This paper proposes the integration of a Geographic Information System (GIS) with the Arena Simulation software to model the transit of ocean-going vessels through the Panama Canal. The purpose of this integration is ...
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ISBN:
(纸本)9788890372421
This paper proposes the integration of a Geographic Information System (GIS) with the Arena Simulation software to model the transit of ocean-going vessels through the Panama Canal. The purpose of this integration is to initialize the simulation model with the vessels that are currently transiting the system and the ones ready to begin their transit taking into account waiting time in queue, booking status, navigation restrictions and their times through the locks. The interface process consists of gathering vessel location and attribute data, which is loaded in database format in the GIS where it is analyzed and displayed in a map containing the location of the locks, anchorage areas, tie-up stations and the transit route. Once analyzed, Arena reads the GIS data from the database and proceeds with the simulation considering navigation transit time, locks transit and lockage times.
The overall goal of this research was to determine how to improve online delivery of programming courses, with the objective of advancing student engagement and learning outcomes. In order to improve the learning proc...
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ISBN:
(纸本)9780769537832
The overall goal of this research was to determine how to improve online delivery of programming courses, with the objective of advancing student engagement and learning outcomes. In order to improve the learning process for students with different pre-knowledge and preferred learning styles, a certain degree of adaptability must be introduced to eCourses. In learning environments that support this kind of functionalities students can choose different paths through course contents or can be directed to different parts of the instructional material depending on the pace of their advancement. This paper presents the implementation of such an environment by extending an Open Source Learning Management System Moodie, as well as possibilities of its usage in a typical introductory university course on object-oriented programming in Java.
Background and Context: Though still a nascent area of research, serious games have been presented as means of engaging students in computer programming and computational thinking due to their immersive and interactiv...
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Background and Context: Though still a nascent area of research, serious games have been presented as means of engaging students in computer programming and computational thinking due to their immersive and interactive nature. Existing research is limited in its ability to provide systems based on sound instructional design models, and only a few studies validate their design with statistical support. objective: This study investigated the effects of a game which is based on experiential learning theory under framework of the four-component instructional design model on undergraduate students' learning performance in conceptual knowledge of object-oriented programming and computational thinking skills. Method: A pre-test and post-test quasi-experimental design was used to study the effects of the experiential serious games on conceptual knowledge of OOP and CT skills of 61 non-engineering students with and without prior programming knowledge. Findings: The statistical analyses reveal that students with and without programming experience significantly improved their understanding of fundamental concepts of OOP. There were only weak correlations among students' creative problem solving, attitudes towards digital game-based learning of programming, and learning.
Starting out from a general consideration of the concepts of code, abstraction, and programming paradigm, and of how computers compel us to reconceive of thinking as technē rather than as the realization of a given n...
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This article describes a holistic approach to designing an introductory, object-oriented programming course. The design is grounded in constructivism and pedagogy of phenomenography. We use constructive alignment as t...
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This article describes a holistic approach to designing an introductory, object-oriented programming course. The design is grounded in constructivism and pedagogy of phenomenography. We use constructive alignment as the framework to align assessments, learning, and teaching with planned learning outcomes. We plan learning and teaching activities, and media with an understanding of variation theory and the ways in which students learn to program. We outline the implementation of the course, and discuss the findings from the first cycle of an action research study with a small sample of undergraduate students. An investigation of the preferred (deep/surface) learning approaches of the students led us to believe that these approaches can be influenced through course design. Personal constructs of the students, elicited through the repertory grid technique, revealed that rich inventories of learning resources are highly valued. We comment on the transformational processes of the experience of the participants, and identify areas for further refinement and investigation in the next action research cycle.
Problems with programming or object-oriented programming (OOP) have been reported in several studies. There is still a lack of studies that explore (particularly secondary school) students' conceptions of OOP. Man...
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ISBN:
(纸本)9781450377041
Problems with programming or object-oriented programming (OOP) have been reported in several studies. There is still a lack of studies that explore (particularly secondary school) students' conceptions of OOP. Many introductory programming classes in German secondary schools use Greenfoot or BlueJ as an Educational IDE (eIDE). Surprisingly, there are almost no studies on the effect of eIDEs on students' conceptions of programming. This Ph.D. research project aims to find an applicable design approach to identify students' conceptions and mental models concerning the used eIDE.
