• Title/Summary/Keyword: Problem Solving Programming Learning Model

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Developing a Subset Sum Problem based Puzzle Game for Learning Mathematical Programming (수리계획법 학습을 위한 부분집합총합문제 기반 퍼즐 게임 개발)

  • Kim, Jun-Woo;Im, Kwang-Hyuk
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.680-689
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    • 2013
  • In recent, much attention has been paid to the educational serious games that provide both fun and learning effects. However, most educational games have been targeted at the infants and children, and it is still hard to use such games in higher education. On the contrary, this paper aims to develop an educational game for teaching mathematical programming to the undergraduates. It is well known that most puzzle games can be transformed into associated optimization problem and vice versa, and this paper proposes a simple educational game based on the subset sum problem. This game enables the users to play the puzzle and construct their own mathematical programming model for solving it. Moreover, the users are provided with appropriate instructions for modeling and their models are evaluated by using the data automatically generated. It is expected that the educational game in this paper will be helpful for teaching basic programming models to the students in industrial engineering or management science.

Development of Algorithm Design Worksheets using Algorithmic Thinking-based Problem Model in Programming Education for Elementary School Students (초등학생의 프로그래밍 학습을 위한 알고리즘적 사고 문제 모델 기반의 활동지 개발 및 적용)

  • Kim, Yongcheon;Choi, Jiyoung;Kwon, Daiyoung;Lee, Wongyu
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.233-242
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    • 2013
  • "Problem-solving methods and procedures" sections in the 2009 revised informatics curriculum emphasized active use of algorithmic thinking to solve problems. And it is proposed to solve the various problems of real life using programming language for the implementation of the algorithm. Recently, various Educational Programming Language has been developed for elementary programming activity and many researches showed that students' cognitive burden was reduced in learning programming language with Educational Programming Languages. However implementation of the algorithm is difficult for novice programmer. For the reason, effective way is required for elementary students to connect design of the algorithm and implementation of the algorithm. Therefore, in this study propose the algorithm design worksheets that it is possible to create an algorithm to describe the content needed to implementation in programming education. And this study proved the effect of the algorithm design learning tools through experiment.

The Application of the Scratch2.0 and the Sensor Board to the Programming Education of Elementary School (초등학교 프로그래밍 교육을 위한 스크래치2.0과 센서보드 활용)

  • Moon, Waeshik
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.149-158
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    • 2015
  • Programming education plays a very effective role in comprehensively learning problem analysis ability, logical thinking ability, procedural problem solving method, and imaginary problem solving method. Until recently, however, it is not applied to the elementary and the middle school in Korea, which is very different from the other IT centerd countries such as the U.S., etc., where coding class is actively implemented. Fortunately, Korean government recognized this reality and decided to implement programming education as a regular subject in the elementary school from 2017. In this situation, many researchers' programming education model research is urgently required for the students to learn in the elementary and the middle school. This research developed and suggested 17 sessions of programing education model connected with scratch language and sensor board, which is hardware, to be applied to the class of the 5th and 6th graders. As the result of implementing the joint class of 5th and 6th graders during the after-school class based on programming education process suggested to verify the suitability for elementary school programing education, satisfactory achievement was attained by the assessed students. The researcher plans to develop an optimum model proper for the elementary school students' intellectual capacity by more improving programming education model.

An analysis on the research trend of teaching and learning methods of informatics education in Korea (정보 교육의 교수·학습 방법에 대한 국내 연구 동향 분석)

  • Lee, Seungjin;Choe, Hyunjong
    • The Journal of Korean Association of Computer Education
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    • v.20 no.5
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    • pp.15-33
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    • 2017
  • The 2015 revised educational curricula focused on creative and convergent student education, so the importance of informatics education is arising along with emphases on its teaching and learning methods. This study has analyzed the research trend of teaching and learning methods and suggested their implications by selecting 179 studies of same keyword searching from 2000 to the present years and classifying them into 16 categories. This analysis showed that problem based learning was the most researched topic on these subjects, while unplugged learning, Creative Problem Solving model and peer teaching were among the actively studied topics. In the content domain of informatics curriculum, the problem solution and programming was most researched. This study is expected to suggest implications for not only studying informatics education research but also selecting teaching and learning methods in the field of class for teachers.

