• 제목/요약/키워드: Computer Programming Education

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The Analysis of Informatics Gifted Elementary Students' Computational Problem Solving Approaches in Puzzle-Based Learning (퍼즐 기반 학습에서 초등정보영재의 컴퓨팅적 문제 해결 접근법 분석)

  • Lee, Eunkyoung;Choi, JeongWon;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.1
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    • pp.191-201
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    • 2014
  • The purpose of this study is to propose strategies of puzzle-based learning for Informatics gifted education through analyzing Informatics gifted elementary students' computational problem solving approaches in puzzle-based learning contexts. Six types of educational puzzles, which are constraints, optimization, probability, statistically speaking, pattern recognition, and strategy, were used in teaching 14 Informatics gifted students for 8 sessions. The results of pre and post test and each students' answers were analyzed to identify why students were not able to solve the puzzles. We also analysed what essential computational strategies are needed to solve each type of puzzles, and what students did not know in solving puzzle problems. We identified some problems caused by puzzle representation methods, and various students' intuitions that disturb puzzle solving. Also, we identified essential computational strategies to solve puzzles: backtracking, dynamic programming, abstraction, modeling, and reduction of big problem. However, students had difficulties in applying these strategies to solve their puzzle problems. We proposed the revised puzzle-based learning strategies, which is based on the improved problem representation, just-in-time cognitive feedbacks, and web-based learning system.

A Study on the Preventive Education for Adolescents′s Problems in Home Economic Education (II) - Adolescents′Culture Analyzed with Newspaper Articles Concerning Adolescents - (가정과 교육에서의 청소년문제 예방교육을 위한 기초 연구 (II) -청소년관련 신문기사분석을 통해 본 청소년 문화 -)

  • 배영미
    • Journal of Korean Home Economics Education Association
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    • v.10 no.2
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    • pp.131-144
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    • 1998
  • The lack of characteristical understanding of the Home Economics Education will have difficulty in achieving the goal of the Home Economics Education. To allow the Home Economics Education class in school contribute toward the enhancement of the quality of life, it is inevitable to reinforce the recognition of the importance and necessity of the Home Economics Education and to newly propose a directional guidance forward the coming 21st century. The purpose of this study was to provide basic data for planners of the future Home Economics Education by surveying research administrators in charge of programming the overall school curriculum. This study was conducted under the following procedure to have the outcome as follows ; 1. Answers from respondents of age over 50 or careers over 16 years tended to grasp the goal of Home Economics Education in relation to the enhancement of quality of life rather than to the accumulation of knowledge, skill or capacity. 2. Of all the surveyed, 9.64% regarded Home Economics Education as an essential part of school education and the positive ratio was higher with younger respondents. 3. To the question asking if the high school Home Economics Education could have influence on one's capacity, 97.2% of the answerers said yes. The respondents with career under 15 year showed 100% of positive agreement in this matter and of age under 40 marked much higher ratio of 98.84% than the elders. 4. The overall recognition of the necessity for separate sections in Home Economics Education programmed in accordance with the 6th Revision of High School Curriculum displayed a considerably high ratio, with a little differences among age and job groups. The purpose of this study is to analyze and understand adolescents'culture, thereby to provide fundamental information for Preventive Education for Adolescents'Problems in Home Economic Education. 745 articles collected in computer communication service were used for the analysis. The data were analyzed by frequency and percentage using the SPSS/PC+computer program. The most important results of this study were as follows ; 1) Concerning 'Adolescent's Problems's, problems such as violence, homicide and robbery were treated with the greatest frequency. It was also analyzed that the older generations are highly inclined to understand adolescents'culture as a negative one, for example, 'delinquency'or 'immaturity'. 2) Although the area of 'Adolescents'Education'was treated most frequently reflecting the high educational concern in our society, the significant part of those articles were on wrongful educational administration. As much as 70.6% of the articles analyzed were on 'Education'and 'Problems'. Thereby it may be concluded that the other areas such as health, activities, worries, values and harmful environments ere treated respectively as only a 'subculture'or'fragmentary culture'. The articles containing correlations and interactions among them and certain alternative proposals were very rare. 3) The areas such as 'Worries and Counselling'and 'Health'were occupying only a small portion of the articles. The articles which were treating the practical worries and their resolutions were even rarer. 4) 'Values'of the adolescents tended to be viewed by the older generations very negatively. It was also found that the older generations gave the tendency to see the 'consumption culture'of the adolescents as a kind of 'counter culture'or'subculture'.

