• Title/Summary/Keyword: Programming Learning

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Design and Implementation of the Web-based Learning System for C Programming Language (웹 기반 C 프로그래밍 언어 학습 시스템의 설계 및 구현)

  • Woo, Yeomyeong;Bang, Jiwoong;Song, Jaemin;Yoo, Jinyeong;Lee, Sangjun
    • KIISE Transactions on Computing Practices
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    • v.20 no.12
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    • pp.640-645
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    • 2014
  • We now live in a society that is highly information-oriented, and as a result programming education has become more important and is emphasized day by day. Currently, there is strong support for carrying out programming education in early childhood, and various Web-based services have launched to provide programming education. Currently, Web-based programming education services have not yet launched in Korea. In particular, Web-based education services for C language programming, which is used in various areas in industry, are lacking due to limitations in the development environments. In this paper, we design and implement a Web-based programming learning system, 'ICANC', to provide the necessary information to learn and practice the C language.

The Effect of teaching Scratch in introductory programming course (프로그래밍입문 수업에서 스크래치 활용 효과분석)

  • Park, JungShin;Cho, SeokBong
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.449-456
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    • 2012
  • The college students who have relatively weak academic background feel more difficult in learning programming language grammars and programming skills in introductory course. At the end of semester, most of students had the negative attitude to programming and only a few students could write the programs for the given problems because they spent most of time to learn grammars instead of learning problem solving skills and logics. In this study, we propose to use Scratch in introductory programming course to help students to understand grammars and problem solving skills. It's necessary to educate first-time programmers how to solve the problems before they learn grammars of the programming language in their first programming language course. This paper shows that Scratch allows students not only to learn problem solving skills in programming but also to motivate students themselves in the class.

A Study on Coding Education for Non-Computer Majors Using Programming Error List

  • Jung, Hye-Wuk
    • International Journal of Advanced Culture Technology
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    • v.9 no.1
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    • pp.203-209
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    • 2021
  • When carrying out computer programming, the process of checking and correcting errors in the source code is essential work for the completion of the program. Non-computer majors who are learning programming for the first time receive feedback from instructors to correct errors that occur when writing the source code. However, in a learning environment where the time for the learner to practice alone is long, such as an online learning environment, the learner starts to feel many difficulties in solving program errors by himself/herself. Therefore, training on how to check and correct errors after writing the program source code is necessary. In this paper, various types of errors that can occur in a Python program were described, the errors were classified into simple errors and complex errors according to the characteristics of the errors, and the distributions of errors by Python grammar category were analyzed. In addition, a coding learning process to refer error lists was designed to present a coding learning method that enables learners to solve program errors by themselves.

The Effect of Modular Robot Programming Education on Learning Motivation of Informatics Curriculum (모듈형 로봇 프로그래밍 교육이 정보교과 학습동기에 미치는 영향)

  • Lim, Gun-Woong;Kim, Chang-Suk
    • The Journal of Korean Association of Computer Education
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    • v.22 no.1
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    • pp.79-86
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    • 2019
  • This study examines the impact of modular robot programming education on middle school informatics curriculum learning motivation. For this purpose, the experiment was conducted with a experimental group of 25 people and a control group of 25 people, and modular robot programming education and learning motivation test were used as research tools. As a result of processing the results of the learning motivation test paper with the independent sample t-test and the paired t-test, the experimental group had 9.36 points higher learning motivation than the control group and 15.44 points higher than the pre-test. In particular, it significantly affected the improvement of all the sub-components of the learning motivation, and among them, it greatly affected the enhancement of attention, relevance and satisfaction. In conclusion, it can be seen that modular robot programming education has a positive effect on improving students' motivation to learn the informatics curriculum.

Analysis of the effect of the top-down teaching method for training of developing contents based on smart media

  • Ku, Jin-Hee
    • International Journal of Contents
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    • v.7 no.4
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    • pp.64-69
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    • 2011
  • Recently, as smart devices are distributed more and more, the need for education of developing contents based on smart media increases. In order to develop contents based on smart media, it is necessary to learn new programming language as well as to understand the structure of platforms as device-manufacturers and communication companies have different platforms. Generally, the problem in education of programming is that it can provide learning to understand the language stage by stage, but it is difficult to suggest a clear result such as completion of learner's project from macroscopic and integrated approach. Especially, there is a difficult of learning several programming languages due to the characteristics of platforms in developing smart contents. Accordingly, in the education of programming for developing smart contents, it is not appropriate to use the traditional teaching method of programming which conducts projects from an integrated point of view after learning the grammatical elements of the language. This paper aims to suggest the top-down teaching method as an effective teaching method for developing contents based on smart media, and to analyze the effect after developing and applying the suggested teaching model.

