• Title/Summary/Keyword: Programming Language Education

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A Case Study on the Intensive Semester Operation of Online-based Project Learning Using Python : Focusing on S Women's University (파이썬을 활용한 온라인 기반 프로젝트의 집중학기제 운영사례 : S 여대를 중심으로)

  • Kyun, Suna;Jang, Jiyoung
    • Journal of Engineering Education Research
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    • v.24 no.5
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    • pp.3-14
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    • 2021
  • This study deals with the case of online-based project learning, which was designed for the purpose of university educational innovation and enhancing learners' competencies required by society, operated during the COVID-19 pandemic. The course was applied Python programming language, team-based project learning, and intensive course system, which is required by our society and companies in the era of the 4th industrial revolution. Also it was operated as a non-face-to-face online class, which would have been operated in an offline class if it had not been for Covid 19 pandemic, to explore the possibilities and educational effects of online learning. To do this, 32 university students participated in online-based project learning during 8 weeks, and then conducted a survey. The survey results were analyzed in terms of i) non-face-to-face online learning, ii) team-based project learning, and iii) application of the intensive course system. Results say that most of the learners were satisfied with the online learning, team-based project learning, and the intensive semester system applied in this course at a high level, and also they clearly presented the reasons. Thereby, it has been confirmed that the learners were already well aware of the pros and cons of each learning method. Based on these results, the implications were discussed.

Design and Implementation of Game for Learning Game Production Principles: Centering on Scratch Language (게임 제작 원리 학습을 위한 게임의 설계 및 구현 : 스크래치 언어를 중심으로)

  • Lee, Hong-Sub;Jeong, Hyung-Won;Kim, Young-Kyo
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.403-410
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    • 2016
  • Computer game is a result of integration of various academic areas, and the production of computer game requires knowledge and experience from various areas. This study demonstrates a game production process using Scratch. The intent was to experience the game development process and the production principle through actually building the core functions of a game using Scratch. As such, the computer game production principle was understood and it was made possible to learn more easily and more enjoyably the functions of multimedia and programming necessary for the production process. As the result, the learning of game production principles using Scratch was found to enhance the interest of the learner, and help with the understanding of game structure and learning software/programming language.

Implementation of Embedded Educational Router System (임베디드 교육용 라우터 실습장비의 구현)

  • Park, Gyun Deuk;Chung, Joong Soo;Jung, Kwang Wook
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.5
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    • pp.9-17
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    • 2013
  • This paper presents the design of the educational router system. This system is designed and implemented to support network configuration and embedded programming technology of the user on Internet. Not only Static routing protocol but also a kind of dynamic routing protocols such as OSPF and RIP and firewall have been programmed for education based on ethernet interface. ADS 1.2 as debugging environment, uC/OS-ii as RTOS and C language as development language are used. The educational procedures is compile, loading of static routing protocol, a kind of dynamic routing protocols such as OSPF and RIP and firewall program already supplied. Thereafter the verification is checked by using "ping" test to allow for demo operation such as hands-on training procedure. Finally programming procedure similar with demo operation of static routing protocol, a kind of dynamic routing protocols such as OSPF and RIP and packet filtering function is educated step by step.

Capital Structure of Malaysian Companies: Are They Different During the COVID-19 Pandemic?

  • MOHD AZHARI, Nor Khadijah;MAHMUD, Radziah;SHAHARUDDIN, Sara Naquia Hanim
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.4
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    • pp.239-250
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    • 2022
  • This study examined the level of capital structure and its determinants of publicly traded companies in Malaysia before and after the COVID-19 pandemic. The data for this study was examined using Python Programming Language and time-series financial data from 2,784 quarterly observations in 2019 and 2020. The maximum debt is larger before the COVID-19 period, according to the findings. During the COVID-19 period, short-term debts and total debts have both decreased slightly. However, long-term debts have increased marginally. As a result, this research demonstrates that the capital structure has changed slightly during the COVID-19 period. The findings imply that independent of the capital structure proxies, tangibility, liquidity, and business size had an impact on capital structure in both periods. It was found that profitability had a significant impact on total debts both before and after the COVID-19 crisis. While higher-profit enterprises appear to have lesser short-term debts before the COVID-19 periods, they are also more likely to have lower long-term debts during the COVID-19 periods. Even though growing companies tend to have higher short-term debts and thus total debts during those periods, longterm debts are unaffected by potential growth.

An Internet-based Self-Learning Educational System for Efficient Learning of Java Language (효율적인 자바언어 학습을 위한 인터넷기반 자율학습시스템의 구현)

  • Kim Dong-Sik;Lee Dong-Yeop
    • Journal of Engineering Education Research
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    • v.8 no.1
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    • pp.71-83
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    • 2005
  • This paper presents an internet-based self-learning educational system which can be enhancing efficiency in the learning process of Java language. The proposed self-learning educational system is called Java Web Player(JWP), which is a Java application program and is executable through Java Web Start technologies. Also, three important sequential learning processes : concept learning process, programming practice process and assessment process are integrated in the proposed JWP using Java Web Start technologies. This JWP enables the learners to achieve efficient and interesting self-learning since the learning process is designed to enhance the multimedia capabilities on the basis of various educational technologies. Furthermore, internet-based on-line voice presentation and its related texts together with moving images are synchronized for efficient language learning process. Also, a simple and useful Java compiler is included in the JWP for providing language practice environment such as coding, editing, executing and debugging Java source files. Finally, repeated practice can make the learners to understand easily the key concepts of Java language. 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. This assessment process is very essential to increase the learner's academic capability.

