In the field of education, the integration of Artificial Intelligence technologies, particularly chatbots, has transformed education by offering personalized guidance and support to learners. This paper introduces a w...
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ISBN:
(纸本)9783031630309;9783031630316
In the field of education, the integration of Artificial Intelligence technologies, particularly chatbots, has transformed education by offering personalized guidance and support to learners. This paper introduces a well-designed rule-based chatbot system tailored for computer programming education, specifically Java. The architecture comprises essential components such as the User Input Handler, Rule Engine, Response Generator, and Knowledge Base, each carefully crafted to fulfill distinct functions. The chatbot is programmed with a wide range of rule categories, covering basic greetings and farewells to detailed explanations of syntax errors, logical guidance, variable declarations, loop structures, common pitfalls, and valuable resource recommendations. The study evaluated the chatbot's efficacy in personalized guidance for computer programming education, engaging 50 undergraduate students. Feedback was collected through a structured questionnaire covering user satisfaction, query accuracy, response time, and personalized guidance. Results indicate high user satisfaction and proficiency in addressing programming queries promptly. Strengths include personalized guidance alignedwith individual learning needs, while limitations in conversational depth and adaptability, alongside challenges like technical issues and user engagement, were noted. Suggestions for refinement are provided to enhance effectiveness and applicability in educational contexts.
Management and assessment of homework assignments in programming courses is a challenging topic both for researchers and practitioners. In the current paper we propose a solution based on the blending of automated eva...
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ISBN:
(纸本)9783319965659;9783319965642
Management and assessment of homework assignments in programming courses is a challenging topic both for researchers and practitioners. In the current paper we propose a solution based on the blending of automated evaluation and peer learning. More specifically, we introduce a platform called Q2A-I, which provides two main features: (1) automated management and assessment of homework submissions;and (2) peer interaction support on the programming tasks, by exchanging questions and answers through dedicated micro-forums. By (1) we try to relieve the teacher of the burden of manual evaluation of assignments, while still providing sufficient insight into the students' knowledge level to discover potential need for remedial interventions. By (2) we aim to capitalize on the benefits of peer learning, allowing students to request and provide help to each other, and rely on teacher support only in a limited number of cases. The paper provides a description of the Q2A-I platform, followed by an illustration of its practical use in the context of an introductory computerprogramming course. Results related to students' participation level as well as their subjective satisfaction with the platform are reported and discussed.
Purpose - While it is particularly important that professional programs help teachers become members of a community of practice, especially in crisis situations such as the COVID-19 pandemic, there is a lack of resear...
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Purpose - While it is particularly important that professional programs help teachers become members of a community of practice, especially in crisis situations such as the COVID-19 pandemic, there is a lack of research about strategies to effectively encourage the development of a community of practice and to support teachers' transformation of their way of teaching. Thus, this paper aims to report on lessons learned from a blended professional development (PD) program for elementary and middle school teachers in Japan focused on computer programming education. In particular, the authors explored how application of the creative learning principles in the blended teacher PD may have helped to nurture a community of practice among teachers in Japan, and how the creative learning principles may be a valuable framework for designing online or blended teacher PD to support teachers' transition into emergency remote education. Design/methodology/approach - This paper reports on the lessons learned from two iterations of blended teacher PD situated within a larger design-based research project on applying creative learning pedagogy in teacher PD. Creative learning is a learning approach focused on engagement in personally meaningful projects by tinkering with materials and learning from peers. A total of 26 teachers and coaches participated, all of whom work in elementary or middle schools across Nagano prefecture in Japan. Participant experiences were evaluated based on a pre-survey and a post-survey conducted before and after the in-person kick-off camp;observation notes taken;a final report submitted by each teacher;a debrief meeting at the end of the program;and semi-structured interviews with three selected participants after the program concluded. For this paper, the authors focus on two participants who fully and actively engaged in the program, and they introduce their stories to highlight the outcomes from the PD. Findings - The results highlight how a blended PD
Pair programming (PP), as a mode of collaborative problem solving (CPS) in computer programming education, asks two students work in a pair to co-construct knowledge and solve problems. Considering the complex multimo...
