• 제목/요약/키워드: Computer Educational Environment

검색결과 396건 처리시간 0.023초

Development of a Code Generation Support System in Integrated Development Environment of an Educational Compiler

  • Kwon, Jung-Hoon;Bae, Jong-Min
    • 한국컴퓨터정보학회논문지
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    • 제21권11호
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    • pp.159-166
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    • 2016
  • Compiler course is one of the important courses in computer science. It requires more efficient learning environment because of its large coverage scale and complexity. One of its solutions is to provide the integrated development environment for educational compilers which is enable to give practice-oriented class and enhance student's interest. This paper presents the code generation support system developed in an integrated development environment of educational compiler. Our system helps students to understand the process of code generation and visualizes the relation among the source language, AST, and the target language. It makes students develop their own compilers more easily.

Effects of Gamification-Based Learning on Learners' Achievement Motivation at First-Grade Intermediate Level

  • Al-Sulami, Sami Ben Shamlan Bakhit
    • International Journal of Computer Science & Network Security
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    • 제22권5호
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    • pp.266-276
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    • 2022
  • The study aimed to pinpoint the effects of an educational environment based on gamification on developing achievement motivation among first-grade intermediate students. Using an achievement motivation scale, the study adopted a quasi-experimental design with experimental and control groups. The sample consisted of 52 students selected randomly from the first-grade intermediate students. They were studying in public intermediate schools in Jeddah at the time of this study. They were divided into two groups. The control group (n=24 respondent), and the experimental group (n=28 respondent). The results showed statistically significant differences at the level α ≥ 0.05 between the mean scores of the experimental group and the control group in the posttest of the achievement motivation measurement in favor of the experimental group. The study recommended using gamification in designing computer curricula and courses across educational stages in Saudi Arabia. It also recommends training the computer and information technology teachers on using gamification in their teaching.

컴퓨터 환경에서 교수학적 변환의 가능성 (Possibility of the Didactical Transposition in Computer-based Environment for Mathematics)

  • 이종영
    • 대한수학교육학회지:수학교육학연구
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    • 제8권2호
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    • pp.475-484
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    • 1998
  • In this paper, we give descriptions that the choices made in the Knowledge modelling or representation in Computer Evironments can modify the meaning of this knowledge through a process similar to that of the didactical transpostion. Thus, they are likely to have effects on learning. These problems and phenomena are consequences of general constraints of computer and an algorithms built-in computers. Students may not learn the knowledge intended by teacher. Teacher is always on the alert for the changable mathematical knowledge in computer-based environments. It is an important role of teachers in new teaching and learning environment.

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컴퓨터 환경에서 초등학교 기하 지도에 관한 고찰 (A Study on the Teaching Elementary Geometry Using the Computer)

  • 이종영
    • 대한수학교육학회지:수학교육학연구
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    • 제11권1호
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    • pp.89-102
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    • 2001
  • Computer has been regarded as an alternative that could overcome the difficulties in the teaching and learning of mathematics. But the didactical problems of the computer-based environment for mathematics education could give us new obstacles. In this paper, first of all, we examined the application of the learning theories of mathematics to the computer environment. If the feedbacks of the computer are too immediate, students would have less opportunity to reflect on their thinking and focus their attention on the visual aspects, which leads to the simple abstraction rather than the reflective abstraction. We also examined some other Problems related to cognitive obstacle to learn the concepts of geometric figure and the geometric knowledge. Based on the analysis on the problems related to the computer-based environment of mathematics teaching and learning, we tried to find out the direction to use computer more adequately in teaching and learning geometry.

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컴퓨터 환경에서 극단적인 교수 현상의 가능성과 수학 교수.학습 양식에 관한 고찰 (Analysis on the Possibility of the Extreme Didactical Phenomena and the Mode of Using Computer for the Mathematics Teaching)

  • 이종영
    • 대한수학교육학회지:수학교육학연구
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    • 제11권1호
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    • pp.51-66
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    • 2001
  • In this paper, we tried to examine the didactical transpositions of the mathematical knowledges in the computer-based environment for mathematics learning and teaching, and also analyse the extreme didactical problems Computer has been regarded as an alterative that could overcome the difficulties in the teaching and learning of mathematics and many broad studies have been made to use computers in mathematics teaching and learning. But Any systematic analysis on the didactical problems of the computer-based environment for mathematics education has not been tried up to this time. In this paper, first of all, we analysed the didactical problems in the computer-based environment, and then, the mode of using computer for mathematics teaching and learning.

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Latest Information Technologies in the UK Adults Education System

  • Tverezovska, Nina;Bilyk, Ruslana;Rozman, Iryna;Semerenko, Zhanna;Orlova, Nataliya;Vytrykhovska, Oksana;Oros, Ildiko
    • International Journal of Computer Science & Network Security
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    • 제22권8호
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    • pp.25-34
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    • 2022
  • Today, further education of adults in the UK is one of the developing areas of continuing education. The Open University with distance learning, in the process of which innovative forms and methods based on computer and telecommunication technologies are used, is particularly successful in the organization of additional education of the adult population. The advantages of distance learning, multimedia - the latest information technologies, which provide the combination of graphic images, video, sound with the help of modern computer tools, are noted. The basic principles and forms underlying the technologies and forms of work with the elderly are defined. The international experience of implementing "Universities of the Third Age" is summarized. The most widespread approach in adult education in Great Britain is informational. The use of computer technologies motivates a new paradigm in educational methods and strategies, which requires new approaches, forms of learning, and innovative ways of delivering educational materials to adult learners. Information technologies have gained great popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, online search for information for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a single scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The information technology of synchronous distance learning "online" has gained considerable popularity in the educational process today. A promising direction is the use of multimedia technologies in educational activities to create a design of a virtual computer environment by decoding audiovisual information.

