The integration of technology in education has become indispensable in acquiring new skills, knowledge, and competencies. This paper addresses the issue of analyzing and predicting the learning behavior of computer Sc...
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ISBN:
(纸本)9781450398916
The integration of technology in education has become indispensable in acquiring new skills, knowledge, and competencies. This paper addresses the issue of analyzing and predicting the learning behavior of computerscience students. Specifically, we present a dataset of compiler errors made by students during the first semester of an Introduction to programming course where they learn the C programming language. We approach the problem of predicting the number of student errors as a missing data imputation problem, utilizing several prediction methods including Singular Value Decomposition, Polynomial Regression via Latent Tensor Reconstruction, Neural Network-based method, and Gradient Boosting. Our experimental results demonstrate high accuracy in predicting student learning behaviors over time, which can be leveraged to enhance personalized learning for individual students.
Teaching programming logic to students who do not have a background in computerscience is challenging, as the instructor has to awaken problem-solving, critical thinking, and logical reasoning skills Several programm...
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Teaching programming logic to students who do not have a background in computerscience is challenging, as the instructor has to awaken problem-solving, critical thinking, and logical reasoning skills Several programming tools have been created to teach coding concepts to computerscience students of different ages. However, these tools are not well designed to meet the challenge of teaching programming to new developers who come with school training in other areas such as accounting, management, etc. Therefore, this research focused on analyzing the importance of the application of online programming tools to students starting college who come with a school background in an area other than technology. A pre/post experimental design was carried out with 82 first-level students of the Technical University of Ambato in the careers of Systems and Electronics. The results revealed that 45% of the students increased their levels of application and analysis in programming processes. In addition, the research revealed that students who come from a background other than computerscience agree with the integration of online programming tools from the first level of university entrance since this method helps to improve their learning capacity.
Understanding computerprogramming has become necessary in today's life. In response to that, higher education institutions have begun to provide programming courses to non-computerscience students. Learning prog...
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Debugging is a challenging task for novice programmers in computerscience courses and calls for specific investigation and support. Although the debugging process has been explored with qualitative methods and log da...
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Active and collaborative learning has shown considerable promise for improving student outcomes and reducing group disparities. As one common form of collaborative learning, pair programming is an adapted work practic...
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Active and collaborative learning has shown considerable promise for improving student outcomes and reducing group disparities. As one common form of collaborative learning, pair programming is an adapted work practice implemented widely in higher education computing programs. In the classroom setting, it typically involves two computerscience students working together on the same programming assignment. The present study examined a cluster-randomized trial of 1,198 undergraduates in 96 lab sections. Overall, pair programming had no significant effect on students' course performance;subject matter interest;plans for future coursework;or their confidence, comfort, and anxiety with computerscience. These findings were consistent across various student characteristics, except that students with favorable pretest scores exhibited negative effects from pair programming.
This study reports the design and implementation of modelling-based programming instruction for science majors and its effectiveness on programming and science learning. A modelling approach was proposed to provide gu...
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This study reports the design and implementation of modelling-based programming instruction for science majors and its effectiveness on programming and science learning. A modelling approach was proposed to provide guidance to students in implementing solutions for scientific problems in computerprogramming. This modelling approach includes five stages: (a) phenomenon description, (b) data modelling, (c) algorithmic modelling, (d) coding and (e) verification and debugging. Authentic scenarios for science learning were adopted in teaching materials and problems to inspire students to learning both the scientific and programming aspects underneath the phenomena. An empirical experiment to examine the effectiveness of the proposed instruction was conducted in a general education course at a university, and the results showed that students who engaged more in the modelling approach performed better in both the program implementation test and their final projecbenefits of the modelling-based instructionts. In addition, students' feedback agreed with what we had expected, the modelling approach would benefit students: they could connect abstract, real-world phenomena to programming variables and logic by visualizing the phenomena in simulation and animation. Data modelling and algorithmic modelling also helped them analyse the variables in problem space and propose a solution before coding. As the proposed instruction provided opportunities to experience the capability of programming in solving scientific problems, high-programming-performance students also showed a greater interest in exploring science after the class.
Designing activities for maximizing collaborative learning in advanced computerscience contexts is of broad interest. While programming exercises remain the dominant form of pedagogy here, prior work showed that coll...
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programming ability is one of the most important abilities for the undergraduates majoring in computerscience. Taking Yunnan University as an example, the necessity and importance of improving the ability of programm...
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The formulation of computer algorithms requires the elimination of vagueness. This elimination of vagueness requires exactness in programming, and this exactness can be traced to meeting talk, where it intersects with...
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The formulation of computer algorithms requires the elimination of vagueness. This elimination of vagueness requires exactness in programming, and this exactness can be traced to meeting talk, where it intersects with the indexicality of expressions. This article is concerned with sequences in which a team of computer scientists discuss the functionality of prototypes that are already implemented or possibly to be implemented. The analysis focuses on self-repair because this is a practice where participants can be seen to orient to meanings of different expressions as alternatives. By using self-repair, the computer scientists show a concern with exact descriptions when they talk about existing functionality of their prototypes but not when they talk about potential future functionality. Instead, when participants talk about potential future functionality and attend to meanings during self-repair, they use vague expressions to indicate possibilities. Furthermore, when the computer scientists talk to external stakeholders, they indicate through hedges whenever their descriptions approximate already implemented technical functionality but do not describe it exactly. The article considers whether the code of working prototypes can be said to fix meanings of expressions and how we may account for human agency and non-human resistances during development.
This paper presents the development of a new learning platform in Virtual Reality to create a more immersive and intuitive learning experience for introduction of programming courses at an intermediate level. This pla...
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ISBN:
(纸本)9781665444347
This paper presents the development of a new learning platform in Virtual Reality to create a more immersive and intuitive learning experience for introduction of programming courses at an intermediate level. This platform is designed to create a central hub for interactive courseware and facilitate distance learning in our post COVID world. Utilizing Virtual Reality, the application teaches specific topics in computerscience using scripted animations, tutorials, and interactive games. A pilot study was conducted to evaluate the user experience and learning outcomes. Participants of this study reported they were more engaged and motivated in learning programing concepts. We found the virtual learning modules helped to explain abstract concepts and provided better hands-on experiences.
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