• Title/Summary/Keyword: Programming instruction

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For Improving Quality of Classes in Liberal Arts Programming Classes Analysis of role of Instructor and Learning Achievement and Satisfaction (교양 프로그래밍 수업에서 수업의 질적 개선을 위한교수자의 역할과 학습 성취도 및 만족도 분석)

  • Kim Hyun Ah
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.745-752
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    • 2023
  • This study aims to improve the quality of classes by analyzing the role and learning achievement of instructors in programming subjects for non-major students. In order to improve the quality of university education, universities provide various programs to strengthen the teaching capacity of instructors. Ultimately, in order to improve the quality of classes, instructors increase student participation in classes, respond sincerely to students' inquiries, and provide feedback that can assist students in various situations that occur during class and learning, thereby improving class satisfaction and achievement. should try to improve. In this paper, based on the teaching method, learning achievement, and teacher role satisfaction survey conducted in the liberal arts programming course of K University, we study the influence of the teacher's role on the quality improvement of the class. Examine the relationship with satisfaction.

A Design and Verification of an Efficient Control Unit for Optical Processor (광프로세서를 위한 효율적인 제어회로 설계 및 검증)

  • Lee Won-Joo
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.4 s.310
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    • pp.23-30
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    • 2006
  • This paper presents design andd verification of a circuit that improves the control-operation problems of Stored Program Optical Computer (SPOC), which is an optical computer using $LiNbO_3$ optical switching element. Since the memory of SPOC takes the Delay Line Memory (DLM) architecture and instructions that are needless of operands should go though memory access stages, SPOC memory have problems; it takes immoderate access time and unnecessary operations are executed in Arithmetic Logical Unit (ALU) because desired operations can't be selectively executed. In this paper, improvement on circuit has been achieved by removing the memory access of instructions that are needless of operands by decoding instructions before locating operand. Unnecessary operations have been reduced by sending operands to some specific operational units, not to all the operational units in ALD. We show that total execution time of a program is minimized by using the Dual Instruction Register(DIR) architecture.

An Implementation of Animation Contents for Improving an Effectiveness of Programming Learning (프로그래밍 학습을 효율적으로 증진시켜주는 애니메이션 콘텐츠 구현)

  • Jeon, JaeWook;Yang, Weonseok;Lee, Yousang;Moon, ILhyeon;Choi, Kwansun;Kim, Dongsik;Lee, Sunheum
    • The Journal of Korean Association of Computer Education
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    • v.10 no.3
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    • pp.39-48
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    • 2007
  • Due to the rapid proliferation of the web in recent years, many educators seek to improve the effectiveness of their instruction by providing innovative web-based course material to their students. Lots of web-based education contents are developed especially. They help to teach and train students. They expand widely due to repetition learning any time, any where. In this paper we implemented usage of C functions, quizes for checking comprehension of statements in C programming lecture and developed scenario helping concepts, algorithm comprehension. We made them web-based visual representation. They were implemented as FLASH animations or Java applets. They were well received by students.

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Optimal Economic Load Dispatch using Parallel Genetic Algorithms in Large Scale Power Systems (병렬유전알고리즘을 응용한 대규모 전력계통의 최적 부하배분)

  • Kim, Tae-Kyun;Kim, Kyu-Ho;Yu, Seok-Ku
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.48 no.4
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    • pp.388-394
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    • 1999
  • This paper is concerned with an application of Parallel Genetic Algorithms(PGA) to optimal econmic load dispatch(ELD) in power systems. The ELD problem is to minimize the total generation fuel cost of power outputs for all generating units while satisfying load balancing constraints. Genetic Algorithms(GA) is a good candidate for effective parallelization because of their inherent principle of evolving in parallel a population of individuals. Each individual of a population evaluates the fitness function without data exchanges between individuals. In application of the parallel processing to GA, it is possible to use Single Instruction stream, Multiple Data stream(SIMD), a kind of parallel system. The architecture of SIMD system need not data communications between processors assigned. The proposed ELD problem with C code is implemented by SIMSCRIPT language for parallel processing which is a powerfrul, free-from and versatile computer simulation programming language. The proposed algorithms has been tested for 38 units system and has been compared with Sequential Quadratic programming(SQP).

