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1.
The objects-first strategy to teaching programming has prevailed over the imperative-first and functional-first strategies during the last decade. However, the objects-first strategy has created added difficulties to both the teaching and learning of programming. In an attempt to confront these difficulties and support the objects-first strategy we developed a novel programming environment, objectKarel, which uses the language Karel++. The design of objectKarel was based on the results of the extended research that has been carried out about novice programmers. What differentiates it from analogous environments is the fact that it combines features that have been used solely in them: incorporated e-lessons and hands-on activities; an easy to use structure editor for developing/editing programs; program animation; explanatory visualization; highly informative and friendly error messages; recordability. In this paper, we present the didactic rationale that dictated the design of objectKarel and the features of the environment, including the e-lessons. In addition, we present the results from the use of objectKarel in the classroom and the results of the students’ assessment of the environment.  相似文献   

2.
It is possible to define Computational Thinking briefly as having the knowledge, skill and attitudes necessary to be able to use the computers in the solution of the life problems for production purposes. In this study, a scale has been developed for the purpose of determining the levels of computational thinking skills (CTS) of the students. CTS is a five-point likert type scale and consists of 29 items that could be collected under five factors. The study group of this work consists of 726 students educated at the levels of associate degree and undergraduate degree with formal education in Amasya University for the first application. For the second application 580 students who were educated in pedagogical formation education via distance education in Amasya University. The validity and reliability of the scale have been studied by conducting exploratory factor analysis, confirmatory factor analysis, item distinctiveness analyses, internal consistency coefficients and constancy analyses. As a result of the conducted analyses, it has been concluded that the scale is a valid and reliable measurement tool that could measure the computational thinking skills of the students. In addition; the digital age individuals are expected to have the computational thinking skill, and at what degree they have these skills, the revelation of whether the levels they have are sufficient or not are a requirement. Within this frame, it could be said that the scale could make significant contributions to the literature.  相似文献   

3.
In the 21st century, the ubiquitous nature of technology today is evident and to a large extent, most of us benefit from the modern convenience brought about by technology. Yet to be technology literate, it is argued that learning to program still plays an important role. One area of research in programming concerns the identification of predictors of programming success. Previous studies have identified a number of predictors. This study examined the effect of a combination of predictors (gender, learning styles, mental models, prior composite academic ability, and medium of instruction) on programming performance. Data were collected anonymously through a website from 131 secondary school students in Hong Kong who opted for computer programming in the Computer and Information Technology curriculum. Partial Least Squares (PLS) modelling was used to test a hypothesized theoretical structural model. All of the five aforementioned variables were either direct or indirect predictors of programming performance and the antecedents accounted for 43.6% of the variance in programming performance. While this study shows the influence of learner characteristics such as gender, learning styles, and mental models on programming performance, it highlights the effect that prior composite academic ability and medium of instruction exert on learning outcomes, which is uncommon among studies of similar purpose. These findings have significant implications for policy makers and educators alike.  相似文献   

4.
It has been advocated that pedagogical content knowledge as well as subject matter knowledge are important for improving classroom instructions. To develop pedagogical content knowledge, it is argued that understanding of students’ mental representations of concepts is deemed necessary. Yet assessing and comparing mental model of each individual is very tedious and time consuming. This study attempted to use gender and learning styles to associate mental models in learning sorting algorithm. The Gregorc Style Delineator (GSD) was used to measure learning styles of the participants. Mental models were assessed using the Pathfinder Scaling Algorithm (PSA). Results indicated that females showed greater similarity in mental models than males and concrete learners also exhibited closer resemblance to the expert mental model than abstract learners. These suggest that gender and learning styles can be meaningfully used to associate mental models in order to provide a group-based instead of individual-based diagnosis and thus promote conceptual change in learning.  相似文献   

5.
Teachers and students often consider learning programming a difficult pursuit. Face-to-face learning alone cannot provide effective teaching or efficient solutions for learning. A case teaching model can make students active in programming courses, even as it relies on solid learning theory and pedagogical strategies. This paper reports a study based on a case teaching model in C/C++ programming. The Laboratory Animal System (LAS) is a standalone case for management of laboratory animals. This paper includes an overview of LAS architectural design and user interface by C/C++ and presents the design, implementation, and evaluation of the model, as well as its implications for learning computer programming. The case method provides an interactive learning environment for students. Based on a survey of student feedback, students can learn C/C++ programming and gain knowledge more quickly and effectively using the case teaching model than through some traditional methods of teaching.  相似文献   

6.
The purpose of this research is to identify the causal attributions of business computing students in an introductory computer programming course, in the computer science department at Notre Dame University, Louaize. Forty-five male and female undergraduates who completed the computer programming course that extended for a 13-week semester participated. Narrative interviews were conducted to obtain their perceptions. While some research confirmed that the four most responsible causes for success and failure in achievement contexts are ability, effort, task difficulty, and luck, this research shows that in its context ‘ability’ and ‘luck’ were absent, and ‘task difficulty’ and ‘effort’ were almost absent. In all, participants made 10 causal attributions that were either cultural or specific to computer programming. The 10 causal attributions are ‘learning strategy’, ‘lack of study’, ‘lack of practice’, ‘subject difficulty’, ‘lack of effort’, ‘appropriate teaching method’, ‘exam anxiety’, ‘cheating’, ‘lack of time’, and ‘unfair treatment’. All high achievers cited appropriate ‘learning strategy’.  相似文献   

