• Title/Summary/Keyword: Programming Concept Learning

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Analysis and Application of Misconception Flowchart for Programming Control Structure Concept Learning (프로그래밍 제어구조 개념 학습을 위한 오개념 순서도 분석 및 적용)

  • Choi, Youngmee
    • Journal of Korea Multimedia Society
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    • v.20 no.12
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    • pp.2000-2008
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    • 2017
  • The purpose of this study is to analyze the misconception flowchart of programming control structure and to suggest it as a method for improving computational thinking. In this study, we divide programming control structure concept into sequential, iteration, selection, and function, analyze what concept and principle are difficult for each learner, and what kind of misconception flowchart is drawn in the Introduction of C Programming course for beginners' programming learning. As an example, we show that a lesson learned from the process of correcting the misconception flowchart to the correct flowchart in the course.

The analysis of learners' difficulties in programming learning (프로그래밍 학습에서 학습자의 어려움 분석)

  • Choi, JeongWon;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.89-98
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    • 2014
  • Programming is excellent tool on realizing ideas. However students often complain of difficulties due to requiring the strict programming grammar and the highly thinking. Although various researches have been conducted to teach the programming easily for students, it should precede the analysis of what and why programming concept is difficult for learners. In this study, we analyzed what and why the programming concept is difficult for novice learners in basic programming education. Based on the results, we suggested: improving problem-solving skills based on accurate understanding and internalization on the programming concept, on reducing error between thought and execution results through the creation of sophisticated algorithms and on offering a variety of troubleshooting experience, establishing strategies to think freely for problem-solving process, and promoting the effectiveness of the learning through the learning procedure design.

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A Case Study On the 6th Graders' Understanding of Variables Using LOGO Programming (Logo 프로그래밍을 통한 초등학교 6학년 아동의 변수개념 이해)

  • 류희찬;신혜진
    • Journal of Educational Research in Mathematics
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    • v.10 no.1
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    • pp.85-102
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    • 2000
  • The concept of variables is central to mathematics teaching and learning in junior and senior high school. Understanding the concept provides the basis for the transition from arithmetic to algebra and necessary for the meaningful use of all advanced mathematics. Despite the importance of the concept, however, much has been written in the last decade concerning students' difficulties with the concept. This Thesis is based on research to investigate the hypothesis that LOGO programming will contribute to 6th grader' learning of variables. The aim of the research were to; .investigate practice on pupils' understanding of variables before the activity with a computer; .identify functions of LOGO programming in pupils' using and understanding of variable symbols, variable domain and the relationship between two variable dependent expressions during the activity using a computer; .investigate the influence of pupils' mathematical belief on understanding and using variables. The research consisted predominantly of a case study of 6 pupils' discourse and activities concerning variable during their abnormal lessons and interviews with researcher. The data collected for this study included video recordings of the pupils'work with their spoken language.

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The Analysis of Relationship between Academic Achievement Level of Concept Learning and Error Type in Online Programming Course (온라인 프로그래밍 개념학습 성취수준과 오류유형과의 관계 분석)

  • Kim, Jiseon;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.43-51
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    • 2014
  • This study has purpose on analyzing the error types which are identified after middle and high school students perform the online programming assignments and also has the purpose on the analysis of correlation between the frequency of error occurrence according to academic achievement level in programming concept learning and types of errors analyzed previously. For this study, the syntax, logical, and coding errors are analyzed from the performed results of programming research assignment for 88 students. Analyzed results show that the logical error has the highest occurrence rate of 69.3% among three types of errors, and it has been shown meaningful difference in the frequency of error occurrence between three achievement level groups of high, middle, and low. In the correlation analysis of achievement level and error types, it shows negative relationship between logical error and coding error, and therefore it can be concluded that as achievement level is higher, both logical and coding errors tend to occur less. In the correlation analysis in error types, it shows positive relationship between syntax error and coding error.

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Development and Application of Interactive Prototyping Programming Learning Model based on Physical Computing (피지컬 컴퓨팅 기반의 인터랙티브 프로토타이핑 프로그래밍 학습모형 개발 및 적용)

  • Seo, Jeonghyun
    • Journal of The Korean Association of Information Education
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    • v.22 no.3
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    • pp.297-305
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    • 2018
  • Physical computing is the concept of expanding computing to humans, environments, and objects. It draws attention as a programming learning medium based on physical outputs in integration of hardware and software. This study developed a programming learning model based on interactive prototyping using the characteristics of physical computing with a high degree of technical freedom and analyzed its learning effect in an experiment. To examine the effect of the experimental treatment, this researcher divided fifty nine 5th-grade elementary students into an experimental group and into a control group. the interactive prototyping programming learning model was applied to the experimental group, and a linear sequential programming learning model was applied to the control group. Information Science Creative Personality Test was conducted before and after the experimental treatment. Analysis of Covariance was conducted with the pre-test scores of the two groups. As a result, it was proved that there was the effect of learning at the significance level of .05. It indicates that the physical computing based interactive prototyping programming learning model is applicable to the programming learning for 5th-grade elementary students.

