• Title/Summary/Keyword: programming curriculum

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Critical IS Knowledge and Skills Required by Indusrties : Findings form Korea (정보시스템 실무자들이 필요로 하는 지식 및 기술)

  • Koh Seok-Ha
    • Journal of Information Technology Applications and Management
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    • v.13 no.2
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    • pp.1-15
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    • 2006
  • This paper classifies the critical knowledge/skill set required to IS practitioners according to content or domain of knowledge : IS technology knowledge/skills, organizational and societal knowledge/skills, interpersonal knowledge/skills, and personal traits knowledge/skills. The survey reveals that Korean IS practitioners rate interpersonal knowledge/skills and personal traits knowledge/skills the most important, and organizational and societal knowledge/skills the least important. Specifically, they rate creative thinking, critical thinking, interpersonal communication skills, team working skills, personal motivation, operating systems, programming languages, DB/data warehouse, IS technological trend, networkicommunicationisecurity especially important. The survey also shows that Koran IS practitioners feel knowledge deficiency in almost all knowledge/skills areas. The results confirm that the curriculum of universities, the training and education programs of industries, and IS/IT education policy of the government should be revised as soon as possible.

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On Study of Algebra using Technology (테크노로지를 사용한 대수학 강좌 연구)

  • Choi, Eun-Mi
    • Communications of Mathematical Education
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    • v.23 no.4
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    • pp.1131-1148
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    • 2009
  • Algebra is one of the important subjects that not only mathematics but many science major students should know at least at the elementary level. Unfortunately abstract algebra, specially, is seen as an extremely difficult course to learn. One reason of difficulties is because of its very abstract nature, and the other is due to the lecture method that simply telling students about mathematical contents. In this paper we study about the teaching and learning abstract algebra in universities in corporation of a programming language such as ISETL. ISETL is a language whose syntax closely imitates that of mathematics. In asking students to read and write code in ISETL before they learn in class, we observe that students can much understand and construct formal statements that express a precise idea. We discuss about the classroom activities that may help students to construct and internalize mathematical ideas, and also discuss about some barriers we might overcome.

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A DESIGN OF QBASIC-BASED PROGRAMMING CURRICULUM FOR THE ELEMENTARY STUDENT (QBASIC을 이용한 초등학교 프로그래밍 교육과정 연구)

  • Kim, Cheol-Dong;Park, Phan-Woo
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10b
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    • pp.151-155
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    • 2007
  • 초등학교의 컴퓨터교육은 국가에서 발표한 정보통신기술교육 지침에 의해서 이루어지고 있다. 지금까지는 이 지침이 소프트웨어 활용에 치중하였던 관계로 초등학교 현장에서 이루어지는 정보통신기술교육의 비판 중 하나는 제7차 교육과정에서 강조하는 문제해결력, 창의력 등 고등 사고능력을 기르는 교육이 되지 못하고 워드프로세서, 파워포인트, 엑셀 등 주로 응용 소프트웨어를 다루는 교육에 치중해 왔다는 것이다. 2005년 12원에 발표된 초 중등학교 정보통신기술교육 운영지침에는 문제해결능력을 기르기 위한 논리적 사고력 향상을 위하여 초등학교 단계에서 프로그래밍 교육이 이루어져야 함을 공식적으로 밝히고 있다. 그러나 초등학교 현장에서 이러한 프로그래밍 교육을 시행할 때 어떠한 도구와 내용을 갖고 어떻게 교수해야 하는지에 관한 구체적인 연구가 없다. 본 논문에서는 초등학교 프로그래밍 교육을 위한 구체적이고 현실적인 방법으로 QBASIC 기반 프로그래밍 교육과정을 설계하였다.

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A Study of Algorithm Learning Methods for Improvement of Elementary and Middle School Students' Problem-Solving Abilities (초·중등학생의 문제해결능력 신장을 위한 알고리즘 학습 방안 연구)

  • Kim, Eun-Gil;Kim, Sung-Wan;Hyun, Dong-Lim;Kim, Jong-Jin;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.23 no.1
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    • pp.92-104
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    • 2011
  • Korea is a high level of ICT infrastructure Construction in the OECD's PISA 2006. However, the purpose using of ICT was analyzed for the sake of the interest. They have been emphasized a algorithm-based computer education in conference that it was attended by government, industry and university officials. We designed an algorithm curriculum by analyze a case in international ICT training courses and research. And we were proposed various methods, such as web-based contents, play-based programs, outdoor activities and educational programming language learning for algorithm learning at levels of elementary and middle school students.

