• Title/Summary/Keyword: Programming instruction

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A Novel Instruction Set for Packet Processing of Network ASIP (패킷 프로세싱을 위한 새로운 명령어 셋에 관한 연구)

  • Chung, Won-Young;Lee, Jung-Hee;Lee, Yong-Surk
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.9B
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    • pp.939-946
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    • 2009
  • In this paper, we propose a new network ASIP(Application Specific Instruction-set Processor) which was designed for simulation models by a machine descriptions language LISA(Language for Instruction Set Architecture). This network ASIP is aimed for an exclusive engine undertaking packet processing in a router. To achieve the purpose, we added a new necessary instruction set for processing a general ASIP based on MIPS(Microprocessor without Interlock Pipeline Stages) architecture in high speed. The new instructions can be divided into two groups: a classification instruction group and a modification instruction group, and each group is to be processed by its own functional unit in an execution stage. The functional unit was optimized for area and speed through Verilog HDL, and the result after synthesis was compared with the area and operation delay time. Moreownr, it was allocated to the Macro function ana low-level standardized programming language C using CKF(Compiler Known Function). Consequently, we verified performance improvement achieved by analysis and comparison of execution cycles of application programs.

Development of NXC Robot Programming Supporting System Based on Types of Programming Error (오류분석에 기반한 NXC 로봇프로그래밍 지원시스템의 개발)

  • Nam, Jae-Won;Yoo, In-Hwan
    • Journal of The Korean Association of Information Education
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    • v.15 no.3
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    • pp.375-385
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    • 2011
  • Computer education is moving its focus from skill oriented education to improving students' creativity and problem solving ability. Thus, the importance of programming education is being strengthened. However, programming education was biased to grammar oriented language that has been limits of students' interest. Robot programming is problem solving itself, and by allowing students to directly see the robot which is the output of programming, can help interest and motivate to the students. In fact, it is still observed that the students are facing difficulties due to various kinds of errors during the programming education. Therefore, this study categorizes and analyzes the errors students are facing during robot programming, and based on that, a support tool to help treat errors developed. The developed supporting system for error solving reduces the frequency of errors and provides the set of coding instruction, NXC language and error message in Korean, examples and detailed information for each stage of education, function removing major coding errors, and code sorting and indication of row number. This study also confirmed that the supporting tool is helpful in reducing and solving errors after input.

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Development of Game Programming Education Model 4E for Pre-Service Teachers (예비교사를 위한 게임 프로그래밍 교육모델 4E 개발)

  • Sung, Younghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.561-571
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    • 2019
  • Programming education generally includes problem analysis process, automation through algorithms and programming, and generalization process. It is a good software education method for students in improving computing thinking. However, it was found that beginners had difficulties in understanding instruction usage, writing algorithms, and implementing programming. In this study, we developed a game programming education model and curriculum for programming education of pre-service teachers. The 4E model consisted of empathy, exploration, engagement and evaluation. In addition, it is configured to learn game core elements and core command blocks by each stage. To help the pre-service teachers understand the use of various programming blocks, a three-step teaching and learning method was presented, consisting of example learning, self-game creation, and team-based projects. As a result of applying and verifying the curriculum for 15 weeks, it showed significant results in the 4E model and pre-service teachers' perception of block programming competence and the level of computational thinking on the submitted game project results was also high.

A Study on the Effect of Engineering Computer Programming Instruction Using Project Learning (프로젝트 학습을 적용한 공학컴퓨터프로그래밍 수업 효과 연구)

  • Chae Su-Jin;Hwang Sung-Ho
    • Journal of Engineering Education Research
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    • v.8 no.3
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    • pp.57-68
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    • 2005
  • The purpose of this study was to analyze the effect of Engineering computer programming instruction using project learning, to find out the ways to solve some revealed problems, and to improve the instruction. Unlike traditional lecture courses, students are encouraged to cultivate problem solving and teamwork skills through the programming project. In order to examine the effect of project learning, a survey was conducted with 49 students. The questionnaire consisted of 20 items with 5-grade scale each, the contents of which included learning value, workload, skills acquirement, assignment and comment. The SPSS, statistical analysis software was used to get statistics such as ANOVA, correlation and mean, etc. The results of this study showed (1) project learning was more efficient to acquire problem solving and teamwork skills compared with lecture learning, (2) there was significant correlation between self directed learning skill and information collecting skill, (3) cyber education system(i-campus) was helpful for students' self learning. But the results also showed that (4) students did not give high scores on items of the workload or difficulty of assignments. So we can conclude that it is necessary to develop the suitable projects for the capability of students to make the better project learning.

