basic programming is a first year mandatory course of the Computer Engineering degree. Both students and teachers face difficulties in this course, which has high failure and drop-out rates. Several authors have propo...
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basic programming is a first year mandatory course of the Computer Engineering degree. Both students and teachers face difficulties in this course, which has high failure and drop-out rates. Several authors have proposed the use of visual programming environments and robots to overcome the difficulties of this course, some of which have been successful. This paper presents the two-year experiment using Lego Robots carried out at the University of the Basque Country (UPV/EHU) with around 100 students, along with the results. Satisfactory results have been obtained regarding both motivation and the perception of the students of their learning process;moreover the drop-out rate decreased even though no statistical significance was obtained regarding the final marks of the course. From those results and the analysis of the data it was derived that robot sessions should be more integrated in the curriculum, giving them greater relevance in the final marks. In addition, it is indispensable to classify course students and adapt learning sessions to each student type due to the high student heterogeneity.
basic programming for Kids : basic programming on Personal Computers by Apple, Atari, Commodore, Radio Shack, Texas Instruments, Timex Sinclair by Ault, Roz; published by Boston : Houghton Mifflin
basic programming for Kids : basic programming on Personal Computers by Apple, Atari, Commodore, Radio Shack, Texas Instruments, Timex Sinclair by Ault, Roz; published by Boston : Houghton Mifflin
This paper purpose how to design the games which are used to introduce basic programming concepts about the sequence, looping and branching statements. This game is used for students who do not have prior programming ...
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ISBN:
(纸本)9781538675090
This paper purpose how to design the games which are used to introduce basic programming concepts about the sequence, looping and branching statements. This game is used for students who do not have prior programming knowledge, so the gameplay model is drag n drop, the learning method introduced in this game is learn to programme by playing a game and using Android game mobile. This method is very suitable for beginners because it is easy and can cause interest to learn more advanced programming. Based on data analysis, the results of the Satisfaction and Learnability indicator reached 4,325 and 4,35. It means these games are having fun for learning.
basic programming is a fundamental subject that contains basic materials of programming algorithms as well as the design and developing programs using programming languages. Based on observations in Vocational High Sc...
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ISBN:
(纸本)9781450366397
basic programming is a fundamental subject that contains basic materials of programming algorithms as well as the design and developing programs using programming languages. Based on observations in Vocational High School at Indonesia, discovered some problems in the learning process of basic programming subject. Students are too focus with syntax errors, operating procedures and instructions of the programming language rather than understanding and practicing the related algorithms. Furthermore, learning resources used in the class are text modules which are not interactive and don't visualize abstract concept of programming language which could help students to understand the subject better. This research aims to design and improve Visual programming Environment as Learning Support System on basic programming subjects. With this, students could put more focus in practicing design algorithms. It would be easy to sharpen their knowledge and understanding about basic programming without having to suffer from problems mentioned before.
This article presents the process of design, construction, application and lessons learned regarding a software tool that aims to be a support for programming activities, which is intended to support educational activ...
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This article presents the process of design, construction, application and lessons learned regarding a software tool that aims to be a support for programming activities, which is intended to support educational activities in areas of programming for people with motor disabilities, particularly with paresis (partial paralysis or weakening of muscle contractility), localized paralysis in arms, wrists or quadriplegia. The software functions are based on a set of instructions entered through voice commands, identified by reserved words, which allows the tool to differentiate language instructions and commands. The prototype of the tool was built and called Mancodev, in its first version with support for the JavaScript programming language. It was subjected to two tests: the first consisted of validating the software using disabled users. Five beginner's level programming participants completed a practice session and contributed their opinions, weaknesses and strengths. Subsequently, Mancodev was subjected to a second test, this time with the participation of ten university students from careers related to the programming area;in order to obtain feedback on the functionality of the tool from the point of view of an experienced programmer, the benefits and disadvantages detected were taken into account. In conclusion, the tests were considered positive because they allowed knowing the behavior of the tool, revealing some failures and opportunities, allowing to strengthen the prototype in future updates.
