• Title/Summary/Keyword: programming class

Search Result 377, Processing Time 0.02 seconds

A Study on the Implementation of Inheritance Anomaly in Concurrent Programming (병행 프로그래밍에서 상속 이상의 구현에 관한 연구)

  • Cho, Myung-Hyun;Lee, Myung-Un
    • The Transactions of the Korean Institute of Electrical Engineers P
    • /
    • v.54 no.1
    • /
    • pp.53-57
    • /
    • 2005
  • When concurrency is integrated to programming language, problem more than inheritance remains yet. Because more than inheritance happens by collision or cross fire between synchronization and inheritance of same time object, when synchronization code is not detached properly from method code about same time object, it makes expanded of code to make derivation class change synchronization code of super class and method code. In this paper, minimize right of inheritance method, When subclass is introduced to new synchronization limitation condition, wish to solve problem more than inheritance of three types that happen in same time programming embodying C++ class that do so that can avoid alteration of method reed.

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
    • /
    • v.12 no.4
    • /
    • pp.375-384
    • /
    • 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.

  • PDF

The Effects of the Advance Organizer on Elementary School Students' Logical Thinking Ability and Self-Efficacy in Programming Class (선행조직자를 적용한 프로그래밍 학습이 초등학생의 논리적 사고력과 자기효능감에 미치는 영향)

  • Kim, Jong-Han;Choe, Hyun-Jong;Kim, Tae-Young
    • Journal of The Korean Association of Information Education
    • /
    • v.15 no.2
    • /
    • pp.189-199
    • /
    • 2011
  • The purpose of this study is to verify the effects of the advance organizer in programming class on elementary school students' logical thinking ability and self-efficacy. We developed our teaching-learning materials of programming for this purpose, Further, they are applied to the elementary school, and their effects are analyzed. Fourth grade students in elementary school were selected for the experiments of this study, For comparison, they were divided into a control group who taught by a traditional programming teaching method and an experimental group who taught by our advance organizer programming class. As a result, through before-and-after t-verifications performed on the experimental group and the control group respectively, we found statically significant differences between the two groups, and the effectiveness of our new programming teaching method was proved in both learner's self-efficacy and logical thinking ability.

  • PDF

A Web-based Tool for Teaching Computer Programming

  • Cho, Sehyeong
    • Journal of Engineering Education Research
    • /
    • v.17 no.4
    • /
    • pp.58-61
    • /
    • 2014
  • This paper introduces a tool for effective teaching of introductory computer programming. In order for the class to be effective, we try to attain attention, relevance, confidence, and satisfaction based on Keller's ARCS model. A web-based tool is developed to help both the students and the instructors.

A Study of Programming Class using Raspberry Pi for Students of Industrial Specialized High School (공업계 특성화 고등학생을 위한 라즈베리파이를 활용한 프로그래밍 수업 방안)

  • Kim, Se-min;Choi, Sook-young
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.21 no.1
    • /
    • pp.165-172
    • /
    • 2017
  • Recently, many supports about the education linked with industrial field have been provided in technical specialized high schools. In order to keep pace with the global trend to emphasize software education and to move away from traditional grammar-based programming learning, various physical computing tools have been used in the education fields. For this study, we conducted a programming class using Raspberry Pi for technical high school students. In the class, students were instructed to produce actual results based on the knowledge they had learned. Project-based learning was used to help students create products and thus they performed tasks while discussing and collaborating on a team-by-team basis. In particular, self-regulation learning strategies were considered to provide effective project-based instruction. After the class, we interviewed the students' satisfaction with it. The results showed that the students' satisfaction was high, and the fellow teachers also had a lot of possibilities and expectations about the programming instruction and project-based learning using Raspberry Pi.

Design and Implementation of a Web-based Programming Class Support System (웹기반 프로그래밍 언어 강의 지원 시스템의 설계 및 구현)

  • Park, So-Young
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.14 no.12
    • /
    • pp.2775-2782
    • /
    • 2010
  • In this paper, we propose a web-based programming class support system to help a lecturer to teach a programming language to students effectively. The proposed system is composed of a error analysis step and a verification step. The error analysis step checks whether there are compile time errors or run time errors in each student's submitted program. Given some errors, the system provides helpful feedback for the student to fix the errors. On the contrary, the system provides quick feedback after checking the source code style, comments, and plagiarism in the submitted program. As soon as the student submits the program, the student can see the check results. According to the result of utilizing the proposed system in a C programming language class, students tend to submit program assignments actively.

A Study of Programming Language Class with Lego NXT Robot for University of Education Students - Centered on Maze Problem - (레고 NXT 로봇을 활용한 예비교사의 프로그래밍 언어 수업 방안 - 미로 찾기 문제를 중심으로 -)

  • Hong, Ki-Cheon
    • Journal of The Korean Association of Information Education
    • /
    • v.13 no.1
    • /
    • pp.69-76
    • /
    • 2009
  • This paper proposes a teaching plan of programming language class for university of education students amusingly with LEGO Mindstorms NXT robot. The goal of class is not fragmentary knowledge acquirement but problem-solving of maze. This robot communicates with GUI named NXT-G installed in computer via USB. GUI is not text-based but icon-based programming tool. This paper designs a semester with 3 steps such as beginner, intermediate, high-rank. Beginner step is consists of learning of basic functions such as GUI usage and several sensors of robot. Intermediate step is consists of solving of maze problem with low complexity. High-rank step is consists of solving maze problem with medium and high complexity. All maze problem-solving have 3 process with algorithm, flowchart, and programming with stack.

  • PDF

A Case Study of Operating the Computer Programming Subject based on the Flipped Learning Model

  • Kim, Young-Sang
    • Journal of the Korea Society of Computer and Information
    • /
    • v.21 no.7
    • /
    • pp.93-100
    • /
    • 2016
  • This paper shows what kind of influence the learning motivation factors have on the effectiveness of Flipped Learning Model through the case of operating a JAVA programming subject. The Flipped Learning Approach consisting of Before Class, Before or At Start of Class, and In Class provides the students with learning motivation as well as satisfies Keller's ARCS(Attention, Relevance, Confidence, Satisfaction) to keep them studying steadily. This research conducts the operation of Flipped Learning and gets Exploratory Factor Analysis and Reliability Analysis from the result of the course experience questionnaire at the end of the class. Given this survey result, Flipped Learning approach improves the learners' satisfaction in class and the effectiveness in the fields of understanding learning context more than does the previous lecture-based learning approach by pacing learning procedure and conducting self-directed learning.

A Study on Development of Educational Web Contents for Procedural-Oriented and Object-Oriented Programming (절차지향 및 객체지향 프로그래밍의 효과적 교육을 위한 웹 콘텐츠 개발에 관한 연구)

  • Suh, Bong-Sue
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.772-775
    • /
    • 2006
  • The educational courses for the procedural-oriented and object-oriented programming languages have been prepared respectively in many universities. However, the comparison of two languages has not been shown in the same class. In this paper, we compared two distinctive languages, C and Java, and developed a new class material and the relating web contents, through which those who are interested may maximize their understanding and programming skills based on the different programming language.

  • PDF