• Title/Summary/Keyword: Programming Education Framework

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The Programming Education Framework for Programming Course in University (대학 프로그래밍 강좌를 위한 프로그래밍 교육 프레임워크)

  • Choe, Hyun-Jong
    • The Journal of Korean Association of Computer Education
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    • v.14 no.1
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    • pp.69-79
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    • 2011
  • In this paper I present the framework for programming education relating to the programming course in university. First of all, I identify the literature of the psychological and educational study of programming in domestic and foreign country. Some outstanding papers in foreign country show that the mental model, programming knowledge and strategies are the important difference between novice and expert programmers. And various problems experienced by novice programmers are identified. I summarise this material and suggest some practical implications for programming teachers in their teaching activity. The framework for programming education presented by this work has three dimensions of program development process, programming learning factors and teaching and learning methods for programming to develope the novice's programming skill. It helps the programming teacher to design, implement and evaluate their programming course with the guideline of programming activities.

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A Study on the Development and Implementation of Computational Thinking Education Framework

  • Choe, Hyun-Jong;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.9
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    • pp.177-182
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    • 2016
  • In this paper, we propose the computational thinking education framework which provides three steps of computational thinking process and three kind of activities about computational thinking learning in class. The key idea of this framework is to provide the guidelines of designing activity steps of teaching and learning computational thinking in class using three axles of framework such as problem area, process of learning, and steps of computational thinking process. After designing a framework, we show that sample course of programming education program containing contents of Informatics subject in middle school by implementing our framework. Proposed framework and programming education program in middle school will be the good case study and guide to implement computational thinking concerned education programs in elementary, secondary, and universities.

An Educational Robot Game Framework for Programming Leaning in K-12 (프로그래밍 학습을 위한 교육용 로봇 게임 프레임워크)

  • Kwon, Dai-Young;Shim, Jae-Kwoun;Hur, Kyoung;Lee, Won-Gyu
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.1
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    • pp.89-94
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    • 2010
  • This paper proposes an educational robot game framework for novice students in k-12 to learn concepts of programming through interesting experiences. It is designed to be able to enjoy robot games without technical knowledge of robotics and programming. For this, in the proposed robot game framework, educational robots based on line-tracer are used and the programming APls that can be used for various educational programming languages are offered. And the proposed robot game framework also offers a game board to create several games with easy operations. Additionally, through experiments, it shows that novice students are able to create different games that have several game solutions for various programming using this robot game framework.

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Analysis of Programming Processes Through Novices' Thinking Aloud in Computational Literacy Education (프로그래밍 과정에서 나타나는 초보학습자들의 행동 및 사고과정 분석)

  • Kim, Soo-Hwan;Han, Seon-Kwan;Kim, Hyeon-Cheol
    • The Journal of Korean Association of Computer Education
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    • v.14 no.1
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    • pp.13-21
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    • 2011
  • The purpose in this paper is to provide the theoretical framework of characteristics of programming thinking processes in computational literacy education. That is, we developed the theoretical framework through analyzing novices' cognitive thinking processes, applied it to the real situation about computational literacy problem-solving processes and defined characteristics of the processes. For this purpose, we tried to analyze characteristics of programming thinking processes of novices by using think-aloud method. Also we developed the programming process code about novices' cognitive processes and programming processes, and analyzed the process that novice faced and overcame programming barriers by using qualitative research tool, Nvivo. As a result, we found what characteristics of programming problem-solving processes were and how novices used the thinking skill in the process. This study contributes to understand programming problem-solving processes and provides the criterion to analyze the processes scientifically.

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Development of Algorithm and Programming Framework for Information Education Curriculum Standard Model (정보과 교육과정 표준모델을 위한 알고리즘 및 프로그래밍 영역 프레임워크 개발)

  • Sung, Younghoon;Park, Namje;Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.77-87
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    • 2017
  • We developed a framework of consisting of concept understanding and learning activities in the area of algorithm and programming for constructing SW curriculum that can be used in school field. Based on this, it is composed of five levels of achievement standards by area. The algorithm area consists of 18 achievement standards elements, and the programming area consists of 21 elements. To examine the importance of content about achievement standards and the appropriateness of the education time of each area, its validity was suggested through expert verification by delphi survey. The present study could be utilized as the research data of the standard model of information education curriculum and provides important implications for the development of SW curriculum in the school field.

