• Title/Summary/Keyword: Programming Concept Learning

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A Model and Practical Example of the Thinking Extension Education Program for the Elementary Information-Gifted Students Using the Trees (트리를 이용한 초등정보영재의 사고력 신장을 위한 교육 프로그램 모형과 실제)

  • Jung, Deok-Gil;Kim, Byung-Joe;Ahn, Hyun-Jung;Lho, Young-Uhg
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.7
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    • pp.1400-1406
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    • 2007
  • The core part of education program of the gifted students in information is the thinking ability extension of the programming. We propose four phases of the education model : (1) problem understanding (2) visualization (3) symbolization (4) algorithmization. This model of four phases is applied to learn the abstract concept of recursion using the data structure of Tree. This model is verified by presenting the example of 'Hanoi Tower' to stimulate intellectual curiosity of the students and help to expand their thinking strength. Also, we show the characteristics of which the teaching subjects and learning activities have, by presenting and clarifying the type of education program, properties of the learning contents, and lower level components. The students can deepen and foster the growth of the learning contents by the students' activities of self-evaluation, and their thinking abilities are increased by the guidances of their teachers.

Analysis of Non-Computer Majors' Difficulties in Computational Thinking Education (Computational Thinking 교육에서 나타난 컴퓨터 비전공 학습자들의 어려움 분석)

  • Kim, Soohwan
    • The Journal of Korean Association of Computer Education
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    • v.18 no.3
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    • pp.49-57
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    • 2015
  • The purpose of this study is to provide considerations through investigation and analysis about non-computer major learners' difficulties in computational thinking education. In recent, the importance of human resources development in convergence based on computational thinking is increasing internationally and a Korean university is selecting CT as a mandatory subject. I taught CT with Scratch at C university in Seoul for two semesters in 2014 and investigated and analyzed what difficulties non-Computer majors felt in the process of CT education. The result showed they felt the following some difficulties in order: the concept of variable and list; to think a idea and implement it; which commands should be selected. The pleasure and the interest can be apply to decrease difficulty, because they affect self-programming ability and self-CT capability each other statistically. Although Scratch is an easy and an intuitive programming language, it is needed to consider to provide appropriate learning time to student for using and applying commands.

Stiffness Enhancement of Piecewise Integrated Composite Robot Arm using Machine Learning (머신 러닝을 이용한 PIC 로봇 암 강성 향상에 대한 연구)

  • Ji, Seungmin;Ham, Seokwoo;Cheon, Seong S.
    • Composites Research
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    • v.35 no.5
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    • pp.303-308
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    • 2022
  • PIC (Piecewise Integrated Composite) is a new concept for designing a composite structure with mosaically assigning various types of stacking sequences in order to improve mechanical properties of laminated composites. Also, machine learning is a sub-category of artificial intelligence, that refers to the process by which computers develop the ability to continuously learn from and make predictions based on data, then make adjustments without further programming. In the present study, the tapered box beam type PIC robot arm for carrying and transferring wide and thin LCD display was designed based on the machine learning in order to increase structural stiffness. Essential training data were collected from the reference elements, which were intentionally designated elements among finite element models, during preliminary FE analysis. Additionally, triaxiality values for each finite element were obtained for judging the dominant external loading type, such as tensile, compressive or shear. Training and evaluating machine learning model were conducted using the training data and loading types of elements were predicted in case the level accuracy was fulfilled. Three types of stacking sequences, which were to be known as robust toward specific loading types, were mosaically assigned to the PIC robot arm. Henceforth, the bending type FE analysis was carried out and its result claimed that the PIC robot arm showed increased stiffness compared to conventional uni-stacking sequence type composite robot arm.