The purpose of this study is to identify and evaluate how a computer game could be applied as a tool for learning object-oriented programming in computer science courses. The study aims to reduce the complexity of lea...
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ISBN:
(纸本)9781479931903
The purpose of this study is to identify and evaluate how a computer game could be applied as a tool for learning object-oriented programming in computer science courses. The study aims to reduce the complexity of learning object-oriented programming for the students and provide efficient object-oriented design learning environment for them.
In computer science education, the programming environment is just as crucial as the classroom environment. Students must be provided with adequate tools for developing an understanding of computer science paradigms. ...
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ISBN:
(纸本)9781509017904
In computer science education, the programming environment is just as crucial as the classroom environment. Students must be provided with adequate tools for developing an understanding of computer science paradigms. These paradigms include object-oriented programming (OOP) concepts, such as inheritance, polymorphism, and encapsulation. JavelinaCode is a web-based integrated development environment (IDE) for Java programming that provides students with both a static and dynamic visualization of code;the static structure of code at compile time and the dynamic execution of code at run time. The objective of this research is to present the differences between JavelinaCode and similar programming environment tools to demonstrate how JavelinaCode improves students' understanding of OOP concepts. Comparative analysis is conducted between JavelinaCode and programming environment tools, including BlueJ, Jeliot 3, AguiaJ, JIVE, and jGRASP. Each of these tools is evaluated on the basis of time constraints for download and installation, complexity of the download process and tool's interface, and the provision of static and dynamic visualizations. The results of the comparative analysis show that JavelinaCode provides students with a more effective tool for understanding OOP concepts than those considered. This is due to a simplified set up process and user interface and a better integrated set of visualizations. The combination of these factors contributes to a programming environment that emphasizes developing and running code.
Serveless computing and the Function-as-a-Service (FaaS) model promise rapid development of cloud-based applications by abstracting away deployment and resource allocation. As the stateless nature of functions undermi...
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ISBN:
(纸本)9798400704550
Serveless computing and the Function-as-a-Service (FaaS) model promise rapid development of cloud-based applications by abstracting away deployment and resource allocation. As the stateless nature of functions undermines the generality of the model, they are often paired with storage services to persist their state. However, this approach exposes state management to developers, who need to manually encode the interactions between functions and storage. The relations between functions and state are hidden within function implementations, negatively affecting modularity and reuse. To overcome these problems, we propose a novel abstraction that brings the benefits of object-oriented programming to FaaS, and we implement this abstraction into the Nubes framework. In Nubes, developers define objects that encapsulate state in the form of attributes and expose methods to other objects. Applications are written using familiar object-oriented concepts, Nubes then transparently and automatically manages the state of objects using a cloud storage service and handles the execution of serverless functions. Nubes simplifies application development and deployment and promotes the reuse of objects as composable building blocks for cloud applications. Using a case study, we show that Nubes significantly reduces code complexity with limited overhead with respect to manually crafted solutions.
In order to understand the important of object-oriented programming in tertiary level, a propriety game-based learning multiplatform game has been designed and develops as a learning tool to improve the student unders...
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ISBN:
(纸本)9781538674475
In order to understand the important of object-oriented programming in tertiary level, a propriety game-based learning multiplatform game has been designed and develops as a learning tool to improve the student understanding toward object-oriented programming paradigm such as encapsulation, abstraction, inheritance and polymorphism. The proposed game is a 2D role-playing game in computer and mobile platform that allow players to learn object-oriented programming in an interaction way. Players will play along the flow of each game world and they will learn object-oriented programming paradigm subconsciously. Total of 214 undergraduate year one student had been participate to this research to determine the proposed game that design based on game-based learning approach is able to improve their understanding toward object-oriented programming paradigm compare to the traditional teaching and learning method. Thus, this paper is a research paper of an academic who worked with game designers, game developer to design and develop a propriety game-based learning game for learning object-oriented programming.
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