' creative thinking as well as to enhance problem solving ability. That is, learners can have opportunities to simulate problem solving processes through the physical objects, such as robots. Therefore, they can minimize an fixation about problem solving process. These experience is effective to induce creative thinking that is useful to find new solutions and change environment actively. Therefore, we developed a robot based programming teaching and learning curriculum and implemented it in college level introductory programming courses. The result shows that the robot based programming learning has a positive effect in all three factors of learners' creative problem solving potential, especially in a cognitive factor. The cognitive factor includes general problem solving abilities as well as factors that explain creativity, such as divergent thinking, problem recognition, problem representation. These result means that the developed robot based programming teaching and learning curriculum give positive effect to creative problem solving abilities.

A Study on the Programming Education using Diki-3000 for Elementary School (디키-3000을 활용한 초등학교 프로그래밍 교육방안)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.627-635
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    • 2010
  • This study analysed the programming attitude and degree of achievement as the 6 types of learning styles which is suggested by Grasha and Reichmann(1974) after a performance of the programming education using the Diki-3000 which is the teaching tools of the specific manipulative activities, in order to prepare the programming education method according to the characteristics of elementary school learners. As the result of the study, the programming attitude according to the 6 types of the learning styles has indicated more positiveness in the independence type than in the dependence type, in the competition type than in the cooperation type, in the participation type than in the avoidance type. In the side of the degree of the achievement, the independent, competition, and participation types indicated more positive than the other types. Also, as the result of an structured interview with learners, which was conducted for deep understanding, there was an understanding of differences of requests to the programming learning classified by the learning styles, and suggestion of a plan for improvement of the Diki-3000 programming in the aspect of an educational environment, teaching tools, teaching contents, and teaching methods in this study.

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두리틀(Dolittle) 프로그래밍 활동을 통한 함수 개념 형성에 관한 사례 연구

  • Jo, Yeong-Ju;Kim, Gyeong-Mi;Hwang, U-Hyeong
    • Communications of Mathematical Education
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    • v.19 no.2 s.22
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    • pp.363-378
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    • 2005
  • 본 연구는 객체지향형 교육용 프로그래밍 언어인 두리틀(Dolittlee)을 수학교수-학습에 활용하기 위한 연구의 일부이다. 본 논문에서는 세 명의 고등학교 1학년 학생을 대상으로 7차 교육과정상의 중등 함수단원을 중심으로 함수의 그래프에 대한 두리틀 프로그래밍 활동을 안내적 교수법으로 진행하고 그 결과를 분석하여, 두리틀 프로그래밍 활동이 함수의 개념 형성에 미치는 영향을 관찰하고 컴퓨터 친밀도와 수학적 성향이 프로그래밍 학습에 어떠한 영향을 주는지에 관하여 고찰하였다. 연구 결과, 두리틀을 이용한 함수의 그래프 그리기 활동은 학생들에게 함수의 기본 개념과 그래프의 성질을 이해하는데 효과적이었으며, 두리틀 프로그래밍 탐구 활동에 있어 학생들의 수학 성취도보다는 수학에 대한 긍정적인 성향과 컴퓨터와의 높은 친밀도가 긍정적인 영향을 미친다는 사실을 확인하였다.

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Development and Application of Interactive Prototyping Programming Learning Model based on Physical Computing (피지컬 컴퓨팅 기반의 인터랙티브 프로토타이핑 프로그래밍 학습모형 개발 및 적용)

  • Seo, Jeonghyun
    • Journal of The Korean Association of Information Education
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    • v.22 no.3
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    • pp.297-305
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    • 2018
  • Physical computing is the concept of expanding computing to humans, environments, and objects. It draws attention as a programming learning medium based on physical outputs in integration of hardware and software. This study developed a programming learning model based on interactive prototyping using the characteristics of physical computing with a high degree of technical freedom and analyzed its learning effect in an experiment. To examine the effect of the experimental treatment, this researcher divided fifty nine 5th-grade elementary students into an experimental group and into a control group. the interactive prototyping programming learning model was applied to the experimental group, and a linear sequential programming learning model was applied to the control group. Information Science Creative Personality Test was conducted before and after the experimental treatment. Analysis of Covariance was conducted with the pre-test scores of the two groups. As a result, it was proved that there was the effect of learning at the significance level of .05. It indicates that the physical computing based interactive prototyping programming learning model is applicable to the programming learning for 5th-grade elementary students.

