The aim of this research is to determine the effects of Scratch and Alice tools and programming teaching practices on student engagement, reflective thinking and problem-solving skills and computational thinking (CT) ...
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The aim of this research is to determine the effects of Scratch and Alice tools and programming teaching practices on student engagement, reflective thinking and problem-solving skills and computational thinking (CT) comparatively. A quasi-experimental design was used in the research and patterns with pretest-posttest control group were chosen for the variables. The study group was compromised of 110 students at 5th grade in 2016 spring semester. 1st and 2nd groups of Computing Technologies Course have been assigned objectively. Alice programming tool was preferred in the learning process of the 1st experimental group, whereas, Scratch programming tool was utilised in the 2nd study group during application process which lasted for 8 weeks. Results of the research show that programming teaching with Scratch has affected engagement and reflective thinking skills of the students for problem solving more positively than Alice. It has been stated that teaching with Alice affects skills related to CT of the students positively. Furthermore, some recommendations have been made for the future researches.
To address the problems existing in current college programming education, we consider that the cultivation of security coding ability may be combined within existing courses, such as programming courses, operating sy...
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ISBN:
(纸本)9781424435197
To address the problems existing in current college programming education, we consider that the cultivation of security coding ability may be combined within existing courses, such as programming courses, operating system and software engineering curriculum, etc. This paper reviews the authors' several-year practice of integrating the training of the students' security coding ability with programming courses. Three key stages of practice are introduced, which are organic combination with programming curricula, choosing proper textbooks and the introduction of security coding examples. The authors strive to achieve three improvements in the cultivation of students' ability: improvements from defensive programming to security programming, adding secure functions instead of security functions, and paying more attention to enhancing the software quality instead of security. The main contents of security software coding best practices integrated into our teaching practice are given. The testing result shows that the students' security coding ability can be improved, and in fact many of whom have performed well in job interview and get a good job.
The paper demonstrates how 3D LED cube model can be used in education process and help to learn basic concepts of programming. It is realized in two ways -in the form of WebGL model and as a real device, as well. The ...
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This article describes a series of collaborative experiences carried out using hypermedia educational material that includes Augmented Reality (AR) activities to teach control structures in initial programming courses...
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ISBN:
(纸本)9781509022991
This article describes a series of collaborative experiences carried out using hypermedia educational material that includes Augmented Reality (AR) activities to teach control structures in initial programming courses. EPRA (which is the name of the hypermedia educational material developed) is described, and the results obtained are analyzed in relation to student satisfaction and perception of the knowledge acquired using this material and the related experience. One of the main findings is that the proposed Augmented Reality activities are considered by students to favor learning of the topic at hand and motivate them, adding a fun element to the abstract concepts involved.
Currently, the benefits of learning about Computer Science in general, and algorithms and programming in particular, are widely recognised. There is a vulnerable student population with motor disabilities that could b...
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ISBN:
(数字)9783031579820
ISBN:
(纸本)9783031579813;9783031579820
Currently, the benefits of learning about Computer Science in general, and algorithms and programming in particular, are widely recognised. There is a vulnerable student population with motor disabilities that could benefit from programming learning environments featuring interaction methods beyond conventional ones, such as a keyboard and mouse. In this work, we present the definition and design of a platform dedicated to programming education that utilises eye tracking as the primary mechanism for human-computer interaction. This techno-pedagogical device supports the creation of simple software components, serving as a tool to reinforce the learning of concepts in the field of algorithms and programming. Additionally, an open-source prototype is introduced, implementing key aspects of the designed platform. This prototype allows users who are unable to interact through conventional means to develop, modify, and execute programs using their gaze as the primary means of human-computer interaction. The purpose is to contribute to narrowing the gaps created by conventional input methods when aiming to include students with motor disabilities in environments designed to learn programming practices and concepts.
programming course is a challenging field of computer science for both to teach and learn. Constructivism is a world-wide known social-scientific theory, and its teaching theories become more and more popular. By the ...
