• Title/Summary/Keyword: C programming education

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Web-based programming education system for providing rapid grading result (신속한 평가결과를 제공하는 웹기반 프로그래밍 교육시스템)

  • Park, So-Young;Ryu, Hye-Jung;Shim, Dong-Uk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.511-514
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    • 2009
  • Recently web is used for more things than ever before in education. Previous web-based programming education systems help students to check compile errors and runtime errors after submitting programming assignments anytime and anywhere. However, these previous systems cannot quickly provide the detailed assessment results on the generated answer, the coding style, and the plagiarism detection. In this paper, we propose a web-based programming education system to provide the quick results of the detailed assessment as soon as to submit programming assignments. In this system, the plagiarism detection method compares a current file with only the already uploaded files so it can provide quick feedback. The proposed web-based programming education system is applied to a real C programming language class with approximately 40 students. The proposed system tends to improve the students' participation by quick feedback.

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A Study on C Programming Self-Directed Learning Process Analysis Method Using Online Scoring System (온라인 채점 시스템을 활용한 C 프로그래밍 자기주도학습 과정 분석)

  • Jeon, Jun-Ho;Yi, Soyul;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.413-414
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    • 2019
  • 최근 프로그래밍 교육의 중요성이 강조되고 있지만 수업시수 문제로 학교 수업시간만으로는 성과를 거두기는 어렵다. 온라인 채점 시스템은 학생의 코드를 평가하고 피드백을 제공해주기 때문에 자기주도적인 프로그래밍 학습에 도움을 줄 것으로 생각된다. 본 연구에서는 온라인 채점 시스템을 사용해서 C 프로그래밍 기초 학습을 한 학생들을 대상으로 학생들의 제출코드와 피드백을 분석하려고 하며, 학생들의 프로그래밍 학습경험과 학습참여도 등을 조사하여 대상학생을 선정하고, 데이터를 수집하였다. 그리고 대상 학생들의 소스코드 및 피드백을 분석하여 자기주도학습 과정을 분석하고, 문제개선의 기초자료로 활용할 수 있음을 제언한다.

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An Effect of Storytelling-based Robot Programming Class (스토리텔링을 활용한 로봇 프로그래밍 수업의 효과)

  • Park, Jung-Ho;Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.211-222
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    • 2012
  • 21C future learners are required to have creative thinking and problem-solving capability to address an issue wisely by integrating and applying knowledge and functions. The robot education that has recently been studied in primary and secondary schools was reported to be effective in satisfying the requirements. The robot education varies ranging from the existing after-school education to an integrated approach used for regular curriculums, and has actively been studied. Nevertheless, aside from positive study results, any studies on the environment where primary school students can learn robot and programming knowledge more friendly is still insufficient. Therefore, this study was intended to give students a robot class with the use of storytelling friendly to students in order for primary school students to learn robot and programming knowledge with ease. The study result showed that acquirement of programming knowledge was improved, and that the students had a positive learning attitude. In addition, it was found that the storytelling of the robot class helped provide the entire learning context and continuous learning motivation for the students.

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Design and Implementation of Online Algorithm Bank for Algorithm E-learning (컴퓨터 알고리즘 교육을 위한 온라인 알고리즘 뱅크 구현)

  • Park, Uchang
    • The Journal of Korean Association of Computer Education
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    • v.7 no.4
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    • pp.1-6
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    • 2004
  • For an e-learning class, many voice and video technics for enhancing student teacher interaction. But for programming exercise courses, it's very difficult to add interactive components via web browser. In this paper, we make an online algorithm bank to manage and search algorithms, build an programming exercise interface on web. Students can edit, compile and execute programs included in online algorithm bank. Online program compile and execution enhance e-learning effectiveness for programming courses, and make students feel ease for computer algorithms.

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Development of teaching and learning materials using Arduino and piezo buzzer

  • Lee, Eun-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.349-357
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    • 2020
  • In this paper, I propose a presentation examples of the development of teaching materials using Arduino. For this purpose, a six-step low-cost microcontroller teaching-learning development model was used, the steps being topic selection, exploration of implementation methods, experimentation, production of teaching and learning materials, implementing lesson plans, and improvement. After analyzing the composition of the source code and circuits introduced in the existing Arduino book, this content was reconstructed to fit the programming education context. A simple method of constructing a circuit using materials such as Arduino and a piezo buzzer is proposed to save time on circuit composition. Using this circuit, examples of use in teaching-learning activities for various programming content elements are presented. The core concept of this study is that it provides a direct experience of the content of C language programming exercises that can only be found on existing screens.

