E-learning tools are gaining increasing relevance as facilitators in the task of learning how to program. This is mainly a result of the pandemic situation and consequent lockdown in several countries, which forced di...
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E-learning tools are gaining increasing relevance as facilitators in the task of learning how to program. This is mainly a result of the pandemic situation and consequent lockdown in several countries, which forced distance learning. Instant and relevant feedback to students, particularly if coupled with gamification, plays a pivotal role in this process and has already been demonstrated as an effective solution in this regard. However, teachers still struggle with the lack of tools that can adequately support the creation and management of online gamified programming courses. Until now, there was no software platform that would be simultaneously open-source and general-purpose (i.e., not integrated with a specific course on a specific programming language) while featuring a meaningful selection of gamification components. Such a solution has been developed as a part of the Framework for Gamified programming Education (FGPE) project. In this paper, we present its two front-end components: FGPE AuthorKit and FGPE PLE, explain how they can be used by teachers to prepare and manage gamified programming courses, and report the results of the usability evaluation by the teachers using the platform in their classes.
The objective of research and proposals related to the domain of computer science and education is to offer resources and contexts that help teachers and students to increase learning effectiveness. Algorithms and Pro...
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ISBN:
(纸本)9781450306973
The objective of research and proposals related to the domain of computer science and education is to offer resources and contexts that help teachers and students to increase learning effectiveness. Algorithms and programming courses present an obstacle to an increasing number of first year students worldwide, and has become the object of study of many researchers and faculty members worried with the consequences this difficulty entails, such as high dropout and failure rates, and lack of motivation [1].Several proposals have been made, using different programming languages and paradigms, as well as different methodologies, including the development of tools and environments that help students to develop their programming abilities. Most of these proposals are concerned with the motivational aspect of the course, and try to involve the students in the discipline, leading them to persist and not give up in spite of its natural difficulty [2]. In many cases there have been reports of success. Often the credits of success are given to the new approaches, methodologies and environments adopted in the experiment. However, an important variable is often disregarded: the teacher's quality and motivation. It should be observed that most of these experiments are undertaken by high quality teachers that are also motivated researchers in the domain of Computer Science education. Their enthusiasm and dedication to the course is undeniable. The question is: to what extent does the teacher's motivation and enthusiasm contribute to the success of the experiment? Most reports do not discuss this issue and often they are limited to the application of the new approach to groups taught by the researcher himself or by members of the research team, equally *** reports have established that the human factor is key to the success of an educational system [3]. In all educational levels, from kindergarten to the university, there are examples of brilliant pedagogical proposals th
In ICT education, most of the courses particularly those focused on programming, are designed to enhance computational and practical skills. However, the selection of appropriate programming languages holds great sign...
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ISBN:
(纸本)9798400708534
In ICT education, most of the courses particularly those focused on programming, are designed to enhance computational and practical skills. However, the selection of appropriate programming languages holds great significance for novice programmers embarking on their journey of learningprogramming. This paper presents a comprehensive analysis utilizing real-world data to gain insights into the prevalent trends in programming language selection for problem-solving among novice programmers. The study leverages solution submission logs from an online judge (OJ) system, employed as an educational tool within an introductory programming course. The analysis specifically focuses on topic #1 consists of four problems of this course. Our investigation revolves around programmers’ first attempts to solve these problems, taking into account the programming languages they employ. The findings of our detailed statistical analysis shed light on the preferred programming languages used by programmers to tackle these problems. These insights not only aid fledgling novice programmers in making informed decisions when selecting a programming language, but also offer educators, instructors, and academic institutions valuable information for curating programming language choices within introductory programming courses.
GitHub is a prevailing open and collaborative development platform for open source software. Previous studies showed its social coding service, features and methodology have a wealth of benefits for various discipline...