Current Status and Development Direction of Digital Literacy Education in Elementary Schools (초등학교에서의 디지털 리터러시 교육의 현황과 발전 방향)

  • Yang, Ji-Hye;Hyun, Yong-Chan;Park, Jung-Hwan
    • Journal of Convergence for Information Technology
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    • v.11 no.5
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    • pp.138-149
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    • 2021
  • Our society is developing exponentially, but schools are not keeping up with the pace of society's development, and they are not providing digital literacy education suitable for the growth and development of students. Thus, this study identified the actual conditions and problems of digital literacy education at school sites and sought the direction of development of digital literacy education. By identifying the current state of schools in which the 2015 curriculum is operated, we sought the direction of the development of digital literacy education for our school. First, old digital devices should be replaced, laptops or smart devices should be provided for each student, and internet access should be available throughout the school. Second, digital literacy education should be provided to teachers by providing various training opportunities.Third, coding education where you can express what you think as logical thinking, Software training should increase the level of the algorithmic domain that shows the computational thinking process of discovering problems and automating a given problem into a computer programming language, there is enough robot that can be seen operating the program, digital parish will need to be delivered.

Developing Virtual Tour Content for the Inside and Outside of a Building using Drones and Matterport

  • Tchomdji, Luther Oberlin Kwekam;Park, Soo-jin;Kim, Rihwan
    • International Journal of Contents
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    • v.18 no.3
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    • pp.74-84
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    • 2022
  • The global impact of the Covid-19 pandemic on education has resulted in the near-complete closure of schools, early childhood education and care (ECEC) facilities, universities, and colleges. To help the educational system with social distancing during this pandemic, in this paper the creation of a simple 3D virtual tour will be of a great contribution. This web cyber tour will be program with JavaScript programming language. The development of this web cyber tour is to help the students and staffs to have access to the university infrastructure at a faraway distance during this difficult moment of the pandemic. The drone and matterport are the two devices used in the realization of this website tour. As a result, Users will be able to view a 3D model of the university building (drone) as well as a real-time tour of its inside (matterport) before uploading the model for real-time display by the help of this website tour. Since the users can enjoy the 3D model of the university infrastructure with all angles at a far distance through the website, it will solve the problem of Covid-19 infection in the university. It will also provide students who cannot be present on-site, with detailed information about the campus.

Development of Python Education Program for Block Coding Learners (블록코딩 선행학습자를 위한 Python 교육 프로그램 개발)

  • Kim, Taeryeong;Han, Sungwan
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.53-60
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    • 2018
  • In this study we have developed a Python education program that can be applied to students who have studied block-based coding. We have developed a Python education program based on the extracted the learners' level of block-based coding by analyzing the programs and the textbooks. We extracted the grammar of the block-based coding and constructed the curriculum. Then, the Python education program was composed by 16 hours. After reviewing the appropriateness of the education program through expert validation, it was concluded that the developed Python education program is suitable for applying to learners of block-based coding. We expect that proposed program will be effectively applied as basic resources to learn script coding in class.

Needs of Improving the Curriculum of National University of Education for Strengthening SW Education (SW교육 강화를 위한 교육대학교의 교육과정 개선 요구 분석)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.23 no.1
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    • pp.1-8
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    • 2019
  • In order to provide basic data necessary for developing a curriculum to enhance SW education for elementary school teacher students, a questionnaire survey was conducted on 1,260 students at G National University of Education. The results are summarized as follows. First, it is necessary to improve class time of SW education for the college students and revise the SW curriculum to improve SW education capacity for teacher students. Second, in the liberal arts course, it is necessary to develop the teaching and learning materials and the textbooks using various software. Third, in the major course, the Subject Pedagogy programs should be expanded rather than the subject content programs. Fourth, in the specialization course, the programming language education focusing on the Entry and EPL should be strengthened so that it can be linked with the elementary school curriculum. In addition, it is necessary to expand the choice of subjects for the students by reducing the number of required courses and increasing the number of elective courses.

Design and Implementation of Educational Embedded Network System (교육용 임베디드 네트워크 실습 장비의 설계 및 구현)

  • Kim, Dae-Hee;Chung, Joong-Soo;Park, Hee-Jung;Jung, Kwang-Wook
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.10
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    • pp.23-29
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    • 2009
  • This paper presents the development of embedded network educational system. This is an educational equipment which enables user to have training over Network Configuration and Embedded network programming practice on Internet environment. The network education system is developed on embedded environment. based on using ethernet interface. On the development environment. PAX255 VLSI chip is used for the processor, the ADSv1.2 for debugging, uC/OS276 for RTOS. The system software was developed using C language. The ping program provided an educational environment for the student to compile and load it to run after doing practice of demonstration behavior. Afterwards programming procedure starts the step-by-step training just like the demonstration function. In other words, programming method how to design the procedure of ARP operation and ICMP operation is explained.