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.
Teaching of computer programming has created significant difficulties to both teachers and students. Blended teaching and learning combines face-to-face instruction and computer-assisted instruction to maximize studen...
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ISBN:
(纸本)9783540781387
Teaching of computer programming has created significant difficulties to both teachers and students. Blended teaching and learning combines face-to-face instruction and computer-assisted instruction to maximize students' learning. This paper will share our experiences in City University of Hong Kong (CityU) as we teach computer programming courses by blended model. Evaluation has showed that blended teaching and learning provide great flexibilities to both teaching and learning of computer programming. The students' academic results have been greatly improved in computer programming courses.
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.
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.
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.
作者:
Kynigos, ChronisSchool of Philosophy
Department of Philosophy Education and Psychology Panepistimiopolis University of Athens Athens 15771 Greece
This paper presents a case study investigating the knowledge constructed by two 12 year-old children working with a geometrical Logo microworld allowing the Logo turtle to measure distances, and turns relative to prev...
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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 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.
The researcher sought to synthesize data from studies on robotics programming experiences for children in the age bracket zero to eight, as well as for pre- and in-service early childhood educators, to identify possib...
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ISBN:
(纸本)9781665421119;9781665421126
The researcher sought to synthesize data from studies on robotics programming experiences for children in the age bracket zero to eight, as well as for pre- and in-service early childhood educators, to identify possible contributions that robotics programming may make to teaching and learning of STEM (sciences, technology, engineering, and mathematics) subjects. The investigation was initiated with inclusion of research articles as a result of search and assessment processes. All of these studies were selected such that they had the application of educational robotics in common. The synthesis of preliminary findings, study subjects, and potential advantages of educational robots in STEM education, especially in engineering and technology are discussed and dealt with in great detail. Additionally, the implications of educational robotics and robotics programming for educational institutions, curricular materials, and pedagogical techniques are incisively addressed. This review revealed that employing robots to teach computer programming may be a promising teaching tool for early childhood STEM education.
The article discusses the connection between proof theory and computer programming which can be found in the Intuitionistic Type Theory (ITT) of P. Martin-Löf. It states that the formalisation of constructive mat...
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The article discusses the connection between proof theory and computer programming which can be found in the Intuitionistic Type Theory (ITT) of P. Martin-Löf. It states that the formalisation of constructive mathematics of the semantical reformulation of Mrtin-Löf offers an alternative account of the traditional proof-theoretic account of meaning. It proposes the use of a general fixpoint operator which can be used to construct well-orderings and universes.
This paper explores the integration of virtual escape rooms as innovative educational tools in the realm of computer programming. Recognizing the need to engage and motivate learners in this complex domain, we investi...
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ISBN:
(纸本)9798350348729;9798350348736
This paper explores the integration of virtual escape rooms as innovative educational tools in the realm of computer programming. Recognizing the need to engage and motivate learners in this complex domain, we investigate the use of virtual escape rooms in a typical educational setting where Learning Management Systems play a pivotal role. The paper starts by surveying existing escape rooms designed for teaching programming and related domains, considering factors such as interactivity, educational efficacy, and learner engagement. Additionally, it is emphasized the role of standards in creating interoperable learning environments, introducing IMS LTI for seamless integration with learning management systems and xAPI for tracking learner activities within escape rooms. By leveraging these standards and a Learning Record Store (LRS) as a central repository, an architectural framework is presented which enables personalized learning experiences and data-driven insights, catering to the diverse needs and preferences of the new generation of learners.
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