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1.
Abstract: This paper presents a case study of the use of a repeated single‐criterion card sort with an unusually large, diverse participant group. The study, whose goal was to elicit novice programmers' knowledge of programming concepts, involved over 20 researchers from four continents and 276 participants drawn from 20 different institutions. In this paper we present the design of the study and the unexpected result that there were few discernible systematic differences in the population. The study was one of the activities of the National Science Foundation funded Bootstrapping Research in Computer Science Education project (2003).  相似文献   

2.
Abstract: Card sorts can be used to study the way human subjects acquire and organize conceptual knowledge. Analyses of card sorts often involve subjective examination of criteria or category names or using clustering techniques, neither of which lend themselves well to direct statistical analysis. This paper defines NMST, a quantitative measure of knowledge discrimination based on repeated, single‐criterion card sorts that is independent of criteria or category names and that is particularly amenable to statistical analysis. The NMST measure is illustrated by applying it to a particular data set collected in a large multinational card sort study of subjects, where the knowledge area comes from a first‐year programming course. Applied to this data set, the NMST measure is shown to distinguish, with statistical significance, between a set of subjects with only an introduction to programming and a set of subjects who have completed the equivalent of a bachelor's degree or higher in a computing‐related discipline.  相似文献   

3.
Abstract Recent educational computer‐based technologies have offered promising lines of research that promote social constructivist learning goals, develop skills required to operate in a knowledge‐based economy ( Roschelle et al. 2000 ), and enable more authentic science‐like problem‐solving. In our research programme, we have been interested in combining these aims for curricular reform in school science by developing innovative and progressive hand‐held and wearable computational learning tools. This paper reports on one such line of research in which the learning outcomes of two distinct technological platforms (wearable computers and Palm hand‐helds) are compared using the same pedagogical strategy of Participatory Simulations. Participatory Simulations use small wearable or hand‐held computers to engage participants in simulations that enable inquiry and experimentation ( Colella 2000 ) allowing students to act out the simulation themselves. The study showed that the newer and more easily distributable version of Participatory Simulations on Palms was equally as capable as the original Tag‐based simulations in engaging students collaboratively in a complex problem‐solving task. We feel that this robust and inexpensive technology holds great promise for promoting collaborative learning as teachers struggle to find authentic ways to integrate technology into the classroom in addition to engaging and motivating students to learn science.  相似文献   

4.
This study proposed a computerized inquiry‐stage‐dependent argumentation assistance and investigated whether this can help improve elementary students' performance in science processes and the construction of quality arguments. Various argumentation assistances were developed and incorporated into each stage of scientific inquiry in a computer‐supported scientific inquiry system. A nonequivalent quasi‐experimental design was adopted to evaluate the effectiveness of this approach. Two intact sixth grade classes (N = 55) participated in this study, and each student used a tablet computer to accomplish the designated inquiry activities. One class of students was arranged to use the stage‐dependent argumentation assistance, and the other used a generic text‐based interface. The findings indicate that students who used the stage‐dependent argumentation assistance could acquire significantly better science process and argument construction skills than those using the generic text‐based interface.  相似文献   

5.
浅谈软件工程学在软件类学生毕业设计中的应用   总被引:1,自引:0,他引:1  
软件工程学是指导计算机应用专业软件类学生进行毕业设计的重要工具之一。将毕业生设计过程、文档书写与软件工程学紧密结合起来是提高学生毕业设计论文质量的一个重要途径。本文结合软件工程的基本知识,通过对软件类学生毕业设计过程存在的常见问题的研究,提出了应用软件工程学去指导学生毕业设计的方法。  相似文献   

6.
软件工程学是指导计算机应用专业软件类学生进行毕业设计的重要工具之一。将毕业生设计过程、文档书写与软件工程学紧密结合起来是提高学生毕业设计论文质量的一个重要途径。本文结合软件工程的基本知识,通过对软件类学生毕业设计过程存在的常见问题的研究.提出了应用软件工程学去指导学生毕业设计的方法。  相似文献   

7.
This study developed a web‐based multimedia assessment system (WMA system) and applied it to science laboratory instruction. The goal was to improve students' knowledge acquisition under science laboratory instruction. The developed system enabled learners to perform self‐assessments by responding to multimedia technology test items online. The system recorded each learner's complete answer history and provided the students with personalized learning resources. This study adopted a quasi‐experimental research design. The learning content was an “experiment on separating mixtures.” Students participating in the research were divided into a typical science laboratory instruction group (TI group; n = 25) and a group that received instruction through the WMA system (WMA group; n = 26). Before instruction, all the students completed the conceptual knowledge and experimental knowledge pretests. During instruction, the TI group watched the teacher's demonstration experiment, and the students then performed the experiment in a real laboratory. In the WMA group, after learning through the WMA system, the students also performed the experiment in a real laboratory. After instruction, all the students completed the conceptual knowledge and experimental knowledge posttests. The findings indicated that the students in the WMA group showed significantly higher improvements in their scientific conceptual knowledge and experimental knowledge.  相似文献   

8.
9.
Many universities and colleges, throughout the world, that deliver undergraduate programmes in science and engineering are currently incorporating virtual instruments as teaching, measurement and analysis tools for student learning. The aim of this study is to enhance the learning experience of undergraduate engineering students and stimulate their research interests by incorporating hands-on, hardware linked programming. The framework for the current research consisted of, initially, observing and recording the interest students showed in a graphical-based computer language for programming control and data acquisitions. Secondly, in the software laboratory sessions, the students were introduced to the concept of research activity and the use of computer software in such activity. LabVIEW™, an easy-to-use, interactive, graphical programming language that can be used to build virtual instruments was used in the current study. This software allows creation of sophisticated programs and applications in a shorter amount of time without needing an in-depth knowledge of computers or indeed programming languages. The methodology consisted of an introductory learning period for the LabVIEW™ programming language, followed by hands-on programming with a specific set of laboratory exercises aimed at solving typical industrial automation type problems. Finally the results of a detailed student questionnaire and created programs were analysed to establish the learning experiences. It was established that student experiences in designing and developing LabVIEW™ programs with associated hardware has hugely stimulated their interest and enthusiasm in the subject of industrial automation. Students acquired knowledge by direct experience, explored phenomena, visualized expected outcomes and experimented with possible solutions. Critically, the LabVIEW programming laboratory sessions undertaken during the course of this research has stimulate students interest in pursing further research at post-graduate level.  相似文献   

10.
College and high-school students face many difficulties when dealing with physics formulas, such as a lack of understanding of their components or of the physical relationships between the two sides of a formula. To overcome these difficulties some instructors suggest combining simulations' design while learning physics, claiming that the programming process forces the students to understand the physical mechanism activating the simulation. This study took place in a computational-science course where high-school students programmed simulations of physical systems, thus combining computer science (CS) and mathematics with physics learning. The study explored the ways in which CS affected the students' conceptual understanding of the physics behind formulas. The major part of the analysis process was qualitative, although some quantitative analysis was applied as well. Findings revealed that a great amount of the time was invested by the students on representing their physics knowledge in terms of computer science. Three knowledge domains were found to be applied: structural, procedural and systemic. A fourth domain which enabled reflection on the knowledge was found as well, the domain of execution. Each of the domains was found to promote the emergence of knowledge integration processes (Linn & Eylon, 2006, 2011), thus promoting students’ physics conceptual understanding. Based on these findings, some instructional implications are discussed.  相似文献   

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