A Mobile Game Algorithm for Programming Education

Software education currently being implemented is programming education, and the scope of the curriculum is adjusted to suit the level of each school level. In the case of elementary school, experience- and activity-based activities are used to learn problem-solving methods through play and educatio...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:International journal of software innovation 2022-01, Vol.10 (2), p.1-10
Hauptverfasser: Hwang, SunMyung, Yeom, Hee Gyun
Format: Artikel
Sprache:eng
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 10
container_issue 2
container_start_page 1
container_title International journal of software innovation
container_volume 10
creator Hwang, SunMyung
Yeom, Hee Gyun
description Software education currently being implemented is programming education, and the scope of the curriculum is adjusted to suit the level of each school level. In the case of elementary school, experience- and activity-based activities are used to learn problem-solving methods through play and educational programming languages, and in the case of junior high school, the basic concepts and principles of software are understood through education-oriented programming languages and learn to apply to problem solving. In the case of high school, the contents are designed to improve the ability to creatively and efficiently solve problems in other academic fields while learning more advanced contents with advanced contents linked to careers. In this article, we develop an algorithm game using a robot so that students can think of programming and unpacking functions expressed in pictures to solve the problem of losing interest due to difficulties in understanding and applying programming or algorithms
doi_str_mv 10.4018/IJSI.289592
format Article
fullrecord <record><control><sourceid>igi_cross</sourceid><recordid>TN_cdi_crossref_primary_10_4018_IJSI_289592</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>bile_Game_Algorithm_for_P10_4018_IJSI_28959210</sourcerecordid><originalsourceid>FETCH-LOGICAL-c165t-ced52949327e0b40f61c27f4fdb58d2b2502dcf06867acdf42fff7b2f63c9eca3</originalsourceid><addsrcrecordid>eNptzz1PwzAQBmALgURVOvEHvKMUfyR2PIaqtEFFVAJmy_FHcJXEyEkH_j2Jgjpxy93w6u4eAO4xWqcI54_ly3u5JrnIBLkCC4IZSzjm4voyM3QLVn1_QmMJQQmlC4AL-Boq31i4U62FRVOH6IevFroQ4TGGOqq29V0Nt-as1eBDdwdunGp6u_rrS_D5vP3Y7JPD267cFIdEY5YNibYmIyIdz3CLqhQ5hjXhLnWmynJDKpIhYrRDLGdcaeNS4pzjFXGMamG1okvwMO_VMfR9tE5-R9-q-CMxkhNYTmA5g8f005z2tZencI7d-JucYHKCyQtMjjB5_GcFRvQXSZ1eZg</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype></control><display><type>article</type><title>A Mobile Game Algorithm for Programming Education</title><source>ProQuest Central UK/Ireland</source><source>ProQuest Central</source><creator>Hwang, SunMyung ; Yeom, Hee Gyun</creator><creatorcontrib>Hwang, SunMyung ; Yeom, Hee Gyun</creatorcontrib><description>Software education currently being implemented is programming education, and the scope of the curriculum is adjusted to suit the level of each school level. In the case of elementary school, experience- and activity-based activities are used to learn problem-solving methods through play and educational programming languages, and in the case of junior high school, the basic concepts and principles of software are understood through education-oriented programming languages and learn to apply to problem solving. In the case of high school, the contents are designed to improve the ability to creatively and efficiently solve problems in other academic fields while learning more advanced contents with advanced contents linked to careers. In this article, we develop an algorithm game using a robot so that students can think of programming and unpacking functions expressed in pictures to solve the problem of losing interest due to difficulties in understanding and applying programming or algorithms</description><identifier>ISSN: 2166-7160</identifier><identifier>EISSN: 2166-7179</identifier><identifier>DOI: 10.4018/IJSI.289592</identifier><language>eng</language><ispartof>International journal of software innovation, 2022-01, Vol.10 (2), p.1-10</ispartof><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><cites>FETCH-LOGICAL-c165t-ced52949327e0b40f61c27f4fdb58d2b2502dcf06867acdf42fff7b2f63c9eca3</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,776,780,27903,27904</link.rule.ids></links><search><creatorcontrib>Hwang, SunMyung</creatorcontrib><creatorcontrib>Yeom, Hee Gyun</creatorcontrib><title>A Mobile Game Algorithm for Programming Education</title><title>International journal of software innovation</title><description>Software education currently being implemented is programming