• Title/Summary/Keyword: Interest in Programming

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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.

Case Study on Utilizing Arduino in Programming Education of Engineering (공학 프로그래밍 교육에 아두이노 활용 방안 사례 연구)

  • Park, Jang-Hyun;Kim, Seong-Hwan
    • Journal of IKEEE
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    • v.19 no.2
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    • pp.276-281
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    • 2015
  • Engineers increasingly rely on computers and their computer programming skills for their works. As a result, most engineering curricula have introduced a computer programming courses. However, students consider the subject to be unrelated to their core interests and often feel uncomfortable when learning to program for the first time. To overcome these difficulties, several studies have proposed the use of physical computing paradigm. This paradigm takes the computational concepts out of the PC screen and into the real world so that the student can interact with them. This paper proposes Arduino platform as a tool for attracting interest of the programming and reports the results of questionnaire survey analysis.

EPL(Education - Programming - Language) for SW education trend analysis and education scheme presented (SW교육을 위한 EPL(Education-Programming-Language)의 동향 분석 및 교육 방안 제시)

  • Kim, Geun-Ho;Seo, Seong-Won;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.321-324
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    • 2015
  • In this study, depending on the sense of increasing interest in the world-SW education, in the country high and high school was supposed to be implemented from junior high school from 2018 fiscal SW education as a compulsory subject. As a result, even in education, for SW education of students, but some of the teaching and learning methods have been presented, Professor utilizing education programming language which - there is a learning method. Education programming language, depending on the subject and level, but the current of more than 40 educational programming language being used, in this paper, the current, compares the programming language of education that are used in the country of education, analysis using how to use what education of the programming language in the middle, and high school, to try to present how the draft you can.

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A Study on Software Education Donation Model for the Social Care Class

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.239-246
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    • 2019
  • In this paper, we propose an effective software education donation model for the social care class. The types of software education for elementary, middle, and high school for the social care class are in the order of after school classes, club activities, creative experiences, and regular classes. In elementary school students, it is effective to precede visual programming education based on block coding and to conduct curriculum convergence with SW and HW at the beginning, and high school students are carrying out text programming education like Python. Software education for social care class The contribution activity model can be classified into five types such as geographically difficult area, multicultural family areas, orphanage, reformatory, and basic livelihood security recipient. In addition, the survey results show that the students' interest in software education and their satisfaction are all very high at 96%. Effective software education for the social care class In the donation model, the lecturers consist of responsible professors, lecturers, and assistant instructors. Software training for the social care class is effective on a year-by-year basis, so that students can feel authenticity and trust. Software education contents focus on visual programming and physical computing education in elementary or middle school, and text programming and physical computing education in high school. It is necessary to construct a software education donor matching system that helps efficient management of software education donations by efficiently matching schools (consumers: elementary, middle, high school) and software education donors(suppliers).

Study on Principal Agent in Charge of Freedom of Programming of KBS (KBS 보도 및 편성 책임 주체에 관한 연구)

  • Choi, Eun-Heui
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.187-195
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    • 2015
  • This paper purposes to identify who is/are in charge of KBS broadcasting programming in view of freedom of broadcasting and interest of audience under the circumstance that Blue House put pressure on KBS to refrain from reporting Sewol Ferry disaster. For this purpose this study has reviewed prior theses, books, journals, laws, and cases, etc. It is analyzed that principal agents in charge of freedom of broadcasting journalism and programming are KBS employees in charge of producing broadcasting programs and KBS chief programming officer, who is appointed by KBS CEO. KBS CEO, who can easily be influenced by governmental pressure in terms of KBS structure, should avoid interfering with programming and producing directly or indirectly for freedom of the press and public interests.

Analysing Differences of Learning Motivation According to Learning Styles in Project-Based Programming Learning (PBL 기반 프로그래밍 수업에서 학습양식에 따른 학습동기 차이분석을 통한 시사점 도출)

  • Kim, Byoung-Wook;Kim, Han-Sung;Lee, Won-Gyu
    • The Journal of Korean Association of Computer Education
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    • v.13 no.5
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    • pp.15-27
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    • 2010
  • Project-based learning is an effective teaching method for improvement of academic achievement and problem-solving ability so that is often applied to programming education. However, a strategy of enhancing motivation is required by a course design considering a learning style of students for advantage of PBL to take effect. Yet, studies on considerations with learning style still lack, when designing project-based programming learning courses for improvement of learning motivation. This research aims to address issues for consideration in designing PBL programming course. Accordingly, we analyzed learning motivation's difference between learning style in PBL programming class. We designed PBL programming course focusing ARCS model, where students making simulation The Kolb Learning Style Inventory is used to determine learning preferences. To assess students' motivation, Keller's Course Interest Survey was used in a pre-post-test-design. The result indicates that pre-post students' motivation differed. Also, we found considerations through comparing difference of ARCS model's detailed elements between learning styles.

