The proceedings contains six papers from the Conference on Science of computer programming. The topics discussed include: comprehensive synchronization elimination for Java;infinitary relations and their representatio...
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The proceedings contains six papers from the Conference on Science of computer programming. The topics discussed include: comprehensive synchronization elimination for Java;infinitary relations and their representation;abstract interpretation of mobile ambients and eliminating dead code on recursive data.
Supplemental catalog subcollection information: NASA Publication Collection; Astrophysics and Technical Documents; Data transmission from automatic microscope to digital scanner and computer for biomedical research
Supplemental catalog subcollection information: NASA Publication Collection; Astrophysics and Technical Documents; Data transmission from automatic microscope to digital scanner and computer for biomedical research
作者:
McLaughlin, BrianNatl Inst of Health
Div of Computer Research & Technology Bethesda MD USA Natl Inst of Health Div of Computer Research & Technology Bethesda MD USA
This study compared the effectiveness of instructional strategies for teaching computer programming. College students, pretested for Locus of Control and cognitive ability, were assigned to use short instructional com...
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ISBN:
(纸本)0818600500
This study compared the effectiveness of instructional strategies for teaching computer programming. College students, pretested for Locus of Control and cognitive ability, were assigned to use short instructional computer programs characterized by either a 'discovery' approach or an expository 'programmed instruction' sequence. All instruction and testing was administered by the computer. Students with an Internal locus of control performed better under discovery instruction, while External locus of control students did better under expository instruction. This interaction was remarkably consistent across eleven cognitive and affective outcome measures. An instructional program based on this research has been implemented on an Apple microcomputer.
This paper shows an affordable method of developing programming skills for all college bound high school students that does not diminish any of the other skills required of these students. Many schools cannot afford t...
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ISBN:
(纸本)0818600500
This paper shows an affordable method of developing programming skills for all college bound high school students that does not diminish any of the other skills required of these students. Many schools cannot afford to use classroom space exclusively for computers. A solution to this problem is found. In April of 1982, Regis Jesuit High School of Denver, Colorado received a Title 4-C Mini Grant for a project that would develop introductory computer programming as a part of regular geometry course. Geometry is required of all students at Regis and is taken by most students elsewhere who attend college. This project, therefore deals with the problems of providing computer programming for all college bound students.
Abstract: The diffuculty in understanding the listings of many available hydrologic models programmed in FORTRAN is a serious limitation to their verification and use. By expending more effort in creating clearly writ...
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computer Science (CS) is a profession that positively impacts every single area of society without which today's world would come to a complete halt. Yet, there is a consensus that CS has serious conundrums partic...
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computer Science (CS) is a profession that positively impacts every single area of society without which today's world would come to a complete halt. Yet, there is a consensus that CS has serious conundrums particularly in attracting students, low motivation for learning computer programming and developing computational thinking (CT) skills. New motivational methods are needed to take the attention of students and adapt to their learning patterns as how people learn have changed drastically over the last two decades. To address these issues, video games and video game-based tools are proposed as a primary approach for motivating and supporting students in developing their skills in CT and support their learning of introductory programming. This research is concerned with the capture of statistical evidence on the educational effectiveness of playing a serious game specifically designed to enhance the development of CT skills to facilitate learning introductory computer programming. A total of 190 students were invited to participate in a quasi-experimental pre-post study for the purpose of analyzing the impact of an adhoc game on students' confidence in learning programming constructs and using their skills in CT. All students were studying a CS degree at the time and they were all registered to a first-year computer programming course. 151 out of 190 students successfully completed the study and the findings suggest that a) the intrinsic motivation to learn programming;b) students' perception of their knowledge and their tangible knowledge in key programming constructs (i.e. programming sequence, methods, decision making and loops);and c) students' confidence in using their CT skills were all statistically and significantly improved after playing the game. Additionally, students perceived computer programming significantly less difficult in their post study responses when compared to their pre study responses.
Engineering education has increasingly embraced active learning techniques within a variety of curricula. In particular, project-based active learning techniques have a significant potential to enhance students' l...
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Engineering education has increasingly embraced active learning techniques within a variety of curricula. In particular, project-based active learning techniques have a significant potential to enhance students' learning experience. In this study, we implemented project-based techniques in biomedical engineering (BME) classes, and we investigated the effects of active learning on students' self-efficacy as an effective predictor of students' academic persistence and their career decision-making. Differences in self-efficacy were compared across genders. A high level of internal consistency was observed for both academic and career-oriented scales, as determined by Cronbach's alpha values of 0.908 and 0.862, respectively. While average scores of all survey questions indicated improvement in students' academic and career-oriented self-efficacy measures, significant improvements were observed in "clearer vision of programming application in engineering" and "BME careers," as well as in "expectation of success in a future BME career that involves developing medical devices" after the completion of the project-based activity (p = 0.002, 0.023, and 0.034, respectively). For two of the survey questions, female students reflected a significantly lower "self-confidence about understanding the most complex course material" as well as a significantly lower "willingness to have a future career in BME that involves intensive computer programing" as compared to male students (p = 0.035 and 0.024, respectively). We have further discussed possible explanations for the observed differences and multiple potential ways to enhance gender equality in STEM fields from a self-efficacy standpoint.
Rapid advancements in the multidisciplinary field of biomedical engineering (BME) require competitive engineers with skill sets in a broad range of subjects including biology, physiology, mechanics, circuits, and prog...
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Rapid advancements in the multidisciplinary field of biomedical engineering (BME) require competitive engineers with skill sets in a broad range of subjects including biology, physiology, mechanics, circuits, and programming. Accordingly, such a need should be reflected in the training of BME students. Among those skills, computer programming is an essential tool that is used in a wide variety of applications. in this paper, we have provided our experience in incorporating project-based learning, a promising approach in active learning, for teaching computer programming to BME students. We describe a low-cost method for using physical, hands-on computing that directly relates to BME. Additionally, we detail our efforts to teach multiple programming languages in one semester and provide a detailed analysis of the outcomes. We also provide basic materials for other instructors to adapt to fit their own needs.
computer programming is widely regarded as a key skill in the 21st century. Yet, and despite a growing aging population and interest in promoting computer programming for all, research on this topic with older people ...
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computer programming is widely regarded as a key skill in the 21st century. Yet, and despite a growing aging population and interest in promoting computer programming for all, research on this topic with older people (60+) is scant in the Human-computer Interaction literature. This paper presents a qualitative case study aimed to explore the first experiences of computer programming of a group of older active computer users with low levels of educational attainment (i.e., primary school / K-12). Over a 6-month period, we provided a hands-on introduction to several textual and visual programming languages and environments to (N = 29) older and adult people in three courses in an adult educational center. We reveal and explain relevant factors that shape, and help us understand, the participants' computer programming learning experiences, including their motivations, difficulties, and identity, along with strategies that hindered and fostered empowerment. Implications for research and design are discussed.
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