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The Effects of Programming-Based Lessons on Science Teachers' Perceptions Related to TPACK (프로그래밍 기반 수업이 과학교사의 TPACK에 대한 인식에 미치는 영향)

  • Choi, Eun-Sun;Lee, Youngjun;Paik, Seoung-Hey
    • Journal of The Korean Association For Science Education
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    • v.37 no.4
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    • pp.693-703
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    • 2017
  • In this study, 37 elementary, middle, and high school science teachers attending graduate schools of education were surveyed about their thoughts about the difficulty of teaching science units and teaching methods to teach these units to students. After experiencing the activity of making new teaching tools using scratch, we tried to confirm the development of TPACK among the teachers. Through the questionnaire survey for elementary, secondary, and high school science teachers, we selected the unit of Planetary Movement of the Solar System as a unit that is difficult for teachers to teach. We gave them the experience of instruction on tool making process for implementing a planetary operation model using scratch. Then, based on the questionnaires and class presentations, we analyzed the change of awareness about technology introduction and the development of their TPACK. As a result, most of the teachers showed changes of perceptions related to TK, TCK, TPK; the use of programming for creating teaching materials enhances teachers' understanding of the teaching contents; the teachers were convinced that students would develop the ability to construct models that fit observational phenomena; they thought that there would be a positive educational effect in the positive domain.

Effects of Learning through Scratch-Based Game Programming on Students' Interest in and Perceived Value of Mathematics Curriculum (스크래치 활용 게임 프로그래밍 학습이 수학교과 흥미와 가치인식에 미치는 영향)

  • Song, JeongBeom
    • Journal of The Korean Association of Information Education
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    • v.21 no.2
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    • pp.199-208
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    • 2017
  • The present study investigates the potential of an educational programming game as a strategy for enhancing effective domains of mathematics curriculum, which has been criticized as a problem of education in Korea. The process of programming Fortress, an educational game, in conjunction with the lesson on the trigonometric function as part of the middle school mathematics curriculum, was designed for instruction and learning, and its effectiveness was tested. The study was conducted using a nonequivalent pretest-posttest experimental design. Research procedures included the following steps: (1) both the experimental and the comparison groups participated in four classes to understand and apply the concept of the trigonometric function, and (2) the experimental group participated in Fortress game programming activities using Scratch, which was designed in this study, while the comparison group participated in solving a real-life trigonometric problem - calculating the height of a building using the concept of trigonometry. The results of the t-test showed that students' interest and perceived value of the mathematics curriculum were significantly higher in the experimental group than in the comparison group. However, the results of analysis of covariance (ANCOVA) using pretest scores of the interest and perceived value showed the influence of pretest scores on posttest scores for the interest level, although the effect of the experiment on the perceived value of the mathematics curriculum was more significant.

Development of an Editor and Howling Engine for Realtime Software Programmable Logic Controller based on Intelligent Agents (지능적 에이전트에 의한 실시간 소프트웨어 PLC 편집기 및 실행엔진 개발)

  • Cho, Young-In
    • Journal of KIISE:Software and Applications
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    • v.32 no.12
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    • pp.1271-1282
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    • 2005
  • Recently, PC-based control is incredibly developed in the industrial control field, but it is difficult for PLC programming in PC. Therefore, I need to develop the softeware PLC, which support the international PLC programming standard(IECl131-3) and can be applied to diverse control system by using C language. In this paper, I have developed the ISPLC(Intelligent Agent System based Software Programmable Logic Controller). In ISPLC system, LD programmed by a user which is used over $90\%$ among the 5 PLC languages, is converted to IL, which is one of intermediate codes, and IL is converted to the standard C rode which can be used in a commercial editor such as Visual C++. In ISPLC, the detection of logical error in high level programming(C) is more eaier than PLC programming itself The study of code conversion of LD->IL->C is firstly tried in the world as well as KOREA. I developed an execution engine with a good practical application. To show the effectiveness of the developed system, 1 applied it to a practical case, a real time traffic control(RT-TC) system. ISPLC is minimized the error debugging and programming time owing to be supported by windows application program.