Development of Teaching Model for 'Problem-solving methods and procedures' section in the 2012's revised Informatics curriculum (2012년 신 개정 정보 교육과정의 '문제 해결 방법과 절차' 영역을 위한 수업 모형 개발)

  • Hyun, Tae-Ik;Choi, Jae-Hyuk;Lee, Jong-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.8
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    • pp.189-201
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    • 2012
  • The purpose of this study is to develop an effective teaching model for the "Problem solving methods and procedures" section in the revised academic high school informatics curriculum, verify its effectiveness, make the subject more effective and appealing to teachers as well as students. The model includes a middle school level informatics curriculum for the students who have yet to learn the section. This development follows the ADDIE model, and the Python programming language is adopted for the model. Using the model, classes were conducted with two groups: high school computer club students and undergraduate students majoring in computer education. Of the undergraduate students 75% responded positively to the model. This model was applied in the actual high school classroom teaching for 23 class-hours in the spring semester 2012. The Pearson correlation coefficient that verifies the correspondence between the PSI score and the informatics midterm exam grade is .247, which reflects a weak positive correlation. The result of the study showed that the developed teaching model is an effective tool in educating students about the "problem solving methods and procedures". The model is to be a cornerstone of teaching/learning plans for informatics at academic high school as well as training materials for pre-service teachers.

On the Development of Microcomputer-Assisted Mathematics Teaching/Learning Method (마이크로 컴퓨터를 이용한 수학 교수.학습법 개발에 관한 연구)

  • Kim Chang Dong;Lee Tae Wuk
    • The Mathematical Education
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    • v.27 no.1
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    • pp.15-23
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    • 1988
  • We are at the onset of a major revolution in education, a revolution unparalleled since the invention of the printing press. The computer will be the instrument of this revolution. Computers and computer application are everywhere these days. Everyone can't avoid the influence of the computer in today's world. The computer is no longer a magical, unfamiliar tool that is used only by researchers or scholars or scientists. The computer helps us do our jobs and even routine tasks more effectively and efficiently. More importantly, it gives us power never before available to solve complex problems. Mathematics instruction in secondary schools is frequently perceived to be more a amendable to the use of computers than are other areas of the school curriculum. This is based on the perception of mathematics as a subject with clearly defined objectives and outcomes that can be reliably measured by devices readily at hand or easily constructed by teachers or researchers. Because of this reason, the first large-scale computerized curriculum projects were in mathematics, and the first educational computer games were mathematics games. And now, the entire mathematics curriculum appears to be the first of the traditional school curriculum areas to be undergoing substantial trasformation because of computers. Recently, many research-Institutes of our country are going to study on computers in orders to use it in mathematics education, but the study is still start ing-step. In order to keep abreast of this trend necessity, and to enhance mathematics teaching/learning which is instructed lecture-based teaching/learning at the present time, this study aims to develop/present practical method of computer-using. This is devided into three methods. 1. Programming teaching/learning method This part is presented the following five types which can teach/learn the mathematical concepts and principle through concise program. (Type 1) Complete a program. (Type 2) Know the given program's content and predict the output. (Type 3) Write a program of the given flow-chart and solve the problem. (Type 4) Make an inference from an error message, find errors and correct them. (Type 5) Investigate complex mathematical fact through program and annotate a program. 2. Problem-solving teaching/learning method solving This part is illustrated how a computer can be used as a tool to help students solve realistic mathematical problems while simultaneously reinforcing their understanding of problem-solving processes. Here, four different problems are presented. For each problem, a four-stage problem-solving model of polya is given: Problem statement, Problem analysis, Computer program, and Looking back/Looking ahead. 3. CAI program teaching/learning method This part is developed/presented courseware of sine theorem section (Mathematics I for high school) in order to avail individualized learning or interactive learning with teacher. (Appendix I, II)

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Exploring the Design of Artificial Intelligence Convergence Liberal Arts Curriculum Based on Flipped Learning and Maker Education: Focusing on Learner Needs Assessment (플립 러닝과 메이커 교육 기반 인공지능 융합교양교과목 설계 방향 탐색 : 학습자 요구 분석을 중심으로)

