• Title/Summary/Keyword: project-based programming class

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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
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    • v.21 no.1
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    • pp.165-172
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    • 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.

Designing Programming Curriculum for Developing Programming Pedagogical Content Knowledge of Pre-service Informatics Teachers (예비교사의 프로그래밍 교수내용지식 향상을 위한 프로그래밍 교육프로그램 설계)

  • An, Sangjin;Lee, Youngjun
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.1-10
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    • 2016
  • This study is for developing a programming education course to improve pre-service teachers' pedagogical content knowledge(PCK) of programming education. A 40-hour training course was designed with App Inventor, a block-based mobile programming environment, and with problem-based learning method and project-based learning method. After the curriculum was adopted to 12 undergraduate students, the effect of education was tested with a programming PCK questionnaire. As a result, after a 20-hour problem-based learning class, overall score and teaching method score were enhanced significantly. After another 20-hour project-based learning class, content knowledge, teaching method, and curriculum score were improved.

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 Case Study on the Intensive Semester Operation of Online-based Project Learning Using Python : Focusing on S Women's University (파이썬을 활용한 온라인 기반 프로젝트의 집중학기제 운영사례 : S 여대를 중심으로)

  • Kyun, Suna;Jang, Jiyoung
    • Journal of Engineering Education Research
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    • v.24 no.5
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    • pp.3-14
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    • 2021
  • This study deals with the case of online-based project learning, which was designed for the purpose of university educational innovation and enhancing learners' competencies required by society, operated during the COVID-19 pandemic. The course was applied Python programming language, team-based project learning, and intensive course system, which is required by our society and companies in the era of the 4th industrial revolution. Also it was operated as a non-face-to-face online class, which would have been operated in an offline class if it had not been for Covid 19 pandemic, to explore the possibilities and educational effects of online learning. To do this, 32 university students participated in online-based project learning during 8 weeks, and then conducted a survey. The survey results were analyzed in terms of i) non-face-to-face online learning, ii) team-based project learning, and iii) application of the intensive course system. Results say that most of the learners were satisfied with the online learning, team-based project learning, and the intensive semester system applied in this course at a high level, and also they clearly presented the reasons. Thereby, it has been confirmed that the learners were already well aware of the pros and cons of each learning method. Based on these results, the implications were discussed.

An Analysis of Learning Achievements in Team Project-Based Computer Programming Classes (팀 프로젝트 기반 컴퓨터 프로그래밍 수업의 학습 성과 분석)

  • Ahn, You Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.257-258
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    • 2020
  • 팀 프로젝트 기반 컴퓨터 프로그래밍 수업에서 팀의 동료 학습자들은 공동의 성과물을 얻기 위해 다양한 팀 활동을 하게 되며 그 과정에서 여러 학습 능력이 향상될 수 있다. 본 연구에서는 팀 프로젝트에 참여하는 학습자들이 팀 구성, 주제 선정, 프로젝트 계획서 작성, 역할 분담, 팀 단위의 프로그래밍 개발 활동 및 평가에 참여하는 과정에서 얻게 되는 학습 성과를 분석해보고자 한다. 팀 프로젝트 수행과 관련 있는 창의력, 협동 능력, 의사소통 능력 그리고 문제해결 능력에 대해 학습자들 스스로 얼마나 향상되었다고 느끼는지 조사분석하여 다음 학기 수업 운영 시 교수법 개선에 반영하고자 한다.

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A Comparison of Learning Effects of Untact and Face-to-Face Classes Based on Team Project (팀 프로젝트 기반 언택트 수업과 대면 수업 방식의 학습 효과 비교)

  • Ahn, You Jung;Kim, Ji Sim;Kim, Kyong Ah
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.85-87
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    • 2021
  • 컴퓨터 전공자들의 프로그래밍 개발 중심의 팀 프로젝트 수업은 프로그래밍 개발 능력과 팀원들 간의 협업 능력을 키울 수 있는 수업으로서, 기존에는 대면수업을 통해 교수자와 학습자간 그리고 팀을 이룬 학습자들 간에 긴밀한 상호작용으로 진행되어왔다. 그러나 2020년 COVID-19의 확산으로 대부분의 대학 수업들이 비대면 방식으로 진행됨에 따라 팀 프로젝트 수업 역시 비 대면으로 운영되어야 했으며 팀 활동을 위해 다양한 온라인 커뮤니케이션 방법이 모색되어야 했다. 본 연구에서는 팀 프로젝트 수업을 기존의 대면 수업으로 운영하였을 경우와 비대면 방식으로 운영하였을 때 학습자들이 느끼는 학습 효과에 대해 비교해보고자 한다. 대면 수업과 비대면 수업에 참여했던 학습자들을 대상으로 설문을 실시하여 팀 프로젝트 수업을 통한 학습 이해도, 수업 흥미도, 학습자간의 소통의 원활성, 수업 참여의 적극성 그리고 전체적인 수업 만족도에 대한 설문 결과를 비교 분석하였다. 향후 포스트 코로나 시대에는 대면과 비대면의 하이브리드 커뮤니케이션 방식이 대세를 이룰 것으로 예측되고 있는 만큼 대학 수업 방식에도 변화가 필요할 것이며 본 연구는 이를 위한 기초 연구로 활용될 수 있다.

