The paper investigates the impact of different types of e-learning course activities on the first-year university students' results in the introductoryprogramming course. The primary goal of three years of resear...
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ISBN:
(纸本)9781538695067
The paper investigates the impact of different types of e-learning course activities on the first-year university students' results in the introductoryprogramming course. The primary goal of three years of research is to uncover the role of a few types of activities, especially the purpose of an automated assessment. Despite the education systems function supported the automated assessment of source code is one of the most useful tools of programming learning, there are only a few researches inspected its effectiveness and impact. The paper compares involved groups of students, their motivation and expectations collected via a set of questionnaires. It investigates the significance of automated assessment of source code in the educational process. The results show significant differences between groups with and without the use of automated assessment were not proven. Finally, the authors researched the relationship between the number of solved tasks and the student's outcomes of the evaluation and identified a positive correlation.
Old teaching methods mechanisms are no longer beneficial to the students. In traditional instructional methodology, where the lecture classes are perceived to be tedious by students, the gamification technology has a ...
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ISBN:
(数字)9783319769080
ISBN:
(纸本)9783319769080;9783319769073
Old teaching methods mechanisms are no longer beneficial to the students. In traditional instructional methodology, where the lecture classes are perceived to be tedious by students, the gamification technology has a great advantage to solve the problem as it can improve learning motivation of students. Various studies have shown that gamification under appropriate conditions may create an environment conducive to learning and lead to large increases in students' interest in programming. ClassCraft is a game that it can be used in the classroom to help students to have fun, promote teamwork, and become better learners. In this paper, we present a pilot teaching intervention. The results showed that the general students' performance has not been affected positively. On the other hand, their engagement has been affected positively.
programming is one of the career rewarding skills;however, learning programming skill is extremely hard and arduous as supported by several studies. The first programming language has an everlasting impact on the prog...
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programming is one of the career rewarding skills;however, learning programming skill is extremely hard and arduous as supported by several studies. The first programming language has an everlasting impact on the programmer's program's development abilities. In most of the universities the imperative paradigm is used for introductory programming courses and generally C language is used as a base language of a first programming course. The C language is a leading programming language and extensively utilized for commercial applications. The majority of the programming languages are highly motivated from the C language, yet its intrinsic complexities and non-pedagogic origin evidently makes it hard and a complex choice for a first programming course. This paper proposed a rational and realizable solution that can make a C language a suitable choice for a first the course of programming.
introductory engineering courses can benefit from the flipped classroom model as these courses develop hands-on skills such as engineering design and critical thinking skills. Providing students with instruction outsi...
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ISBN:
(纸本)9781467386333
introductory engineering courses can benefit from the flipped classroom model as these courses develop hands-on skills such as engineering design and critical thinking skills. Providing students with instruction outside the classroom with e-learning tools frees up class time to engage in activities that promote deeper learning, e.g. classroom discussions, problem-solving sessions, design activities, etc. In this paper, we discuss the implementation of a flipped classroom version of an introductory engineering design course. We evaluate student performance and perception of a flipped classroom version using data collected during the course. We also discuss elements of the course that were found to be the most beneficial for the students.
This poster describes an effort to create a different initial course sequence for computing degrees. This effort, the EntryPoint project, focuses primarily on the first two years of the undergraduate program. An inten...
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ISBN:
(纸本)9781605583815
This poster describes an effort to create a different initial course sequence for computing degrees. This effort, the EntryPoint project, focuses primarily on the first two years of the undergraduate program. An intention of the project is to retain programming learning objectives, but move away from the traditional programming-focused introductory sequence. A three dimensional model, CAP (content, application, and process), is used to organize the discussion of introductorycourses.
This paper revisits two emerging active learning practices in introductory programming courses and proposes ways they can be further improved. We first focus on a category of assignments which can further support the ...
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ISBN:
(纸本)9781934272114
This paper revisits two emerging active learning practices in introductory programming courses and proposes ways they can be further improved. We first focus on a category of assignments which can further support the switch from instructor-led to student-led live coding practices, thus helping develop the former into a real active learning pedagogy. Then, we propose to leverage test-driven development techniques through assignments meant to engage students in competitive learning without the drawbacks usually associated with this type of programming competition framework. The new activities have been tested in courses taught at the University of South Florida and observations of their impact are discussed with respect to constructive alignment theory, constructivist educational approaches, discovery learning and pair programming / test-driven techniques.
Acquiring and developing programming knowledge is a highly complex process. It involves a variety of cognitive activities and mental depictions. Hence, programmingcourses are generally regarded as difficult, and ofte...
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ISBN:
(纸本)9781424419692
Acquiring and developing programming knowledge is a highly complex process. It involves a variety of cognitive activities and mental depictions. Hence, programmingcourses are generally regarded as difficult, and often have the highest dropout taxes. Such problem is especially significant in introductory programming courses: novice programmers need to apply the programming concepts continuously to understand them. Besides, beginner students often fail to recognize their own deficiencies and oversights. In this context, early assessment and continuous feedback are essential activities to correct mistakes and confusions. The purpose of this paper is to present our experience in teaching introductory programming courses as a case study. The course design is based on a specific assessment tool for introductoryprogramming exercises. The tool aims at improving the assessment activity, facilitating its management and automating the communication flow in order to reduce the assessment process time-span. The final goal of our work is to increase feedback and improve the rectification of errors and misunderstandings from learners. The paper includes both the description of our assessment tool and the evaluation of its features.
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