• Title/Summary/Keyword: language education

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A Comparative Study of Educational Programming Languages for Non-majors Students: from the Viewpoint of Programming Language Design Principles (비전공자를 위한 교육용 프로그래밍 언어의 비교 연구: 프로그래밍 언어 설계 원칙의 관점으로)

  • Kim, Youngmin;Lee, Minjeong
    • The Journal of Korean Association of Computer Education
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    • v.22 no.1
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    • pp.47-61
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    • 2019
  • As the SW-centered society has emerged, SW-based problem-solving capabilities is emphasized in all areas of society. It is a trend that universities are obliged to do SW basic education for non-majors students and they are carrying out programming education. This study derives grammatical elements based on conciseness, generality, and efficiency among the design principles of programming language and based on it, compares and analyzes visual programming language and diagramming language. As a result, the efficiency of Raptor is more powerful than Scratch in the simplicity and generality, and the same tendency can be confirmed in the result of the learner's obtained in programming lesson. We hope that this study will contribute to the design and implementation of programming education based on features of programming language.

The Effects of Sign Language Video Location in e-Learning System for the Hearing-impaired

  • Muhn, Seung Ho;Jung, Kwang Tae
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.6
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    • pp.597-607
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    • 2015
  • Objective: The purpose of this study is to identify the effects of sign language video location in e-learning system for the hearing-impaired. Background: E-learning education is a good way to resolve the inequality of education for the disabled. Providing a sign language video in e-learning education for the hearing-impaired is very important for their learning. Although the location of sign language video is an important factor in the design of the video, the effect of its location in learning using the e-learning system was not studied. Method: In order to identify the effect of sign language video location on the learning of the hearing-impaired using the e-learning system, the prototypes of the system with different locations were developed. Eighteen people with hearing impairment participated in this experiment. Learning presence, learning immersion, and learning satisfaction were used to measure learning effects with sign language video location. Results: Bottom right position was more preferred through preference evaluation for sign language video location. The learning effect with sign language video location (bottom-left and bottom-right) was not significant. That is, the effects of learning presence, immersion, and satisfaction were not statistically significant with video location. Conclusion: From this study, the following have to be considered in e-learning system design for the hearing-impaired. Although the location of a sign language video is not a significant factor from the experiment, the bottom right position in the design is proposed because learning presence and satisfaction is slightly higher at the bottom right position, and the position is preferred from subjective evaluation. From the analysis of interview data, it was also proposed that the design of a sign language video should be improved for the hearing-impaired. Application: The result of this study can be applied to the e-learning system design for the hearing-impaired.

Development of the Encouraging Language Model for Elementary School Teachers (초등학교 교사를 위한 격려 언어 모형 개발)

  • Seon, Young-Woon;Oh, Ik-Soo
    • The Korean Journal of Elementary Counseling
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    • v.10 no.1
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    • pp.39-56
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    • 2011
  • The purpose of this study is to draw the elements of encouraging language from the literatures of encouragement and develop the encouraging language model for elementary school teachers. To achieve this, first of all, the literatures about the methods of encouragement were collected. And then the collected literatures were categorized according to the main concept which each literature contained. As a result, 5 categories and 17 subcategories were drawn. 5 categories were valuing a child as a human-being itself, trusting a child, thinking rationally about a child's mistakes, giving a feedback about a child's behaviors non-evaluatively, and reflecting a child's positive feeling. These 5 categories were established as the elements of encouraging language. The encouraging language model was developed on the bases of the 5 elements of encouraging language. The model was constructed of the examples of encouraging language in various classroom situations. The model contains various situations which elementary school teachers often confront in their classrooms. And the model shows the examples of encouraging language proper for each situation. Every example was constructed on the bases of the elements of encouraging language.

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Education of Algorithms Using the RAPTOR Programming Educational Tool (RAPTOR 프로그래밍 교육도구를 이용한 알고리즘 교육)

  • KIM, SungYul;LEE, JongYun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.6
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    • pp.23-31
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    • 2015
  • The main aim in software education is to improve problem-solving ability based on computational thinking with the healthy information ethics. For this purpose, many institutions have attempted various educational programs such as Educational Programming Language, Physical Computing, and Robot education. However, it is possible to obscure the essence of computer education for computational thinking if the computer education focuses on using certain special education programming language and products. Therefore, this paper suggests a method of algorithm education using RAPTOR which is a visual programming development environment and is based on flowcharts. In order to verify the effectiveness of the algorithms education using the RAPTOR, 16 high-school students were applied to an educational program for twelve hours on five steps and then we obtained positive results.

An Integrated C Programming Environment for Novices Based on Visuals (프로그래밍 초보자를 위한 비주얼 기반의 C 프로그래밍 통합 환경)

  • Kim, Haeng-Im;Park, Eun-Kyoung;Kim, Hyun-Ju;Bae, Jong-Min
    • The Journal of Korean Association of Computer Education
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    • v.16 no.6
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    • pp.111-120
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    • 2013
  • Programming novices have various difficulties when they learn C language for the first time. Novices have a large burden for understanding of a C language grammar, and have a tendency to focus on the grammar rather than problem solving. Moreover, it requires programming domains to arouse student's interest for software development. This paper presents a programming environment for C languages education focusing on a problem solving. To this end, this paper defines Tiny-VPL that is a simple visual programming language for NXT robot programming and presents robot programming environment using Tiny-VPL. This paper also presents an environment for NXT robot programming using Mini-C language which is a subset of C language. For the purpose of helping to understand the C syntax and semantics, the visual and interactive conversion system of Tiny-VPL to Mini-C is provided. Our programming environment can arouse student's interest through robot programming and can be used effectively for C language education focusing on problem solving with graphical and interactive conversion of the visual language Tiny-VPL to the textual language Mini-C.