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Qualitative Analysis of IT fused Mentorship Project Performance with Gifted Secondary Students in Information Science Class (정보 영재반 중학생들의 IT 융합 사사 프로젝트 수행에 관한 질적 분석)

  • Jun, Youngcook
    • The Journal of Korean Association of Computer Education
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    • v.19 no.4
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    • pp.45-58
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    • 2016
  • This paper tried to analyze cases of one year team-based project of gifted students who spent two year programs in a math-IT integrated class as part of formative evaluation and extracted the factors associated with future enhancement for the program. The researcher as an advisory professor tried to guide the students as minimally as possible considering their levels of IT skills so that they could self-directedly perform the IT-fused project on a team basis. The data collection included documents, annual report, photos, video, artifacts and interview data with the students for the whole team project carried out between February and December, 2015. The overall pattern of the project activities has been stabilized in the middle of the course compared to the initial stages of brainstorming and design work even though the students revealed the differences of their programming skills and preferences toward the project theme. Their project outcomes were qualitatively analyzed according to the 9 steps of R&E model and has shown individual differences according to low, middle and high level. At the end, the analysis suggested several implications for further improvement of the mentorship program.

The Development of the Game Addiction Remedy Program based on Scratch Programming (스크래치 프로그래밍을 활용한 게임중독 치료 프로그램의 개발)

  • Han, Seon-Kwan;Kim, Soo-Hwan;Seo, Jung-Bo
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.61-68
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    • 2010
  • In this paper, we proposed the education program using Scratch as an alternative activity for the remedy program of game addiction. We tried to find the solution through computer and game that affect the problem of game addiction. We choose the high-risk students about game addiction disposition and took a programming lesson for educational game development with consultation class. We also analysed the effectiveness of our remedy program. We found the positive results between before and after the program and we analysed that game connectivity rates were decreased during recess time. In interview and observation about students, we found that the students were changed to the positive tendency about game addiction. We expect this program will give many help for solving the problem of game addiction, if this research is applied to the regular class in elementary school.

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A Freedom Inquiry Method by Revised Science Curriculum in 2007 (2007년 개정 과학과 교육과정에서 자유탐구 방안)

  • Lee, Yong-Seob;Park, Mi-Jin
    • Journal of the Korean Society of Earth Science Education
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    • v.3 no.1
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    • pp.65-75
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    • 2010
  • The purpose of this study is to present a Freedom Inquiry Method by Revised Science Curriculum in 2007. This study introduced IIM(Independent Inquiry Method), PBL(Problem Based Learning), Small Inquiry Method, Science Notebooks, Project Learning Method about Freedom Inquiry Method. The results of this study are as follows: First, IIM(Independent Inquiry Method) is studying method in the inquiry process center. The inquiry process is composed of total 9 phases, inquiry subject really it is, detailed aim deciding, information searching, it searches, quest result it arranges, aim evaluation, the report making, it announces, it evaluates, it is become accomplished. Second, It is a studying method which it starts with the problem which is Problem Based Learning, study atmosphere creation phase, problematic presentation phase and sleep static problem solving the phase which it attempts, it is become accomplished with autonomous studying phase, coordinated studying and discussion studying phase, discussion resultant announcement studying phase, arrangement and evaluation. Third, Small Inquiry Method, Call it accomplishes the call grade of the students among ourselves 4~8 people degree where only the quest learning capability is similar within class. Also interaction and coordinated function of the members between it leads and the subject which is given in the group it cooperates and it solves with it is a quest method which arrives to aim of commonness. This method divides on a large scale in three parts, it becomes accomplished in programming phase, quest accomplishment and resultant announcement. Fourth, Science Notebooks learns a scientific contents and a scientific quest function and the possibility of decreasing in order to be, from the fact that the help which it understands. This planing, data searching, it searches, becomes accomplished with resultant arrangement, announcement and evaluation. Fifth, The Project Learning Method the studying person oneself studying contents, it establishes a plan and it collects it accomplishes process of etc. it evaluates it leads and a subject and information and with real life it is a method which it studies naturally from the learning environment inside which is similar. This is preliminary phase, project start, project activity and project arrangement.

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uCDSS: Development of an Intelligent System for Ubiquitous Healthcare

  • An, Hyeon-Sun;Kim, Gwan-Yu;Lee, Seung-Han;Choe, Si-Myeong;Jo, Man-Jae;Lee, Sang-Gyeong;Kim, Jin-Tae
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2005.11a
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    • pp.425-428
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    • 2005
  • Healthcare is a research field suitable for applying the recent ubiquitous techniques. As a test system, we developed a kind of CDSS (Clinical Decision Support System) running in ubiquitous environment. called as 'uCDSS'. The uCDSS is a core system of the ubiquitous healthcare and is composed of some 'uMLMs(Ubiquitous Medical Logic Modules)'. The uMLMs based on the class in C# programming language could be reused in development of CDSS, or another EHR system running in .NET environment. As a test system, we developed the DM(Diabetes Mellitus knowledge system using ASP.NET. This system shows the potential of C# class-based uMLMs and the extensibility to any .NET development project.

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