Experimental programs for conducting related scientific computing or engineering simulations often share common steps but differ in their workflows. Although switching between different workflows within a single progr...
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Experimental programs for conducting related scientific computing or engineering simulations often share common steps but differ in their workflows. Although switching between different workflows within a single program is possible, those switches prevent from understanding the individual experimental workflows. To domain experts, it is usually tricky to modularize experimental programs for maintenance and comprehension. Suppose common steps in these workflows can be wrapped up as components in a tiny visuallanguage. The experiments can be expressed as programs written in that language and even constructed by drag-and-drop. It not only hides implementation details in each step but also improves program comprehension. However, existing domain-specific visuallanguages (DSVLs) are not targeted for full customization so far as we know. We propose customizing a user-defined DSVL to represent different experimental workflows and follow Dijkstra's sequencing discipline in structured programming to develop a proof-of-concept framework. For discussion, a tiny DSVL for running wind turbine system simulation was then built upon as an example, and a comparison with existing visual frameworks was made based on diagram style, component set, and program construction. Our approach can help domain experts to express the experimental concern and quickly construct programs for running related experiments. Supporting complex syntax and parallel computing are included in our future work.
As building information modeling (BIM) gains popularity in the architecture, engineering, and construction (AEC) industry, manufacturers are required to distribute their product specifications in digital product model...
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As building information modeling (BIM) gains popularity in the architecture, engineering, and construction (AEC) industry, manufacturers are required to distribute their product specifications in digital product models. Currently, manufacturers mainly employ proprietary formats, such as BIM objects supplemented by PDF docu-ments to represent their product data descriptions. However, these formats do not support flexible automated product search and data integration. This paperdescribes the use of Semantic Web technologies in combination with BIM-based visual programming language (VPL) to automatically integrate product data from external da-tabases. To facilitate data integration, we introduced a method to semantically represent product data linked with the CEN/TS 17623:2021 standard using ontologies in web ontology language (OWL). The study has focused on the use case of a manufacturer of lighting products. Results show that building designers are able to execute a more efficient product search that satisfies their query requirements and returns suitable products of their choice from the manufacturer's database based on their requests. This approach eliminates the time-consuming and error-prone process of manually entering product data into BIM software.
Social learning theory posits that learning is most effective when providing learners with opportunities to observe and interact with peers. Unfortunately, current K-12 programming education overemphasizes individual ...
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Social learning theory posits that learning is most effective when providing learners with opportunities to observe and interact with peers. Unfortunately, current K-12 programming education overemphasizes individual learning and discourages learners from observing and interacting with others. The Scratch online community provides youth opportunities to actively participate in the community by allowing them to observe and interact with others. However, it is unclear what motivates learners' active participation in the Scratch online community. With a large-scale database with more than two hundred thousand Scratch projects, this study explored the impact of the computational thinking reflected in Scratch projects on users' participation. We examined Scratch's online users' computational thinking profile via clustering analysis on the projects they created, then studied the influence of computational thinking level reflected in projects on the users' participation through causal analysis. The clustering analysis revealed three clusters of learners, and the advanced learners did not create more projects than others but their projects attract more participation from peers. Our statistic analysis finds a low to moderate strength of correlation between the computational thinking level reflected in projects and their popularity. However, the further causal analysis suggests that the computational thinking level reflected in projects fails to causally affect learners' participation. Our results suggest that instructors should not only attach importance to the development of basic CT skills of youth but also do well to find ways to get youth to participate actively in social interaction activity during the programming process.
We have tried the development of estimation method using the track of log in the process of programing learning. This research were applied to elementary school students as well as university students. From the relati...
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ISBN:
(纸本)9781450397605
We have tried the development of estimation method using the track of log in the process of programing learning. This research were applied to elementary school students as well as university students. From the relationship between the number of “run” or “execute” and processing time of programming learning, we have extracted the learning characterization of students. As a result, it was found that each student has each characterization for learning process, and students with many “run” or “execute” have achieved the goal in the short period. These results indicate that student log analysis is very useful method to evaluate the programing learning..
The goal of this thesis is to create a programminglanguage with characters and key- words substituted with images and animations (GIFs). We build a web IDE and a client- side interpreter for this language using moder...