A Method for Measuring and Evaluating for Block-based Programming Code (블록기반 프로그래밍 코드의 수준 및 취약수준 측정방안)

  • Sohn, Wonsung
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.293-302
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    • 2016
  • It is the latest fashion of interesting with software education in public school environment and also consider as high priority issue of curriculum for college freshman with programming 101 courses. The block-based programming tool is used widely for the beginner and provides several positive features compare than text-based programming language tools. To measure quality of programming code elaborately which is based script language, it is need to very tough manual process. As a result the previously research related with evaluation of block-based script code has been focused very simple methods in which normalize the number of blocks used which is related with programming concept. In such cases in this, it is difficult to measure structural vulnerability of script code and implicit programming concept which does not expose. In this research, the framework is proposed which enable to measure and evaluate quality of code script of block-based programming tools and also provides method to find of vulnerability of script code. In this framework, the quality metrics is constructed to structuralize implicit programming concept and then developed the quality measure and vulnerability model of script to improve level of programming. Consequently, the proposed methods enable to check of level of programming and predict the heuristic target level.

A Development of Algorithm and Programing Curriculum Model for Elementary School Students (초등학생을 위한 알고리즘 및 프로그래밍 교육과정 모델 개발)

  • Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.459-466
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    • 2015
  • The content of software education for elementary school students in the 2015 revisions to the national curriculum are not sufficient because class time dedicated to software education has been limited to 17 hours in fifth and sixth grades. In this study, I developed the algorithm and programming model for Korea. I analyzed domestic and international software education curricula as well as training platforms, such as Code.org, Blockly Games, and Entry. The suggested algorithm and programming framework is known as the Rainbow system, which is divided into 7 steps, 14 criteria, and 3 content areas--understanding the algorithm, the actual programming, and evaluation of the program. Using the Rainbow system, once students have completed a level they can be promoted to the next stage, regardless of their grade.

Computational Thinking Framework-based Analysis of Afterschool Scratch Team Project Experiences (컴퓨팅 사고 프레임워크 기반 방과후 스크래치 팀프로젝트 경험의 분석)

  • Choi, Hyungshin;Jeong, Inkee;So, Hyojeong
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.549-558
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    • 2014
  • This study aims to provide suggestions for software education in an afterschool program, deriving from the analysis of student experiences of working on Scratch team projects. This study reports on the implementation of the 12 week afterschool software education program in an elementary school, where students worked in pairs to learn Scratch programming from ideation to design and presentation. For an in-depth study of student-generated artifacts, we selected three groups' Scratch projects and conducted artifact-based interviews to unpack student experiences working on Scratch projects as a group. Adopting the computational thinking framework as an overarching analytical lens, we focused on examining student experiences from three dimensions of computational thinking (CT), namely, CT concepts, CT practices, and CT perspectives. The present study provides both theoretical and practical implications. Firstly, we demonstrate the feasibility of applying the CT framework for assessing student-generated artifacts in design-oriented software education. We also believe that this study provides important suggestions to future software education programs adopting CT as an overarching design and assessment framework.

Analysis of Vocational High School Learners' Misconceptions on the Time-Efficiency of Algorithms (전문계 고등학교 학습자의 알고리즘 시간효율성에 관한 오개념 분석)

  • Lee, Eun-Kyoung
    • The Journal of Korean Association of Computer Education
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    • v.14 no.5
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    • pp.1-8
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    • 2011
  • The purpose of this study is to explore vocational high school students' understanding levels and misconceptions regarding the time-efficiency of algorithms. In this study, a questionnaire with nine questions was developed. The questionnaire is base on three misconceptions about the time-efficiency of algorithms that are examined through prior studies. The questionnaire was applied to 51 students who completed a programming course. The result shows that the students didn't sufficiently understand the concept of time-efficiency of algorithms and several common misconceptions appeared repeatedly. Finally, teaching strategies using simulation and assesment framework for algorithm's time-efficiency were presented and some recommendations were suggested for refining the curriculum relating computer programming and algorithms.

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Short Introduction to $T_EX$ and Typography ($T_EX$과 타이포그래피에 관한 소고)

  • Cho Jin-Hwan
    • Communications of Mathematical Education
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    • v.19 no.4 s.24
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    • pp.823-837
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    • 2005
  • [ $T_EX$ ] is a typesetting system created by Donald E. Knuth for producing publication-quality scientific books and journals. It is famous for the line breaking algorithm, the formatting of complex mathematical formula, and the powerful macro programming capability. Recently $T_EX$ plays a new role of an automatic typesetting engine. The paper describes $T_EX$ in the framework of typography by comparing with DTP softwares and word processors.

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