A study of Robot Programming Curriculum based on Storytelling (스토리텔링 기반 로봇 프로그래밍 교육과정 연구)

  • Lee, Jae-Inn;Sung, Young-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.15-22
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    • 2011
  • Most of the robot programming curriculums consists mainly of understanding robot programming language and learning a simple grammatical sentences rather than logical problem solving process, these curriculums impose a burden on childrens' learning. Storytelling offers opportunities for continuation of childrens' positive learning motivation to practice symbolic manipulations, hold multiple abstract concepts in their heads, and create meaning between these ideas. In this paper, to overcome the difficulty of robot programming curriculum in elementary school and find teaching method which derives the childrens' motivation, we used storytelling in study of our robot programming curriculum.

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Visual simulator for supporting to learn efficiently on dynamic programming (동적 프로그래밍에 대한 효율적인 학습을 지원하는 시각화 시뮬레이터)

  • Jung, Soon-Young;Kwon, Han-Sook
    • The Journal of Korean Association of Computer Education
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    • v.11 no.4
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    • pp.23-36
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    • 2008
  • It's known by recent surveys that many students have difficulty in understanding the concepts of programming algorithms, and don't feel interested in learning them. Dynamic programming, one of the most important and widely-used algorithms in computer science, is especially feared by students and unlike other algorithms, it also requires understanding of the process of problem solving and storage space design as well as basic principles of the algorithm. And so it has not been properly covered in classes. In this paper, we developed a visual simulator to solve the above problems in learning dynamic programming. This learning simulator is designed for students to run the algorithms themselves and learn how it works by visualizing each step of dynamic programming and corresponding states of storage space.

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The Computer Programming Education of Based Project Learning (프로젝트학습 기반의 컴퓨터 프로그래밍 교육)

  • Bae, Young-Kwon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.5
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    • pp.1038-1043
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    • 2009
  • Recently, such education is required as the one to nurture the capability for higher order thinking such as creativity and problem-solving ability on the eduction field of not only elementary and middle school but also colleges. Thus, this study is aimed to discuss the computer programming education to enhance higher order thinking in conducting computer programming education for college students. To this end, this study is intended to suggest the computer programming education of based project learning based on preceeding studies and literature reviews. Through this research, the researcher expects that this study forms the small foundation for offering computer programing education covering the computer and engineering education across the board.

A study on the application of robotic programming to promote logical and critical thinking in mathematics education (논리·비판적 사고 신장을 위한 로봇 프로그래밍의 수학교육 적용 방안)

  • Rim, Haemee;Choi, Inseon;Noh, Sunsook
    • The Mathematical Education
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    • v.53 no.3
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    • pp.413-434
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    • 2014
  • Logic lays the foundation of Mathematics and the development of Mathematics is dependent on critical thinking. So it is important that school mathematics helps students develop their logical and critical thinking ability for both mathematics learning and problem solving in general. MINDSTORMS, a LEGO based programming activity kit, is an effective teaching and learning tool that can be used to enhance logical and critical thinking in students. This study focused on measuring the growth of students' ability to think logically and critically when they used MINDSTORMS activities to learn programming. In addition, we investigated how the students' logical and critical thinking changed from the MINDSTORMS learning experience. The study confirmed that the programming activities using MINDSTORMS help to enhance logical and critical thinking in students. The students attitude about logical and critical thinking became more positive and the activities helped to engage students to think logically and critically. This type of programming activities should be valuable in mathematics education and it should be included in a general mathematics curriculum.

Teaching and Learning Programming: A Constructivist Approach (프로그래밍 교수-학습에 대한 구성주의 접근)

  • Lee, Miwha
    • Journal of The Korean Association of Information Education
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    • v.16 no.3
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    • pp.363-371
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    • 2012
  • This study examined the cognitive consequences of constructivist teaching practices on the acquisition and transfer of programming with respect to the design of an instructional context that would encourage students to engage in reflective thought; the cognitive consequences of learning in the constructivist context; and the relation between the social and the individual in the teaching and learning process of programming. Students worked on a variety of programming and design problems in constructivist instructional contexts. The results indicated that between-group differences over repeated measures consistently favored students in reflective instruction. Rather than simple differences on measures, the pattern of mean differences over time conformed to a chain of cognitive consequences regulating the acquisition of programming. The implications of the study and suggestions for future research were discussed.

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