On the Development of Microcomputer-Assisted Mathematics Teaching/Learning Method (마이크로 컴퓨터를 이용한 수학 교수.학습법 개발에 관한 연구)

  • Kim Chang Dong;Lee Tae Wuk
    • The Mathematical Education
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    • v.27 no.1
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    • pp.15-23
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    • 1988
  • We are at the onset of a major revolution in education, a revolution unparalleled since the invention of the printing press. The computer will be the instrument of this revolution. Computers and computer application are everywhere these days. Everyone can't avoid the influence of the computer in today's world. The computer is no longer a magical, unfamiliar tool that is used only by researchers or scholars or scientists. The computer helps us do our jobs and even routine tasks more effectively and efficiently. More importantly, it gives us power never before available to solve complex problems. Mathematics instruction in secondary schools is frequently perceived to be more a amendable to the use of computers than are other areas of the school curriculum. This is based on the perception of mathematics as a subject with clearly defined objectives and outcomes that can be reliably measured by devices readily at hand or easily constructed by teachers or researchers. Because of this reason, the first large-scale computerized curriculum projects were in mathematics, and the first educational computer games were mathematics games. And now, the entire mathematics curriculum appears to be the first of the traditional school curriculum areas to be undergoing substantial trasformation because of computers. Recently, many research-Institutes of our country are going to study on computers in orders to use it in mathematics education, but the study is still start ing-step. In order to keep abreast of this trend necessity, and to enhance mathematics teaching/learning which is instructed lecture-based teaching/learning at the present time, this study aims to develop/present practical method of computer-using. This is devided into three methods. 1. Programming teaching/learning method This part is presented the following five types which can teach/learn the mathematical concepts and principle through concise program. (Type 1) Complete a program. (Type 2) Know the given program's content and predict the output. (Type 3) Write a program of the given flow-chart and solve the problem. (Type 4) Make an inference from an error message, find errors and correct them. (Type 5) Investigate complex mathematical fact through program and annotate a program. 2. Problem-solving teaching/learning method solving This part is illustrated how a computer can be used as a tool to help students solve realistic mathematical problems while simultaneously reinforcing their understanding of problem-solving processes. Here, four different problems are presented. For each problem, a four-stage problem-solving model of polya is given: Problem statement, Problem analysis, Computer program, and Looking back/Looking ahead. 3. CAI program teaching/learning method This part is developed/presented courseware of sine theorem section (Mathematics I for high school) in order to avail individualized learning or interactive learning with teacher. (Appendix I, II)

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A Study on the Influencing Factors of the Team Project-based Computer Programing Education (팀 프로젝트 기반 교육이 컴퓨터 프로그래밍 학습효과에 미치는 영향요인 분석)

  • Jang, Hyunsong;Kim, Hongja
    • The Journal of Korean Association of Computer Education
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    • v.22 no.2
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    • pp.39-50
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    • 2019
  • We designed and applied team project based learning for effective computer programming education and analyzed the effect on learning effect. Throughout simplified traditional theories and practices, teamed up with random lottery, divided role & responsibility, and conducted problem solving projects in a competitive way for a given task. When after completion of the course, we conducted questionnaires on learners in order to grasp the influence factors on the learning effect. As a result of the structural equation model analysis, it was shown that Team Project had a direct effect on the learning effect. The learning effect based on the relationships among the factors derived through exploratory factor analysis. Based on this analysis, we propose a more effective computer programming education way.

