• Title/Summary/Keyword: teaching programming

Search Result 314, Processing Time 0.024 seconds

Computer Programming Curriculum and Teaching Method in Connection with Mathematics Education System in the Elementary and Secondary Schools (초.중등학교에서 수학교육체계와 연계된 컴퓨터 프로그래밍 교육과정과 교수방법)

  • Park, Young-Mi;Yoo, Kwan-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.1
    • /
    • pp.116-127
    • /
    • 2008
  • In the $7^{th}$ education curriculum, computer education curriculum in the elementary and secondary schools is composited into the contents for the use of computers so that there are some limitations in teaching students the abilities for solving various problems of several areas using computers. Recently, the research has done to change the computer education curriculum for enhancing creativity and problem solving ability required by the future education. The contents of the main subject for enhancing them is of computer programming, however, there was not enough research on systematic programming education curriculum for leading to motivating learners and enhanced knowledge transfer to those learners. In this paper, we analysis the contents mathematics education curriculum with consecutive contents and in tight connection with computer education and then extract its programming related elements. Based on those, we propose a programming education curriculum with which we can teach systematically computer programing according to continual and systematic guidance in the elementary and secondary schools. And we develop a teaching model and learning guidance for teaching students programming methods with the computer programming education curriculum proposed in this paper.

Problems of Teaching Pupils of Non-Specialized Classes to Program and Ways to Overcome Them: Local Study

  • Rudenko, Yuliya;Drushlyak, Marina;Osmuk, Nataliia;Shvets, Olha
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.1
    • /
    • pp.105-112
    • /
    • 2022
  • The development and spread of IT-technologies has raised interest in teaching programming pupils. The article deals with problems related to programming and ways to overcome them. The importance of programming skills is emphasized, as this process promotes the formation of algorithmic thinking of pupils. The authors determined the level of pupils' interest to programing learning depending on the age. The analysis has showed that the natural interest of younger pupils in programming is decreasing over the years and in the most productive period of its study is minimized. It is revealed that senior school pupils are characterized by low level of interest in the study of programming; lack of motivation; the presence of psychological blocks on their own abilities in the context of programming; law level of computer science understanding. To overcome these problems, we conducted the second stage of the experiment, which was based on a change in the approach to programing learning, which involved pupils of non-specialized classes of senior school (experimental group). During the study of programming, special attention was paid to the motivational and psychological component, as well as the use of game technologies and teamwork of pupils. The results of the pedagogical experiment on studying the effectiveness of teaching programming for pupils of nonspecialized classes are presented. Improvement of the results provided the use of social and cognitive motives; application of verbal and non-verbal, external and internal means; communicative attacks; stimulation and psychological setting; game techniques, independent work and reflection, teamwork. The positive effect of the implemented methods is shown by the results verified by the methods of mathematical statistics in the experimental and control groups of pupils.

Automatic Offline Teaching of Robots for Ship Block Welding Applications (선체 블록 용접을 위한 효과적 로봇 오프-라인 자동교시 소프트웨어 개발 연구)

  • Lim, Seang Gi;Choi, Jae Sung;Hong, Sok Kwan;Han, Yong Seop;Borm, Jin Hwan
    • Journal of the Korean Society for Precision Engineering
    • /
    • v.14 no.5
    • /
    • pp.42-52
    • /
    • 1997
  • Computer aided process planning and Offline programming are decisive factors in successful implementation of automated robotic production. However, conventional offline programming procedure has proven ineffective due to time-consuming teaching process for robot programming and due to inefficient system modeling. The paper presents an efficient procedure to semi-automatically generate robot job programs for ship block welding applications. In the research, the teaching positions are automatically determined by predefined rules which are functions of the type and the dimensions of the given welding section of ship block. And a sequence of robot movements and welding conditions such as welding type, welding current, welding speed, and welding torch orientation, are determined by use of Standard Program which is experimentally proved to work well for the welding wection group. Finally, a robot program for the welding section is generated automatically. Based on the algorithm, a offline automatic teaching software is developed. The paper presents also the algorithm and structure of the software.

  • PDF

The Programming Education Framework for Programming Course in University (대학 프로그래밍 강좌를 위한 프로그래밍 교육 프레임워크)

  • Choe, Hyun-Jong
    • The Journal of Korean Association of Computer Education
    • /
    • v.14 no.1
    • /
    • pp.69-79
    • /
    • 2011
  • In this paper I present the framework for programming education relating to the programming course in university. First of all, I identify the literature of the psychological and educational study of programming in domestic and foreign country. Some outstanding papers in foreign country show that the mental model, programming knowledge and strategies are the important difference between novice and expert programmers. And various problems experienced by novice programmers are identified. I summarise this material and suggest some practical implications for programming teachers in their teaching activity. The framework for programming education presented by this work has three dimensions of program development process, programming learning factors and teaching and learning methods for programming to develope the novice's programming skill. It helps the programming teacher to design, implement and evaluate their programming course with the guideline of programming activities.

