• 제목/요약/키워드: programming languages education

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The Effects of Writing to Describe using Block-based Programming on Computational Thinking and Writing Skills (블록 기반 프로그래밍을 활용한 묘사적 글쓰기가 컴퓨팅사고력과 글쓰기 능력에 미치는 영향)

  • Seo, Hyunseok;Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.665-674
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    • 2019
  • To determine the educational effects of writing to describe using Entry, block-based programming language, we instructed first year students at the national university of education on these activities for four weeks and analyzed the changes in their writing perception and attitude, ability of descriptive writing, computational thinking and learner's competencies. As a result, writing to describe using Entry did not affect students' writing perception and attitude change. However, the experimented students who wrote to describe using Entry became acquainted with the way of writing to describe, and improved their ability to describe objects. In addition, the computational thinking and critical thinking improved. Based on these results, it is hopped to be used as a basic material for expanding the education of descriptive writing using programming languages.

Education Course Model based on AP CSP For Improvement of Computational Thinking

  • Cheon, EunYoung
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.9
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    • pp.171-178
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    • 2019
  • Computational Thinking is one of the biggest issues in the era of the Fourth Industrial Revolution. It is a core literacy required not only for SW major but also for all students including them. It is not a simple computer software education, but a coding education based on Computational Thinking, and it should be able to solve the problems in everyday life and to express the process and solutions. However, in the case of students who lack background knowledge on SW and programming languages for development, it is hard to know how to algorithmize problems and express them using computer devices. In this study, we proposed a education course model to improve the students' thinking skills and to express them effectively. In addition, we confirmed whether the non-major students who learned through this education course model can express various problems related to the major field by integrating them with computing accidents and improve the problem solving ability.

Research on Coding Education using Viscuit (Viscuit을 활용한 코딩 교육에 관한 연구)

  • Hwang, Seojin;Chae, Jiseon;Kim, Jihyun;Park, Seongbin
    • The Journal of Korean Association of Computer Education
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    • v.21 no.3
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    • pp.1-10
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    • 2018
  • In this research, we introduce advantages of Viscuit which is an educational programming language developed in Japan and propose a possibility of using Viscuit to introduce coding. Specifically, we conducted experiments against students using both the manual and the focused study guide and the results indicated that they became familiar with coding easily without the knowledge of Japanese. Even though Viscuit is less well-known than languages such as Scratch and LightBot, it is very easy to practice coding using Viscuit because all that users need to do is manipulating pictures simply and it is expected that Viscuit will serve as a useful vehicle by which students can learn how to code.

The Development of Interactive Artificial Intelligence Blocks for Image Classification (이미지 분류를 위한 대화형 인공지능 블록 개발)

  • Park, Youngki;Shin, Youhyun
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.1015-1024
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    • 2021
  • There are various educational programming environments in which students can train artificial intelligence (AI) using block-based programming languages, such as Entry, Machine Learning for Kids, and Teachable Machine. However, these programming environments are designed so that students can train AI through a separate menu, and then use the trained model in the code editor. These approaches have the advantage that students can check the training process more intuitively, but there is also the disadvantage that both the training menu and the code editor must be used. In this paper, we present a novel artificial intelligence block that can perform both AI training and programming in the code editor. While this AI block is presented as a Scratch block, the training process is performed through a Python server. We describe the blocks in detail through the process of training a model to classify a blue pen and a red pen, and a model to classify a dental mask and a KF94 mask. Also, we experimentally show that our approach is not significantly different from Teachable Machine in terms of performance.

Analysis of Liberal Resilience of Liberal Programming Lecture Students: Focusing on Python Subjects and Scratch Subjects (교양 프로그래밍 강좌 수강생의 회복탄력성 분석 : 파이썬 과목 수강자와 스크래치 과목 수강자를 중심으로)

  • Cho, Youngbok;You, Kangsoo;Hong, Kicheon;Kim, Semin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.231-233
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    • 2018
  • Programming learning is difficult for learners, and there are many cases where students lose interest in programming or give up. In this situation, the resilience is the ability of learners to stand up and get resilient and gain confidence in learning. Also, depending on the programming language and tools, the learner may feel the cognitive burden and the learning motivation may be different. In this study, we compared and analyzed the differences of resilience among the students of the scratch course and the Python course of the liberal programming lecture. As a result of the study, the differences in resilience of Python lectures and scratch lectures were significant but not significant. Through this study, learning strategies based on programming languages and tools and learners' tendencies were established.

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Developing the Teaching Material and Comparative Experiment of LOGO and Scratch (교육용 프로그래밍 언어인 로고와 스크래치 교재 개발 및 비교 실험)

  • Kim, Jong-Jin;Hyun, Dong-Lim;Kim, Sung-Wan;Kim, Jong-Hoon;Won, Yoo-Hun
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.459-469
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    • 2010
  • Knowledge-based society requests the ability to reuse existing knowledge beyond acquirement and utilization of universal knowledge. The present education of computer, on the other hand, is biased only teaching how to use software. But it does not appropriate for the education to boost various and creative thinking. Thus, this paper carried out research on creativity to be treated in the goal of the 7th Educational Curriculum. Also it selected and analysed computer programming languages-'LOGO' and 'Scratch'. Furthermore, it develops a training material and applies to elementary students in schools. The result that it compares and analyzes the effect that each languages influence to creativity of students, both of them help to develop creativity. Especially 'LOGO' made a positive impact on fluency, 'Scratch' did on ness and resistance.