Implementation of a Web-based Virtual Educational System for Java Language Using Java Web Player (자바 웹플레이어를 이용한 웹기반 자바언어 가상교육시스템의 구현)

  • Kim, Dongsik;Moon, Ilhyun;Choi, Kwansun;Jeon, Changwan;Lee, Sunheum
    • The Journal of Korean Association of Computer Education
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    • v.11 no.1
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    • pp.57-64
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    • 2008
  • This paper presents a web-based virtual educational system for Java language, which consists of a management system named Java Web Player (JWP) and creative multimedia contents for the lectures of Java language. The JWP is a Java application program free from security problems by the Java Web Start technologies that supports an integrated learning environment including three important learning procedures: Java concept learning process, programming practice process and assessment process. On-line voice presentation and its related texts together with moving images are synchronized for efficiently conveying creative contents to learners. Furthermore, a simple and useful compiler is included in the JWP for providing user-friendly language practice environment enabling such as coding, editing, executing, and debugging Java source files on the Web. Finally, simple multiple choices are given suddenly to the learners while they are studying through the JWP and the test results are displayed on the message box. In order to show the validity of the proposed virtual educational system we analysed and assessed the learners' academic performance on the five quizzes for one semester.

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A Study on the Achievement Criteria of Robot Computing Curriculum for Elementary School (초등학교 로봇컴퓨팅교육을 위한 교육내용체계의 성취기준에 관한 연구)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.97-104
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    • 2017
  • This paper evaluates the appropriateness of the proposed robot education curriculum to consider conceptual understanding and learning activities model considering the curriculum and achievement criteria in order to make it easier to apply for a course in robot area. The professors of dept. of computer education at national universities of education reviewed the importance of education contents system and appropriateness of education period. Based on the results of the review, the conceptual elements and achievement standards of each sub-area were revised and supplemented, and then evaluated in three stages. Finally, the educational elements of the concept factors and achievement criteria were agreed upon. The proposed robotic computing education information systems and the achievement standards for schools in the area, as well as to match the grade level of the students without distinction variety of robots will be able to take advantage of computing education activities to reorganize the robot computing courses.

Software Development Education through Developing a usable Multiplayer Online Game (다중 사용자 온라인 게임 개발을 통한 소프트웨어 개발 교육)

  • Yoon, Ilmi;Ng, Gary;Kwon, Oh Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.2
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    • pp.38-45
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    • 2012
  • Building a game has been used as effective and attractive way of teaching computer science. Building a usable Multi-player Game is requires important aspects of technology, teamwork and software engineering principles. The whole class was structured in to several teams and students needed to join one or two teams. Each team presented their progress, discussed future milestones and troubleshoots, updated documents for clearer communication and utilized SVN(Subversion) throughout the semester. Unlike usual class setting, all students worked collaboratively together like one company to achieve the goal. In one semester, students started from concept design and completed a working Multiplayer Online Game called "deBugger" (Fall 2009), and "World of Balance" (Fall 2011), while learning game design, 3D graphics, Game Engine, Server-client architecture, Game Protocol, network programming, database, Software Engineering principles, and large application development as a team project.

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Design and Implementation of a Question Management System based on a Concept Lattice (개념 망 구조를 기반으로 한 문항 관리 시스템의 설계 및 구현)

  • Kim, Mi-Hye
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.412-425
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    • 2008
  • One of the important elements for improving academic achievement of learners in education through e-learning is to support learners to study by finding questions they want with providing various evaluation questions. However, most of question retrieval systems usually depend on keyword search based on only a syntactical analysis and/or a hierarchical browsing system classified by the topics of subjects. In such a system it is not easy to find integrative questions associated with each other. In order to improve this problem, in this paper we proposed a question management and retrieval system which allows users to easily manage questions and also to effectively find questions for study on the Web. Then, we implemented a system that gives to access questions for the domain of C language programming. The system makes it possible to easily search questions related to not only a single theme but also questions integrated by interrelationship between topics and questions. This is done by supporting to be able to retrieve questions according to conceptual interrelationships between questions from user query. Consequently, it is expected that the proposed system will provide learners to understand the basic theories and the concepts of the subjects as well as to improve the ability of comprehensive knowledge utilization and problem-solving.