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Pair programming (PP), as a mode of collaborative problem solving (CPS) in computer programming education, asks two students work in a pair to co-construct knowledge and solve problems. Considering the complex multimodality of pair programming caused by students' discourses, behaviors, and socio-emotions, it is of critical importance to examine their collaborative patterns from a holistic, multimodal, dynamic perspective. But there is a lack of research investigating the collaborative patterns generated by the multimodality. This research applied multimodal learning analytics (MMLA) to collect 19 undergraduate student pairs' multimodal process and products data to examine different collaborative patterns based on the quantitative, structural, and transitional characteristics. The results revealed four collaborative patterns (i.e., a consensus-achieved pattern, an argumentation-driven pattern, an individual-oriented pattern, and a trial-and-error pattern), associated with different levels of process and summative performances. Theoretical, pedagogical, and analytical implications were provided to guide the future research and practice.
Virtual blended learning as the use of virtual 3D environments in education has already delivered utility in a number of cases. This article presents a concept and a prototype of a 3D environment used in the current s...
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ISBN:
(纸本)9781479966004
Virtual blended learning as the use of virtual 3D environments in education has already delivered utility in a number of cases. This article presents a concept and a prototype of a 3D environment used in the current semester to employ the new medium in programmingeducation at universities. The concept brings gamification aspects as well as interaction mechanisms from social media to the virtual 3D environment. It thereby aims to reduce the large number of student dropouts due to failing the programming modules by motivating more and less capable students alike to an increased participation in the practical exercises. It is concluded that the concept is applicable in a much broader spectrum of exercise and tutorial settings.
This study reduces the difficulties experienced by novice computer programmers when establishing a procedure for problem-solving in a computing environment. It also provides guidelines to detail the work process. For ...
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This study reduces the difficulties experienced by novice computer programmers when establishing a procedure for problem-solving in a computing environment. It also provides guidelines to detail the work process. For this purpose, we developed an "unfolding model of procedures" consisting of the recognition of input and output, decomposition of operation, and expansion of branching based on its condition in work. To identify the effect of applying the unfolding model of procedures on the programming learning curve, we conducted an experiment with 110 college freshers randomly assigned to an experimental group and a control group. The unfolding model was applied to the experimental group;however, both groups received introductory programming classes for 5 weeks. The experimental group showed a trend of significant improvement in deriving the input and output processes and expanded their judgment on conditions. The evaluation of flowcharts for the same task conveyed that the experimental group was more competent than the control group, and further analysis by sex revealed no difference between the sexes in the achievement of learning within either group. The experimental group showed an advantage over the control group irrespective of sex. In conclusion, we expect that the unfolding model of procedures developed in this study could be used as a tool for novice programmers to derive work procedures completely and systematically when interpreting human work in a computing environment at the early stages of learning to program.
The article discusses the results of computerprogramming language studies conducted by Sun Microsystems in the context of a High Productivity Computing Systems (HPCS) program run by the U.S. Defense Advanced Research...
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The article discusses the results of computerprogramming language studies conducted by Sun Microsystems in the context of a High Productivity Computing Systems (HPCS) program run by the U.S. Defense Advanced Research Projects Agency (DARPA). The studies attempted to determine what the optimal characteristics of a high-performance computing (HPC) programming language would be. The traditional language, Fortran, was actually found to be surprisingly effective. The main obstacles to well-written programs often involved artifacts introduced by the specific hardware limitations of central processing units, or questionable choices in a program's conceptual design, rather than limitations in the language itself.
作者:
Kafai, Yasmin B.Univ Penn
Grad Sch Educ Teaching Learning & Leadership Div Philadelphia PA 19104 USA
The author offers an argument that computational thinking should be understood as computational participation in K-12 education. Topics include the nature of student interest in computerprogramming, the creation of a...
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The author offers an argument that computational thinking should be understood as computational participation in K-12 education. Topics include the nature of student interest in computerprogramming, the creation of applications in a communal context by students, and the need for broader participation in computer science education by K-12 students.
The Communications Web site, http://***, features more than a dozen bloggers in the BLOG@CACM community. In each issue of Communications, we’ll publish selected posts or *** us on Twitter at http://***/blogCACMhttp:/...
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The Communications Web site, http://***, features more than a dozen bloggers in the BLOG@CACM community. In each issue of Communications, we’ll publish selected posts or *** us on Twitter at http://***/blogCACMhttp://***/blogs/blog-cacmRobin K. Hill mulls an aspect of natural language processing research, while Mark Guzdial ponders why coding is taught in public schools.
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