The Simprogramming teaching approach has the goal to help students overcome their learning difficulties in the transition from entry-level to advanced computer programming and prepare them for real-world labour enviro...
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ISBN:
(纸本)9783319417691;9783319417684
The Simprogramming teaching approach has the goal to help students overcome their learning difficulties in the transition from entry-level to advanced computer programming and prepare them for real-world labour environments, adopting learning strategies. It immerses learners in a businesslike learning environment, where students develop a problem-based learning activity with a specific set of tasks, one of which is filling weekly individual forms. We conducted thematic analysis of 401 weekly forms, to identify the students' strategies for self-regulation of learning during assignment. The students are adopting different strategies in each phase of the approach. The early phases are devoted to organization and planning, later phases focus on applying theoretical knowledge and hands-on programming. Based on the results, we recommend the development of educational practices to help students conduct self-reflection of their performance during tasks.
The present paper presents the planning, implementation, observation and analysis of both quantitative and qualitative data of a participatory action research, aiming to study the potential role, value and uses of MOO...
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The present paper presents the planning, implementation, observation and analysis of both quantitative and qualitative data of a participatory action research, aiming to study the potential role, value and uses of MOOCs in secondary education. Within the context of this research, a computer programming hybrid MOOC (named PROG15) which combined aspects of both x- and c-MOOCs architecture and pedagogy was designed, implemented and openly provided to Greek Secondary Education students. The MOOC completion rate (xMOOC dimension) was relatively low, but similar to that of typical xMOOCs for adults, while the degree of collaboration with other students and contribution to the course content (the cMOOC dimension) was relatively average. Before their involvement in the MOOC, the participating students recorded particularly high learning expectations from the specific course and from the collaborative learning model it proposed and quite positive views regarding the impact of this new educational tool on secondary education. Their attitude towards these issues was even more positive after their involvement in the MOOC, while their overall experience was particularly positive. The above findings, although they resulted from a comparatively small sample of students for the measures of MOOCs and within a very specific educational context, they form a particularly promising background for the utilization of this new tool in secondary education in general and specifically for the preparation of students for higher education studies, in subjects related to computer programming. Of course, further research and investigation is required on the design, development and implementation of the next generation of MOOCs and the practical and theoretical research outcomes resulted from this research can be a quite valuable input.
The paper provides the design and the implementation of an e-learning system, which can be used to help children in primary school to learn the concept of computer programming. computer programming has now became a ma...
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ISBN:
(纸本)9781509018611
The paper provides the design and the implementation of an e-learning system, which can be used to help children in primary school to learn the concept of computer programming. computer programming has now became a mandatory subject in primary and secondary schooling;England being the first country to mandate this subject into the national curriculum. computer programming is a necessity due to the evolution of technology;with the gap between the need and availability of programmers increasing, the advancement of technology is likely to slow down. Therefore, this paper aimed at providing a solution for the younger generation to apply the basic techniques and practices to encourage children to pursue a career within the computing technology subjects. The paper provides the exposition of a developed e-learning system, which incorporates an e-learning application, a web-based management system and a communication structure which can be used to effectively deliver learning techniques to address the issue of an insufficient amount of young people applying themselves in the field of computing.
The teaching of algorithms and programming concepts to students of the first years of computer Science course has been a major challenge, because students often have difficulty understanding the subject, leading to a ...
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ISBN:
(纸本)9781509017904
The teaching of algorithms and programming concepts to students of the first years of computer Science course has been a major challenge, because students often have difficulty understanding the subject, leading to a high dropout rate. At our institution, dropout rate in the first year of the computer Science course is 26%, which led us to think of pedagogical strategies to reduce this number. The use of Learning Objects (LO) has gained ground in higher education, but few experiments have been developed to help teach programming concepts to students in the early years. In other experiments, we applied the use of LO in the teaching of programming concepts. However, one of the difficulties encountered in our previous experiences was to identify the ideal moment to introduce the LO to students. Therefore, in 2015 we conducted a new experiment with two groups of students, using a LO to teach Sorting concepts. For the first group we introduced the LO before the professor started teaching theoretical concepts. For the second group, the professor initially taught the theoretical concepts, and only later was the LO introduced. This study aims to present the methodology used to carry out the experiment and the results achieved.
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.
作者:
Drini, MerlindaCUNY
Queensborough Community Coll Engn Technol Dept New York NY 10021 USA
This paper presents the implementation of additional learning methods in teaching computer programming techniques in an undergraduate computer engineering education course. In the first semesters of this study, (2013-...
