In this paper we present CodeCraft, an educational video game we are developing to teach the fundamentals of computer programming. Similar to other educational tools such as Scratch, Alice, Project Spark, and Code Spe...
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ISBN:
(纸本)9781467373005
In this paper we present CodeCraft, an educational video game we are developing to teach the fundamentals of computer programming. Similar to other educational tools such as Scratch, Alice, Project Spark, and Code Spells;CodeCraft provides users with an intuitive graphical interface for writing programs. However, CodeCraft is a video game that uses a problem-based learning approach in which players learn programming concepts by solving individual puzzles in an immersive 3D environment. Moreover, CodeCraft is intended to be an autonomous learning game that can be played without teacher support, thereby potentially reaching students in all economic, ethnic, and gender groups. Using an iterative development process and evidence-centered design, this work proposes to further develop CodeCraft and evaluate how it can improve performance in acquiring programming skills.
A multimedia university programme with relatively equal numbers of male and female students in elective programming subjects provided a rare opportunity to investigate female motivation to study and pursue computer pr...
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A multimedia university programme with relatively equal numbers of male and female students in elective programming subjects provided a rare opportunity to investigate female motivation to study and pursue computer programming in a career. The MSLQ was used to survey 85 participants. In common with research into deterrence of females from STEM domains, females displayed significantly lower self-efficacy and expectancy for success. In contrast to research into deterrence of females from STEM domains, both genders placed similar high values on computer programming and shared high extrinsic and intrinsic goal orientation. The authors propose that the stereotype associated with a creative multimedia career could attract female participation in computer programming whereas the stereotype associated with computer science could be a deterrent.
In this paper we investigate whether computer programming has an impact on high school student's reasoning skills, problem solving and self-efficacy in Mathematics. The quasi-experimental design was adopted to imp...
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In this paper we investigate whether computer programming has an impact on high school student's reasoning skills, problem solving and self-efficacy in Mathematics. The quasi-experimental design was adopted to implement the study. The sample of the research comprised 66 high school students separated into two groups, the experimental and the control group according to their educational orientation. The research findings indicate that there is a significant difference in the reasoning skills of students that participated in the "programming course" compared to students that did not. Moreover, the self-efficacy indicator of students that participated in the experimental group showed a significant difference from students in the control group. The results however, failed to support the hypothesis that computer programming significantly enhances student's problem solving skills.
To expose all budding engineers to the world of programming, generally, computer programming is a first-year compulsory course across all Engineering disciplines. While this course has been taught for a long in the un...
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ISBN:
(纸本)9781728169422
To expose all budding engineers to the world of programming, generally, computer programming is a first-year compulsory course across all Engineering disciplines. While this course has been taught for a long in the university whose case study is presented here, the following challenges were faced over the past few years: (a) University expended itself from one campus to four geographically distant campuses. (b) Many (but not all) students now are already exposed to this programming subject at their respective 10+2 level, which poses a challenge to an instructor. (c) The focus of this course is on "programming" and C-language is a tool to learn it, but often students feel the reverse. (e) Although all campuses shared a common handout that standardized the breadth coverage of this course, in-depth coverage could not be standardized. To overcome these problems, the university changed the teaching model of the course to a flipped classroom-based blended SPOC (Small Private Online Course) learning model. This paper shares the insights and experience of successive change in pedagogy over four years and relates it with intrinsic motivation vs. extrinsic motivation, standardizing in-depth coverage of any course across geographically distant campuses, and getting closer towards achieving the learning objectives.
According to [8] the student's learning inspiration and adequacy can be influenced by several environmental factors which includes the learning approach and social pressure from class mates. The aim of this study ...
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ISBN:
(纸本)9781467389969
According to [8] the student's learning inspiration and adequacy can be influenced by several environmental factors which includes the learning approach and social pressure from class mates. The aim of this study is to investigate students' perceptions about the contribution of collaborative learning and the Hackathon to improve computer programming pass rate. The study included both the under-graduate and post-graduate full-time, Information Technology (IT) students at the Durban University of Technology and a self-administered survey was used. Social cognitive theory and collaborative learning are the core theoretical frameworks that underpins this study. The outcome of students' perception was analyzed using IBM SPSS. It was found that students that collaborated with others on assignments felt that their computer programming marks would improve when participating in Hackathons. The results from this study also revealed that a high number of students are satisfied with their collaborative learning experience.
Learning how to analyze computational problems, to think critically, and to transfer algorithmic logic into language-specific code is central to computer programming. A critical step towards acquiring these skills is ...
