A flowchart can be a graphic diagram representation of a programming logic. There are shapes and connectors that represent the different types of actions or steps in a process. A flowchart is a very important tool in ...
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ISBN:
(纸本)9781538604977
A flowchart can be a graphic diagram representation of a programming logic. There are shapes and connectors that represent the different types of actions or steps in a process. A flowchart is a very important tool in the planning phase in a program development cycle. Programmers can use it to design and develop an algorithm of a program. Moreover, a flowchart is also very effective for visual learners to write and comprehend algorithms in computer programming courses. This paper aims to provide a tool which serves as an automatic code generator using a structured flowchart. The tool is composed of basic flowchart shapes to be combined into a structured flowchart that can be converted into source codes. In addition, the system's performance has been evaluated by two groups: 5 experts and 93 general users. The results showed the average values of the satisfaction levels were 4.48 and 4.27 with standard deviations at 0.59 and 0.64 for the experts and the general users respectively. It was found that the system performance of the tool reached an agree level. It was revealed that the developed system can be used precisely as intended in an effective manner.
This paper presents a qualitative study about programming logic teaching in high school, based on the Discourse of Collective Subject. The project where this study is embedded aims to encourage a greater number of stu...
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ISBN:
(纸本)9781479984541
This paper presents a qualitative study about programming logic teaching in high school, based on the Discourse of Collective Subject. The project where this study is embedded aims to encourage a greater number of students in the areas of engineering and natural sciences, primarily girls. The main goal is to present how the high school students participating in this project understand issues related to computing learning and women inclusion in this area.
This study develops a situated 3D computational problem-solving and programming game-based learning (GBL) approach to engage students in learning and practicing their programming skills. programming and computational ...
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ISBN:
(纸本)9781538606216
This study develops a situated 3D computational problem-solving and programming game-based learning (GBL) approach to engage students in learning and practicing their programming skills. programming and computational problem solving have received a great emphasis from educators in recent years. Besides, game-based learning not only provides a learning method different from conventional one-directional classes for learners to absorb knowledge but also engages learners in learning activities. Therefore, a situated 3D computational problem-solving and programming game-based learning model was developed to cultivate learners in a department of computers science and information management to use programming logic to solve problems. A quasi-experimental design was adopted. The control group used a conventional programming course while the experimental group adopted the situated 3D programming game-based learning model to investigate the effects of program-logic problem solving ability, degree of satisfaction with the learning approach and cognitive loads. It was found that although the proposed mode did not promote learners' program-logic problem solving ability immediately in a short-term, students showed a better satisfaction in solving program-logic problems and devoted more time in the games. Almost all students completed all program-logic missions. Furthermore, it was also found that the learners in the experimental group showed better degree of satisfaction with the learning approach and had lower mental efforts, implying that using the situated 3D programming game-based learning mode can effectively lower students' cognitive load and engage them in the situated game to complete the program-logic learning in the course.
This work presents the results of a research that aimed to evaluate the use of the Scratch visual programming language in the development of computational thinking, in comparison with the use of pseudocode, during the...
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ISBN:
(纸本)9781728103822
This work presents the results of a research that aimed to evaluate the use of the Scratch visual programming language in the development of computational thinking, in comparison with the use of pseudocode, during the teaching of logic and programming algorithms. The research was delineated with a methodology of action research, which made possible the evaluation of the Scratch language and the pseudocode at the end of the approach of each content. The steps of approaching each content were initiated with the application of the diagnostic evaluation, and finalized with the evaluation of performance. The results indicate that the use of the Scratch language presented better results during the initial stages;as the complexity of the content increased, the use of the pseudocode produced better results. Nevertheless, it is worth noting the good acceptance of the Scratch language for the teaching-learning process of the contents, as well as the contribution that it has had to the learning of logic and programming algorithms.
We describe a monadic interface to low-level hardware features that is a suitable basis for building operating systems in Haskell. The interface includes primitives for controlling memory management hardware, user-mod...
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We describe a monadic interface to low-level hardware features that is a suitable basis for building operating systems in Haskell. The interface includes primitives for controlling memory management hardware, user-mode process execution, and low-level device I/O. The interface enforces memory safety in nearly all circumstances. Its behavior is specified in part by formal assertions written in a programming logic called P-logic. The interface has been implemented on bare IA32 hardware using the Glasgow Haskell Compiler (GHC) runtime system. We show how a variety of simple O/S kernels can be constructed on top of the interface, including a simple separation kernel and a demonstration system in which the kernel, window system, and all device drivers are written in Haskell.
This paper presents an axiom for goto statements in terms of Dijkstra's weakest (liberal) precondition model. We give a detailed comparison of our axiom with Arbib and Alagic's approach and argue that the latt...
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This paper presents an axiom for goto statements in terms of Dijkstra's weakest (liberal) precondition model. We give a detailed comparison of our axiom with Arbib and Alagic's approach and argue that the latter is actually flawed even if it offers a goto axiom that has widely been cited and adopted. (c) 2022 Elsevier B.V. All rights reserved.
This article details advances in a lightweight technology we have evolved to handle post hoc verification in the very large, uncontrolled and rapidly evolving code-bases exemplified by C language open source projects ...
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This article details advances in a lightweight technology we have evolved to handle post hoc verification in the very large, uncontrolled and rapidly evolving code-bases exemplified by C language open source projects such as the Linux kernel. Successful operation in this context means timeliness, and we are currently treating millions of lines of unrestricted mixed C and assembler source code in a few hours on very modest platforms. The technology is soundly based, in that it delivers false alarms (in a ratio of about 8 to 1 in practice), rather than misses true alarms. Speed of operation is traded off against accuracy via configuration of a program logic tailored to each analysis. The program logic specification language and the theory behind it will be described here.
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