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ISBN:
(纸本)9781538633090
This paper presents the implementation of additional learning methods in teaching computer programming techniques in an undergraduate computer engineering education course. In the first semesters of this study, (2013-2014), a traditional instructional delivery of the computer programming was used. In the following semesters (2014-2016), project based service-learning and active learning was employed, as an evaluation tool to assess the students' motivation to learn. Their learning outcomes were compared to the first semester students' outcomes, known as a control group. We present the results conducted in six successive semesters, where total of 75 students participated. The results indicate that using active learning strategies increase their active participation and the ability to think logically, while engaging students in service-learning, gives them the opportunity to broaden their educational experience outside classroom projects, and boosts their self-efficacy.
Given the challenges of teaching computer programming via Agile Project-based learning (APjBL) at Brazilian undergraduate education context, this research main objective is to analyze the benefits of one APjBL method ...
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ISBN:
(纸本)9780996683180
Given the challenges of teaching computer programming via Agile Project-based learning (APjBL) at Brazilian undergraduate education context, this research main objective is to analyze the benefits of one APjBL method when compared to the traditional teaching method, in favor of students' grades performance, motivation to learn, verbal communication and vocational exploration. This is an empirical and applied research. It occurred at 2018 first semester via a quasi-experiment with voluntaries 151 students and five professors grouped by control and experiment. As the educational intervention, students learned computer programming via Agile Model for Projects in Computing Education (AMoPCE) at a System Analysis and Development undergraduate course. As results, one research hypothesis, AMoPCE benefits the motivation to learn, was verified at a highly practical content course. Additional partial benefits to student's communication and vocational exploration were found at courses with mostly practical content.
Much attention has been paid to computational thinking (CT) as a problem-solving approach across various curricula, particularly in mathematics. Most studies solely used a digital instrument or examined transfer of pr...
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Much attention has been paid to computational thinking (CT) as a problem-solving approach across various curricula, particularly in mathematics. Most studies solely used a digital instrument or examined transfer of program solving ability, neglecting the mathematics knowledge domain or how the novel digital instrument functions alongside the dominant paper-and-pencil instrument in a classroom. Using Instrument-Mediated Activity Theory, our qualitative case study compares how secondary level students appropriated computer programming (as a means of using CT) and paper-and-pencil instruments to solve mathematics textbook word problems, via the analysis of three cases. Our results show that each instrument privileged certain ways of thinking that, by extension, de-emphasized others. The finding implies that teachers seeking to introduce computational concepts should be aware of an epistemic clash arising from the long-term use of paper-and-pencil for solving mathematics problems. We suggest that a more effective way to bring CT into secondary level mathematics is to introduce new types of problems or tasks that are less likely to interfere with the dominant instrument.
Support for novice learners of computer programming can be provided by scaffolding the construction of programs. The ubiquity of mobile phones allows us to support learners whenever they wish to work on a program outs...
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ISBN:
(纸本)9781450319072
Support for novice learners of computer programming can be provided by scaffolding the construction of programs. The ubiquity of mobile phones allows us to support learners whenever they wish to work on a program outside the classroom. This paper describes the development of an application that scaffolds the construction of programs on a mobile phone. The application was designed based on a five-level scaffolding framework and implemented on the Android platform. The application scaffolds the construction of programs on a mobile device by: (i) representing a program in parts;(ii) restricting a learner to complete the program in a certain order;(iii) enabling construction of a program one part at a time;(iv) providing instructions, steps, default code to be edited, hints, and error prompts where appropriate;and (v) fading the scaffolds as the learner progresses from one successfully completed and compiled program, to the next. Experiments are currently ongoing to test and evaluate the mobile application.
Motivation is essential for successful engagement in learning. This factor is especially important in courses that are considered difficult and require high cognitive engagement such as computer programming. One of th...
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ISBN:
(纸本)9783319609379;9783319609362
Motivation is essential for successful engagement in learning. This factor is especially important in courses that are considered difficult and require high cognitive engagement such as computer programming. One of the approaches to motivate engineering students in learning is to create an effective learning environment. This paper presents a qualitative study on undergraduate engineering students' motivation towards learning programming based on the How People Learn (HPL) framework. The HPL framework comprises of elements that can be considered by instructors to design an effective learning environment. The methods designed for this study are observations and interviews while thematic analysis is employed in analysing the data. Findings based on lenses of the HPL framework are presented. Several recommendations for improving the learning environment are summarized as part of the outcomes of the study.
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