Development a Model of Smart Phone and Educational Robot for Educational using (스마트폰과 교육용 로봇의 교육적 활용을 위한 프로그래밍 교육 모형 개발)

  • Kim, Se-Min;Moon, Chae-Young;Chung, Jong-In
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.481-484
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    • 2012
  • Information subject in the revision educational curriculum actually devoted a good deal of space to increase problem-solving ability through programming learning. However, it is not easy for learners to be immersed in the programming teaching by using only computers, which leads to the heavy logical burden in learning. Therefore, many studies are being carried out on the programming teaching by using robots. Moreover, smartphones have been rapidly widespread in the past few years; as a result, the present immersion situation in smartphones and the side effect problems are on the rise. This study tried to develop a programming teaching model to have a significant synergy effect in programming teaching by using robots with the immersion effect in smartphones. This paper attempts to improve programming teaching effectively by introducing the special feature of smartphones: the immersion greatly needed to programming teaching.

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Computer Programming Curriculum and Teaching Method in Connection with Mathematics Education System in the Elementary and Secondary Schools (초.중등학교에서 수학교육체계와 연계된 컴퓨터 프로그래밍 교육과정과 교수방법)

  • Park, Young-Mi;Yoo, Kwan-Hee
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.116-127
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    • 2008
  • In the $7^{th}$ education curriculum, computer education curriculum in the elementary and secondary schools is composited into the contents for the use of computers so that there are some limitations in teaching students the abilities for solving various problems of several areas using computers. Recently, the research has done to change the computer education curriculum for enhancing creativity and problem solving ability required by the future education. The contents of the main subject for enhancing them is of computer programming, however, there was not enough research on systematic programming education curriculum for leading to motivating learners and enhanced knowledge transfer to those learners. In this paper, we analysis the contents mathematics education curriculum with consecutive contents and in tight connection with computer education and then extract its programming related elements. Based on those, we propose a programming education curriculum with which we can teach systematically computer programing according to continual and systematic guidance in the elementary and secondary schools. And we develop a teaching model and learning guidance for teaching students programming methods with the computer programming education curriculum proposed in this paper.

Python-based Software Education Model for Non-Computer Majors (컴퓨터 비전공자를 위한 파이썬 기반 소프트웨어 교육 모델)

  • Lee, Youngseok
    • Journal of the Korea Convergence Society
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    • v.9 no.3
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    • pp.73-78
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    • 2018
  • Modern society has evolved to such an extent that computing technology has become an integral part of various fields, creating new and superior value to society. Education on computer literacy, including the ability to design and build software, is now becoming a universal education that must be acquired by everyone, regardless of the field of study. Many universities are imparting software education to students to improve their problem-solving ability, including to students who are not majoring in computers. However, software education contains courses that are meant for computer majors and many students encounter difficulty in learning the grammar of programming language. To solve this problem, this paper analyzes the research outcomes of the existing software education model and proposes a Python-based software education model for students who are not majoring in computer science. Along with a Python-based software education model, this paper proposed a curriculum that can be applied during one semester, including learning procedures, and teaching strategies. This curriculum was applied to a liberal arts class and a meaningful result was derived. If the proposed software education model is applied, the students will be interested in the computer literacy class and improve their computational thinking and problem-solving ability.

The Development of Software Teaching-Learning Model based on Machine Learning Platform (머신러닝 플랫폼을 활용한 소프트웨어 교수-학습 모형 개발)

  • Park, Daeryoon;Ahn, Joongmin;Jang, Junhyeok;Yu, Wonjin;Kim, Wooyeol;Bae, Youngkwon;Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.49-57
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    • 2020
  • The society we are living in has being changed to the age of the intelligent information society after passing through the knowledge-based information society in the early 21st century. In this study, we have developed the instructional model for software education based on the machine learning which is a field of artificial intelligence(AI) to enhance the core competencies of learners required in the intelligent information society. This model is focusing on enhancing the core competencies through the process of problem-solving as well as reducing the burden of learning about AI itself. The specific stages of the developed model are consisted of seven levels which are 'Problem Recognition and Analysis', 'Data Collection', 'Data Processing and Feature Extraction', 'ML Model Training and Evaluation', 'ML Programming', 'Application and Problem Solving', and 'Share and Feedback'. As a result of applying the developed model in this study, we were able to observe the positive response about learning from the students and parents. We hope that this research could suggest the future direction of not only the instructional design but also operation of software education program based on machine learning.