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ISBN:
(纸本)9781450355483
Learning how to analyze computational problems, to think critically, and to transfer algorithmic logic into language-specific code is central to computer programming. A critical step towards acquiring these skills is analyzing and debugging existing code usually starting with the famous "Hello World" program. Even after learning basic structure and syntax of a computer language, new learners struggle to understand algorithmic process, to mentally visualize effects of algorithms on data, and to remain engaged while learning it. We explore the use of virtual reality that teaches introductory concepts of computer programming to students in a 3D interactive space, while scaffolding their progression.
The educational landscape continues to transform significantly in a way that it engages students' interest and improves learning processes. Such an example is the gradual use of educational games, which seem to be...
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ISBN:
(纸本)9781479940387
The educational landscape continues to transform significantly in a way that it engages students' interest and improves learning processes. Such an example is the gradual use of educational games, which seem to be an exceptional means to motivate and engage students in ways that will make learning more challenging and interesting for them. However, although educational games are a very interesting tool that could be used in education, an interesting challenge that should be addressed is the identification of all the ways students' progress and results can be measured for examination. This way, there is a high demand for accountability regarding the measurement and analysis of enriched game based learning activities or game-based learning analytics (GBLA). This demand is especially highlighted in one of the most difficult areas of computer Science, which is computer programming education. In this paper, we are proposing a framework that will guide the incorporation of learning analytics mechanisms in computer programming education. We demonstrate this process through the implementation of the framework in an educational Massive Multiplayer Online Role-Playing Game we have developed for the domain.
BackgroundWith the development of computational literacy, there has been a surge in both research and practice application of text-based and block-based modalities within the field of computer programming education. D...
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BackgroundWith the development of computational literacy, there has been a surge in both research and practice application of text-based and block-based modalities within the field of computer programming education. Despite this trend, little work has actually examined how learners engaging in programming process when utilizing these two major programming modalities, especially in the context of secondary education *** further compare programming effects between and within text-based and block-based modalities, this research conducted a quasi-experimental research in China's secondary *** online programming platform, Code4all, was developed to allow learners to program in text-based and block-based modalities. This research collected multimodal data sources, including programming platform data, process data, and performance data. This research further utilized multiple learning analytics approaches (i.e., clustering analysis, click stream analysis, lag-sequential analysis and statistics) to compare learners' programming features, behavioural patterns and knowledge gains under two *** and ConclusionsThe results indicated that learners in text-based modality tended to write longer lines of code, encountered more syntactical errors, and took longer to attempt debugging. In contrast, learners in block-based modality spent more time operating blocks and attempt debugging, achieving better programming knowledge performances compared to their counterparts. Further analysis of five clusters from the two modalities revealed discrepancies in programming behavioural *** major pedagogical implications were proposed based on empirical research results. Furthermore, this research contributed to the learning analytics literature by integrating process-oriented and summative analysis to reveal learners' programming learning quality. What is currently known about the subject matterThe implications of study findings
One-on-one tutoring from a human expert is an effective way for novices to overcome learning barriers in complex domains such as computer programming. But there are usually far fewer experts than learners. To enable a...
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ISBN:
(纸本)9781450337793
One-on-one tutoring from a human expert is an effective way for novices to overcome learning barriers in complex domains such as computer programming. But there are usually far fewer experts than learners. To enable a single expert to help more learners at once, we built Codeopticon, an interface that enables a programming tutor to monitor and chat with dozens of learners in real time. Each learner codes in a workspace that consists of an editor, compiler, and visual debugger. The tutor sees a real-time view of each learner's actions on a dashboard, with each learner's workspace summarized in a tile. At a glance, the tutor can see how learners are editing and debugging their code, and what errors they are encountering. The dashboard automatically reshuffles tiles so that the most active learners are always in the tutor's main field of view. When the tutor sees that a particular learner needs help, they can open an embedded chat window to start a one-on-one conversation. A user study showed that 8 first-time Codeopticon users successfully tutored anonymous learners from 54 countries in a naturalistic online setting. On average, in a 30-minute session, each tutor monitored 226 learners, started 12 conversations, exchanged 47 chats, and helped 2.4 learners.
computer programming is an important competence for engineering and computer science students. Teaching and learning programming concepts and skills have been recognized as being a big challenge to both teachers and s...
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ISBN:
(纸本)9781479940387
computer programming is an important competence for engineering and computer science students. Teaching and learning programming concepts and skills have been recognized as being a big challenge to both teachers and students. Accordingly, researchers have indicated that 'learning strategy,' lack of study' and 'lack of practice' are the causal attributes of success or failure in a computer programming course. Therefore, to cope with this problem, an interactive test system is proposed to enhance students' learning outcomes in computer programming courses in this study. An experiment has been conducted on a college computer programming course to evaluate the effectiveness of the proposed method. The experimental results show that the proposed approach can benefit the students in enhancing their programming skills. In addition, the students' attitudes toward learning computer programming were improved.
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