Contemporary education promotes the usage of digital games to support learning programming. Such games are not designed for entertainment, but specifically for educational purposes. Students start from a very early ag...
详细信息
ISBN:
(纸本)9781912764372
Contemporary education promotes the usage of digital games to support learning programming. Such games are not designed for entertainment, but specifically for educational purposes. Students start from a very early age to interact with computers through games and consequently, react positively on the educational digital games. When used for education, digital games have the potential to motivate students towards active participation and interaction. In addition, educational digital games make complex and abstract topics like programming more friendly. Games that support learning programming enable students to learn programming concepts using visual interfaces and interesting environments. In these games, younger students are usually expected to move the main character around the given path and perform a series of tasks (e.g. collect objects, skip the obstacles). Instead in a textual editor, students are coding through drag and drop interactions, and create programs that include basic programming concepts like sequence, variables, loops, and conditions. Furthermore, digital games are a good for visualizing the execution of algorithms that are often hard to understand. To make the game more interesting, the main character is often presented as an animated robot, animal or a cartoon character familiar to the students. The paper explores the possibilities of using existing digital games in learning basic programming skills, highlighting which programming concepts the game supports and for which it is recommended and appropriate to be used. This is the first step in the design of an educational game that is intended to develop within the "Coding4Girls" and "Digital games" projects. Future activities and plans for both projects are presented in the paper.
It is consensual to consider teaching and learning programming difficult. A lot of work, dedication, and motivation are required for teachers and students. Since the first programming languages have emerged, the probl...
详细信息
ISBN:
(纸本)9781450371919
It is consensual to consider teaching and learning programming difficult. A lot of work, dedication, and motivation are required for teachers and students. Since the first programming languages have emerged, the problem of teaching and learning programming is studied and investigated. The theme is very serious, not only for the important concepts underlying the course but also for the lack of motivation, failure, and abandonment that such frustration may imply in the student. Immediate response and constant monitoring of students' activities and problems are important. With this work, it is our goal to improve student achievement in courses where programming is essential. We want each student to be able to improve and deepen their programming skills, performing a set of exercises appropriate and worked for each student and situation. We intend to build a dynamic learning model of constant evaluation, build the profile of the student. The student profile will be analyzed by our predictive model, which in case of prediction of failure, the student will have more careful attention. Predict the student's failure with anticipation and act with specific activities, giving the student the possibility of training and practicing the activities with difficulties. With this model, we try to improve the skills of each student in programming.
Several authors have argued for the role of reading code in programming education. The literature suggests e.g. cognitive overload as a significant problem and discusses the need to divide learning programming in sub-...
详细信息
ISBN:
(纸本)9781450354288
Several authors have argued for the role of reading code in programming education. The literature suggests e.g. cognitive overload as a significant problem and discusses the need to divide learning programming in sub-tasks, and to explicitly acknowledge and train different aspects of reading skills, e.g. reading for general understanding, tracing, and debugging. In this paper, we present a theoretical analysis that results in a tool design that correlates observable gaze behaviour to a theoretical model of source code comprehension. This allows to link observable reading behaviour (gaze) to internal cognitive processes of source code understanding, and thus to research the effects of different reading tasks and approaches on learning.
Practical implementations are important for understanding the concepts and principles of programming. Self-employed coding encourages learners to acquire learning content and fosters the theory-practice transfer. Ther...
详细信息
ISBN:
(纸本)9781911218579;9781911218562
Practical implementations are important for understanding the concepts and principles of programming. Self-employed coding encourages learners to acquire learning content and fosters the theory-practice transfer. Thereby, the learners face various difficulties and obstacles. Misconceptions and faults accompany the learners' coding process and result in non-executable coding artefacts. The integrated compiler of programming environments provides information concerning error messages that indicate incorrect coding constructs. Usually due to unspecific and generic formulation, learners find it hard to understand these error messages. Yet these observable errors give valuable information about the learner's coding behaviour and indicate current problems. These provide a link for adopted and appropriate learning assistance during the coding process. In this work in progress paper, we present first assumptions in in assisting learners' understanding and correction of programming errors by a game-based learning method. Our first approach focuses on the integration of a puzzle game into a programming environment. The game content adjusts to the error messages based on the analysis of the learner's log file. We suggest that the integration of this approach rises the learner's motivation to self-employed error handling and the quality of learning programming.
One challenge in learning programming either by self-learning or in the classroom is the lack of interactive learning content. For teachers, authoring tool is a solution that can help them in designing materials with ...