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ISBN:
(纸本)9781728123097
GitHub is a prevailing open and collaborative development platform for open source software. Previous studies showed its social coding service, features and methodology have a wealth of benefits for various disciplines of education, but one of the most valuable experience for computer education is the issue driven collaborative programming practice. The paper proposed an issue driven collaborative programming experiment teaching method, which utilized the issue feature as a start point, executed all programing teaching activities with the rest social coding features provided by GitHub, and implemented an integrated performance assessment program to automatically generate experiment reports. We conducted two semesters of teaching experiments on two programming courses, Android and Java Web. The trial courses output well expected results and the proposed method played its role effectively in programming education.
In recent years, Augmented Reality (AR) usage in the learning process has been growing. AR tools and environments lead to a variety of positive outcomes and impacts for educational purposes. Similarly, AR is changing ...
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programming is an important skill in the 21st century, but it is difficult for novices to learn. To help students practice and learn efficiently, the authors developed a mobile platform called Daily Quiz, which incorp...
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programming is an important skill in the 21st century, but it is difficult for novices to learn. To help students practice and learn efficiently, the authors developed a mobile platform called Daily Quiz, which incorporated distributed practice theory. To evaluate the impact of distributed practice in programming learning facilitated by Daily Quiz, the authors conducted a between-subject experiment with 200 freshmen divided into two groups. Both groups received the same number of multiple-choice questions via Daily Quiz. However, the control group was encouraged to practice every 7 days, whereas the experimental group was encouraged to practice every 3 days. The results showed that this simple manipulation significantly improved the experimental group's performance on final exams. Further analysis revealed that the experimental group of students achieved a higher rate of first-check correctness and tended to be more engaged in academic social interaction. Finally, a behavioral sequence analysis was adopted to compare the behavioral patterns of the two groups to investigate how distributed practice helped the students learn more efficiently.
This paper presents MR-LEAP (Mixed-Reality learning Environment for Aspirational Programmers), a framework developed for learningprogramming through Mixed Reality and gamification mechanics. MR-LEAP's architectur...
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This paper presents MR-LEAP (Mixed-Reality learning Environment for Aspirational Programmers), a framework developed for learningprogramming through Mixed Reality and gamification mechanics. MR-LEAP's architecture is designed to facilitate the understanding of basic programming concepts while allowing the gradual incorporation of more complex concepts. The framework provides a simple visual level editor. MRLEAP is supported by the Mixed Reality Toolkit framework to promote portability to new Mixed Reality devices. Our goal is to facilitate programming education using Mixed Reality technology. MR-LEAP has already been used in both research and educational.
learning how to program is a difficult task. To acquire the re-quired skills, novice programmers must solve a broad range of programming activities, always supported with timely, rich, and accurate feedback. Automated...
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learning how to program is a difficult task. To acquire the re-quired skills, novice programmers must solve a broad range of programming activities, always supported with timely, rich, and accurate feedback. Automated assessment tools play a major role in fulfilling these needs, being a common pres-ence in introductory programming courses. As programming exercises are not easy to produce and those loaded into these tools must adhere to specific format requirements, teachers often opt for reusing them for several years. There-fore, most automated assessment tools, particularly Mooshak, store hundreds of submissions to the same programming ex-ercises, as these need to be kept after automatically pro-cessed for possible subsequent manual revision. Our dataset consists of the submissions to 16 programming exercises in Mooshak proposed in multiple years within the 2003-2020 timespan to undergraduate Computer Science students at the Faculty of Sciences from the University of Porto. In particular, we extract their code property graphs and store them as CSV files. The analysis of this data can enable, for instance, the generation of more concise and personalized feedback based on similar accepted submissions in the past, the identifica-tion of different strategies to solve a problem, the under -standing of a student's thinking process, among many other findings.(c) 2023 The Author(s). Published by Elsevier Inc. This is an open access article under the CC BY license ( http://***/licenses/by/4.0/ )
The Raspberry Pi's inventors and manufacturers – or at least their PR people – seem to be claiming that this new singleboard device will revolutionise the way pupils learn about computing, programming and techno...
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The Raspberry Pi's inventors and manufacturers – or at least their PR people – seem to be claiming that this new singleboard device will revolutionise the way pupils learn about computing, programming and technology at school.
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