  • PDF

A Study on the Programming Education using Diki-3000 for Elementary School (디키-3000을 활용한 초등학교 프로그래밍 교육방안)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
    • /
    • v.14 no.4
    • /
    • pp.627-635
    • /
    • 2010
  • This study analysed the programming attitude and degree of achievement as the 6 types of learning styles which is suggested by Grasha and Reichmann(1974) after a performance of the programming education using the Diki-3000 which is the teaching tools of the specific manipulative activities, in order to prepare the programming education method according to the characteristics of elementary school learners. As the result of the study, the programming attitude according to the 6 types of the learning styles has indicated more positiveness in the independence type than in the dependence type, in the competition type than in the cooperation type, in the participation type than in the avoidance type. In the side of the degree of the achievement, the independent, competition, and participation types indicated more positive than the other types. Also, as the result of an structured interview with learners, which was conducted for deep understanding, there was an understanding of differences of requests to the programming learning classified by the learning styles, and suggestion of a plan for improvement of the Diki-3000 programming in the aspect of an educational environment, teaching tools, teaching contents, and teaching methods in this study.

  • PDF

Development of teaching and learning materials using Arduino and piezo buzzer

  • Lee, Eun-Sang
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.12
    • /
    • pp.349-357
    • /
    • 2020
  • In this paper, I propose a presentation examples of the development of teaching materials using Arduino. For this purpose, a six-step low-cost microcontroller teaching-learning development model was used, the steps being topic selection, exploration of implementation methods, experimentation, production of teaching and learning materials, implementing lesson plans, and improvement. After analyzing the composition of the source code and circuits introduced in the existing Arduino book, this content was reconstructed to fit the programming education context. A simple method of constructing a circuit using materials such as Arduino and a piezo buzzer is proposed to save time on circuit composition. Using this circuit, examples of use in teaching-learning activities for various programming content elements are presented. The core concept of this study is that it provides a direct experience of the content of C language programming exercises that can only be found on existing screens.

Current Status and Improvement Plan of Programming Education for Electronics Engineering

  • LEE, Seung-Woo;LEE, Sangwon
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.13 no.2
    • /
    • pp.112-119
    • /
    • 2021
  • In the Fourth Industrial Revolution and the foundation of software and hardware technologies through ICT, the technology to analyze the principles of information processing activities is the ability to implement programming. In this study, to improve the programming academic performance of electronics majors, firstly, we presented an effective teaching method in order to promote employment in the programming field by improving problem-solving skills and logical thinking skills in the programming field that electronics majors do not prefer. Secondly, we plan to promote intelligence informatization by converging intelligence information technology into the existing electronics industry by developing software utilization skills through programming curriculum that reflects the specificity and reality of electronics. Lastly, as computer programmers, we would like to expand creative talent education by developing learners' capabilities to cultivate smart talents who have both hardware and software capabilities.

A Study on Development of Teaching Materials for App Inventor Programming Using the Waterfall Model (워터폴 모델을 적용한 앱 인벤터 프로그래밍 교재개발 연구)

  • Seol, Moon-Gu;Son, Chang-Ik
    • Journal of The Korean Association of Information Education
    • /
    • v.17 no.4
    • /
    • pp.409-419
    • /
    • 2013
  • The aims of this paper were to review the usable possibility of the educational App Inventor Program in the field of programming education and to develop programming teaching materials that can overcome limitations of the established programming instruction. The study showed that the learners' motivations were strengthened through smart device programs. Containing the elements of STEAM, the teaching materials were developed for the logical and systematic learning that deals with elementary students' real-life situations, and that helps children follow the procedures of software development. By introducing the Waterfall Model to the process of programming, students are able to follow the software developers' thinking process. In addition, beyond the simplistic programming language and simply acquiring related knowledge, the App Inventor programming was designed to enhance students' higher-order thinking skills such as creativity, problem solving ability, collaborative thinking, and so forth.

A Problem Based Teaching and Learning Model for Scratch Programming Education (문제 중심 학습을 적용한 스크래치 프로그래밍 교수 학습 모형)

  • Bae, HakJjn;Lee, EunKyoung;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
    • /
    • v.12 no.3
    • /
    • pp.11-22
    • /
    • 2009
  • Scratch, one of the educational programming languages, provides a media-rich programming environment and easy interface to users. It supports Korean language and is utilized usefully in programming classes in elementary and middle schools. However, programming causes cognitive loads to young students. Because the programming process is a complex problem solving procedure that requires logical and abstract thinking abilities. Therefore, we developed a problem based scratch programming teaching and learning model to enhance intrinsic motivation of learners and to maximize the effects of using the scratch, educational programming language. The developed problem based teaching and learning model considered elementary students' characteristics. It was implemented in fifth grade elementary school classes and the educational effects of the model was analysed. The developed model was helpful in enhancing students' problem solving potential and logical thinking abilities.

  • PDF

Effects of Pair Programming on Creative Problem-Solving Ability and Efficiency (짝 프로그래밍 학습방법이 창의적 문제해결력과 효율성에 미치는 영향)

  • Kim, Jeongrang
    • Journal of The Korean Association of Information Education
    • /
    • v.20 no.1
    • /
    • pp.21-28
    • /
    • 2016
  • As the Programming education is organized in Elementary Education Curriculum by the 2015 Revised Curriculum, The study of teaching and learning methods are needed. In this study, we applied the Pair Programming in programming teaching and learning methods that can be applied at Elementary school level. The result of applying creative problem solving ability of the proposed teaching strategy appeared significant difference. Also it showed that a significant difference in the effectiveness of the completed programs and The Gap between Men and Women.