• Title/Summary/Keyword: learning programming language

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Development and Implementation of STEAM Program based on Programming using Kodu (Kodu를 이용한 프로그래밍 중심 STEAM 교육 프로그램 개발 및 적용)

  • Kim, Tae-Hun;Yang, Young-Hoon;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.25 no.5
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    • pp.1020-1030
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    • 2013
  • The purpose of this study was to develop the STEAM educational program based on the computer programming. STEAM education has been recently attracted to a lot of people. We had a focus of computer science in STEM fields. We used the programming language f or learning KODU. We selected appropriate topics for STEAM education and learning programming. We developed the educational program of 30 hours about selected topics and had classes for 4th and 5th grade elementary students. In order to verify the effectiveness of the educational program, we analyzed the results of pre- and posttest about GALT(Group Assessment of Logical Thinking), TTCT(Torrance Tests of Creative Thinking), science-related affective domain, and mathematical interests and attitudes tests. In the analysis results, the education program we developed had positive impacts on creativity, logical thinking, and science-related affective domain of elementary school students.

Development of Algorithm Design Worksheets using Algorithmic Thinking-based Problem Model in Programming Education for Elementary School Students (초등학생의 프로그래밍 학습을 위한 알고리즘적 사고 문제 모델 기반의 활동지 개발 및 적용)

  • Kim, Yongcheon;Choi, Jiyoung;Kwon, Daiyoung;Lee, Wongyu
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.233-242
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    • 2013
  • "Problem-solving methods and procedures" sections in the 2009 revised informatics curriculum emphasized active use of algorithmic thinking to solve problems. And it is proposed to solve the various problems of real life using programming language for the implementation of the algorithm. Recently, various Educational Programming Language has been developed for elementary programming activity and many researches showed that students' cognitive burden was reduced in learning programming language with Educational Programming Languages. However implementation of the algorithm is difficult for novice programmer. For the reason, effective way is required for elementary students to connect design of the algorithm and implementation of the algorithm. Therefore, in this study propose the algorithm design worksheets that it is possible to create an algorithm to describe the content needed to implementation in programming education. And this study proved the effect of the algorithm design learning tools through experiment.

A Case Study of Python Programming Error in an Online Learning Environment (온라인 학습 환경에서 발생하는 파이썬 프로그래밍 오류 사례 분석)

  • Jung, Hye-Wuk
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.247-253
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    • 2021
  • There are various programming errors that occur in the course of programming practice for beginners in computer programming. At this time, since it is difficult for learners to recognize errors by themselves, they correct program errors through the instructor's feedback. However, as students learn programming techniques in an online learning environment due to the COVID-19 pandemic, there is a limit to interaction between the students and the instructor in comparison with offline classes, so it is necessary for learners to develop their own ability to solve programming errors by themselves. Therefore, in this study, error cases in online programming classes using the Python language are analyzed and an online programming education method that can improve learners' ability to correct programming errors is proposed based on the analysis results.

A theoretical study for effects about learning transfer between two more languages in programming education (프로그래밍 교육에서 2개 이상 프로그래밍 언어의 학습 전이 효과에 대한 이론적 고찰)

  • Yi, Soyul;Lee, Youngjun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.99-100
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    • 2018
  • 컴퓨팅 사고력이 강조됨에 따라 우리 나라를 비롯한 세계 여러 나라에서는 프로그래밍 교육 등 컴퓨팅 관련 교육을 실시하고 있다. 일반적으로 프로그래밍 교육에서 초보 학습자에게는 블록 기반 프로그래밍 언어를 학습한 후 텍스트 기반 프로그래밍 언어를 학습하게 된다. 블록 기반 언어와 텍스트 기반 언어는 동일한 프로그래밍 논리를 함양하게 되지만, 다른 모든 언어들과 마찬가지로 언어 특성, 사용법, 형태 등 다소 차이가 있다. 따라서 본 논문에서는 블록 기반 프로그래밍 언어에서 텍스트 기반 프로그래밍 언어의 학습 전이의 효과에 대해 이론적 고찰을 실시하였으며, 그 결과 대부분의 연구에서 긍정적 전이 효과를 입증하였음을 확인하였다.

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Development of teaching and learning materials using Arduino and piezo buzzer

  • Lee, Eun-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.349-357
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    • 2020
  • In this paper, I propose a presentation examples of the development of teaching materials using Arduino. For this purpose, a six-step low-cost microcontroller teaching-learning development model was used, the steps being topic selection, exploration of implementation methods, experimentation, production of teaching and learning materials, implementing lesson plans, and improvement. After analyzing the composition of the source code and circuits introduced in the existing Arduino book, this content was reconstructed to fit the programming education context. A simple method of constructing a circuit using materials such as Arduino and a piezo buzzer is proposed to save time on circuit composition. Using this circuit, examples of use in teaching-learning activities for various programming content elements are presented. The core concept of this study is that it provides a direct experience of the content of C language programming exercises that can only be found on existing screens.