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A Case Study on the Development of Curriculum for Dept. of Game Programming in University Customized to Online Game Industry (대학(게임 프로그래밍 계약학과)의 게임산업계 맞춤형 교육과정 개발을 위한 사례 연구1))

  • Yoon, Hyung-Sup;WhangBo, Taeg-Keun
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.89-97
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    • 2010
  • Still there is a quality mismatch between required manpower of game companies and supplied one from universities in Korean game industry. The demand-oriented workforce training project is being implemented by KOCCA(Korea Creative Content Agency) for reducing the gap. This paper is focused on the development of training course for students of the game programming department in K University. This paper derived a education training course customized to online game industry by surveying 35 companies to find their needs for recruiting. Additionally some advice is suggested for successful education training. This paper not only will contribute to verify the required competence of people force in game industry but also offer a guideline for designing curriculum for game programmer.

Development of Educational Contents for a Coding Instructor Training Program to Foster 4C Talent (4C 인재육성을 위한 코딩 강사 양성과정 교육콘텐츠 개발)

  • Lim, Dongkyun;Lee, Ji-Eun;Moon, Dosik
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.777-782
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    • 2020
  • As the demand for the talented with computing thinking and programming skills increases the importance of coding education is increasing. Although various coding instructor training programs have been implemented nationwide, little research has been conducted analyzing the current status and contents of coding instructor training programs. Therefore, this thesis presents the design, development process and managing strategies of the 'Coding Instructor Training Courses for 4C Talent Development'. The training program consists of introductory courses and practical coding courses. In the introductory courses, learners acquires the basic knowledge required of coding instructors, and then proceeds to the practical courses to systematically learn the pedagogical knowledge and skills required to educate learners from kindergarten through high school. The case study introduced in this paper is expected to provide useful information to the educators planning and managing the coding instructor training program in the future.

Program Plagiarism Detection based on X-treeDiff+ (X-treeDiff+ 기반의 프로그램 복제 탐지)

  • Lee, Suk-Kyoon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.4
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    • pp.44-53
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    • 2010
  • Program plagiarism is a significant factor to reduce the quality of education in computer programming. In this paper, we propose the technique of identifying similar or identical programs in order to prevent students from reckless copying their programming assignments. Existing approaches for identifying similar programs are mainly based on fingerprints or pattern matching for text documents. Different from those existing approaches, we propose an approach based on the program structur. Using paring progrmas, we first transform programs into XML documents by representing syntactic components in the programs with elements in XML document, then run X-tree Diff+, which is the change detection algorithm for XML documents, and produce an edit script as a change. The decision of similar or identical programs is made on the analysis of edit scripts in terms of program plagiarism. Analysis of edit scripts allows users to understand the process of conversion between two programs so that users can make qualitative judgement considering the characteristics of program assignment and the degree of plagiarism.

Training in the production of effective prototypes using Core Mechanic Diagram and Unreal Blueprint

  • Choi, Bu-ho
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.75-82
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    • 2020
  • In this paper, we propose a training method to efficiently create prototypes using 'core mechanical diagram' to make game design easier and 'BluePrint', a visual scripting tool of Unreal that enables relatively easy functionality without programming knowledge. With the development of game engines, game development is becoming faster and easier, and using this, non-programmers without knowledge of game development are clearly showing a tendency to participate in game development. However, existing game development methodologies and game implementation methods require complex design processes and specialized knowledge. In order to make it easier for non-programming experts to develop games, they will simplify the complexity of existing game development methodologies, and propose educational methods that can focus on and implement the essence of game design based on cases where non-programmers have implemented prototypes themselves.

