In recent years, a trend has developed to use Escape Rooms in an educational context. As a consequence, several research has been conducted investigating the integration and design of such Escape Rooms. However, there...
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ISBN:
(纸本)9783031268755;9783031268762
In recent years, a trend has developed to use Escape Rooms in an educational context. As a consequence, several research has been conducted investigating the integration and design of such Escape Rooms. However, there is a lack of research on concrete implementation from a technical perspective. This paper aims to give detailed insights into a hands-on implementation of an Escape Room architecture that was introduced in a Java programming course at a higher education institution. The proposed architecture consists of multiple loosely coupled components resulting in an extensible and adaptable architecture. This component based approach enables the adaptation of our technical implementation for other domains and educational fields.
This paper investigates the simplification of programming for non-technical university students. Typical simplification strategies are outlined, and according to our findings CT courses for non-technical students typi...
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This paper investigates the simplification of programming for non-technical university students. Typical simplification strategies are outlined, and according to our findings CT courses for non-technical students typically address learners from different faculties, providing generic and basic knowledge, not specifically related to their major. In this study, we propose instead a hermeneutic approach to simplify programming, in which we aim at clarifying the problem-solving aspect of programming, addressing computational problems that are specific to their studies and leveraging on learners' preunderstanding of the digital media they have experienced as users. The practical counterpart of our theoretical approach is a minimalistic Python multimedia library, called Medialib, that we designed to enable university students with a non-technical profile to create visual media and games with short and readable code. We discuss the use of Medialib in two empirical case studies: a collaboration with the university of Kyushu in Fukuoka, Japan, and a coding module for Media Studies students at the University of Southern Denmark. Furthermore, we use Notional Machines to attempt a comparison of the simplicity of learning tools for programming, and to ground our claim that Medialib is "simpler" for learners than other popular approaches. The main contribution is a hermeneutic approach to the simplification of programming for specific contexts that combines the hermeneutic spiral and notional machines. The approach is supported by a tool, the Medialib library;the two case studies provide examples of how the approach and tool can be deployed in beginners in CT courses.
During this global pandemic of coronavirus, the amount of self-learning done by students has considerably increased. They cannot only rely on online classes to study as students easily lose interest in these online cl...
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ISBN:
(纸本)9781665420358
During this global pandemic of coronavirus, the amount of self-learning done by students has considerably increased. They cannot only rely on online classes to study as students easily lose interest in these online classes. A number of studies have shown that undergraduate students have problems grasping the introductory chapters of programming. If they cannot even understand the basics, then they might not be able to comprehend the more complex chapters. Tutors have to find a means to match their teaching methodology to the students' interest so that the latter can be as engaged as possible. This brought about a need to devise a new method of learning for IT-related undergraduate courses. It is a well-known fact that many students show a keen interest in video games. Using video games for teaching can be an interesting way to encourage self-learning of students. The concept of integrating gameplay with educational contents is known as serious games. In this paper, a mobile serious game, Code Saga, is being proposed. The primary aim of Code Saga is to smooth out the learning process of students opting for IT courses at undergraduate level. The game has been design to cover key chapters on programming based on the latest IEEE/ACM curriculum guidelines for undergraduate degree programs in Software Engineering. A combination of mixed gaming-approaches has been used to make the game as entertaining and educational as possible to the undergraduate students. The game includes fun assessment activities to assess the players' understanding on various programming concepts. The game also consists of a scoring mechanism, which a tutor can use to track students' strengths and weaknesses on specific topics. Code Saga has been tested by a group of students at the University of Mauritius and the results confirmed that most students prefer to learn programming using serious games compared to the traditional learning methods.
A method is introduced to design a system that can help teachers to instruct students to learn programming. The kernel of the system is FTP (File Transfer Protocol), some functions are developed around the kernel such...
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A method is introduced to design a system that can help teachers to instruct students to learn programming. The kernel of the system is FTP (File Transfer Protocol), some functions are developed around the kernel such accounts management, excises submission, online examination and archives management. It is easy to use to people who are familiar to FTP, a network service used all over the world, for it remains the same interface as before. Furthermore, it is cheap for there is a FTP server almost in each school that equipped a network, and it saves many storage spaces. Some statistic results from using the system in our university shows the practical effects.
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