A Study on the EPL using Instructional Model of SW Major's Programming Class (EPL 기반의 SW전공자를 위한 프로그래밍 수업 모형에 관한 연구)

  • KO, Kwangil
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.891-898
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    • 2018
  • Although programming language is a core education area of software that is becoming increasingly important in the age of the fourth industrial revolution, as it requires logical thinking skills, it is recognized as a difficult subject even for SW major students. This difficulty occasionally causes SW major students to lose interest and confidence in their major during the introductory course of a programming language; making them change their majors, or give up their studies. In this study, we designed an instructional model using Scratch for educating C language which is a typical programming introductory language. To do this, we analyzed the concepts that can be trained by Scratch among the programming concepts supported by C language, and developed the examples of Scratch for exercising the concepts. The instructional model supports the progress model of learning first the programming concepts through Scratch and then expand the learning content into C language. We also conducted an experiment on the SW major freshman students of a local private university to verify the effectiveness of the model.

Influence of Programming Education Using Unity3D on Computational Thinking Ability and Interest (Unity3D를 활용한 프로그래밍 교육이 컴퓨팅 사고력과 흥미에 미치는 영향)

  • Lee, Dong-Yun;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.415-418
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    • 2016
  • The core of IT Convergence Education is being made through educational SW, SW purpose of education has been focused on improving the CT(Computational Thinking). In this paper, Programming Education Using Unity3D is able to affect learners of computational thinking and learning interest. After configure the experimental and control groups and check the identity of the learner for Influence on it. The impact on the education using Unity3D computational thinking and learning interest of students was measured. This paper proposes a compliance that Programming Education Using Unity3D is an intermediate step of utilizing the EPL software training, and pure text language.

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A Concise Korean Programming Language "Sprout" (간결한 한글 프로그래밍 언어 "새싹")

  • Cheon, Junseok;Kang, Dohun;Kim, Gunwoo;Woo, Gyun
    • Journal of KIISE
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    • v.42 no.4
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    • pp.496-503
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    • 2015
  • Most programming languages are designed based on English. It becomes another barrier in learning programming languages in non-English speaking country. If a programming language is presented using a native language, the education cost of programming will be much cheaper and the programming itself can be much more fun. However, designing the programming languages based on native languages has not been much focused or published up to now. It is partly because the evolution of popular programming languages is so fast, and partly because the efficiency of programs is much stressed than the source code. But, the designing of programming languages based on native language is not a small issue, especially if we reflect on the education of programming. In fact, there have been significant efforts reported in the Korean programming languages so far, but it has not practically been used in the education. This paper introduces yet another Korean programming language, namely Sprout, which is concise and can be easily learned by beginners. To demonstrate the conciseness of Sprout, we have performed two experiments on Sprout. Firstly, we compared the sizes of the programs in Sprout with those in former Korean programming languages. Secondly, we compared the size of Sprout, the language itself, with those of popular programming languages such as C and Python. According to the experiments, Sprout programs are more concise to 10% on average than those in former Korean languages. Furthermore, Sprout itself is more compact to 24% on average than other popular programming languages.

STEAM Learning Model in Elementary Schools by Applying SCRATCH Programming (스크래치 프로그래밍을 활용한 초등학교 STEAM학습모형)

  • Moon, Wae-Shik
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.457-466
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    • 2013
  • It is possible to increase integrated thinking and problem solving ability ultimately through STEAM education. This study developed STEAM model to apply to subjects and scratch knowledge education that sixth grade students in elementary schools can learn each subject through STEAM learning by applying scratch programming and it was applied and analyzed during regular classes and afterschool classes for sixth grade students. As a result, it was possible that about 70% of sixth grade students, the subject of model application were able to do STEAM learning initiatively by applying scratch program. Other 30% of the students were able to do STEAM learning partially through scratch. As for the achievement assessment of STEAM learning, it was evaluated that most of the students for the evaluation subjects got satisfactory achievement level by getting overall average 7.83 out of ten. Thus, it is considered that STEAM learning model by applying scratch is very superior that applying existing programming language such as C, BASIC etc.

Computer Programming Education using App Inventor for Android (안드로이드 앱 인벤터를 활용한 컴퓨터 프로그래밍 교육)

  • Kim, Byungho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.2
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    • pp.467-472
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    • 2013
  • Many people are showing interest on computing and computer programming ever as much as the smartphone become more popular. Computer programming languages, however, like Java or C++ being used to teach freshmen in computer science-related majors as the first programming language they will study are so difficult to understand. In this paper, we proposed a short-term curriculum for teaching computer programming using App Inventor for Android to freshmen students major in computer science as the first programming language they will study, which can encourage their interest in computer programming. According to survey from students participated in actual teaching, we found that the proposed curriculum can contribute to increase their interest on computer programming and even self-confidence on development of applications for smarphone.