• Title/Summary/Keyword: teaching programming

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Analysis of Error Types occurring on Elementary School Student's Programming Learning (초등학생들이 프로그래밍 학습 시 발생하는 오류유형 분석)

  • Moon Wae-Shik
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.2 s.40
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    • pp.319-327
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    • 2006
  • Higher grade elementary school students who have superior cognitive abilities need education of basic principles of computer or programming rather than computer in education. In this study, all the errors occurring while elementary school students wrote and executed programs were collected. in the method of predicting and dealing with possible-to-occur problems on programming education of the higher grades (4th, 5th and 6th grades) during their optional special activities or during talent aptitude activities after school, classified by type and analyzed. If the errors analyzed are put to practical use, optimal programming curriculums could be written and such curriculums could be a great contribution to induction of learning effect and interest on teaching learning. It was found by analyzing the errors collected for this study that the most of elementary school students during programming felt difficulties in simple errors by poor use of software and in simple coding by poor use of reserved words in English. In the next, students occurred errors by difficulties in understanding grammar. It was exposed that these error types were the opposite phenomena to those analyzed by commercial software developing companies, however, it is predicted that if teaching learning is setting improved, the same phenomena could be found desirably.

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The Effects of MINDSTORMS Programming Instruction on the Creativity (MINDSTORMS을 이용한 프로그래밍 학습이 창의력에 미치는 효과)

  • Yoo, In-Hwan;Kim, Tae-Wan
    • The Journal of Korean Association of Computer Education
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    • v.9 no.1
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    • pp.49-59
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    • 2006
  • Traditional programming education lacked consideration of contents, methods and learners. In particular, the importance of programming education has been decreased in school because almost no suitable teaching has been executed for elementary school students. To solve these problems, this study proposed the use of MINDSTORMS that is a programming education tool suitable for elementary school students, and verified its effects on learners' creativity. The results of this study show that the tool is highly effective in improving students' creativity. The objectives of programming education are not only learning programming languages but also improving problem-solving ability, logical thinking and creativity. We must offer environment, in which students can control their own learning activity and solve problems by themselves. In addition, MINDSTORMS can be a very useful and suitable tool for programming education.

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Present State of Programming Language Education and Suggestions for Its Improvement (프로그래밍 언어 교육현황과 개선제안)

  • Rheem, Jae-Yeol
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.1
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    • pp.56-61
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    • 2011
  • As IT technology improves, software is being more and more important. Industry demands higher level of programming ability from university graduates. As a result, programming related courses already take higher possession of electronics department curricula. But even though the environment likewise computer laboratory is improved as much, and professors have tried to enhance the quality of their lectures and educational results, still programming education does not match the demand of our society and industry. In this paper, we introduce the overview of programming education in electronics department, KUT and discuss problems in programming language education especially for the 1st year students, since programming education to the 1st year university students becomes one of the most important part as it deals with fundamentals on programming language and we suggest its improvement directions in regards with students, teaching materials, professors, class size, and class hours.

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Industrial robot programming method utilizing the human learning capability (인간 학습을 이용한 산업용 로보트의 효율적 프로그래밍 방안)

  • 김성수;이종태
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1996.04a
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    • pp.244-248
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    • 1996
  • Nowadays, most shop floors using industrial robots have many problems such as constructing robot workcell, generating robot arm moving trajectory, etc.. In the case of programming robot-arms for a specific task, shop operator commonly use the teach pendant to record the target position and determine the moving trajectory. However, such a teaching process may result in an inefficient trajectory in the sense of moving distance and joint angle fluctuation. Moreover, shop operators who have little knowledge about robot programming process need a lot of learning time and cost. The purpose of this paper is to propose a user friendly robot programming method to program robot-arms easily and efficiently for shop operator so that the programming time is reduced and a short and stable trajectory is obtained.

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A Qualitative Study of Saudi Female Programming Lecturers' Attitudes towards Mobile Learning and Teaching Approaches

  • Alanazi, Afrah;Li, Alice;Soh, Ben
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.208-216
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    • 2022
  • In Saudi Arabia, female students tend to struggle with the basics of computer programming, especially coding. To better understand why female students sometimes perform poorly in this discipline, this qualitative study aims to obtain the views of female computer programming teachers at a Saudi university on using mobile learning (m-learning) methods in computer programming lectures. Ten teachers from the all-female Aljouf University were interviewed to assess their perceptions of m-learning, in particular, the usefulness of ViLLE visualisation software. Data were analysed using thematic analysis. Most interview responses about m-learning and ViLLE were positive, although there were some notable negative responses. The Saudi culture-related responses were evenly divided between positive and negative, reflecting the culture's limitations.

