Researchers suggest students in early elementary grade levels are active learners and creators and need to be exposed to science, technology, engineering, and mathematics (STEM) curriculum. The need for student unders...
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Researchers suggest students in early elementary grade levels are active learners and creators and need to be exposed to science, technology, engineering, and mathematics (STEM) curriculum. The need for student understanding in STEM curriculum is well-documented, and positive results in robotics and computer programming are leading researchers and policy makers to introduce new standards in education. The purpose of this single-case design study is to research the potential for PreK-1st grade students with intellectual disabilities (ID) to learn skills in computer programming through explicit instruction, concrete manipulatives, and tangible interfaces. Students were assessed through baseline, treatment, and generalization phases. The students with ID were found to successfully program the robot, following explicit instruction, although they had difficulty generalizing skills to tablet application. Discussion of results, future research, and limitations is provided.
Computational thinking, a problem solving method that uses computer science techniques, has recently become mainstream as many governments and major Internet companies are promoting programming skills among children. ...
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On the basis of expert opinions, the main factors that affect the utilization rate of the locomotive coupling weight are identified. An author's software package for planning the experiment and determining the reg...
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computer programming is one of the skills very useful and can be a very rewarding career. However teaching and learning of computer programming is referred as one of the disciplines that face great challenges. Drop ou...
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ISBN:
(纸本)9781450312943
computer programming is one of the skills very useful and can be a very rewarding career. However teaching and learning of computer programming is referred as one of the disciplines that face great challenges. Drop out, unmotivated and high levels retention of student's in the first year are problems that is imperative to solve. Strategies implemented by educators to overcome this problem have been used. Some of them are based on technology. Educators introduce in the learning process tools to support and facilitate the learning of computer programming. This work identifies the main computer programming topics teach and learn in the first year of the computer education and the main difficulties felt by the novice programmers. The main contribution of this work is the identification of computer programming topics with a low and high level comprehension. Copyright 2012 ACM.
Game motif programming exercises (GM-Games) were developed at Daniel Webster College to help novices develop complex client server game systems within their freshman year. GM-Games foster a strong work ethic in as muc...
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ISBN:
(纸本)1934272728
Game motif programming exercises (GM-Games) were developed at Daniel Webster College to help novices develop complex client server game systems within their freshman year. GM-Games foster a strong work ethic in as much as they reproduce the challenges and excitement associated with game play;yet their purpose is the development of advanced programming skills. We have found that young people are just as interested in mastering programming skills as they are in mastering the shooting, racing or strategy skills required in many entertainment games. We describe in this paper how GM-Games imitate many of the aspects of game play.
computer programming plays a relevant role in the digital age as a key competency for project leverage and a driver of innovation for today's modern societies. Despite its importance, this domain is also well know...
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Computing for Social Scientists is one of a series of introductory computer programming courses designed for specialists, this one for graduate level social science students. A wide spectrum of disciplines was represe...
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ISBN:
(纸本)9781450379199
Computing for Social Scientists is one of a series of introductory computer programming courses designed for specialists, this one for graduate level social science students. A wide spectrum of disciplines was represented including anthropology, sociology, psychology, history, economics, linguistics, and urban planning. The students also had a highly varied background in mathematics---from one college math course through advanced calculus; from strong statistics to no statistical background whatsoever.
computer programming has for decades posed several difficulties for students of all educational levels. A number of teaching approaches have been proposed over the years but none seems to fulfil the needs of students ...
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computer programming has for decades posed several difficulties for students of all educational levels. A number of teaching approaches have been proposed over the years but none seems to fulfil the needs of students nowadays. Students use computers mainly for playing games and the Internet and as quite a few researchers state this aspect of computers should be taken into account in the way we educate them. Towards this direction, this paper aims to examine the effects of using an educational Massive Multiplayer Online Role Playing Game (MMORPG) on teaching and learning computer programming. The educational features of an MMORPG called CMX are presented along with a design framework that was devised taking into account previous work in designing educational games. The effects of CMX on teaching and learning computer programming are assessed through a study with first-year undergraduate students. Seventy six students used CMX over a period of five weeks for learning various procedural programming concepts. Students evaluated various aspects ofCMX by filling in a questionnaire that was based on an evaluation framework, which was devised in accordance with the design framework of CMX. Moreover, the results of a midterm exam that took place prior to using CMX and students' accomplishments in the context of CMX were recorded and analyzed. The results show that the majority of the students was entertained by playing the game while learning, and felt motivated to continue based on the game's scenario due to the variety of activities included. In regards to the students' performance, a pre-test and a post-test were carried out in the experimental group, i.e., the participants of this study, and the control group, i.e., students of the course that continued to get taught the same concepts and performed the same assignments as the experimental group, but traditionally. The pre-test and post-test analysis of the performance results for both groups showed that the majority of t
Some logic notions have their analogies among programming concepts and vice versa. But people often try to understand these analogies in too straightforward a manner. A collection of analogies arising between construc...
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Some logic notions have their analogies among programming concepts and vice versa. But people often try to understand these analogies in too straightforward a manner. A collection of analogies arising between constructive logics and programming is summarized and illustrated here. Some examples of complexities usually not taken into account are shown.
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