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A Study on the Analysis and Application of Educational Robot Simulation tool in Robot Programming Education (초등 프로그래밍 교육에서 로봇 시뮬레이션 도구의 활용)

  • Shim, JaeKwoun;Lee, WonGyu;Kim, JaMee
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.425-433
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    • 2014
  • The utilization of robots in programming education students the interest and motivation of learning. But at the same time the robot is required that understanding of the structure and understand the internal program(programming). So what problems are caused by error or if the student has difficulty identifying. The purpose of this study is the use of simulation tool in robot programming education possibilities will want to see. Elementary school students to analyze the possibility of non-simulation tool and simulation tool was applied. And usability evaluation and simulation tool, the survey recognized the potential of the education were analyzed. As a result, the usability of between simulation tool and non-simulation tool and there was no difference. And student can preview the results of programming and simulation tool can easily identify errors for recognizing the positive respectively. Based on this results, simulation tool can be utilized in robot education.

Web page-based programming education and scoring system for software education (소프트웨어 교육을 위한 웹 페이지 기반의 프로그래밍 교육 및 채점 시스템)

  • Cho, Minwoo;Choi, Jiyoung;Jung, Hoekyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.1
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    • pp.134-139
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    • 2022
  • Recently, interest in programming and artificial intelligence is continuously increasing, and software education is being implemented as a mandatory education from elementary school. For efficient programming education, it is basically necessary to build a lab environment suitable for students and teachers, but there are performance problems due to the inadequacy of old computers and network equipment. Therefore, in this paper, we propose a web page-based online practice environment and algorithm competition scoring system using React and Spring boot to solve the problem of the programming practice environment. Through this, it is thought that programming learning can be carried out using only a web browser even on low-spec computers. In addition, since various programming languages can be learned irrespective of the language to be learned, it is considered that the time cost for establishing a practice environment can be reduced.

Rule Discovery for Cancer Classification using Genetic Programming based on Arithmetic Operators (산술 연산자 기반 유전자 프로그래밍을 이용한 암 분류 규칙 발견)

  • 홍진혁;조성배
    • Journal of KIISE:Software and Applications
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    • v.31 no.8
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    • pp.999-1009
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    • 2004
  • As a new approach to the diagnosis of cancers, bioinformatics attracts great interest these days. Machine teaming techniques have produced valuable results, but the field of medicine requires not only highly accurate classifiers but also the effective analysis and interpretation of them. Since gene expression data in bioinformatics consist of tens of thousands of features, it is nearly impossible to represent their relations directly. In this paper, we propose a method composed of a feature selection method and genetic programming. Rank-based feature selection is adopted to select useful features and genetic programming based arithmetic operators is used to generate classification rules with features selected. Experimental results on Lymphoma cancer dataset, in which the proposed method obtained 96.6% test accuracy as well as useful classification rules, have shown the validity of the proposed method.

A Study on the Development of Digital Yut Playing System Based on Physical Computing (피지컬 컴퓨팅을 기반으로 한 디지털 윷놀이 시스템 개발에 관한 연구)

  • Koh, Byoungoh
    • Journal of The Korean Association of Information Education
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    • v.21 no.3
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    • pp.335-342
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    • 2017
  • The artificial intelligence, robot technology, Internet of things, and life sciences that create added value while dramatically transforming human life have been highlighted in the fourth industrial revolution, the next industrial revolution. In order to adapt to the 4th industry, it is necessary to educate students to develop fusion thinking and computing thinking ability. Therefore, in this study, we developed a digital Yut Playing system based on physical computing, reflecting STEAM and decomposition, pattern recognition, abstraction, and algorithm design, which are components of computing thinking. By experiencing the developed system and applying it to education, it raised interest and interest in programming education and improved programming lesson for fusion thinking and computing thinking ability.