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The goal of this thesis is to create a programminglanguage with characters and key- words substituted with images and animations (GIFs). We build a web IDE and a client- side interpreter for this language using modern web technologies including WebWorkers, TypeScript and React. The IDE features code-stepping with information about current location in the source code, environment variables and a call stack. Additionally, there is a support for storing programs on the server and loading them later. The purpose of the language is educational, e.g., to be used in creative games at programming camps for elementary and high schoolers. 1
This study investigated young children's computational thinking (CT) development by integrating ScratchJr into a programming curriculum. Twelve third graders (six males and six females) voluntarily participated in...
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This study investigated young children's computational thinking (CT) development by integrating ScratchJr into a programming curriculum. Twelve third graders (six males and six females) voluntarily participated in an experiment-based computer class conducted at a public elementary school in Taiwan. This study adopted a case study methodology to investigate research questions in one specific case (8-week CT educational training). A one-group quasi-experimental pretest and posttest design with the support of qualitative observation was used to examine four research topics: CT competence progress, programming behaviors in a CT framework, factors influencing CT competence, and learning responses to CT training. The quantitative results indicated that students immersing in weekly programming projects significantly improved in terms of their CT competence, which was mostly retained 1 month after completion of the class. The programming behaviors indicated that students' CT concepts (sequence, event, and parallelism) and practice (testing and debugging as well as reusing and remixing) significantly improved. Moreover, parents' active involvement in take-home assignments influenced students' long-term CT competence retention. The qualitative results indicated that students enjoyed using tablet computers to learn ScratchJr programming and demonstrated various leaning behaviors in a three-stage instructional design model.
Projectional editors show promise for a variety of use cases, for example in language composition and domain specific projections. To allow efficient interactions within a projectional editor, it is necessary for the ...
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ISBN:
(纸本)9781450375078
Projectional editors show promise for a variety of use cases, for example in language composition and domain specific projections. To allow efficient interactions within a projectional editor, it is necessary for the editor to clearly communicate the structure of the program to the user, such that it is clear what editing operations are supported for a given element. Making the abstract syntax tree visible within the editor may provide this clarity, however, it generally also results in considerably increased space usage, potentially also impacting usability. We present an early prototype of a tree-oriented projectional editor for Squeak/Smalltalk that tries to minimize space usage while retaining a clear visualization of the tree structure, balancing the two problems. We describe and discuss our design prototype and do a preliminary evaluation through individual account of experience working with the editor on various projects.
Although earthbag construction is recognizably a low environmental impact solution, existing software tools are limiting factors, since they do not have enough technical data to support its building information model....
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Web-active end-user programmers squander much of their time foraging for bugs and related information in mashup programming environments as well as on the web. To analyze this foraging behavior while debugging, we uti...
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Web-active end-user programmers squander much of their time foraging for bugs and related information in mashup programming environments as well as on the web. To analyze this foraging behavior while debugging, we utilize an Information Foraging Theory perspective. Information Foraging Theory models the human (predator) behavior to forage for specific information (prey) in the webpages or programming IDEs (patches) by following the information features (cues) in the environment. We qualitatively studied the debugging behavior of 16 web-active end users. Our results show that end-user programmers spend substantial amounts (73%) of their time just foraging. Further, our study reveals new cue types and foraging strategies framed in terms of Information Foraging Theory, and it uncovers which of these helped end-user programmers succeed in their debugging efforts.
One of the main challenges related to algorithmic and programming teaching with novice students, is to focus their process on acquiring concepts and developing problem solving skills in programming, without spending t...
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ISBN:
(纸本)9789897582912
One of the main challenges related to algorithmic and programming teaching with novice students, is to focus their process on acquiring concepts and developing problem solving skills in programming, without spending time overcoming syntax-oriented learning curves of specific languages. The application here explained is proposed as an instructional technology that, using the advantages of visual Blocks programming, through virtual and remote mobile robotics' scenarios, seeks to give playful and friendly mechanisms for programming and algorithmic self-learning. This paper presents the pedagogical design and approach of the tool, evaluated through a User Experience approach with high school students in the Colombian educational context.
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