• 제목/요약/키워드: Computer engineering education

검색결과 2,082건 처리시간 0.032초

컴퓨터 초보자 소프트웨어교육에 있어서의 UML 도구의 적합성 연구 (A Survey Study on the Design and Development of UML-based Education for Novice Computer Programmers)

  • 김연우;오지혜;오유란;박현석
    • 공학교육연구
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    • 제22권6호
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    • pp.3-11
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    • 2019
  • To evaluate the suitability of UML (Unified Modelling Language) in terms of educating novice software engineers, we have conducted a survey study with 102 students who were enrolled in a mandatory course for sophomores in computer science and engineering department. The results indicate that UML 1) has high satisfaction rate among software novices as an education material, 2) improves computational thinking and problem-solving skills, and 3) increases the efficacy of learning when the education program is implemented in the order of UML, programming practice, and physical computing. This paper suggests the applicability of UML as a new education paradigm in software education.

컴퓨터공학 분야 설계교육 방법론 (Design Education Methodology in Computer Science and Engineering)

  • 김상진
    • 공학교육연구
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    • 제18권4호
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    • pp.66-75
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    • 2015
  • Commonly it is perceived that it is difficult to teach engineering design and satisfy accreditation criteria in computer science and engineering related majors. However, since engineering design in these disciplines are a product design, it is more adaptable than other majors which are process design oriented. This paper shows that although there are subtle differences with conventional engineering design, engineering design education in computer science and engineering can be effectively done. This paper concentrates on how engineering design related curriculum can be constructed, what should be considered when designing such curriculum, and how engineering design can be taught in individual design courses(excluding introductory and capstone courses) based on case experience.

비전공자 컴퓨터교육과 학습보조 자료의 활용 (Computer Science Education and Use of Learning Materials)

  • 나정은
    • 공학교육연구
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    • 제22권6호
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    • pp.21-27
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    • 2019
  • In the last few years, interest in computer science education has increased significantly. The curriculum is being revised to introduce computer science. Although interest has focused on coding as the main subject, in fact the computer science includes much more than coding. It engages people in being creative with technology as well as understanding the fundamental principles of computer science. Therefore, it is important to consider the curriculum to provide a foundation by teaching and learning computer science. The curriculum is required the development of courses to teach computer science for non-majors in general education. To think like a computer scientist on the knowledge of computer science is computational thinking. In order to maximize the effectiveness of teaching and learning for computational thinking, various teaching methods and supplementary learning materials, and activities should be developed and provided.

기초적인 프로그래밍 교육을 위한 컴퓨터 언어의 특성 및 개발 환경의 임상적 비교 분석 (Clinical Comparative Analysis of Characteristics of Computer Programming Languages and their Development Environments for Basic Programming Education)

  • 강대기
    • 공학교육연구
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    • 제15권3호
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    • pp.66-71
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    • 2012
  • In this paper, we try to explore basic factors that defines easy-to-learn programming language and easy-to-learn development environments for novice students who have not been exposed to computer programming language education. For these purpose, we investigate and analyze computer programming languages that are widely used in industrial environments, and present the summary and analyzed results. From the experimental results, most novice programmers understand computer programming languages in terms of procedural programming languages rather than in terms of functional programming languages or object oriented programming languages. Furthermore, we have found that, for effective education of basic level programming languages, factors of development environments are much more important than factors of programming paradigms that the computer programming languages are based on.

프로젝트학습 기반의 컴퓨터 프로그래밍 교육 (The Computer Programming Education of Based Project Learning)

  • 배영권
    • 한국정보통신학회논문지
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    • 제13권5호
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    • pp.1038-1043
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    • 2009
  • 최근 교육현장에서는 창의력과 문제해결력과 같은 고등사고능력을 신장시키기 위한 교육이 초 중등교육뿐만 아니라 대학교육에서도 요구되어지고 있다. 이에 본 연구에서는 대학생을 대상으로 컴퓨터 프로그래밍 교육을 실시함에 있어 학생들의 고등사고능력을 신장시키기 위한 컴퓨터 프로그래밍 교육에 대하여 논하고자 한다. 이를 위해 선행된 사례들과 문헌연구를 기반으로 프로젝트학습 기반의 컴퓨터 프로그래밍 교육을 제시하고자 한다. 본 연구가 컴퓨터 및 공학교육 전반에 걸쳐 컴퓨터 프로그래밍 교육을 실시하는데 있어 작은 밑거름이 되기를 기대한다.