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

  • Kim, Dong-Sik;Lee, Dong-Yeop;Seo, Sam-Jun
    • Proceedings of the KIEE Conference
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    • 2003.07d
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    • pp.2540-2542
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    • 2003
  • 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. In this paper, 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 educational technologies. Also, online voice presentation and its related texts together with moving images are synchronized for efficient language learning process. Furthermore, a simple/useful 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.

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Development of an Evaluation Criterion for Educational Programming Language Contents (프로그래밍 언어 교육용 콘텐츠의 평가준거 개발)

  • Kim, Yong-Dae;Lee, Jong-Yun
    • The KIPS Transactions:PartA
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    • v.17A no.6
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    • pp.289-296
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    • 2010
  • So far, previous works with respect to evaluating program contents have concentrated on the implementation of general educational content evaluation. In terms of the efforts required to solve problems, however, there are a few evaluation methods on educational programming language contents. Therefore, we propose new evaluation criteria for educational programming language contents. The detailed research contents can be summarized as follows. First, we analyze existing works and propose naval evaluation criteria for educational programming language contents. Second, the new evaluation criteria is verified by teachers who use Visual Basic educational contents via questionaries. Also, a program content is experimented via the evaluation criteria. Finally, it is expected that our proposed evaluation criteria for educational programming language contents can be used to evaluate newly developed educational programming language contents and to design its evaluation plans.

The Development and Application of Tutoring Strategy for On-line Programming Learning Based on Affective Learning Style of the Informatics Gifted (정보영재의 정의적 학습양식에 기반한 온라인 프로그래밍 학습 튜터링 전략의 개발 및 적용)

  • Kim, Jiseon;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.19 no.6
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    • pp.33-44
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    • 2016
  • In this study, learning preferences of the informatics gifted participating in on-line programming practice has been investigated and the tutoring strategy based on learning styles was developed and verified its effectiveness. On-line programming learning is the environment in which learning is done through interaction with a tutor. For determination of the students' learning styles, Grasha-Reichmann's learning style was utilized. Key elements, learning activity and feedback, of tutoring strategy were derived based on learning style and developed on-line programming learning tutoring strategy. To verify the effectiveness, six-class period of learning C-language of 173 middle and high school students based on learning styles was applied for 12 weeks. As a result, the experiment group applied with a tutoring strategy based on the learning style showed significant improvements in terms of satisfaction and achievement than the control group.

A Case Study on Utilizing Open-Source Software SDL in C Programming Language Learning (C 프로그래밍 언어 학습에 공개 소스 소프트웨어 SDL 활용 사례 연구)

  • Kim, Sung Deuk
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.1-10
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    • 2022
  • Learning C programming language in electronics education is an important basic education course for understanding computer programming and acquiring the ability to use microprocessors in embedded systems. In order to focus on understanding basic grammar and algorithms, it is a common teaching method to write programs based on C standard library functions in the console window and learn theory and practice in parallel. However, if a student wants to start a project activity or go to a deeper stage after acquiring some basic knowledge of the C language, using only the C standard library function in the console window limits what a student can express or control with the C program. For the purpose of making it easier for a student to use graphics or multimedia resources and increase educational value, this paper studies a case of applying Simple DirectMedia Layer (SDL), an open source software, into the C programming language learning process. The SDL-based programming course applied after completing the basic programming curriculum performed in the console window is introduced, and the educational value is evaluated through a survey. As a result, more than 56% of the respondents expressed positive opinions in terms of improved application ability, stimulating interest, and overall usefulness, and less than 4% of them had negative opinions.

Influence of Programming Education Using Unity3D on Computational Thinking Ability and Interest (Unity3D를 활용한 프로그래밍 교육이 컴퓨팅 사고력과 흥미에 미치는 영향)

  • Lee, Dong-Yun;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.415-418
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    • 2016
  • The core of IT Convergence Education is being made through educational SW, SW purpose of education has been focused on improving the CT(Computational Thinking). In this paper, Programming Education Using Unity3D is able to affect learners of computational thinking and learning interest. After configure the experimental and control groups and check the identity of the learner for Influence on it. The impact on the education using Unity3D computational thinking and learning interest of students was measured. This paper proposes a compliance that Programming Education Using Unity3D is an intermediate step of utilizing the EPL software training, and pure text language.

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