A key challenge of effective teaching is assessing and monitoring the extent to which students have assimilated the material they were taught. Concept mapping is a methodology designed to model what students have lear...
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A key challenge of effective teaching is assessing and monitoring the extent to which students have assimilated the material they were taught. Concept mapping is a methodology designed to model what students have learned. In effect, it seeks to produce graphical representations (called concept maps) of the concepts that are important to a given domain and how they are related, according to the students. In recent decades various methods have emerged to evaluate concept maps, each measuring different features of concept maps. New approaches are still being developed. Few guidelines are available regarding the method to choose for a given application. This paper is a literature review that consists of two parts. The first is a review of the many automated and manual techniques of concept map analysis. The second is a critical and reflective commentary on these techniques.
This research paper presents the results of an experience implemented in the Academic Department of Computational Systems (DASC, by its initials in Spanish) of the Autonomous University of Baja California Sur (UABCS, ...
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ISBN:
(纸本)9783030114343;9783030114336
This research paper presents the results of an experience implemented in the Academic Department of Computational Systems (DASC, by its initials in Spanish) of the Autonomous University of Baja California Sur (UABCS, by its initials in Spanish) is presented, where a gamification technique was implemented in the classroom, in an introductory course of programming, as support to increase the capacity in the resolution from problems. An activity created with gamification principles was designed for development of the problem-solving competence. The technique was implemented with a group of 14 students from the second semester of Software Development Engineering (IDS, by its initials in Spanish).
Pedagogically significant results from an experiment which analyzed over 600 student COBOL programs for style provide evidence supportive of the use of good programming style. This paper presents some approaches which...
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In this paper we describe the student model that has been developed for a web-based educational application that teaches the programming language Pascal. The tutoring system is called Web-Tutor-Pas. The application ad...
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ISBN:
(纸本)9781586039004
In this paper we describe the student model that has been developed for a web-based educational application that teaches the programming language Pascal. The tutoring system is called Web-Tutor-Pas. The application adapts its responses to each individual student dynamically. The system's student model is web-based on a three-dimensional stereotype approach. One dimension concerns the knowledge level of the student the second dimension concerns the type of programming errors (logical or syntax) and the third concerns previous knowledge of the student on other programming languages. The system takes into account information about the student from the student model and using a rule-based mechanism, provides individualized instruction, examination and advice.
The courses in computing, especially those focused on software development, require many skills of novice students of computer programming. Due to the fact that computer science is a new area for most of novice studen...
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ISBN:
(纸本)9781467352611
The courses in computing, especially those focused on software development, require many skills of novice students of computer programming. Due to the fact that computer science is a new area for most of novice students, they demonstrate great difficulty in initial courses in this area. They do not have specific skills in computer programming. This work presents the results obtained from the application of a teaching method, for computer programming students of the integrated high school mode, that combines patterns-based programming and games. The games uses concrete materials and collaborative activities based on sports in non-formal spaces. The results show improvements in students' motivation and in programming abilities. The method proposed in this work takes advantage of analogies between programming logic and games using concrete materials in order to develop programming skills.
This paper compares two different approaches of teaching introductory programming by quantitatively analysing the student assessments in a real classroom. The first approach is to emphasise the principles of object-or...
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This paper compares two different approaches of teaching introductory programming by quantitatively analysing the student assessments in a real classroom. The first approach is to emphasise the principles of object-oriented programming and design using Java from the very beginning. The second approach is to first teach the basic programming concepts (loops, branch, and use of libraries) using Python and then move on to oriented programming using Java. Each approach was adopted for one academic year (2008–09 and 2009–10) with first year undergraduate students. Quantitative analysis of the student assessments from the first semester of each year was then carried out. The results of this analysis are presented in this paper. These results suggest that the later approach leads to enhanced learning of introductory programming concepts by students.
AEIOU is an integrated programming environment developed to support the teaching-learning process of object-oriented programming in a gradual way. AEIOU includes three modules, one for each level of students' expe...
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AEIOU is an integrated programming environment developed to support the teaching-learning process of object-oriented programming in a gradual way. AEIOU includes three modules, one for each level of students' expertise: novice, intermediate, and advanced. This article describes the features of each module of AEIOU and the experiences and results obtained using this programming environment to support the sequence of programming courses in two Mexican engineering schools. (c) 2011 Wiley Periodicals, Inc. Comput Appl Eng Educ 22:309-319, 2014;View this article online at;DOI
Learning and teaching to program is an arduous task. It requires a lot of commitment, dedication, and passion from everyone involved. programming courses have high dropout and failure rates. Throughout time, several e...
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Learning and teaching to program is an arduous task. It requires a lot of commitment, dedication, and passion from everyone involved. programming courses have high dropout and failure rates. Throughout time, several educational research works have been carried out to study the different learning processes and characteristics of students. With this work, we present and describe our vision and model of teaching and learning of initial programming to minimize the problems. We present a technological tool, called HTprogramming (Help To programming), which complements the teaching and learning process. This allows students to practice a wide variety of activities with immediate feedback, directly related to content and themes for learning programming. It allows the teacher to follow the whole process and students' results. Using a machine-learning (neural network) predictive model of student failure, it will allow the teacher to anticipate possible student failure and act quickly. In this paper, we apply the Design Scientific Research Methodology to tackle teaching and learning difficulties to initial programming. We also include the results and evaluation of the application. Students consider the application an important tool for their learning process. The student failure prediction model presents very realistic values.
Learning programming is a barrier for many students enrolled in engineering degree programs. In addition, students need to develop an awareness of security aspects in programming, especially with respect to robustness...
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ISBN:
(纸本)9789897584176
Learning programming is a barrier for many students enrolled in engineering degree programs. In addition, students need to develop an awareness of security aspects in programming, especially with respect to robustness and correctness. Professional integrated development environments might overwhelm students with many options and features and distract them from learning. In order to lower the burden for novice programmers, we developed the Virtual-C IDE, a programming environment designed for programming beginners, which embeds some rules of the CERT secure C coding standard, provides memory visualizations to foster the students' understanding of the memory model of C and integrates a testing framework that enables programming exercises and automated assessment. The paper shows the benefits of learning and teaching with the Virtual-C IDE, describes our experience with integrating secure coding in an introductory course and presents the students' evaluation of that course.
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