This paper presents a case study for assessing the effect of emoticoding during the students' first encounter with text-based coding interfaces, in which period a student could have a deeply disappointing experien...
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ISBN:
(纸本)9783319938820;9783319938813
This paper presents a case study for assessing the effect of emoticoding during the students' first encounter with text-based coding interfaces, in which period a student could have a deeply disappointing experience that may lead to "blank page trauma" as well as negative attitude towards the subject. A prototype metaphor-based source code editor was developed using novel human-computer interaction mechanics based on the concept of emoticon-like scripting. Similarly to the use of shortcuts for typing emoticons in social media, visual or textual replacements appear in the proposed text editor when the user types complete valid tokens from a given programming language. Appropriate metaphors can be used in the design of the token replacements so that they are appealing to a particular age, gender, or cultural groups of users. Quantitative analysis of data from 5th-grade students (n = 40) shows that metaphor-based emoticoding improves significantly the students' performance in terms of syntax recall when they transition from block- to text-based programming in comparison to transitioning without emoticoding.
Project-based learning is a promising approach to the learning of computer programming by filling the gap between the acquisition of abstract knowledge and the application of knowledge to authentic programming tasks. ...
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ISBN:
(纸本)9781538638705
Project-based learning is a promising approach to the learning of computer programming by filling the gap between the acquisition of abstract knowledge and the application of knowledge to authentic programming tasks. However, making the implicit aspects of a programming task accessible to learners is a pressing issue. This study aims to address the problem by the design and evaluation of a web based system for project-based learning of programming, which aimed to engage students in realistic complex programming tasks with the support of computer-based scaffolding. 29 college students participated in the use and evaluation of the proposed learning system. The results have shown the promising effects of the system as reflected by the students' perceptions of the system, their knowledge achievement, and their motivation to learn programming using the proposed system.
Finding bugs in programs (debugging) is a core skill for practical programmers. However, debugging programs can be difficult to novice programmers. Even worse, repetitive failures may defeat students' enthusiasm f...
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ISBN:
(纸本)9783540851691
Finding bugs in programs (debugging) is a core skill for practical programmers. However, debugging programs can be difficult to novice programmers. Even worse, repetitive failures may defeat students' enthusiasm for learning. The presence of a mentor giving hints and help face-to-face with students will surely make Such a learning process much more effective and enjoyable. However, this requires lots of manpower and resources. To address this problem, we seek to capitalize on the potential advantages offered by hybrid learning. We are working towards a system for providing a certain level of automatic debugging assistance to students. Instructors can identify common errors in students' programs using the system and incorporate useful debug-guiding information into it so that Students will be prompted with pertinent hints when common errors are detected in their programs.
The introductory computer programming course for engineers is usually taught using the C++ programming language. This work describes our efforts during the past four years, as a pilot project, which can be used in an ...
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ISBN:
(纸本)9781424419692
The introductory computer programming course for engineers is usually taught using the C++ programming language. This work describes our efforts during the past four years, as a pilot project, which can be used in an evaluation process by those departments that would like to substitute Matlab for C++. Those who would like to continue the current practice, but are looking for more challenging problems or projects involving Matlab can also use the project outcome. In order to increase student involvement in the learning process and further improve learning outcomes, the implementation plan included various hardware and software projects, not all at the same time. Robotics projects were added to illustrate an application of programming;which students can relate to and enjoy, as well as helping them improve their software and algorithm design skills for real-time applications. Software projects included the design of simple games and applications using Matlab's Graphical User Interface (GUI) tool. A discussion of the advantages and disadvantages of conducting a computer programming course in this format, including four different course formats that we have used are included.
This work presents the development of two free graphical user interfaces (GUIs), called FASTLognoter and MorisonForm, both focused on the analysis of the behaviour of offshore structures, especially of offshore wind t...
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This work presents the development of two free graphical user interfaces (GUIs), called FASTLognoter and MorisonForm, both focused on the analysis of the behaviour of offshore structures, especially of offshore wind turbines. The first one is related to the aeroelastic analysis of wind turbines, and the second is concerned with the seakeeping of marine structures. The development of these tools has been carried out using a powerful software called Lognoter. This tool is a free software for knowledge management in technology, which integrates computer programming for allowing the development of GUIs. These GUIs give an open platform for conducting a parametric study of the structural and dynamic behaviour of marine structures. Their coupling permits the user to set a suitable way to evaluate new concepts in marine structures. Finally, an application for the intensive analysis of offshore wind turbines is shown.