education, and the scope of the curriculum is adjusted to suit the level of each school level. In the case of elementary school, experience- and activity-based activities are used to learn problem-solving methods through play and educational programming languages, and in the case of junior high school, the basic concepts and principles of software are understood through education-oriented programming languages and learn to apply to problem solving. In the case of high school, the contents are designed to improve the ability to creatively and efficiently solve problems in other academic fields while learning more advanced contents with advanced contents linked to careers. In this article, we develop an algorithm game using a robot so that students can think of programming and unpacking functions expressed in pictures to solve the problem of losing interest due to difficulties in understanding and applying programming or algorithms</description><issn>2166-7160</issn><issn>2166-7179</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2022</creationdate><recordtype>article</recordtype><recordid>eNptzz1PwzAQBmALgURVOvEHvKMUfyR2PIaqtEFFVAJmy_FHcJXEyEkH_j2Jgjpxy93w6u4eAO4xWqcI54_ly3u5JrnIBLkCC4IZSzjm4voyM3QLVn1_QmMJQQmlC4AL-Boq31i4U62FRVOH6IevFroQ4TGGOqq29V0Nt-as1eBDdwdunGp6u_rrS_D5vP3Y7JPD267cFIdEY5YNibYmIyIdz3CLqhQ5hjXhLnWmynJDKpIhYrRDLGdcaeNS4pzjFXGMamG1okvwMO_VMfR9tE5-R9-q-CMxkhNYTmA5g8f005z2tZencI7d-JucYHKCyQtMjjB5_GcFRvQXSZ1eZg</recordid><startdate>20220107</startdate><enddate>20220107</enddate><creator>Hwang, SunMyung</creator><creator>Yeom, Hee Gyun</creator><scope>AAYXX</scope><scope>CITATION</scope></search><sort><creationdate>20220107</creationdate><title>A Mobile Game Algorithm for Programming Education</title><author>Hwang, SunMyung ; Yeom, Hee Gyun</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c165t-ced52949327e0b40f61c27f4fdb58d2b2502dcf06867acdf42fff7b2f63c9eca3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2022</creationdate><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Hwang, SunMyung</creatorcontrib><creatorcontrib>Yeom, Hee Gyun</creatorcontrib><collection>CrossRef</collection><jtitle>International journal of software innovation</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Hwang, SunMyung</au><au>Yeom, Hee Gyun</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>A Mobile Game Algorithm for Programming Education</atitle><jtitle>International journal of software innovation</jtitle><date>2022-01-07</date><risdate>2022</risdate><volume>10</volume><issue>2</issue><spage>1</spage><epage>10</epage><pages>1-10</pages><issn>2166-7160</issn><eissn>2166-7179</eissn><abstract>Software education currently being implemented is programming education, and the scope of the curriculum is adjusted to suit the level of each school level. In the case of elementary school, experience- and activity-based activities are used to learn problem-solving methods through play and educational programming languages, and in the case of junior high school, the basic concepts and principles of software are understood through education-oriented programming languages and learn to apply to problem solving. In the case of high school, the contents are designed to improve the ability to creatively and efficiently solve problems in other academic fields while learning more advanced contents with advanced contents linked to careers. In this article, we develop an algorithm game using a robot so that students can think of programming and unpacking functions expressed in pictures to solve the problem of losing interest due to difficulties in understanding and applying programming or algorithms</abstract><doi>10.4018/IJSI.289592</doi><tpages>10</tpages></addata></record>
fulltext fulltext
identifier ISSN: 2166-7160
ispartof International journal of software innovation, 2022-01, Vol.10 (2), p.1-10
issn 2166-7160
2166-7179
language eng
recordid cdi_crossref_primary_10_4018_IJSI_289592
source ProQuest Central UK/Ireland; ProQuest Central
title A Mobile Game Algorithm for Programming Education
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-25T06%3A37%3A44IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-igi_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=A%20Mobile%20Game%20Algorithm%20for%20Programming%20Education&rft.jtitle=International%20journal%20of%20software%20innovation&rft.au=Hwang,%20SunMyung&rft.date=2022-01-07&rft.volume=10&rft.issue=2&rft.spage=1&rft.epage=10&rft.pages=1-10&rft.issn=2166-7160&rft.eissn=2166-7179&rft_id=info:doi/10.4018/IJSI.289592&rft_dat=%3Cigi_cross%3Ebile_Game_Algorithm_for_P10_4018_IJSI_28959210%3C/igi_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_id=info:pmid/&rfr_iscdi=true