Unemployment has been a major concern in recent years. This is particular true for young people and in the case of Portugal for youngsters with a Higher Education degree. In this paper we describe the program "Ac...
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ISBN:
(纸本)9781479984541
Unemployment has been a major concern in recent years. This is particular true for young people and in the case of Portugal for youngsters with a Higher Education degree. In this paper we describe the program "Acertar o Rumo", a two years program to reconvert unemployed graduates in Engineering and Exact and Natural Science in experienced Java programmers. Particularly, we focus on the programming courses of the program, where the two main programming paradigms, the procedural and the object-oriented, as well as principles and technologies for developing enterprise systems were taught. We describe the main methodologies and approaches followed and report the very positive results obtained with the first edition of the program till now. We finish the paper by proposing some recommendations and improvements for further editions.
learning computer programming is known to be difficult for many students. In the context of a wider study, which aims to design a pedagogical strategy for introductory programming, we decided to use some less conventi...
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ISBN:
(纸本)9781612844695
learning computer programming is known to be difficult for many students. In the context of a wider study, which aims to design a pedagogical strategy for introductory programming, we decided to use some less conventional activities. This strategy was applied in the last three academic years with some success. In this paper we will discuss a component that proved very relevant, the biweekly reflections we asked the students to write during the course. They were expected to reflect on the course, the different activities, their learning, the difficulties felt, and any other aspect they considered important. The analysis of the texts written gave the teacher several hints that lead to some successful individual interventions. From a research point of view this analysis gave also some important clues to the refinement of our pedagogical strategy.
Computer programming learning is an important and challenging process for novice students. Previous approaches often address the learning problem of creating algorithm and familiarizing syntax. However, students still...
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ISBN:
(纸本)9780769550091
Computer programming learning is an important and challenging process for novice students. Previous approaches often address the learning problem of creating algorithm and familiarizing syntax. However, students still need the extra programming knowledge of selecting proper data structure to implement the program. In this paper, the scaffolding approach is used to assist students in comprehending the problem-solving strategy to find suitable data structure. In the experiment, 55 students participated in the two groups' pretest and posttest evaluation. The experimental results showed that the experimental group achieves higher learning achievement than the control group. The results suggest that computer-assisted scaffolding can be exploited as effective and motivational learning guidance for students.
The aim of this study is to develop a mobile application for the Scratch programming language in order to develop programming skills of the students from secondary schools. The mobile application has been developed to...
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The aim of this study is to develop a mobile application for the Scratch programming language in order to develop programming skills of the students from secondary schools. The mobile application has been developed to solve two problems related to teaching Scratch programming language. The first problem related to educational aspects of the Scratch programming commonly used in secondary schools. The second problem is that Scratch does not have mobile applications for its learning. The structure of the application is described. The results of using the application in the learning process have been analyzed. Analyse shows that there is a significant difference between the problem solving skills of the students who have used this application in the learning process and the skills of the students who have not used it. (c) 2018 The Authors. Published by Elsevier B.V.
We developed a programing education tool "P-CUBE3", which uses blocks with tangible information as its language. P-CUBE3 can control audio output by placing HIRAGANA (Japanese character) blocks on a "pr...
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ISBN:
(纸本)9783031628450;9783031628467
We developed a programing education tool "P-CUBE3", which uses blocks with tangible information as its language. P-CUBE3 can control audio output by placing HIRAGANA (Japanese character) blocks on a "program mat", and also implements an operation history acquisition system that can record the type of block, its position, and operation time. We conducted a hands-on programming lesson for visually impaired and sighted people, and analyzed the operation history data when they worked on a task program in the lesson. Participants in the lesson were classified into four groups according to whether they had programming experience or not and whether they had visual impairment or not. We classified the programming process into several patterns, and analyzed the relationship between the patterns using a co-occurrence matrix. We report on the characteristics of the programming process for the visually impaired and sighted.
In this paper, we report a study on the differences of using a program visualization tool collaboratively or independently. We conducted a study, where students were divided randomly into two groups: the treatment gro...