Background: Several attitude scales have been developed to measure students' attitudes toward computer programming, including the prominent one developed by Cetin and Ozden. The development of these scales stemmed...
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Background: Several attitude scales have been developed to measure students' attitudes toward computer programming, including the prominent one developed by Cetin and Ozden. The development of these scales stemmed from the elusive nature of attitude and the lack of specific constructs to measure attitude. These instruments measure students' attitudes based on one-dimensional perspective, thus, making it difficult to interpret the meaning of some attitude evaluations such as the meaning of neutral points in a 10-point scale (for example).Objectives: The computer programming attitude scale was modified to measure ambivalence. The study also investigate attitude differences across demographic variables and used these variables to predict ***: The study was conducted in two phases. In the first phase, the instrument was validated using exploratory factor analysis and confirmatory factor analysis. In the second phase, the revised scale was administered to another 547 students in four research universities for empirical ***: Results show that the instrument is valid and suitable for measuring students' programming attitudes. Participants' attitudes skewed toward the negative attitude dimension. Lastly, we found that both attitude and ambivalence are factors of programming ***: We discussed the findings, recommend the instrument to programming tutors, and strongly emphasise the evaluation of students' ambivalent attitudes.
Protoboard is a Learning Management System (LMS) developed to support the teaching-learning process of programming subjects. Protoboard uses a recommender based on fuzzy logic rules according to difficulty levels;the ...
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ISBN:
(纸本)9783030456900;9783030456917
Protoboard is a Learning Management System (LMS) developed to support the teaching-learning process of programming subjects. Protoboard uses a recommender based on fuzzy logic rules according to difficulty levels;the study material are learning objects and programming exercises, and it sends feedback to students about syntax and instructions. In this article, we describe the protoboard system used in beginner Mexican students in a Java programming course, in this system rules and restrictions are used to define the programming domain so that students learn good programming practices as they begin with Java.
Educating our future engineers so that they can gain high proficiency in computational thinking is essential for their career prospects. As educators, acquiring a good understanding of the various learning motivation ...
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Educating our future engineers so that they can gain high proficiency in computational thinking is essential for their career prospects. As educators, acquiring a good understanding of the various learning motivation factors/tools as well as their inter-relationships is a significant step forward in achieving this goal. In this article, we describe an exploratory, data-analytic investigation into the influences of the various learning motivation factors on one another as well as on effecting e-learning of a group of science and engineering students taking computer programming courses. Based on the algorithmic results, we highlight concrete ideas that may have direct impact on improving an existing e-learning system. Further, we describe how the graphical visualization of the algorithmic results can guide us to set priority for focusing on which learning motivation factors first, and which factors next, in achieving a given education goal. These are among some of the new insights not easily obtainable from confirmatory-based analyses.
computer programming for young children has grown in popularity among both educators and product developers, but still relatively little is known about what skills children are developing when they code. This study in...
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computer programming for young children has grown in popularity among both educators and product developers, but still relatively little is known about what skills children are developing when they code. This study investigated N=57Kindergarten through second grade children's performance on a programming assessment after engaging in a 6-week curricular intervention. Children used the ScratchJr programming tool to create animated stories, collages, and games. At the end of the learning intervention, children were assessed on their knowledge of the ScratchJr language and underlying reasoning. Specifically, we explored children's errors on the assessment to determine evidence of domain-specific reasoning (e.g. mathematic, verbal, causal). Results show that while all students mastered foundational coding concepts, there were marked differences in performance and comprehension across the three grade levels. Interpretation of results suggests a developmental progression inherent in programming knowledge acquisition.;Implications for computer programming education and developmental research are discussed.
computer programming is a fundamental subject that lays down conceptual basis and tends to develop important abilities for the student's software development path. Nevertheless, in a computer programming course th...
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ISBN:
(纸本)9781728147468
computer programming is a fundamental subject that lays down conceptual basis and tends to develop important abilities for the student's software development path. Nevertheless, in a computer programming course there are several obstacles that prevent students from committing and take computer programming as a professional future or even as a useful tool, this is evidenced in the lack of motivation to learn coding. The difficulties that arise in computer programming's learning process together with the high demand for software developers, highlight the importance to trace the critical fact that influences student's performance and lay down strategies that allow us to improve the possibilities for each student in his learning process. Automatic classification methods are proposed to find patterns to relate personal features with computer programming performance.
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