• Title/Summary/Keyword: programming course

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The Effects on Flow at Using Robots of Introductory Programming Course (프로그래밍 초급과정에서 로봇의 활용이 몰입에 미치는 영향)

  • Yoo, InHwan
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.329-337
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    • 2013
  • Introductory programming course using robots that makes good effect to learners. I investigated that the effects on flow at using robots of introductory programming course. According to experiment result, the flow level showed significant change and all of it's element(antecedents, experiences, effects) had changed significantly. This result means that using robots of introductory programming course makes effect that is very positive in flow level of learners. There was strong interrelation by each element of flow in the result of correlation analysis about flow element. In particular, interrelation of antecedents element and experience element was high. Therefore, using robot is precondition of flow, and the level of experience element is high according to level of antecedents, and also experience element elevate the learner's intrinsic satisfaction. The conclusion is that using robots of introductory programming course is helpful enhancing learner's flow level and is positive in study achievements.

The Effects of Pair Programming on Achievement and Motivated Strategies in Programming Course (Pair Programming이 학업성취도와 학습동기전략에 미치는 영향)

  • Han, Keun-Woo;Lee, Eun-Kyoung;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.9 no.6
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    • pp.19-28
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    • 2006
  • A programming language is very important subject in computer science. But it is difficult for many students to learn programming language. New pedagogical methods and techniques to help students to learn programming are needed. In this paper, we investigated the effects of Pair Programming, and we proposed a Pair programming strategy to improve programming skills. This paper examined the proposed Pair programming strategy. A empirical study showed the proposed teaching and learning strategy has positive effects on achievement and motivated strategies in programming course. Four factors - critical thinking, metacognitive reflection, effort regulation, and peer learning - have positive effects in learning strategies. The proposed Pair Programming strategy improves programming learning and motivated strategies.

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The Development of a Web-based Java Programming Course Contents (웹 기반의 자바 프로그래밍 강의 교안 개발)

  • Lee Chung-Ki
    • Journal of Engineering Education Research
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    • v.5 no.1
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    • pp.3-18
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    • 2002
  • Recently, as the use of the Internet and the Web becomes universal, there has been a great deal of efforts to use it for education among educators throughout the world. The advantage of a Web-based lecture is that people can take it anywhere at a low cost anytime. The demand for learning java programming using the Web is increasing. Accordingly, a number of Web-based Java programming course contents have developed and used. Problems with existing contents are that materials about how to program are not sufficient and the presentation of the lecture is most often separated from the programming environment. In this paper, we present a methodology for developing course contents of Java programming to solve these problems and develop them using it. Then we report the evaluation result of course contents by students who took a Web-based lecture using them.

Effects of Differences in Electronic Course Design on University Students' Programming Skills

  • Al-Zahrani, Majed bin Maili bin Mohammad
    • International Journal of Computer Science & Network Security
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    • v.22 no.1
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    • pp.21-26
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    • 2022
  • This study touched on the effect of the different electronic course designs on the programming skills of university students. The researcher used the experimental research design of a quasi-experimental of two experimental groups to achieve the objectives of the study. The first group underwent an electronic course designed in the holistic pattern, and the second group was taught a course in a sequential pattern. This experimental design was intended to measure the impact of these two learning modes on the learners' cognitive and performance achievement of programming skills. An achievement test and observational form were the data collection tools. Data were analyzed statistically using Pearson correlation, Mann Whitney Test, and Alpha Cronbach. The findings revealed statistically- significant differences between the mean scores of the students of the first and second experimental groups in favor of the former concerning the observational form and the latter in the cognitive test. Based on the findings, some recommendations are suggested. Due to their effectiveness in the educational process, expanding using the e-courses at universities is vital. The university teachers are highly recommended to design e-courses and provide technical and material support to the e-courses user to fulfill their design purpose.

Measuring the Effectiveness of Teaching Introductory Programming Using LEGO Mindstorms Robots (레고 마인드스톰 로봇을 이용한 프로그래밍 입문 교육의 효과 측정)

  • Kim, Tae-Hee;Kang, Moon-Seol
    • Journal of Internet Computing and Services
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    • v.11 no.4
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    • pp.159-173
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    • 2010
  • It is difficult for us to teach the introduction course of programming to beginners just starting their college life. What is particularly hard to do is to provide them with learning motivation so that the freshmen can be easily and rapidly adapted to programming work and to enhance their will to learn. In this paper, we suggest a method to apply LEGO Mindstorms robot to the introduction course of programming in purpose to allow programming beginners to be motivated and have higher will to learn so that they can receive programming education easily and joyfully. This paper attempts to find reasonable methods for improvement which can help programming beginners to be motivated and encouraged to learn in the course of C programming education and can facilitate learning effects as well, and conducts education using LEGO Mindstorms robot as a way to solve problems like students' low interest or will to learn. According to the result of providing the freshmen with the introduction course of C programming to which the suggested method was applied, it was found that their academic achievement in programming education enhanced through their increased motivation and will to learn programming. This result shows that students' interest, motivation, and will to learn the subject are statistically significant improvement through the course that employs LEGO Mindstorms robot.