Algorithm and Programming Instruction Model Proposal Using Havruta (하브루타를 접목한 알고리즘과 프로그래밍 수업 모형 제안)

  • Kim, Jung-Sook;Lee, Tae-Wuk
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.99-102
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    • 2017
  • 2015 개정 교육과정에선 소프트웨어 교육이 강화되고, 정보문화소양, 컴퓨팅 사고력, 협력적 문제해결력을 교과 역량으로 제시하고 있다. 이에 본 연구에선 창의적 인제양성을 위한 효율적인 소프트웨어 교육을 위해, 하브루타를 접목한 알고리즘과 프로그래밍 수업모형을 제안하고자 한다. 여러 교과의 선행연구에서, 학습능력과 창의력 향상에 대한 하브루타 교육방식의 긍정적 효과를 입증하고 있다. 이에 질문, 토론 중심의 유대인의 교육방식인 하브루타를 소프트웨어 교육에 접목하여 협력적 문제해결을 통한 컴퓨팅 사고력의 신장을 기대해본다.

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Design of a WBI system based on the Theory of Gestalt for Programming Language Education (프로그래밍 언어 교육을 위한 게슈탈트 시지각 이론 기반 WBI 시스템 설계)

  • Kim, Boon-Hee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.05a
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    • pp.1408-1409
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    • 2007
  • 인터넷 기반 분야가 다양화 되고 있는 가운데 교육 분야 또한 웹 활용 교육(WBI, Web Based Instruction)이 시대 흐름을 타고 그 활용도가 높아지고 있다. 인터넷을 통한 교실 중심의 획일적인 교육 분위기에서 벗어나 교육 컨텐츠 수요자 개개인의 자율성을 반영하는 것이 가능한 매체는 드물다. 교육 분야 가운데 특히 공학 교육은 해당 분야에 관한 특수성과 전문성이 요구되어 수요자 중심의 효과적인 교육 컨텐츠 개발에 어려운 요소로 작동한다. 이렇듯 유연한 매체를 이용함에 있어서 게슈탈트 시지각 이론을 적용함으로써 좀더 효과적인 WBI 활용을 유도하는 것은 자원 이용율 측면 및 학업성취도를 높이는데 기여할 수 있겠다. 이에 본 논문에서는 공학 교육을 위한 게슈탈트 시지각 이론 기반 WBI 시스템을 설계하고자 한다.

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Teaching Strategies of the Concept of Variables Using MAL-LOGO Programming (프로그래밍의 변수 개념 형성을 위한 MAL-LOGO 활용 방안)

  • Jung, Myung-Young;Kim, Kap-Su
    • 한국정보교육학회:학술대회논문집
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    • 2006.08a
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    • pp.117-122
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    • 2006
  • 고도의 지식기반사회에서는 사고력과 문제해결력을 길러주는 프로그래밍 교육이 필요하며 이를 초등학교 교육과정부터 도입해야 한다는 여러 연구들이 있었다. 본 연구에서는 그러한 프로그래밍의 기초능력을 배양하기 위하여 프로그래밍 변수 개념 형성을 위한 효과적인 학습 모형을 구안하고자 하였다. 구체적 조작활동을 통해 인지를 형성하는 초등학교 아동들에게 LOGO 프로그래밍 활동이 적합하다는 선행연구를 토대로, 영어에 미숙한 아동들을 고려하여 MAL-LOGO 환경을 선택하였으며, 프로그래밍 학습요소 중 변수 개념 형성을 위한 학습요소를 추출하고, 교수-학습 프로그램을 계획하였다. 인지적 모니터링 전략(cognitive monitoring strategy)을 발달시킬 수 있는 안내된 발견식 교수법(guided instruction teaching method)을 기반으로 교수-학습 모형을 구안 적용한 후, 사전 사후 평가를 통해 그 효과를 검증하였다.

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