Implementation of Embedded Educational Router System (임베디드 교육용 라우터 실습장비의 구현)

  • Park, Gyun Deuk;Chung, Joong Soo;Jung, Kwang Wook
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.5
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    • pp.9-17
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    • 2013
  • This paper presents the design of the educational router system. This system is designed and implemented to support network configuration and embedded programming technology of the user on Internet. Not only Static routing protocol but also a kind of dynamic routing protocols such as OSPF and RIP and firewall have been programmed for education based on ethernet interface. ADS 1.2 as debugging environment, uC/OS-ii as RTOS and C language as development language are used. The educational procedures is compile, loading of static routing protocol, a kind of dynamic routing protocols such as OSPF and RIP and firewall program already supplied. Thereafter the verification is checked by using "ping" test to allow for demo operation such as hands-on training procedure. Finally programming procedure similar with demo operation of static routing protocol, a kind of dynamic routing protocols such as OSPF and RIP and packet filtering function is educated step by step.

Effects of software education program for the multi-cultural elementary students on learning attitude, friendship and sociality (다문화가정 초등학생을 위한 소프트웨어교육 프로그램이 학습태도, 교우관계, 사회성에 미치는 영향)

  • Kim, Jeongrang
    • Journal of The Korean Association of Information Education
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    • v.20 no.5
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    • pp.499-506
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    • 2016
  • Multi-cultural students have a variety of problems, such as the lack of Korean communication skills, learning slump and psychological anxiety. In order to solve these problems, It is developed to design a software education program for learning attitude, friendship interaction and sociality. It is developed on the basis of the major steps in the ADDIE model, Use-Needs-Design-Implementation-Share for multi-cultural elementary school students. To analyze the effects of software education Program, we chose the 15 elementary school students of 4th, 5th and 6th grade and adapted the program. Then, we analyzed the educational effects through the results of pre to post tests. Consequently, the software education program developed for this research revealed that it affected the learning attitude, friendship, sociality and programming interest of multi-cultural students.

Development of Primary School Scratch Curriculum for Improving the Ability to Solve Problems (문제해결력 증진을 위한 초등학교 Scratch 교육과정 개발)

  • Ahn, HyungJin;Ma, DaiSung
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.317-327
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    • 2013
  • Algorithm education that become at the base of thinking is emphasized from primary school. However, It is difficult to understand algorithm in elementary school students level. In this research, it considered curriculum that can teach universally to elementary school students by solution plan of problem. So we chose Scratch program with education data, because it is verified the effect in education of algorithm, and easy to control among EPL (Education Programming Language). It was composed curriculum so that interaction is accomplished through group activities to coincide in various level of students, and approached to the problem-solving center to emphasize important thinking process in algorithm education, and got educational value in relevant level of each student. According to validation of expert groups and surveys, we concluded the curriculum that is appropriate. The curriculum proposed in this paper can help to enhance the problem solving ability and the creativity.

An Artificial Intelligence Education Program Development and Application for Elementary Teachers (초등 교사들을 위한 인공지능 교육 프로그램 개발 및 적용)

  • Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.629-637
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    • 2019
  • Rapid changes in the knowledge and information society of the 21st century should be embraced and applied to teachers. Since artificial intelligence(AI) is an important axis of rapid change, artificial intelligence education should be started from elementary school. This change requires elementary school teachers to have basic skills for AI education. In this study, an AI education program for elementary school teachers is developed. This development consists of three stages, the first stage is the understanding of artificial intelligence, the second stage is the understanding and application of artificial intelligence tools, and the final stage is the creation and application of artificial intelligence programs. 15 elementary school teachers were tested. The result of this study will be a useful educational program for teachers in charge of AI education in elementary school students.