• 제목/요약/키워드: Computer Programming

검색결과 2,150건 처리시간 0.023초

실시간 온라인 프로그래밍 교육에서 플립러닝의 학습효과 연구 (Investigating Educational Effects of Flipped Learning in Real-time Online Programming Course)

  • 김지심;안유정;김경아
    • 한국컴퓨터정보학회:학술대회논문집
    • /
    • 한국컴퓨터정보학회 2020년도 제62차 하계학술대회논문집 28권2호
    • /
    • pp.591-592
    • /
    • 2020
  • 본 연구에서는 코로나19 사태로 인해 대학교육에서 전면적으로 실시되고 있는 온라인 강의 환경에서 플립러닝의 학습효과를 규명하였다. 실시간 온라인 프로그래밍 수업에서 85명의 학습자를 대상으로 설문을 분석한 결과, 학습내용이해도에 대해서는 학습활동의 적절성이, 만족도에 대해서는 교수자지원과 학습내용의 적절성이, 역량향상도에 대해서는 교수자지원이 유의한 영향을 미치는 것으로 나타났다. 연구결과를 바탕으로 프로그래밍교육을 위한 실시간 온라인 강의에서 플립러닝 설계 및 운영 전략에 대한 시사점을 제언하였다.

  • PDF

컴퓨터 프로그래밍 학습자의 인지적 어려움에 대한 문헌고찰 (Review of Cognitive Difficulties of Students to Learn Computer Programming)

  • 김동만;이태욱
    • 한국컴퓨터정보학회:학술대회논문집
    • /
    • 한국컴퓨터정보학회 2020년도 제62차 하계학술대회논문집 28권2호
    • /
    • pp.225-228
    • /
    • 2020
  • 이 연구의 목적은 문헌고찰을 통해 초보 프로그래머가 겪는 어려움의 원인을 이해하고 보다 효과적인 교육 방향과 전략을 수립하는데 기여하는 데 있다. 그래서 인지 과학적 관점에서 프로그래밍에 필요한 지식의 유형에 따라 초보 프로그래머가 겪는 어려움에 대해 고찰하였다. 이 연구의 결론은 1)초보 프로그래머들은 구문 지식, 개념적 지식, 전략적 지식의 부재로 어려움을 겪고, 특히 개념적 지식의 부재가 가장 많은 원인으로 확인되었고, 2)교육용 프로그래밍 언어를 이용한 입문자 과정에서는 학습자의 개념적 지식 형성에 중점을 두고 지도해야 하고, 3)초보 프로그래머가 전략적 지식을 배양하기 위해서는 컴퓨터의 특성을 올바로 인지할 수 있게 도와주어야 하고, 4)프로그래밍에 필요한 개념적 지식의 실체를 구체적으로 밝혀야 할 이유를 확인하였다.

  • PDF

중학교 프로그래밍 수업에서 순서도학습이 논리적 사고력과 성취도에 미치는 영향 (Effect of a Flow Char Learning on Logical Thinking Ability and Performance Achievement in Middle School Computer Programming Class)

  • 정은숙;허민;진영학;김영식
    • 컴퓨터교육학회논문지
    • /
    • 제12권6호
    • /
    • pp.11-19
    • /
    • 2009
  • 지식정보사회에 대처하기 위해서는 상황에 맞는 해결방법과 아이디어로 문제를 해결할 수 있도록 창의력, 문제해결력, 논리적 사고력과 같은 고등인지 사고능력을 길러야 하며, 이는 프로그래밍 교육을 통해서 가능하다. 그러나 현재의 프로그래밍 교육은 문법에 대한 기계적 암기나 프로그래밍 언어의 사용법을 익히는데 치중하여 학습자의 인지부담이 크며, 논리적 사고력을 기르는데 적합한 방법이 되지 못하고 있다. 본 연구는 중학생을 대상으로 하여 스크래치(Scratch)를 활용한 프로그래밍 수업의 알고리즘 표현 과정에서 순서도 학습이 논리적 사고력에 미치는 영향을 살펴보았다. 그 결과 중학생의 프로그래밍 교육에서 순서도 작성을 통해 알고리즘을 표현하였을 경우 성취도 및 논리적 사고력이 향상에 유의미한 차이가 발생하였다.

  • PDF

A Study on Relationship between Learning participation and Learning Outcomes in Programming Courses

  • Kim, Ji Sim;Kim, Kyoung Ah;Ahn, You Jung;Oh, Suk;Jin, Myung Sook
    • 한국컴퓨터정보학회논문지
    • /
    • 제24권4호
    • /
    • pp.113-121
    • /
    • 2019
  • The purpose of the study is to identify the influence of learning participation on learning outcomes in programming courses. Based on the literature review, learning participation is composed of three sub components: participation in preview, class, and review. Learning outcomes are categorized by academic achievement, learning satisfaction, and learning motivation. A survey was conducted with 267 students enrolled in programming courses from three IT departments at Myongji College. Findings revealed that participation in review and participation in class predicted all sub components of learning outcomes. Participation in review was found to have a greater effect on learners' achievement and participation in class was found to have a greater impact on learning satisfaction and motivation. However, the results showed that participation in class was not an influential factor for learning outcomes. Implications for enhancing learning participation and suggestions for future research are also discussed.