详细信息
ISBN:
(纸本)9781510849914
One challenge in learning programming either by self-learning or in the classroom is the lack of interactive learning content. For teachers, authoring tool is a solution that can help them in designing materials with interactive video. For students, interactive learning materials will certainly increase interest and understanding of the material. Goal of this research is to build an authoring tool for producing interactive video to be run on the browser. The methodology used was the RUP (Rational Unified Process) which consists of Inception, Elaboration, Construction, and Transition phases. Result of this study is an authoring tool application for designing and producing interactive video and generating it to HTML5 platform. Conclusions obtained are the authoring tool can help teachers to design teaching materials in the form of interactive video, and use it in teaching and learning process to increase students understanding of material. (C) 2017 The Authors. Published by Elsevier B.V.
People from nearly every country are now learning computer programming, yet the majority of programming languages, libraries, documentation, and instructional materials are in English. What barriers do non-native Engl...
详细信息
ISBN:
(纸本)9781450356206
People from nearly every country are now learning computer programming, yet the majority of programming languages, libraries, documentation, and instructional materials are in English. What barriers do non-native English speakers face when learning from English-based resources? What desires do they have for improving instructional materials? We investigate these questions by deploying a survey to a programming education website and analyzing 840 responses spanning 86 countries and 74 native languages. We found that non-native English speakers faced barriers with reading instructional materials, technical communication, reading and writing code, and simultaneously learning English and programming. They wanted instructional materials to use simplified English without culturally-specific slang, to use more visuals and multimedia, to use more culturally-agnostic code examples, and to embed inline dictionaries. programming also motivated some to learn English better and helped clarify logical thinking about natural languages. Based on these findings, we recommend learner-centered design improvements to programming-related instructional resources and tools to make them more accessible to people around the world.
There is still no pedagogy to teach programming that stands out significantly from others and no consensus on what is the best way for learning programming. There is still a need to develop new teaching methods for le...
详细信息
There is still no pedagogy to teach programming that stands out significantly from others and no consensus on what is the best way for learning programming. There is still a need to develop new teaching methods for learning in introductory programming courses. This paper presents a pedagogic approach in support of creativity in programming and the results of a successful case study, where the teacher facilitates the learning of programming patterns by means of students' involvement in game creation. The results show an improvement in motivation and learning introductory programming, when we combine programming patterns with games using concrete materials.
Digital native generations have been technology consumers all their life. Our children should be educated to be capable to contribute, as active producers, to the digital framework with a maturity and critical attitud...
详细信息
ISBN:
(纸本)9783319402383;9783319402376
Digital native generations have been technology consumers all their life. Our children should be educated to be capable to contribute, as active producers, to the digital framework with a maturity and critical attitude. To do that children should learn to program from very early stage at school and combine this with electronics can be the right way to motivate them to develop skills such as reasoning, problems resolution, logic, creativity, perseverance and team work. This paper describes the development of an augmented reality book that can be used by children to learn programming and electronics. Students alone, in groups, at home or in the classroom can use mobile devices (smart-phones or tablets) and augmented reality to help them in the electronics assembly. We believe that the use of augmented reality will change significantly the teaching activities by enabling the addition of supplementary information that is seen on a mobile device.
In this article we present an approach where students self-explain small pieces of code while they are studying the process of building programs from videos used as instructional material. To evaluate our approach, we...
详细信息
ISBN:
(纸本)9789899843462
In this article we present an approach where students self-explain small pieces of code while they are studying the process of building programs from videos used as instructional material. To evaluate our approach, we carried out an experiment in which we compared it with another approach where students self-studied the same videos. Although we could not confirm that the difference between the two groups was significant, we found a positive correlation within the instructional group between participants' answers to the self-explanation questions and participants' final results. Besides that, participants provided positive feedback regarding our approach. These findings suggest our approach should be investigated in further detail, especially with regard to which instructional conditions are more effective for it.
One challenge in learning programming either by self-learning or in the classroom is the lack of interactive learning content. For teachers, authoring tool is a solution that can help them in designing materials with ...
详细信息
One challenge in learning programming either by self-learning or in the classroom is the lack of interactive learning content. For teachers, authoring tool is a solution that can help them in designing materials with interactive video. For students, interactive learning materials will certainly increase interest and understanding of the material. Goal of this research is to build an authoring tool for producing interactive video to be run on the browser. The methodology used was the RUP (Rational Unified Process) which consists of Inception, Elaboration, Construction, and Transition phases. Result of this study is an authoring tool application for designing and producing interactive video and generating it to HTML5 platform. Conclusions obtained are the authoring tool can help teachers to design teaching materials in the form of interactive video, and use it in teaching and learning process to increase students understanding of material.
暂无评论