7.
Code-similarity is the actual indicator of plagiarism in the context of programming assignments. However, the experiences of practical software development have empirically confirmed the existences of other causes for code-similarity. Existing practices usually overemphasis the casual relationship between code-similarity and plagiarism, but ignore the importance to make students understand other causes that also contribute to code-similarity. This paper presents an active learning method to involve students and instructors collaboratively in finding causes of code-similarity occurred in programming assignments. The result shows that most causes occurred in programming assignments are positive. Students can learn the different causes of code-similarity with pros and cons during conducting the active learning method.  相似文献   

8.
Java网络程序设计在教学内容涉及面广,新技术多,实验时间有限等问题。该文从课程教学实际出发,分别从理论教学和实践教学两方面对教学内容作了介绍,并对教学方法和教学手段进行了一些有益的探索。这些教学研究与探索,对Java网络程序设计课程教学有一定的借鉴作用。  相似文献   

9.
Computer Science (CS) introductory courses that are offered by the Department of Information Systems at the University of Minho (UM), Portugal, seem to abound in non-motivated students. They are characterized by high failure and withdrawal rates and use mainly deductive teaching approaches. Deductive instruction begins with theories and progresses to applications of those theories. Active approaches to teaching are more inductive. Inductive instruction begins with the presentation of, for instance, a specific problem that introduces a topic, and theories are studied on a need-to-know basis. This pilot study describes how active learning techniques have been successfully applied to a CS introductory course, reducing its failure and withdrawal rates. The study portrays the changes in the course from teacher-centered education to a learner-centered approach, using two different editions of the same course, the first one being teacher-centered and the second learner-centered. The results in terms of success, failure, and dropout are given and the impact of a more student-centered approach on student involvement in learning is analyzed. The authors discuss implications of student-centered learning for the classroom and pay attention to some of the drawbacks of an implementation more focused on active learning.  相似文献   

10.
作为一种面向对象编程语言。改进教学模式、强化实践教学。教师在教学中一定要加强实践教学。培养编程思想、养成良好编程习惯。  相似文献   

11.
In this study we proposed a web-based programming assisted system for cooperation (WPASC) and we also designed one learning activity for facilitating students' cooperative programming learning. The aim of this study was to investigate cooperative programming learning behavior of students and its relationship with learning performance. Students' opinions and perceptions toward learning activity and the WPASC were also investigated. The results of this study revealed that most of students perceived that learning activity and the WPASC were useful for cooperative programming learning. Students' learning behavior during cooperative programming learning activity was classified into six different categories and we found that learning behavior has relationship with learning performance. Students from completely independent, self-improving using assistance, confident after enlightenment and imitating categories performed well due to their effective and motivated learning behavior. However, students from performing poorly without assistance and plagiarizing categories performed the worse; the former could not get assistance at all and the later had no learning motivation. The results also showed that students' learning behavior may have increasing, decreasing and no transition during problems solving. Therefore, performing poorly without assistance and plagiarizing learning behavior and decreasing transition or no transition in learning behavior should be identified right after completing a programming problem. Then the instructor should intervene into learning behavior in order to change it into more effective for learning. Besides, more incentives need to be given for increasing students' learning motivation and posting solutions and feedback by students at the early stage of a problem solving period.  相似文献   

12.
After seeing many programs written in one language, but with the style and structure of another, I conducted an informal survey to determine whether this phenomenon was widespread and to determine how much a programmer's first programming language might be responsible. This paper discusses my observations, gives informal results of the survey and suggests the need for a more formal study.  相似文献   

13.
Java作为计算机专业的核心专业课程,引入双语教学是发展的必然趋势.本文论述了开展双语教学的必要性,以及开展双语教学需要做的准备.在教学开展过程中,针对教材选择,教学实施和考核方式进行了论述.  相似文献   

14.
Computer programming skills constitute one of the core competencies that graduates from many disciplines, such as engineering and computer science, are expected to possess. Developing good programming skills typically requires students to do a lot of practice, which cannot sustain unless they are adequately motivated. This paper reports a preliminary study that investigates the key motivating factors affecting learning among university undergraduate students taking computer programming courses. These courses are supported by an e-learning system – Programming Assignment aSsessment System (PASS), which aims at providing an infrastructure and facilitation to students learning computer programming. A research model is adopted linking various motivating factors, self-efficacy, as well as the effect due to the e-learning system. Some factors are found to be notably more motivating, namely, ‘individual attitude and expectation’, ‘clear direction’, and ‘reward and recognition’. The results also suggest that a well facilitated e-learning setting can enhance learning motivation and self-efficacy.  相似文献   