In order to construct a principal factor conversion function (PFCF), a factor analysis of traditional survey-questionnaires for interactive software evaluation is performed. Such a PFCF can be used in 3 ways: 1. for...
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In order to construct a principal factor conversion function (PFCF), a factor analysis of traditional survey-questionnaires for interactive software evaluation is performed. Such a PFCF can be used in 3 ways: 1. for exploration purposes, to discover the principal factors of the traditional questionnaire, 2. to test the data reduction potential within significant loss of information, and 3. to compare a condensed computerized interactive software evaluation to the traditional manual evaluation. It was learned that the tutorial evaluation form measures perceived usefulness of the interactive software. In addition, it was shown that no significant loss of information occurs as the amount of data is reduced from 6 to 2 data values. Finally, the most important criteria for users of computer-aided instruction (CAI) software is clarity and their degree of interest in the tutorials. Appendices.
Background In sacral neuromodulation (SNM), stimulation programming plays a key role to achieve success of the therapy. However to date, little attention has been given to the best ways to set and optimize SNM program...
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Background In sacral neuromodulation (SNM), stimulation programming plays a key role to achieve success of the therapy. However to date, little attention has been given to the best ways to set and optimize SNM programming during the test and chronic stimulation phases of the procedure. Objective Standardize and make SNM programming easier and more efficient for the several conditions for which SNM is proposed. Methods Systematic literature review and collective clinical experience report. Results The basic principles of SNM programming are described. It covers choice of electrode configuration, stimulation amplitude, pulse frequency and pulse widths, while use of cycling is also briefly discussed. Step-by-step practical flow charts developed by a group of 13 European experts are presented. Conclusions programming of SNM therapy is not complex. There are few programming settings that seem beneficial or significantly impact patient outcomes. Only four basic electrode configurations could be identified according to four different options to define the cathode. In a majority of patients, the proposed stimulation parameters will allow a satisfactory improvement for long periods of time. A regular follow-up is, however, necessary to assess and eventually optimize results, as well as to reassure patients.
In this article we're going to expose the design and construction of a support tool for programming, with the objective of assist on educative activities oriented to programming for people with physical impairment...
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ISBN:
(纸本)9781728154367
In this article we're going to expose the design and construction of a support tool for programming, with the objective of assist on educative activities oriented to programming for people with physical impairments, on particular paresis (partial paralysis), localized paralysis on arms and wrists as well as quadriplegia. Software functions are based on a set of instructions load in using voice commands, discerning the key words on the voice commands and the language instructions. A first prototype of the tool, Mancodev, was built, supporting the Javascript programming language. Two tests were applied to the prototype. The first test was validation of users with disability, with five participants, validating its operation from the point of view of a beginner student of programming. In the second test, ten university-level students participated in courses related to the programming area, this test was carried out to obtain feedback on the functionality that exists from the point of view of a more experienced programmer. The tests consisted of problem solving through the use of the software. The results of the tests have allowed the detection of some failures and shortcomings of the software, in addition to raising support for other programming languages.
Students in vocational high schools majoring in software engineering programs are required to have web programming skills as one of the favourable demands in the industry today. However, there are lacking supports for...
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ISBN:
(纸本)9781728141602
Students in vocational high schools majoring in software engineering programs are required to have web programming skills as one of the favourable demands in the industry today. However, there are lacking supports for learning such subjects in vocational high schools that can be offered from conventional methods. Hence, the students failed to understand and follow the instructions in the module. This study aims to develop a web application to comprehend web programming in an advanced way for students and engage them with gamification method. By combining ADDIE and Prototyping models the research obtained validation results 95.24\% and 91.93\% from education and media experts, respectively. Based on the small and large groups trials conducted at State Vocational High Schools 4 Malang, more than 87 per cent participants accepted the web application's feasibility. From these validations, it can be affirmed that the research product was valid and feasible to support the learning process of basic programming subjects in Vocational High School.
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