A study on the comparative analysis of learning effects between offline face-to-face classes and asynchronous online classes - Focusing on lecture evaluation and a final exam question in the 'HTML5 Web Programming' course (오프라인 면대면 수업과 비동기식 온라인 수업의 학습효과에 대한 비교분석 연구 - 'HTML5 웹 프로그래밍' 과목의 강의평가 및 기말고사 문항을 중심으로)

  • Kwon, Chongsan
    • Journal of Industrial Convergence
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    • v.20 no.7
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    • pp.37-50
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    • 2022
  • This study intends to analyze the learning effect of asynchronous online classes used in education fields around the world after the COVID-19 pandemic. To this end, we compared and analyzed the lecture evaluation and final exam questions of the HTML5 web programming course, which was conducted offline in 2019 and asynchronously online in 2020 due to COVID-19. As a result of the analysis, no significant difference was drawn between the two teaching methods in the lecture evaluation score and final exam score. However, contrary to concerns about the application of online classes to the entire curriculum, the lecture evaluation and final exam scores of the video-based online classes were high, suggesting the possibility that online classes could be more effective than offline classes if well organized and managed in the future.

Development of Education Program for Line-Tracer Simulation using Scratch EPL (스크래치 EPL을 활용한 라인트레이서 시뮬레이션 교육 프로그램 개발)

  • Sin, Gap-Cheon;Hur, Kyeong
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.533-542
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    • 2011
  • In this paper, we have selected traveling algorithms of Line-Tracer as the focused learning elements with the PBL-based programming instruction method. Line-Tracer traveling algorithm programming has been simulated using the Scratch EPL. Development of robot web courseware such as Line-Tracer can create an effective educational environment and also provide solutions for lack of environmental conditions, such as time or spatial factor restrictions and excessive expense issues; these are major obstacles to developing robot programming education. Finally, we analyzed the effects on growth of student's logical thinking and problem solving abilities by demonstrating the Scratch application courseware to the field of elementary education.

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The Influence of Robot Programming Education on Learned Helplessness and the Qantity of Spontaneous Communication of Student with Learning Disabilities (로봇 프로그래밍 교육이 학습장애학생의 학습된 무기력과 자발적 언어 사용에 미치는 영향)

  • Gu, Eun Jeong
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.93-102
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    • 2016
  • In this research, we investigated the effect of robot programming education on adaption for school life of student with learning disabilities focusing on learned helplessness and the quantity of spontaneous communication. The participant of this study was the student supported with LD really in 4th grade elementary school. Results of the study present that learned helplessness was declined, the quantity of spontaneous communication was increased throughout robot programming education. Based on results, these finding suggested ways to practice the application of strengths-based instruction, intervention utilizing gamification for school life of student with learning disabilities in educational setting.

The Effect of a Programming Class Using Scratch (스크래치를 이용한 프로그래밍 수업 효과)

  • Cho, Seong-Hwan;Song, Jeong-Beom;Kim, Seong-Sik;Paik, Seoung-Hey
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.375-384
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    • 2008
  • Computer programming has educational effect on improving high-level thinking abilities. However, students initially have to spend too much effort in learning the basic grammar and the usage model of programming languages, which negatively affects their eagerness in learning. To remedy this problem, we propose to apply the Scratch to a Game Developing Programming Class; Scratch is an easy-to-learn and intuitive Educational Programming Language (EPL) that helps improving the Meta-cognition and Self-efficacy of middle school students. Also we used the Demonstration-Practice instruction model with self-questioning method for activating the Meta-cognition. In summary, a game developing programming class using Scratch was shown to significantly improve the Meta-cognition of middle school students. However it was shown to insignificantly improve the Self-efficacy of girl students group.

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A Study on Development of Teaching Materials for App Inventor Programming Using the Waterfall Model (워터폴 모델을 적용한 앱 인벤터 프로그래밍 교재개발 연구)

  • Seol, Moon-Gu;Son, Chang-Ik
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.409-419
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    • 2013
  • The aims of this paper were to review the usable possibility of the educational App Inventor Program in the field of programming education and to develop programming teaching materials that can overcome limitations of the established programming instruction. The study showed that the learners' motivations were strengthened through smart device programs. Containing the elements of STEAM, the teaching materials were developed for the logical and systematic learning that deals with elementary students' real-life situations, and that helps children follow the procedures of software development. By introducing the Waterfall Model to the process of programming, students are able to follow the software developers' thinking process. In addition, beyond the simplistic programming language and simply acquiring related knowledge, the App Inventor programming was designed to enhance students' higher-order thinking skills such as creativity, problem solving ability, collaborative thinking, and so forth.

Revisiting to the necessity of programming Knowledge for Non-Computer Major Undergraduates (컴퓨터 비전공 대학생의 프로그래밍 지식에 대한 필요성 재조명)

  • Jung, Hye-Wuk
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.185-190
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    • 2020
  • The programming education of non-computer major undergraduates aims to increase the their problem-solving and coding skills so that the skills can be applied to various fields and motivate them to continuously study computer or programming. However, it difficult for them to recognize the necessity of programming knowledge and to find out how it can be used in their major. Therefore, the professor needs to give students a full explanation of their roles to play. In this paper, we revisit the necessity of programming knowledge for non-computer major undergraduates by looking at the convergence cases of ICT technology and the humanities and social arts fields. And we propose an instruction direction of programming learning for them.