레고 마인드스톰 NXT를 활용한 기초설계 교과목에서의 효과적인 공학설계과제 선정방안 연구 (A Study on Selection of Effective Engineering Design Problem based on LEGO Mindstorm NXT for Basic Design Education)

  • 신연순;손대근;이경호;홍성호;이강우;정진우
    • 공학교육연구
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    • 제19권2호
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    • pp.60-69
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    • 2016
  • This paper deals with the selection method of effective engineering design problem based on LEGO Mindstorm NXT for basic design education. By YouTube case study of various LEGO-based engineering designs for olympic sports, performance criteria have been developed including programming complexity, structural complexity, sensor/actuator complexity and variety of game operation. Programming complexity includes range of programming code length and possible program variety. Structural complexity includes variety of structural elements such as length, shape, weight, and volume to overcome design restrictions. Sensor/actuator complexity includes variety of sensor used and number of possible actuator assemblies. Variety of game operation includes game complexity and required creativity to make LEGO robots. Based on these performance criteria, four representative sports were selected as the candidates for effective engineering design problem. Finally, feasibility and attributes of each candidate were verified by real implementation examples.

Analysis and Application of Front-End Code Playground Tools for Web Programming Education

  • Aaron Daniel Snowberger;Semin Kim;SungHee Woo
    • 실천공학교육논문지
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    • 제16권1_spc호
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    • pp.11-19
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    • 2024
  • Web programming courses are often included in university Computer Science programs as introductory and foundational computer programming courses. However, amateur programmers often have difficulty learning how to integrate HTML, CSS, JavaScript, and various preprocessors or libraries to create websites. Additionally, many web programming mistakes do not produce visible output in the browser. Therefore, in recent years, Front-End Code Playground (FECP) tools that incorporate HTML, CSS, and JavaScript into a single, online web-based application have become popular. These tools allow web coding to happen directly in the browser and provide immediate visual feedback to users. Such immediate visual feedback can be particularly beneficial for amateur coders to learn and practice with. Therefore, this study gathers data on various FECP tools, compares their differences, and provides an analysis of how such tools benefit students. This study concludes with an outline of the application of FECP to web programming courses to enhance the learning experience.

Internet Based Telemedicine & Distance education System

  • Kim, Seok-Soo;Park, Cil-Cheol
    • 한국멀티미디어학회:학술대회논문집
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    • 한국멀티미디어학회 2001년도 춘계학술발표논문집
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    • pp.373-377
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    • 2001
  • The telemedicine & distance education system that this paper suggests has been designed on the CTE(Collaborative Telemedicine & distance Education) framework, which is an integrated multimedia environment. This is a CBM-based collaborative telemedicine & distance education type, different from the conventional doctor based general practice, and is an integrated multimedia telemedicine & distance education system capable of many application developments using information super highway. This paper presents the content regarding electronic medical examination chart and data treatment for efficient medical examination and prompt treatment by realizing mutual conversation type remote medical examination system among 3 parties(patient, doctor, pharmacist) on internet base. And, The implementation of this new teaming system should be designed with multimedia application development platform base which is interfaced with computer engineering, computer network technology, CSCW (Computer-Supported Cooperative Work) technology, and education engineering.

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A Web-based Tool for Teaching Computer Programming

  • Cho, Sehyeong
    • 공학교육연구
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    • 제17권4호
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    • pp.58-61
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    • 2014
  • This paper introduces a tool for effective teaching of introductory computer programming. In order for the class to be effective, we try to attain attention, relevance, confidence, and satisfaction based on Keller's ARCS model. A web-based tool is developed to help both the students and the instructors.

영화 등장인물의 사회관계망에서 시나리오를 기반으로 하는 영화 추천 기법 (Recommand Movie Based on Scenario in Movie Characters' Social Networks)

  • 허주성;김태형;서장원;이예영;한연희
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2015년도 추계학술발표대회
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    • pp.1134-1137
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    • 2015
  • '영화 시나리오를 기반으로 영화를 어떻게 추천할 수 있는가'에서 본 논문에서는 전통적인 사회관계망 분석 지표 중 그래프의 평균 길이와 평균 군집도 그리고 밀도를 이용하여 3차원의 데이터 집합을 산출했고, 산출한 데이터 집합을 기반으로 k-means 군집화 알고리즘을 활용하여 각 k 값에 따른 영화를 추천해보았다. 그 결과 기타 여느 추천들과 다른 추천결과를 도출해냈다.