15.
Several Web-based on-line judges or on-line programming trainers have been developed in order to allow students to train their programming skills. However, their pedagogical functionalities in the learning of programming have not been clearly defined. EduJudge is a project which aims to integrate the “UVA On-line Judge”, an existing on-line programming trainer with an important number of problems and users, into an effective educational environment consisting of the e-learning platform Moodle and the competitive learning tool QUESTOURnament. The result is the EduJudge system which allows teachers to apply different pedagogical approaches using a proven e-learning platform, makes problems easy to search through an effective search engine, and provides an automated evaluation of the solutions submitted to these problems. The final objective is to provide new learning strategies to motivate students and present programming as an easy and attractive challenge. EduJudge has been tried and tested in three algorithms and programming courses in three different Engineering degrees. The students’ motivation and satisfaction levels were analysed alongside the effects of the EduJudge system on students’ academic outcomes. Results indicate that both students and teachers found that among other multiple benefits the EduJudge system facilitates the learning process. Furthermore, the experiment also showed an improvement in students’ academic outcomes. It must be noted that the students’ level of satisfaction did not depend on their computer skills or their gender.  相似文献   

16.
This study investigates whether a visual programming environment called Etoys could enable teachers to create software applications meeting their own instructional needs. Twenty-four teachers who participated in the study successfully developed their own educational computer programs in the educational technology course employing cognitive apprenticeship and pair programming approaches as the primary instructional strategies. Two educational software programs created by the participating teachers were described in order to explain what they were trying to do using Etoys and how they accomplished their goals. The results of an anonymous survey evaluating the difficulty of and the attitude toward learning Etoys indicate that teachers enjoyed learning Etoys and would like to continue to use it in the future although they found it was slightly more difficult, compared to their self-evaluated computer skill. The strengths and weaknesses of Etoys, the difficult computer programming concepts, and the educational implications of Etoys programming were also discussed.  相似文献   

17.
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   

18.
In the current information society, the need for securing human resources acquired with ICT competency is becoming a very important issue. In USA, England, Japan, India and Israel improving students’ ICT competency has become a pedagogical issue. Accordingly, education on ICT competency is changing in many countries emphasizing the basis of computer science. The Korean government revised the ICT curriculum of 2001 focused on the basic concepts and principles of computer science as educational policy in 2005. However, it is still difficult to determine a student’s ICT competency level and the outcome of ICT curriculum based on changed direction. Thereupon, this study has developed test tool for measuring the level of Korean elementary school students’ ICT competency based on computer science. In this study, ‘Content’ and ‘Information processing’ are established as the two axes of the test frame standard through literature research, consideration and discussion. The validity and reliability of questions are verified though the preliminary test and the main test tool has completed through question revisions considering the distribution of answers. About 40,000 students, roughly 1% of the total elementary school students, are selected for the main test. There were several findings made in this study. Korea’s elementary school students have a weakness in ‘algorithm and modeling’. Information processing stage has been found to vary by grade. A modified ‘Angoff method’ is used to confirm the spread of the ICT competency levels of the target students. From the results, the cutoff score employed to divide the subjects into three levels, excellent, average and below average, the ratio of excellent levels decreases and the ratio of below average increases in higher grades. To solve these problems, we need to emphasize algorithmic thinking oriented more principal of computer science in ICT curriculum. For more effective ICT elementary education, teaching and learning strategies appropriate for young children to teach computer science should be introduced.  相似文献   

19.
The author used an eye-tracking methodology to examine the influence of the concept-mapping learning strategy on learners performing an English reading task. Eighty-six freshmen enrolled in English courses participated in this control-group pretest-posttest experiment, and received either traditional or concept-mapping instruction for learning English reading skills. A concept-mapping strategy was introduced to the learners in the experimental group to improve their reading ability. The results of independent t tests, in which eye-tracking data on fixation time and fixation path were used, indicated that the participants who received concept-mapping instruction exhibited shorter fixation times on the core concept and other content in the text, compared with the group that received traditional instruction. Moreover, the experimental group demonstrated longer and irregular rereading paths than the control group (CG) did. These results indicated that concept mapping serves as a reference to assist average readers to improve and to identify primary ideas that clarify the meaning of an article.  相似文献   

20.
Many studies related to the use of interactive whiteboards (IWBs) in educational settings have shown that IWB technology can result in enhanced presentations and in the development of student motivation and student performance. However, the relationship between the use of IWBs and Technological Pedagogical Content and Knowledge (TPACK) by teachers is yet to be fully investigated and understood. The purpose of this study was to integrate IWB technology and peer coaching to develop the TPACK of secondary science teachers in real classrooms. An IWB-based peer coaching model was developed. Participants of this study included four in-service science teachers. The sources of data included written assignments, reflective journals and interviews. The results displayed three major findings. First, science teachers used IWBs as instructional tools to share their subject-matter knowledge and to express students’ understanding. Second, the IWBs helped the science teachers who encountered teaching difficulties in the traditional classroom better implement their representational repertoires and instructional strategies. Finally, the proposed model of integrating IWBs and peer coaching can develop the TPACK of science teachers. The research implications of this study are provided along with suggestions.  相似文献   

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