Exploring Efficient Solutions for the 0/1 Knapsack Problem

  • Dalal M. Althawadi;Sara Aldossary;Aryam Alnemari;Malak Alghamdi;Fatema Alqahtani;Atta-ur Rahman;Aghiad Bakry;Sghaier Chabani
    • International Journal of Computer Science & Network Security
    • /
    • 제24권2호
    • /
    • pp.15-24
    • /
    • 2024
  • One of the most significant issues in combinatorial optimization is the classical NP-complete conundrum known as the 0/1 Knapsack Problem. This study delves deeply into the investigation of practical solutions, emphasizing two classic algorithmic paradigms, brute force, and dynamic programming, along with the metaheuristic and nature-inspired family algorithm known as the Genetic Algorithm (GA). The research begins with a thorough analysis of the dynamic programming technique, utilizing its ability to handle overlapping subproblems and an ideal substructure. We evaluate the benefits of dynamic programming in the context of the 0/1 Knapsack Problem by carefully dissecting its nuances in contrast to GA. Simultaneously, the study examines the brute force algorithm, a simple yet comprehensive method compared to Branch & Bound. This strategy entails investigating every potential combination, offering a starting point for comparison with more advanced techniques. The paper explores the computational complexity of the brute force approach, highlighting its limitations and usefulness in resolving the 0/1 Knapsack Problem in contrast to the set above of algorithms.

A METHOD FOR SOLVING A FUZZY LINEAR PROGRAMMING

  • Peraei, E.Yazdany;Maleki, H.R.;Mashinchi, M.
    • Journal of applied mathematics & informatics
    • /
    • 제8권2호
    • /
    • pp.439-448
    • /
    • 2001
  • In this paper a fuzzy linear programming problem is presented. Then using the concept of comparison of fuzzy numbers, by the aid of the Mellin transform, we introduce a method for solving this problem.

홍익 직접 구동 로보트를 위한 프로그래밍 언어 및 관리 통합 환경의 개발 (A study on the development of programming language and management integrated environment)

  • 김성훈;이종수;최경삼
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 제어로봇시스템학회 1993년도 한국자동제어학술회의논문집(국내학술편); Seoul National University, Seoul; 20-22 Oct. 1993
    • /
    • pp.264-269
    • /
    • 1993
  • In this paper, we develop the basic robot commands on the level of VAL robot language and the integrated environment software of the robot management system to give users an easy way of programming and running the robot. The developed software is designed to support Korean language and to be run by the pop-up menus for programming commands and inputs. Geometrical and dynamical features can be viewed on a computer monitor by graphics and the taught works can be interfaced with a computer and controllers.

  • PDF

Kodu를 이용한 프로그래밍 중심 STEAM 교육 프로그램 개발 및 적용 (Development and Implementation of STEAM Program based on Programming using Kodu)

  • 김태훈;양영훈;김종훈
    • 수산해양교육연구
    • /
    • 제25권5호
    • /
    • pp.1020-1030
    • /
    • 2013
  • The purpose of this study was to develop the STEAM educational program based on the computer programming. STEAM education has been recently attracted to a lot of people. We had a focus of computer science in STEM fields. We used the programming language f or learning KODU. We selected appropriate topics for STEAM education and learning programming. We developed the educational program of 30 hours about selected topics and had classes for 4th and 5th grade elementary students. In order to verify the effectiveness of the educational program, we analyzed the results of pre- and posttest about GALT(Group Assessment of Logical Thinking), TTCT(Torrance Tests of Creative Thinking), science-related affective domain, and mathematical interests and attitudes tests. In the analysis results, the education program we developed had positive impacts on creativity, logical thinking, and science-related affective domain of elementary school students.

컴퓨팅 사고력이 중요한 프로그래밍 교육에서 'code.org'를 활용한 교수방안 (A Study on Teaching using Website 'Code.org' in Programming Education based on Computational Thinking)

  • 임화경
    • 한국멀티미디어학회논문지
    • /
    • 제20권2호
    • /
    • pp.382-395
    • /
    • 2017
  • Learning computational thinking is very important in programming education. Computational thinking refers to the problem solving ability based on the theories of computer science, indicating the importance of algorithm thinking. That is the reason for focusing on promoting creativity and improving the problem solving ability of the students in programming education. This paper commented the elements to consider for teachers when teaching computational thinking to elementary school students with online coding education website 'code.org' that helps beginners have easy programming experiences based on the characteristics of the website, and proposed the appropriate teaching methods.

종합병원의 건축 프로그래밍을 위한 전문가 시스템 개발에 관한 연구 (A Study on the Development of the Expert System for the Architectural Programming in General Hospital)

  • 문윤기;이낙운
    • 의료ㆍ복지 건축 : 한국의료복지건축학회 논문집
    • /
    • 제3권5호
    • /
    • pp.41-52
    • /
    • 1997
  • The purpose of this thesis is to develop the new method of the expert system as a new approach of the architectural programming in general hospital. Theoretical and field investigations have been made for this study, and finally, the computer pro gram for the architectural programming of general hospital was established. The architectural programming of general hospital is more complex than any other types of buildings and has been changed rapidly according to the social, cultural and environmental factors. Hence, a new approach method is necessary for corresponding to the complexity and these factors. Therefore, the computer should be used as a tool in order to operate more logical and systematic programming.

  • PDF