The Development of Problem Solving Oriented Java Programming Online Course Contents (문제해결 중심의 자바프로그래밍 온라인 강의 교안 개발)

  • Lee Sang-Gon
    • Journal of Engineering Education Research
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    • v.5 no.2
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    • pp.10-21
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    • 2002
  • In the knowledge based society, the development of creative human resources is one of the core factors for securing a national competition power. Especially in the software industries, the development of human resources who can solve a problem creatively by applying object oriented programming technique which is a update Programming technology is required. In this paper, we designed a lecture plan and produced it into a course contents which could be run on a online learning system. The teaching focuses of the developed course are the development of problem solving ability and object oriented design and programming ability through Java.

Effects of Pair Programming in an Introductory Programming Course for College Students: Academic Performance and Student Satisfaction (대학 프로그래밍 입문 수업에서 짝 프로그래밍의 효과: 학습성과와 학생 만족도 측면에서)

  • Jeong, Choongkyo
    • Journal of The Korean Association of Information Education
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    • v.21 no.5
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    • pp.537-545
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    • 2017
  • This paper presents the results of adopting pair programming practices in an introductory university programming course. The effectiveness of pair programming is analyzed by comparing the performance and survey data gathered from the experimental class that adopted the practice to those from the control class that did not. An analysis of the performance data found that pair programming improved student performance; however, not all students in the pair programming class benefited from the practice as only some students showed clear improvements in learning outcomes. The survey showed that the specific method for matching students into pairs is a critical factor affecting their performance and satisfaction. Based on the lessons learned from this pair programming class, I propose some suggestions and guidelines for applying pair programming to programming classes including 'pair matching'.

Study on Recognition Changes Regarding Programming Education and Necessity (프로그래밍 교육과 필요성의 인식변화에 관한 연구)

  • Cha, Seung-Eun;Kim, Jung-Ah;Kim, Jong-Hye;Lee, Won-Gyu
    • The Journal of Korean Association of Computer Education
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    • v.12 no.1
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    • pp.1-13
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    • 2009
  • In spite of the revisions of guideline for ICT curriculum and Informatics curriculum a lot of people have yet a negative sight and indifferent attitude about their changes. In this research, we used programming course to correct their wrong recognition on Informatics Education. Our experiment study is based on the hypothesis that pre-teachers recognize spontaneously an effect of programming. There are 3 steps that a preliminary questionnaire, a programming course, a post-questionnaire are conducted to 130 pre-teachers to see how recognition changes. There were several findings made in this study. It revealed that pre-teachers's understanding of programming and the need of programming education was extremely poor. However, after programming course, it was found that recognition of pre-teachers change statistically regarding concept of programming and a need of programming education.

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Analysing Differences of Learning Motivation According to Learning Styles in Project-Based Programming Learning (PBL 기반 프로그래밍 수업에서 학습양식에 따른 학습동기 차이분석을 통한 시사점 도출)

  • Kim, Byoung-Wook;Kim, Han-Sung;Lee, Won-Gyu
    • The Journal of Korean Association of Computer Education
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    • v.13 no.5
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    • pp.15-27
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    • 2010
  • Project-based learning is an effective teaching method for improvement of academic achievement and problem-solving ability so that is often applied to programming education. However, a strategy of enhancing motivation is required by a course design considering a learning style of students for advantage of PBL to take effect. Yet, studies on considerations with learning style still lack, when designing project-based programming learning courses for improvement of learning motivation. This research aims to address issues for consideration in designing PBL programming course. Accordingly, we analyzed learning motivation's difference between learning style in PBL programming class. We designed PBL programming course focusing ARCS model, where students making simulation The Kolb Learning Style Inventory is used to determine learning preferences. To assess students' motivation, Keller's Course Interest Survey was used in a pre-post-test-design. The result indicates that pre-post students' motivation differed. Also, we found considerations through comparing difference of ARCS model's detailed elements between learning styles.

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A Study on Developing TGF(Tutoring Game in Flipped Learning) for Game Programming Course (게임프로그래밍 수업을 위한 플립드 러닝 환경에서 피어튜터링에 관한 연구)

  • Choi, YoungMee;Kim, SeongJoong
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.125-134
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    • 2015
  • This paper designs a peer tutoring in Flipped Learning environments for effective game programming(TGF), suggests a result of survey and a lesson learned from game programming in terms of students' and professors' perspectives in hands-on program training using Snake game programming as an applied example. The TGF is more effective than the traditional classroom to achieve the learning goals of game programming course.