The article discusses the inclusion of computer programming and computational thinking in K-12 instructions within science, technology, engineering and mathematics (STEM) for disabled students in the U.S. Topics discu...
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The article discusses the inclusion of computer programming and computational thinking in K-12 instructions within science, technology, engineering and mathematics (STEM) for disabled students in the U.S. Topics discussed include computing-related job opportunities by 2020 as estimated by the Department of Labor, a framework namely universal design for learning (UDL) to teach computing to students, and strategies implied by special educators to make computing learning easy for students.
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 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.
Educating our future engineers so that they can gain high proficiency in computational thinking is essential for their career prospects. As educators, acquiring a good understanding of the various learning motivation ...
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Educating our future engineers so that they can gain high proficiency in computational thinking is essential for their career prospects. As educators, acquiring a good understanding of the various learning motivation factors/tools as well as their inter-relationships is a significant step forward in achieving this goal. In this article, we describe an exploratory, data-analytic investigation into the influences of the various learning motivation factors on one another as well as on effecting e-learning of a group of science and engineering students taking computer programming courses. Based on the algorithmic results, we highlight concrete ideas that may have direct impact on improving an existing e-learning system. Further, we describe how the graphical visualization of the algorithmic results can guide us to set priority for focusing on which learning motivation factors first, and which factors next, in achieving a given education goal. These are among some of the new insights not easily obtainable from confirmatory-based analyses.
In this paper, we consider a multi-agent intelligent tutoring system for the learning of computer programming. It provides a multiple domain learning environment for language learners. The aim of the system is to teac...
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ISBN:
(纸本)9780769529745
In this paper, we consider a multi-agent intelligent tutoring system for the learning of computer programming. It provides a multiple domain learning environment for language learners. The aim of the system is to teach the target domain by using a supporting domain(s) to reinforce the learning of it. The system is strongly built upon a cognitive theory that affirms there are successful knowledge transfers in the learning of knowledge-rich domains like computer programming. To implement it, we chose a multi-agent system because of the features of agents, which provide flexibility for future expansion.
Background: Several attitude scales have been developed to measure students' attitudes toward computer programming, including the prominent one developed by Cetin and Ozden. The development of these scales stemmed...
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Background: Several attitude scales have been developed to measure students' attitudes toward computer programming, including the prominent one developed by Cetin and Ozden. The development of these scales stemmed from the elusive nature of attitude and the lack of specific constructs to measure attitude. These instruments measure students' attitudes based on one-dimensional perspective, thus, making it difficult to interpret the meaning of some attitude evaluations such as the meaning of neutral points in a 10-point scale (for example).Objectives: The computer programming attitude scale was modified to measure ambivalence. The study also investigate attitude differences across demographic variables and used these variables to predict ***: The study was conducted in two phases. In the first phase, the instrument was validated using exploratory factor analysis and confirmatory factor analysis. In the second phase, the revised scale was administered to another 547 students in four research universities for empirical ***: Results show that the instrument is valid and suitable for measuring students' programming attitudes. Participants' attitudes skewed toward the negative attitude dimension. Lastly, we found that both attitude and ambivalence are factors of programming ***: We discussed the findings, recommend the instrument to programming tutors, and strongly emphasise the evaluation of students' ambivalent attitudes.
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.
Protoboard is a Learning Management System (LMS) developed to support the teaching-learning process of programming subjects. Protoboard uses a recommender based on fuzzy logic rules according to difficulty levels;the ...
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ISBN:
(纸本)9783030456900;9783030456917
Protoboard is a Learning Management System (LMS) developed to support the teaching-learning process of programming subjects. Protoboard uses a recommender based on fuzzy logic rules according to difficulty levels;the study material are learning objects and programming exercises, and it sends feedback to students about syntax and instructions. In this article, we describe the protoboard system used in beginner Mexican students in a Java programming course, in this system rules and restrictions are used to define the programming domain so that students learn good programming practices as they begin with Java.
This experiment was conducted to investigate the effects of quality-contingent pay systems on quantity and quality. Three computer science students were paid to create simple computer programs across 25 sessions. A mu...
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This experiment was conducted to investigate the effects of quality-contingent pay systems on quantity and quality. Three computer science students were paid to create simple computer programs across 25 sessions. A multiple-baseline across subjects design was used to compare the effects of three kinds of pay systems;pay-for-hour, pay-for-quantity, and pay-for-quality systems. The quantity was higher when pay was based on the quantity of the programs produced, and the quality was highest when pay was based on the quality of the programs. The production cost including quality inspection costs was highest when pay was based on the time worked.
Background and Context: Vygotsky's sociocultural theory emphasises the importance of language, mediation, and the transfer of skills and knowledge from the social into the cognitive plane. This perspective has inf...
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Background and Context: Vygotsky's sociocultural theory emphasises the importance of language, mediation, and the transfer of skills and knowledge from the social into the cognitive plane. This perspective has influenced the development of PRIMM (Predict, Run, Investigate, Modify, Make), a structured approach to teaching programming. Objective: The objective of the study was to find out if using PRIMM to teach programming had an impact on learner attainment in secondary school, and the extent to which it was valuable for teachers. Method: We evaluated the use of PRIMM in 13 schools with 493 students aged 11-14 alongside a control group, using a mixed-methods approach. Teachers delivered programming lessons using the PRIMM approach for 8-12 weeks. Data were collected via a combination of a baseline test, a post-test to compare control and experimental groups, and teacher interviews. Findings: Learners performed better in the post test than the control group. Teachers reported several benefits of the PRIMM approach, including that PRIMM helped them to teach effectively in mixed-ability classes, enabling all learners to make progress.
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