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programming course is a challenging field of computer science for both to teach and learn. Constructivism is a world-wide known social-scientific theory, and its teaching theories become more and more popular. By the analysis for the characteristic of programming course and the exist problems in programming teaching, the reform programme of programming teaching based on constructivism is proposed. The idea and goal of reform, classroom teaching, practical link, and a constructivist extracurricular Assistant learning platform based on internet and so on are introduced. The last part is summation and vista of the paper.
The paper introduces an architecture of the system for teaching and learning programming based on interactivity and modern educational approaches like gamification, microlearning, automated assessment, community learn...
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ISBN:
(纸本)9781538664681
The paper introduces an architecture of the system for teaching and learning programming based on interactivity and modern educational approaches like gamification, microlearning, automated assessment, community learning, learning-by-doing, learning analytics, and personalization and presents design of the software architecture. Firstly, the required students' knowledge and skills are divided into several domains according to their relation to the more complex programming teaching topics. Subsequently, the paper presents ideas on which the system architecture is designed. The main part of the paper describes key modules and principles used in a design of the proposed system. The conclusion describes the structure of educational content divided into the levels, according to the system architecture.
Facing the challenges of programming courses teaching in university, this study constructs a precision teaching classroom for programming courses that integrates precision teaching theory. Firstly, this paper analyzes...
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Facing the challenges of programming courses teaching in university, this study constructs a precision teaching classroom for programming courses that integrates precision teaching theory. Firstly, this paper analyzes the realization conditions for precision teaching in programming courses, then designs the implementation process of precision teaching including three teaching phases and five teaching links, and finally carried out teaching practice in C Language programming course. The practice results showed that in the precision programming teaching classroom, teacher-student interactions were more frequent and students had higher programming learning efficiency than in ordinary programming teaching classroom. Compared with the control class, students in the experimental class were more capable of grasping programming knowledge and had better programming problem-solving abilities, and most of them were highly satisfied with teaching design of precision teaching classroom for C Language programming. Precision programming teaching classroom constructed by this research provides a more optimized and effective teaching method for university programming teaching. On the other hand, this study provides a practical case for the integration and application of precision teaching theory and university curriculum teaching.
The information society is part of modern life, and algorithmic thinking and programming are relevant to everybody, regardless of educational background. Today's world needs professionals with computing competenci...
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The information society is part of modern life, and algorithmic thinking and programming are relevant to everybody, regardless of educational background. Today's world needs professionals with computing competencies. Higher education programming classes usually use text-based programming languages to develop programming competencies, usually without success for all students. Traditional programming languages consider syntax barriers that complicate their adoption and usefulness for students. Block-based programming languages such as SCRATCH and ALICE permit the development of programming competencies without text coding and syntax restrictions to solve that issue. There are different research works on SCRATCH experiences, but not many experiences on how to use ALICE overall in higher education. This article aims to evaluate the effectiveness of the ALICE programming language in enhancing programming learning outcomes for university students and addressing the limited number of empirical studies of ALICE in higher education contexts. The research involved a literature review to provide a theoretical foundation, followed by an experimental phase that involved two groups: the control group, which followed the traditional programming instruction method with a text-based programming language, and the experimental group, which used the block-based ALICE environment. The experimental group achieved better results with an average score of 80, while the control group scored 65 points on a 100-point scale. The results obtained highlight the effectiveness of the ALICE environment in supporting the programming learning process for first-level Software Engineering university students.
The work of a teacher is dynamic. Year after year it is necessary to adjust the contents and the methodology to the features of the students and the changes in the profession. The authors of this paper are aware of th...
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ISBN:
(纸本)9783030218133;9783030218140
The work of a teacher is dynamic. Year after year it is necessary to adjust the contents and the methodology to the features of the students and the changes in the profession. The authors of this paper are aware of these needs and have been adapting over time a basic programming subject of the degree in Computer Engineering. The objective of this work is to analyse how the different teaching methodologies used in an introductory course to programming during several academic years affect the students' performance. For this purpose, the students' academic performance has been collected (the final grade in the first call of the subject) and they have been confronted with different input variables: methodology used (three methodologies: lecture, flipped learning, hybrid methodology), gender and university access grade. The article shows the results of this analysis and establishes the possible correlations between the variables studied.
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