• 제목/요약/키워드: Algorithms Education

검색결과 514건 처리시간 0.024초

알고리즘 분석을 통한 컴퓨터교육에서의 알고리즘 교육의 방향 (A study on the direction of teaching algorithms with analysis of algorithms)

  • 홍순조;한선관
    • 한국정보교육학회:학술대회논문집
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    • 한국정보교육학회 2004년도 하계학술대회
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    • pp.236-241
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    • 2004
  • 문제해결을 위한 절차로 정의되는 알고리즘은 교육적으로 많은 가치를 갖는다. 이 알고리즘은 지필 알고리즘과 컴퓨터 알고리즘으로 나된다. 수학교과에서는 이미 컴퓨터를 이용한 지필 알고리즘 지도에 관한 연구가 활발하게 이루어지고 있다. 반면 컴퓨터 교과에서는 알고리즘 지도를 위한 연구가 미진한 실정이다. 따라서 컴퓨터 교과에서 알고리즘을 효과적으로 지도하기 위한 방향 정립이 필요하다. 이에 알고리즘을 분석한 후 컴퓨터 교과에서 알고리즘교육의 방향을 제안하고자 한다.

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Applying Decision Tree Algorithms for Analyzing HS-VOSTS Questionnaire Results

  • Kang, Dae-Ki
    • 공학교육연구
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    • 제15권4호
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    • pp.41-47
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    • 2012
  • Data mining and knowledge discovery techniques have shown to be effective in finding hidden underlying rules inside large database in an automated fashion. On the other hand, analyzing, assessing, and applying students' survey data are very important in science and engineering education because of various reasons such as quality improvement, engineering design process, innovative education, etc. Among those surveys, analyzing the students' views on science-technology-society can be helpful to engineering education. Because, although most researches on the philosophy of science have shown that science is one of the most difficult concepts to define precisely, it is still important to have an eye on science, pseudo-science, and scientific misconducts. In this paper, we report the experimental results of applying decision tree induction algorithms for analyzing the questionnaire results of high school students' views on science-technology-society (HS-VOSTS). Empirical results on various settings of decision tree induction on HS-VOSTS results from one South Korean university students indicate that decision tree induction algorithms can be successfully and effectively applied to automated knowledge discovery from students' survey data.

컴퓨터과학 교육용 정렬 놀이를 위한 실험적 분석 (An Experimental Analysis on the Unplugged Sorting Activity for Computer Science Education)

  • 박영기
    • 정보교육학회논문지
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    • 제22권6호
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    • pp.671-679
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    • 2018
  • CSUnplugged에 나타난 교육용 정렬 놀이는 만 8세 이상이면 할 수 있지만, 학생들을 지도하기에 쉬운 활동은 아니다. 왜냐하면 (1) 좋은 정렬 방법을 찾는 것은 컴퓨팅 사고력이 뛰어난 전공자라 하더라도 어려울 수 있고, (2) 정렬 알고리즘의 수가 많아 모든 내용을 파악하기가 어렵기 때문이다. 또, (3) 우수한 성능을 나타낸다고 알려져 있는 정렬 알고리즘들이 교육용 정렬 놀이에서는 반드시 좋은 결과를 만들어 내지도 않는다. 본 논문에서는 정렬 놀이를 할 때 어떤 알고리즘이 더 효과적인지 분석하고, 교수자가 알아야 하는 내용이 무엇인지에 대해 논의한다.

알고리즘, 어떻게 가르칠 것인가\ulcorner (How to Teach Algorithms\ulcorner)

  • 조완영
    • 한국수학교육학회지시리즈A:수학교육
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    • 제39권1호
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    • pp.49-58
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    • 2000
  • The purpose of this study is to investigate how to teach algorithms in mathematics class. Until recently, traditional school mathematics was primarily treated as drill and practice or memorizing of algorithmic skills. In an attempt to shift the focus and energies of mathematics teachers toward problem solving, conceptual understanding and the development of number sense, the recent reform recommendations do-emphasize algorithmic skills, in particular, paper-pencil algorithms. But the development of algorithmic thinking provides the foundation for student's mathematical power and confidence in their ability to do mathematics. Hence, for learning algorithms meaningfully, they should be taught with problem solving and conceptual understanding.

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BASIC 활용을 위한 분류알고리즘의 비교 분석 (Comparison & Analysis of Algorithms in BASIC)

  • 강성모
    • 한국과학교육학회지
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    • 제7권2호
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    • pp.37-43
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    • 1987
  • Computer in one of the most tremendous achievements of the modern scientific technique. Not only in government, business, research and education but in our daily life. computers are widely utilized to assist in solving various problems. With increasing frequency, it is recognized that a right understanding of the computer is necessary: naturally, this recognition places a great emphasis on the computer education. In Korea computer is chosen either as an optional subject or as a kind of group activity in many schools. It is the purpose of this study to compare and analyze the internal sorting algorithms which are used frequently in data processing. and to present the results of program analysis. which will make it possible to choose the appropriate sorting algorithm for each data processing. Generally the algorithms are coded in a language appropriate for structured programming. like PASCAL: however, here the algorithms are expressed in BASIC which is widely used with the personal computers so that the students and the teachers may understand them easily.