Design of Programming Language Teaching-Learning Model for Learning Motivation Enhancement and its Application Effect (학습동기 향상을 위한 프로그래밍 언어 교수-학습 모델 설계 및 적용 효과)

  • Kim, Kyong-Ah;Ahn, You Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.251-252
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    • 2016
  • 프로그래밍 언어 수업은 학습자들 간의 학습 수준의 차이가 크게 나타나고 수업 내용의 연관성이 높은 특성을 가지고 있다. 이로 인해 다른 어떠한 수업보다 학습자들의 학습동기를 향상시켜 지속적으로 학습에 적극적으로 참여할 수 있는 외재적 동기 부여를 통한 학습효과 증진 방법이 필요하다. 본 연구에서는 프로그래밍 교육에서 성찰일지를 활용한 학습동기 증진 교수 학습 모델을 제시하고, 실제 수업에 적용 후 학습동기에 대한 사전 사후 설문을 실시하여 제시한 교수 학습 모델이 학습동기 증진에 효과 있었음을 조사 분석하였다.

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Development of Teaching Methods to Improve Mathematical Capabilities for Electronics Engineering

  • LEE, Seung-Woo;LEE, Sangwon
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.2
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    • pp.120-126
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    • 2021
  • The importance of mathematics is emerging to create new values and secure competitiveness in an intelligent information society based on the Fourth Industrial Revolution. This study was conducted with the aim of improving the academic performance and increasing interest of electronics majors in mathematics subjects. In order to develop learners' mathematical capabilities in major fields that utilize mathematics that electronics majors do not prefer, we have proposed a new teaching method to promote employment in mathematics-based electronics fields. In addition, to enhance learners' self-directed learning, we developed teaching methods for efficient mathematics subjects with programming languages as tools in electronics engineering and applied them to real-world teaching sites to effectively cultivate academic performance improvement of majors. Finally, we conducted a survey and statistically analyze the effectiveness of the developed teaching methods to present effective operational measures for mathematics education, an essential tool in intelligent information technology.

A Study on Education Software for Controling of Multi-Joint Robot (다관절 로봇 제어를 위한 교육용 소프트웨어 연구)

  • Kim, Jae-Soo;Son, Hyun-Seung;Kim, Woo-Yeol;Kim, Young-Chul
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.469-476
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    • 2008
  • To enhance the educational effect of Multi-Joint Robot have to easily develop motion through the control software. The traditional way of development technique for multi-joint robot is educated with very complicated implementation, but our motion creation tool can be possible to do the creative activity for controling robot movements with ease. This paper mentions to develop the motion creation tool for easily and quickly programming the motion control of multi-joint robot on the educational program. With this tool we easily and exactly provide the education of robot program. In this paper, our suggested tool could not only evade the traditional way of a complicated control program using programming languages but also control easier the robot than the GUI(Graphic User Interface) programming centered on the user's convenience. Additionally, the robot motion's implementation is possible applied with microprocessor experimental equipment educationally to practical use.

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DEVELOPMENT OF A VALLEY MANAGEMENT SYSTEM FOR GIS AND REMOTE SENSING EDUCATION

  • Wu, Mu-Lin;Wong, Deng-Ching;Wang, Yu-Ming
    • Proceedings of the KSRS Conference
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    • v.2
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    • pp.570-573
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    • 2006
  • College GIS and remote sensing education usually consists of commercial software packages implementations in the classroom. Computer programming is quite important when college graduates work in private or public sectors relevant with GIS and remote sensing implementations. The objective of this paper was to develop a valley management system which implements GIS and remote sensing as the key components for education. The Valley Authority is entitled with water resource protection for sustainable drinking water supply of the second largest city in Taiwan. The test area consists of three different government agencies, Forest Service, EPA, and Water Resource Agency. Materials were provided by the Valley Authority in ArcGIS file format. MapObjects have made the GIS development process much easier. Remote sensing with image manipulation functions were provided by computer programming with Visual Baisc.NET and Visual C#.NET. Attributes inquiry are performed by these two computer languages as well. ArcGIS and ArcPad are also used for simple GIS manipulations of the test area. Comparison between DIY and commercial GIS can be made by college students. Functions provided by the developed valley management system depending on how many map layers have been used and what types of MapObjects components have been used. Computer programming experience is not essential but can be helpful for a college student. The whole process is a step-by-step sequence which college students can modify to depict their capability in GIS and remote sensing. The development process has gone through one semester, three hours every week in 18 weeks. College students enrolled in this class entitled with GIS showed remarkable progresses both in GIS and remote sensing.

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