PDA기반의 사칙연산학습 운영시스템 설계 및 개발 (Design and Development of Arithmetic Operating Learning Management System based on PDA)

  • 정광식;손경아
    • 컴퓨터교육학회논문지
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    • 제12권3호
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    • pp.53-62
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    • 2009
  • 정보통신 기술의 발달로 다양한 교수매체가 등장함에 따라 교수매체에 적합한 콘텐츠 제공이 학습의 중요한 요소로 주목받고 있는 가운데, 특히 PDA와 같은 이동통신 학습 환경에 대한 학습자 요구가 꾸준히 증가하고 있다. 본 논문은 초등학생들의 수학 학습(사칙연산)을 보조하기 위한 이동 학습단말기로서의 PDA 매체를 이용한 학습콘텐츠 설계 기법, 즉 학습 콘텐츠 내에서의 학습 시퀀싱 모델과 학습 콘텐츠사이의 학습 시퀀싱 모델을 설계하였다. 그리고 이를 PDA에서 구현하고, 이를 지원해주는 학습운영시스템을 설계하고 개발하였다. 또한 PDA를 학습 보조 단말기로 활용할 수 있는 실질적인 학습 서비스를 구현하였다. 대한 요약을 기술하시면 됩니다.

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The Role of Smart Technologies in Training Future Specialists

  • Oksana, Popovych;Rostislav, Motsyk;Iryna, Mozul;Karina, Fedchenko;Andrii, Zhbanchyk;Olena, Terenko;Oleksandr, Kuchai
    • International Journal of Computer Science & Network Security
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    • 제22권12호
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    • pp.153-159
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    • 2022
  • The article discusses the use of smart technologies in the training of future specialists. Today, learning using smart technologies is becoming a new educational standard, where information is presented in a logical sequence, computer training systems have powerful functions for the educational process. The functions of smart technologies are highlighted. It is noted that smart technologies are successfully used in the field of education and professional training. The concept of "smart education" is characterized. Smart education is an educational paradigm that underlies a new type of education system. The implementation of the smart education paradigm is aimed at the process of obtaining competencies and competencies for flexible and adapted interaction with the social, economic and technological environment. Smart education should ensure that the benefits of the global information society can be used to meet educational needs and interests. A special place is occupied by computer-based educational multimedia systems that allow you to deepen your knowledge, reduce the duration of training, and increase the number of students per teacher. The main principles of smart education are highlighted. Improving the efficiency of training in a modern higher education institution is impossible without the introduction of smart technologies in the organization of the educational process.

스마트러닝 환경에서의 프로젝트 학습 전략 및 요인 분석 (The Analysis of Features of Project Based Learning in Smart Learning Environment)

  • 김수환;한선관
    • 정보교육학회논문지
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    • 제17권3호
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    • pp.243-252
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    • 2013
  • 본 논문에서는 스마트러닝 환경에서 프로젝트 학습을 적용하여 프로젝트 학습 전략 및 특징을 분석하였다. 스마트러닝 환경은 기존의 이러닝 환경과 다르며, 이에 따라 프로젝트 학습 전략도 차별화가 필요하다. 본 연구에서는 스마트러닝 환경에서 초등학생을 대상으로 프로젝트 학습을 실시한 후, 설문조사 및 관찰, 인터뷰를 통하여 기존의 프로젝트 학습과의 차이점, 교육특징 및 시사점을 도출하였다. 나아가 스마트러닝 환경에서 프로젝트 학습 만족도에 영향을 주는 요인이 무엇인지 분석하였다. 연구결과, 스마트러닝 환경에서의 프로젝트 학습은 기존의 프로젝트 학습과 기술과 기기 측면, 소프트웨어, 학습참여 측면에서 차이가 있다고 인식되었다. 또한 스마트 환경에서 프로젝트 학습 만족도에 영향을 주는 요인은 기술과 기기, 상시성이 유의미한 요인으로 확인되었다.

An Investigation of Cloud Computing and E-Learning for Educational Advancement

  • Ali, Ashraf;Alourani, Abdullah
    • International Journal of Computer Science & Network Security
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    • 제21권11호
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    • pp.216-222
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    • 2021
  • Advances in technology have given educators a tool to empower them to assist with developing the best possible human resources. Teachers at universities prefer to use more modern technological advances to help them educate their students. This opens up a necessity to research the capabilities of cloud-based learning services so that educational solutions can be found among the available options. Based on that, this essay looks at models and levels of deployment for the e-learning cloud architecture in the education system. A project involving educators explores whether gement Systems (LMS) can function well in a collaborative remote learning environment. The study was performed on how Blackboard was being used by a public institution and included research on cloud computing. This test examined how Blackboard Learn performs as a teaching tool and featured 60 participants. It is evident from the completed research that computers are beneficial to student education, especially in improving how schools administer lessons. Convenient tools for processing educational content are included as well as effective organizational strategies for educational processes and better ways to monitor and manage knowledge. In addition, this project's conclusions help highlight the advantages of rolling out cloud-based e-learning in higher educational institutions, which are responsible for creating the integrated educational product. The study showed that a shift to cloud computing can bring progress to educational material and substantial improvement to student academic outcomes, which is related to the increased use of better learning tools and methods.