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Development of AR Content for Algorithm Learning

  • Kim, So-Young;Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권3호
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    • pp.292-298
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    • 2022
  • Coding education and algorithm education are essential in the era of the fourth industrial revolution. Text-oriented algorithm textbooks are perceived as difficult by students who are new to coding and algorithms. There is a need to develop educational content so that students can easily understand the principles of complex algorithms. This paper has implemented basic sorting algorithms as augmented reality contents for students who are new to algorithm education. To make it easier to understand the concept and principles of sorting algorithms, sorting data was expressed as a 3D box and the comparison of values according to the algorithms and the movement of values were produced as augmented reality contents in the form of 3D animations. In order to help with the understanding of sorting algorithms in C language, the change of variable values and the exchange of data were shown as animations according to the execution order of the code and the flow of the loop. Students can conveniently use contents through a smart phone without special equipment by being produced in a marker-based manner. Interest and immersion, as well as understanding of classes of sorting algorithms can be increased through educational augmented reality-based educational contents.

RAPTOR 프로그래밍 교육도구를 이용한 알고리즘 교육 (Education of Algorithms Using the RAPTOR Programming Educational Tool)

  • 김성율;이종연
    • 컴퓨터교육학회논문지
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    • 제18권6호
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    • pp.23-31
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    • 2015
  • 소프트웨어 교육은 건전한 정보윤리의식을 바탕으로 컴퓨팅 사고력 기반의 문제해결력을 기르는데 목적을 두고 있다. 이러한 목적을 달성하기 위해서 많은 교육기관에서 EPL(Educational Programming Language), 피지컬 컴퓨팅, 로봇 등 다양한 교육이 시도되고 있다. 하지만 특정 EPL과 상용 제품 등에 초점이 맞추어진 교육은 컴퓨팅 사고력 향상에 초점을 맞추고 있는 소프트웨어 교육의 창의성 교육을 획일적으로 유도할 우려가 있다. 따라서 본 논문에서는 순서도 기반의 비주얼 프로그래밍인 RAPTOR를 알고리즘 교육 도구로 제안하였다. 또한 일반계고등학교 학생을 대상으로 5단계에 걸쳐 12차시의 교육을 적용한 결과 RAPTOR를 이용한 알고리즘 교육이 높은 효과가 있음을 확인하였다.

Automation of Decision-Making in the Game "Ecopoly" for Education on Relationship between Environment and Economy

  • Komuro, Tatsuya;Shinozaki, Ayano;Kim, Aramu;Doyo, Daisuke;Matsumoto, Toshiyuki
    • Industrial Engineering and Management Systems
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    • 제11권1호
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    • pp.123-132
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    • 2012
  • Recently, global environmental problems have become serious due to human economic activities. Therefore, in order to build a sustainable society in which human economic activities coexist with nature, it is important to promote and enhance environmental education. As a preceding study, a board and computer game of "Ecopoly," which is the game for education on global environmental problems, were developed. This study further aims to develop algorithms which make decisions in Ecopoly, to automate decision-makings of opponents using the algorithms, and to develop the environmental educational game "Ecopoly V" which enables self-learning. In order to develop the algorithms, the board game of Ecopoly was played, and each player's decision-makings at the all points at which players make a decision were observed and analyzed. From the analyses, it became clear that the decision-makings were distinguished by 3 characteristics; Ecology type, Economy type, and Balance type. Based on the characteristics, the factors and standard values of each decision-making were made clear. Algorithms were developed based on the factors and standard values. Ecopoly V was developed by incorporating the algorithms into the computer game of Ecopoly. Experimental testing of the game was conducted and the validity of the game was verified.

The Learning of Mathematical Algorithms and Formulas without Understanding or Flair

  • Suffolk, John
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제13권1호
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    • pp.13-22
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    • 2009
  • School children in Brunei Darussalam, as elsewhere, learn how to apply a lot of algorithms and formulas in mathematics. These include methods of finding the lowest common multiple and highest common multiple of numbers and methods of factorizing quadratics. Investigations and experience have shown that both able and less able students learn to do these mechanically and unimaginatively and in a way that is reliable when answering examination questions. Most of them do not, however, learn these algorithms and methods so as to develop a deeper insight of what they learn and thereby perform even more effectively in examinations. Yet it is possible to teach these and other methods for understanding in ways that are enjoyable and enable students to use them effectively and with flair.

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WBI 시스템에서 학습능력을 고려한 출제 문제의 난이도 재조정 알고리즘 (Degree of Difficulty Adjustment Algorithms of Selection Question using Education Ability in WBI)

  • 김은정;류희열
    • 한국산업정보학회논문지
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    • 제9권4호
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    • pp.47-55
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    • 2004
  • 웹 기반의 원격 교육에서 평가를 위해 출제되는 문제들은 주로 고정 출제나 무작위 출제 방식 또는 난이도에 따른 자동 출제 방식을 이용하고 있다. 이중에서 난이도에 따른 자동 출제 방식은 학습자들의 평가 결과에 따른 난이도 재조정으로 문제 은행의 문제들에 대한 객관성을 유지하는 것이 중요한 문제이다. 이에 본 논문에서는 난이도에 따른 자동 출제 방식에서 문제은행의 난이도를 재조정함에 있어서 학습자들의 평가 결과와 학습자득의 학습 능력을 함께 고려한 새로운 난이도 재조정 알고리즘을 제시판다 제시된 알고리즘을 구축된 웹기반 학습 시스템에서 기존 알고리즘과 비교 분석한 결과 보다 효율적으로 문제 난이도를 관리할 수 있음을 확인한 수 있었다.

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