  • Kim, Sung-ae
    • Journal of Practical Engineering Education
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    • v.13 no.2
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    • pp.221-232
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    • 2021
  • The purpose of this study is to explore the design direction of artificial intelligence convergence liberal arts subjects based on flip learning and maker education through analysis of learner needs in a non-face-to-face classroom environment caused by COVID-19. To this end, we analyzed the priorities of subject content elements by using the Borich needs assessment and The Locus for Focus model along with students' perceptions of flip learning for students who took and did not take maker education-based liberal arts courses. Based on this, it was used as basic data for designing the curriculum. The study results are as follows. First, the content elements of the artificial intelligence liberal arts curriculum based on maker education consisted of a total of 9 areas and were designed as a class using flip learning. Second, the areas with the highest demand for education are 'Artificial Intelligence Theory', 'Artificial Intelligence Programming Practice', 'Physical Computing Theory', 'Physical Computing Practice', followed by 'Convergence Project', '3D Printing Theory', '3D Printing practice' was decided. Third, most of the questionnaires regarding the application of flip learning in maker education-based artificial intelligence liberal arts subjects showed positive responses regardless of whether they took the course, and the satisfaction of the students was very high. Based on this, an artificial intelligence-based convergence liberal arts curriculum using flip learning and maker education was designed. This is meaningful in that it provides an opportunity to cultivate artificial intelligence literacy for college students by preparing the foundation for artificial intelligence convergence education in liberal arts education by reflecting the needs of students.

A Study on the development of elementary school SW·AI educational contents linked to the curriculum(camp type) (교육과정과 연계된 초등학교 캠프형 SW·AI교육 콘텐츠 개발에 관한 연구)

  • Pyun, YoungShin;Han, JungSoo
    • Journal of Internet of Things and Convergence
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    • v.8 no.6
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    • pp.49-54
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    • 2022
  • Rapid changes in modern society after the COVID-19 have highlighted artificial intelligence talent as a major influencing factor in determining national competitiveness. Accordingly, the Ministry of Education planned a large-scale SW·AI camp education project to develop the digital capabilities of 4th to 6th grade elementary school students and middle and high school students who are in a vacuum in artificial intelligence education. Therefore, this study aims to develop a camp-type SW·AI education program for students in grades 4-6 of elementary school so that students in grades 4-6 of elementary school can acquire basic knowledge in artificial intelligence. For this, the meaning of SW·AI education in elementary school is defined and SW·AI contents to be dealt with in elementary school are: understanding of SW AI, 'principle and application of SW AI', and 'social impact of SW AI' was set. In addition, an attempt was made to link the set elements of elementary school SW AI education and learning with related subjects and units of textbooks currently used in elementary schools. As for the program used for education, entry, a software coding learning tool based on block coding, is designed to strengthen software programming basic competency, and all programs are designed to be operated centered on experience and experience-oriented participants in consideration of the developmental characteristics of elementary school students. In order for SW·AI education to be organized and operated as a member of the regular curriculum, it is suggested that research based on the analysis of regular curriculum contents and in-depth analysis of SW·AI education contents is necessary.

Design of Teaching Method for SW Education Based On Python and Team-Shared Mental Model (파이썬과 팀 공유정신모형을 활용한 SW교육 방법의 설계)

  • Lee, Hakkyung;Park, Phanwoo;Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.1-10
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    • 2020
  • According to the Fourth Industrial Revolution, SW education is emphasized around the world to educate student with new abilities. Following to these global trends, SW education has become mandatory in Korea's 2015 revised curriculum. However, Korean elementary SW education is focused on the use of block-based programming languages. In addition, the point of view of selecting goals and organizing content of SW Education, the affective domain is ignored and focused only on the cognitive and psychomotor domains. So, this study explored method of SW education using the concept of Team-Shared Mental Model for develop of community capacity and Python, which is textual programming language gaining popularity recently. As a result of performing the post test t-test on two groups with similar Team-Shared Mental Model formation, we found that it was effective in forming a Team-Shared Mental Model of the group applying the SW teaching method suggested in the study.

Present and Future for the Curriculums of Game Majors (게임학과 교과과정 현황과 변화 추이)

  • Park, Jin Won
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.123-130
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    • 2016
  • Twenty years have passed since the first game department was established in Korea. We now need to review and foresee the future of game department curriculums. In this paper, we characterize and analyze the current curriculums of game departments in Korean colleges. The study focuses on the detailed course works based on the game making processes, which are largely composed of game design, game programming and game graphic design. Then we analyze the past curriculum changes of the game programming and the game graphic design departments. Also, we survey the curriculums of cinema departments which are older than game departments, thus may show the hint for the future of game departments. As the results of the analysis, the curriculums of game departments have to strengthen the game design related courses and have to expand the game making exercise courses.