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ISBN:
(纸本)9781612844695
In this paper, we report a study on the differences of using a program visualization tool collaboratively or independently. We conducted a study, where students were divided randomly into two groups: the treatment group used a visualization tool called ViLLE in collaboration with another student, while the control group used the tool alone. During the study, we recorded screen captures and students' conversations. Our previous results confirmed that the treatment group outperformed the control group in the post-test in questions related to functions and in total score. Thus, we now annotated and tagged students' actions in answering the exercises, trying to find out an explanation for the difference in learning results. The results show, that the students working in collaboration spent more time answering the difficult exercises than the students working alone, and moreover, spent more time in higher level of engagement, both relatively and absolutely measured. Furthermore, we found out that the students working in pairs discussed the most when in the higher level of engagement and that almost all discussion was related to the exercise they were doing.
This paper presents a novel approach to teaching and learning computer programming, using the three-dimensional virtual world Second Life (R) to develop a programming community of practice. Our students have developed...
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ISBN:
(纸本)9783540928300
This paper presents a novel approach to teaching and learning computer programming, using the three-dimensional virtual world Second Life (R) to develop a programming community of practice. Our students have developed their programming projects as part of this community as an alternative way of learning. The learning of programming is a difficult process, with many students experiencing difficulties which result in high levels of failure in introductory programming courses. In this paper, we describe and analyse how this approach spurred students' motivation and interest in learningprogramming. We also present observations on the difficulties felt by both students and teachers in the development of projects and activities, and discuss the approaches taken to overcome those difficulties.
In this paper I will discuss an investigation intended to address the learning of recursion in a multidimensional perspective, where the dimensions correspond to different types of competence relevant to programming. ...
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ISBN:
(纸本)9781605588209
In this paper I will discuss an investigation intended to address the learning of recursion in a multidimensional perspective, where the dimensions correspond to different types of competence relevant to programming. One such dimension is the understanding of the computation model, that I have assessed under the methodology proposed by Gotschi et al. (2003). Moreover, I have tried to analyze and correlate other learning dimensions, such as the ability to establish relations in the problem domain, to deal with recursive structures, as well as to develop basic abstraction skills. One of my objectives is indeed to gain a better understanding of the major sources of difficulties that students face. In essence, my investigation lends further support to previous related findings on mental models. However, a consistent model of recursive computations, although implied by the ability to use recursion in problem-solving, does not seem to be sufficient for the achievement of higher-level skills.
Digital literacy and computer skills are considered a fundamental part of citizen education in Europe. University courses in general assume that the first year students possess adequate computational background and ab...
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ISBN:
(纸本)9783319988726;9783319988719
Digital literacy and computer skills are considered a fundamental part of citizen education in Europe. University courses in general assume that the first year students possess adequate computational background and abilities. But unfortunately this is not always the case: freshmen experience troubles in analysing and solving problems with computation tools, in particular by means of programming activities. Therefore, it is an imperative task to find strategies that can mitigate initial difficulties and balance background deficiencies. In this work, we consider the effect of the eXtreme Apprenticeship teaching methodology and analyse the role of sex and background.
The mobile market is growing every year, creating a demand for mission-critical and innovative enterprises, and personal applications. This demand implies the need for skills training necessary for students to enter t...
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ISBN:
(纸本)9781450371247
The mobile market is growing every year, creating a demand for mission-critical and innovative enterprises, and personal applications. This demand implies the need for skills training necessary for students to enter the professional development market. The Innovation, Development and Teaching in Complex Software Environments approach (IDEAS) was developed for the training of mobile developers to meet this need, through an innovative process for student selection, training through the active methodology Challenge Based learning, software production, and startups creation. The approach was created through action-research applied during two cycles of a real project in a university environment, where 398 students applied for the first cycle, of which 110 were selected, and 900 applied for the second cycle, of which 100 were selected. We undertook evaluations with students and teachers through periodic reflections, questionnaires, and interviews at the end of each cycle. Some of the positive results included the prominence of 125 professional-looking apps that were finalized and published, report of dropout reduction and disapproval in the programming courses and experience in entrepreneurship and pre-acceleration startup program.
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