Designing and Implementing Serious Game for Programming Education (프로그래밍 교육을 위한 기능성 게임의 설계와 구현)

  • Jung, ChanYong
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.143-150
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    • 2016
  • Programming is a difficult meat for novices. Educatees nowadays start to play games before they first attend formal education. Serious games offer tools that may have potential to support programming trainers to become more engaged on their learning through a learn while having fun approach. This paper aims to design and implement serious game for programming education. Our serious game substitutes game rules and objects for elements of programming language. We will begin by describing the game mechanics, followed by the general system architecture, finalizing with a small conclusion. We also discuss the implications of our work for the development of the serious game that support the identified features and teach programming concepts.

Mathcad program as a useful tool for the teaching and studying the sport biomechanics (운동역학의 교육과 연구용 도구로서 Mathcad의 유용성)

  • Sung, Rak-Joon
    • Korean Journal of Applied Biomechanics
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    • v.14 no.3
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    • pp.301-311
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    • 2004
  • The purpose of this study was to verify the usefulness of the Mathcad program as a tool for the studying and teaching the sport biomechanics. A projectile motion was analyzed because it is the one of the most popular motion in sports activities. A 3 dimensional CG data for the high jump bar clear phase was used to calculate the initial velocity vector of the CG. Linear regression function and other functions such as cubic spline and derivative of Mathcad were used to calculate this vector. Finally, the approach angle to the bar and peak jump height was calculated. Programming in Mathcad was relatively easy compare to traditional computer language such as Fortran and C, because of the unique documentation method of Mathcad. Additionally the 2 and 3 dimensional graph function was very easy and useful to describe the mechanical data. If the use of Mathcad program is more popular in the field of sport biomechanics, it could greatly contribute to overcome the limit of research caused by the lack of proper programming ability.

Implementation of A Flow Chart Generator for Teaching Programming (프로그래밍 교육을 위한 순서도 생성기 구현)

  • 최성권;류시혁;신승철
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2002.06a
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    • pp.185-189
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    • 2002
  • When we are teaching the programming education, it is very useful if we show that a flow chart generate automatically owing to a written out of the program. In this paper, we introduce the method of a flow chart generating from the simple imperative language for the While program. After the While program is translated by the Flow Chart Language program, it is generated automatically by making use of the java graphic library. Taking advantage of our results of the study, beginners can understand the flow of the program easily.

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On the Effect of a Pilot Coding Education Support System for Complex Problem Solving Tasks

  • Jeon, Inseong;Song, Ki-Sang
    • International journal of advanced smart convergence
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    • v.7 no.4
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    • pp.128-137
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    • 2018
  • In the programming education, there is a great need of a teaching support system that can support the learner in the programming process regardless of the computer language due to instructor's difficulty of checking the progress of learners in real-time. Its importance is especially important in lower grade coding classes such as in K-12 education because they are not used to coding and so simple problems can be regarded as complex problems. For this, a pilot coding education support system based on Levenshtein distance algorithm which shows learners' progress to given solution in real-time was developed in order to help learners to solve complex problems easily, and the learners' motivation and self-efficacy was measured for estimating the usefulness of developed system targeting elementary school students. When the learners use the developed system, it was found that a statistically significant difference appears in the sub-factors of learning motivation compared with traditional class teaching environments. Among the sub-factors of self-efficacy, the efficacy dimension showed statistically significant difference too.

Developing a Subset Sum Problem based Puzzle Game for Learning Mathematical Programming (수리계획법 학습을 위한 부분집합총합문제 기반 퍼즐 게임 개발)

  • Kim, Jun-Woo;Im, Kwang-Hyuk
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.680-689
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    • 2013
  • In recent, much attention has been paid to the educational serious games that provide both fun and learning effects. However, most educational games have been targeted at the infants and children, and it is still hard to use such games in higher education. On the contrary, this paper aims to develop an educational game for teaching mathematical programming to the undergraduates. It is well known that most puzzle games can be transformed into associated optimization problem and vice versa, and this paper proposes a simple educational game based on the subset sum problem. This game enables the users to play the puzzle and construct their own mathematical programming model for solving it. Moreover, the users are provided with appropriate instructions for modeling and their models are evaluated by using the data automatically generated. It is expected that the educational game in this paper will be helpful for teaching basic programming models to the students in industrial engineering or management science.