We find that students taking spatial analysis courses have a fair knowledge of the use of computer software packages, but usually lack basic computer programming skills. This article sets out a sequence of four exerci...
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We find that students taking spatial analysis courses have a fair knowledge of the use of computer software packages, but usually lack basic computer programming skills. This article sets out a sequence of four exercises of increasing difficulty which students can program using languages such as BASIC or dBASE. We also describe several spatial analysis course projects in which students developed their own computer code. Incorporating computer programming exercises in a spatial analysis course helps students to 1) come to terms with the complexity of the material, 2) clarify concepts, 3) understand the rationale behind calculations, 4) use their creative energies, and 5) gain confidence in their computer and mathematical skills.
Critical to vision research is the generation of visual displays with precise control over stimulus metrics. Generating stimuli often requires adapting commercial software or developing specialized software for specif...
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Critical to vision research is the generation of visual displays with precise control over stimulus metrics. Generating stimuli often requires adapting commercial software or developing specialized software for specific research applications. In order to facilitate this process, we give here an overview that allows nonexpert users to generate and customize stimuli for vision research. We first give a review of relevant hardware and software considerations, to allow the selection of display hardware, operating system, programming language, and graphics packages most appropriate for specific research applications. We then describe the framework of a generic computer program that can be adapted for use with a broad range of experimental applications. Stimuli are generated in the context of trial events, allowing the display of text messages, the monitoring of subject responses and reaction times, and the inclusion of contingency algorithms. This approach allows direct control and management of computer-generated visual stimuli while utilizing the full capabilities of modem hardware and software systems. The flowchart and source code for the stimulus-generating program may be downloaded from ***/archive.
This research to practice full paper explores the role of programming workshops for girls of primary education in changing perceptions and interests of this audience regarding joining this field. A programming worksho...
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ISBN:
(纸本)9781538611746
This research to practice full paper explores the role of programming workshops for girls of primary education in changing perceptions and interests of this audience regarding joining this field. A programming workshop with the playful environment Scratch and a teaching-learning approach based on challenges was held in a middle school of city in the northeast of Brazil, and was analyzed using a mixed-methods case study. Results point to increased interest in the field after the workshop and no confirmation of erroneous stereotypes about the area. We conclude that this type of workshop is relevant to better understand and potentially improve girls' perceptions about the field of computing.
This study examined impact of artificial intelligent technology on computational and reflective thinking skills development in a computer programming course. With intact classes and a nonequivalent pretest-posttest gr...
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This study examined impact of artificial intelligent technology on computational and reflective thinking skills development in a computer programming course. With intact classes and a nonequivalent pretest-posttest group, the study adopted a quasi-experimental research design. Hundred and twenty second-year students studying computer science education and enrolled in computer programming courses (COS 201 and COS 202) at six universities in southeast Nigeria make up the study population. The study sample comprises of 75 females and 45 males' students. Findings showed that students worked collaboratively with aid of artificial intelligence technology to develop critical thinking skills, algorithm skills and problem-solving skills among others which are components of computational thinking. Also, students' academic achievement was seen to be significantly improved in programming knowledge and skills, and students' reflective thinking skills were also developed as a result of the intervention. The findings show that the use of problem-based learning experience is introspected with artificial intelligence technology is supported by the use of online learning platform is crucial in the development of CT skills. This study recommends that both context-based learning and problem-based learning introspecting with artificial intelligence technology which are innovative pedagogy enhance the development of CT independently but differ in specific domains.
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.
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