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Developing the Game Based Programming Language Teaching Materials for the Gifted of Information (정보영재를 위한 게임 기반 프로그래밍 언어 교재의 개발)

  • Kang, Shin-Cheon;Kim, Kyng-Hyun;Kim, Eui-Jeong
    • Journal of Gifted/Talented Education
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    • v.16 no.1
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    • pp.61-79
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    • 2006
  • The purpose of this study is to develop the programming language teaching materials for the gifted of information with using the game. There are many curricula for teaching the information and technology to the gifted of information. There are not differences between these programs and the general IT curricula. The gifted of information has some complains about his curriculum(58/60, 96.67%). So this study developed the alternative programming language teaching materials for the gifted of information. This study concluded the effects of alternative materials for teaching programming language depend on learners' academic achievement about programming language with game activity. This study also looks forward to being able to indicate new direction to develop the teaching materials for the gifted of information.

Comparison of KSL Curriculum and ESL Curriculum for Adaptation of International Students in the Internet of Things era to Domestic Universities (사물인터넷시대의 유학생의 국내대학 적응을 위한 KSL 교과과정과 ESL 교과과정 비교)

  • Kang, Hyun-Joo;Jeong, Se Ri;Choi, Jang Won
    • Journal of Internet of Things and Convergence
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    • v.7 no.2
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    • pp.21-29
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    • 2021
  • In this study, it is necessary to supplement the Korean language curriculum in order for international students to adapt and settle in Korea in an era where education is being transformed into future education due to the 4th industry. In the KFL (Korean as a Foreign Language) situation encountered by international students, they suffer from difficulties in university mathematics due to communication problems due to lack of language ability, which is one of the stress factors for cultural adaptation in the Korean language education program. To solve this problem, we analyzed ESL programs in English-speaking countries and KSL programs in Korea to set educational goals, curriculum, and educational methods to achieve goals for international students, and to establish curriculum and learning processes. Therefore, the Korean language education program (KSL program) for foreign students in the Korean language curriculum should also be supplemented by accepting the advantages of setting accurate goals for the ESL program and linking it with university graduation in the curriculum of English-speaking countries. In addition, for international students to learn Korean, an integrated Korean language education course and management system using IT suitable for the 4th industrial age is needed.

A study on the establishment of Korean-Chinese language education service platform using AR/VR technology (AR/VR 기술을 활용한 한-중 어학교육 서비스 플랫폼 구축방안 연구)

  • Chun, Keung;Yoo, Gab Sang
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.23-30
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    • 2019
  • The development of content for language education using AR/VR technology is a necessary task to be pursued in line with commercialization of 5G. Research on service platform for systematic management and service is currently being carried out by global companies competitively, The unique language education service model for unique areas of culture has the right to pursue R & D jointly with Korea and China. In this study, we applied the developed "Korean language education service platform for Chinese people based on e-learning" to improve the acceptance of AR/VR contents and applied AR/VR technology to video-based language education contents. And to present a new paradigm of language education. Contents development is to develop AR-based vocabulary learning services, develop experiential learning contents for VR-based step-by-step situations, and gradually develop contents to enable beginner / intermediate / advanced language education services. The service platform enables management of learning management and learning contents, and complies with metadata attributes to complete a platform capable of accommodating large capacity AR/VR contents. In the future, systematic research will be carried out in order to develop as a portal for educational services through development of various contents using mixed reality technology.

Analysis on the Chatting Language of Elementary School Students (초등학생들이 사용하는 채팅 언어의 분석)

  • Ceong, Hee-Taek;Jeong, Yeong-Sun
    • Journal of The Korean Association of Information Education
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    • v.9 no.1
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    • pp.99-112
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    • 2005
  • In this research, we analyze chatting language of elementary school students, present the properties which are a result of this analysis and propose the method to solve it. Analysis on the chatting language considering organic relation of sentences is classified into syntactic, semantic and statistical characteristics. As a result of analysis, new characteristics is discovered writing by the way children pronounce their words, writing by switching the order of syllable's frontal and rear ends, inarticulate conversation of the other man. To minimize language misuse and to establish a chatting culture that is favorable to the development of children's emotional development, we propose the methods of computer system.

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Needs Analysis for the Development of a Korean Language Curriculum for Participants in the 'KOICA Scholarship Program' (KOICA 석사학위과정 연수자 대상 한국어 교육과정 개발을 위한 학습자 요구분석 -서울대학교 국제대학원과 행정대학원을 중심으로-)

  • Hong, Jin-hyeok
    • Journal of Korean language education
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    • v.28 no.3
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    • pp.181-210
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    • 2017
  • The purpose of this study is to analyze the needs of KOICA learners and to suggest some points to be considered in the development of a Korean language curriculum for KOICA Scholarship Program participants. For this purpose, the researcher first constructed questionnaires for analyzing learner needs based on the primary characteristics of learners that can be observed in actual education sites, and conducted a questionnaire survey for 71 trainees from the 'Graduate School of International Studies'(GSIS) and the 'Graduate School of Public Administration'(GSPA) in Seoul National University. Based on the analysis of the results, the researcher proposed several points to consider in terms of objectives, contents of education, methods of teaching, distribution of class time, textbooks and etc. in the development of a Korean language curriculum for KOICA learners. The 'KOICA Scholarship Program' is expected to continue to be implemented in the future, and it is expected that the development of a customized curriculum and corresponding textbooks for KOICA learners will soon be provided by governmental agencies. The researcher hopes that the results of this study can serve as useful reference.