A Design of Smart-based collaborative learning model for programming education of elementary school students (초등학생 프로그래밍 교육을 위한 스마트 기반 협력학습 모형 설계)

  • Sung, Young-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.4
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    • pp.147-159
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    • 2015
  • This paper is to design smart based collaborative learning model for programming education of fifth graders of elementary school and applies it to a class and analyze its result. Designed learning model is composed of understanding of concept, realization, learning and sharing and it includes step by step learning materials and smart based collaborative learning activities. Scratch traffic light learning materials at leaning stage classify content to be checked in programming by colors and write to support programming internalization of learners. Provision of smart based collaborative learning activities that considered learning conditions of learners makes it possible for beginners to participate in and keep study actively. This study showed that there was statistically significant difference in learners' programming interest and those who achieved over 8 out of 10 points were 60.7% at three stage evaluations for achievement level that applied learning model which suggests that satisfactory achievement level is achieved.

The Development of Instruction Model for SW Education using the Minecraft Platform (마인크래프트 플랫폼을 이용한 소프트웨어교육 교수학습 모형)

  • Lee, Myungsuk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.3
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    • pp.119-128
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    • 2019
  • Minecraft game is a sandboxed game based on a high degree of users' freedom; the game encourages its users to recreate various play patterns to increase their immersion. Although recently there were many studies that use Minecraft game techniques to improve the teaching methods but still not well adapted due to being applications-based techniques. In this paper, we present a teaching model that utilizes the same concept of the Minecraft games in where learners customize the class concepts based on their needs. Moreover, Minecraft-based learning games attempt to be used for learner-led, creativity and programming instruction, to overcome these use-cases limitations, by our study we aim to include the Minecraft-based learning games in class teaching activities, theoretical and practical lessons. In this way, we intend to increase interest in programming lessons, and to increase immersion as another way of game learning. In the future, we attempt to measure various effects of the uses of Minecraft-game-based teaching in programming classes compare to the traditionally used methods.

Arduino IoT Studio based on 5W1H Programming Model for non Programmer

  • Im, Hong-Gab;Baek, Yeong-Tae;Lee, Se-Hoon;Kim, Ji-Seong;Sin, Bo-Bae
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.2
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    • pp.29-35
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    • 2017
  • In this paper, we present a 5W1H programming model for IT non-experienced people who are not familiar with computer programming and those who need programming education. Based on this model, we can design a development tool that can be easily programmed by beginners. This development tool is a programming method applying the 5W1H concept and constructs a sentence to satisfy the control condition of 'Who, When, Where, What, and How', which is the sentence element of 5W1H. Therefore, the user can easily develop the target system as if constructing the sentence without learning the programming language of the target system. In this paper, to verify the effectiveness of the 5W1H programming model proposed in this paper, we applied the concept of 5W1H programming to Arduino and developed the development tool and performed the first verification and applied the second verification to the speech recognition smart home development platform.

A Study on the Effectiveness of CT-TDPS Learning Model in Problem Solving Programming using Scratch (스크래치를 이용한 문제해결 프로그래밍에서 CT-TDPS 학습 모형의 효과성 연구)

  • Kim, Young-Jik;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.23 no.3
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    • pp.41-47
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    • 2020
  • Computational Thinking(CT) is drawing attention as a core competency required for future talent in the 21st century. Software education for improving CT ability at home and abroad is in full swing. Among them, problem-solving programming education helps to improve CT ability. The CT-TDPS learning model follows the decomposition, abstraction thinking process, which modularizes complex problems, and the Agile development method, which is an iterative and incremental programming method to implement it. In this study, we tried to confirm the improvement of CT ability by applying CT-TDPS learning model to problem solving programming education using Scratch. As a result of the study, it was confirmed that in the problem solving programming education using the CT-TDPS learning model, it improved in all aspects of computing concept, computing performance, and computing perspective, which are sub-factors of CT ability. In addition, it was confirmed that there was a significant difference in the experimental group as a result of the t-test on the Dr.Scratch automatic evaluation result.

Development and Application of STEAM Education Model using Scratch Programming and Sensor Board in Class of Elementary School Students (초등학생들이 수업시간에 스크래치 프로그래밍과 센서 보드를 활용한 STEAM교육 모형 개발과 적용)

  • Moon, Waeshik
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.213-224
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    • 2014
  • STEAM learning, which combined software with hardware, can greatly increase algorithm improvement, problem-solving skills, integrated thinking ability etc. and can ultimately improve learning attitude and academic achievement. In this study, we developed STEAM learning model so that 6th graders who can fully understand the basic concept of programming can learn subject contents of national textbooks (5 kinds) with programming that combined six sensors attached Sensor_board with Scratch and applied it to 6th grade class and analyzed the results. As a result, the STEAM learning tool that combined Scratch with Sensor_board was analyzed to be suitable for most elementary school students to be evaluated. In the achievement evaluation of learning, 39.5% of students obtained more than 7 points out of perfect 10 in the average achievement level of 5 subjects so most students evaluated were analyzed to obtain satisfactory achievement. Therefore, STEAM learning using Scratch and Sensor_board, hardware is considered to be more effective than existing software-centered ${\times}$learning using only software.