An Analysis of Learning Comprehension in Computer Programming Classes Based on Flipped Learning (플립러닝에 기반한 컴퓨터 프로그래밍 수업의 학습 이해도 분석)

  • Ahn, You Jung;Kim, Kyong Ah;Kim, Ji Sim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.597-599
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    • 2020
  • 실시간 온라인 형태의 프로그래밍 수업을 진행할 경우 교수자가 대면수업에서와 같이 학습자들의 학습 상태를 일일이 파악하고 개별 지도를 하는 데에는 한계가 있다. 특히 소극적인 성향의 학습자들이나 수업에 관심이 없는 학습자들의 경우 다른 곳에 주의를 빼앗기기 쉬운 것이 현실이다. 본 연구에서는 실시간 온라인 프로그래밍 수업에서 학습자들 스스로가 예습과 복습을 통해 학습에 적극적으로 참여할 수 있도록 하기 위한 방안으로 플립러닝을 적용하였다. 학기말에는 대상 학습자들에게 플립러닝 형태의 수업 운영을 통해 얻은 학습 이해도가 어느 정도인지를 설문하고 그 결과를 분석해보았다.

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A proposal for Robot Programming Education Considering Gender Difference (성별 차이를 고려한 로봇 프로그래밍 교육 방안 제안)

  • Park, Hyeran;Lee, Youngjun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.97-98
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    • 2018
  • 로봇 프로그래밍 교육에 있어 여학생이 남학생에 비해 흥미나 학습 효과 등에서 낮은 결과를 보이는 경우가 많다. 이는 로봇 프로그래밍의 주제나 교수 학습 활동이 남학생이 선호하는 방식으로 진행됨에 따라 남녀 성차에 따른 능력 차이가 발생한다고 볼 수 있다. 본 연구의 목적은 남학생과 여학생의 성별 차이를 고려한 로봇 프로그래밍 교육 방안을 제시하는 데에 있다. 본 연구에서는 제안하는 구체적인 교수 학습 방안을 통해 남학생과 여학생 모두에게 보다 효과적인 로봇 프로그래밍 교육이 이루어지길 기대한다.

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Correlation Analysis on Scratch-based Instructional Effectiveness and Learning Style of Elementary School Students (초등학생들의 학습 스타일과 스크래치 언어 활용 교육의 상관성 분석)

  • Han, Seon-Kwan;Han, Hee-Seop
    • Journal of The Korean Association of Information Education
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    • v.13 no.3
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    • pp.351-358
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    • 2009
  • This study shows how to impact on programming learning using Scratch by the learning style. Firstly, students were classified by learning styles test using the VARK questionnaire. After one semester of programming education, correlation with learning styles and various instructional factors was analyzed. Scratch-based programming education improves the cognitive effectiveness and learning satisfaction for elementary school students. Especially students with visual preference performed better on programming education based on Scratch statistically. As a result, the process of programming must be mainly considered in programming education.

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The Effects of Algorithm Learning with Squeak Etoys on Middle School Students' Problem Solving Ability (Squeak Etoys 활용 알고리즘 학습이 중학생의 문제해결력에 미치는 영향)

  • Jeoung, MiYeoun;Lee, EunKyoung;Lee, YoungJun
    • 대한공업교육학회지
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    • v.33 no.2
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    • pp.170-191
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    • 2008
  • Many former researchers demonstrated that algorithm learning has a positive outcome on students' problem-solving abilities. One of the methods for algorithm learning, the 'programming learning' method is highly effective. However, there are numerous constraints in schools for programming learning. This study attempts to overcome these issues. Squeak Etoys, one of the educational visual programming languages for easy and interesting learning, has been selected as a learning tool. We developed the algorithm-learning curriculum for middle school students. They were divided into a control group and an experimental group. The students learned on the basis of equal curriculum but, they used other learning tools through over a total 6 sessions. The result showed that Squeak Etoys based Algorithm learning has a positive effect on improving middle school learners' problem solving abilities, self-efficacies and logical thinking abilities. Although the students' logical thinking abilities in the experimental group are improved a lot more than the students' abilities in control group, the students' logical think abilities in the both groups are improved. Therefore, algorithm education in secondary schools are necessary. In conclusion, Squeak Etoys based Algorithm learning has a positive effect on problem solving ability and self efficacy. The developed curriculum can be applicable as a basis for study on algorithm learning and educational programming language.