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1.
程序设计类课程是计算机专业的必修课,目前探讨程序设计类课程教学方法的文章颇多,但一般侧重讨论"教"的方法.那么,在重视"以学生为中心"的今天,如何使学生高效学习并掌握程序设计类课程?本文另辟蹊径,跳出了如何"教"的圈子,以现代学习素质为逻辑起点,关注如何"学".从促进学生内涵发展反思如何"教",进而引领"教"的创新,实现"以学促教,以教助学"的良性发展局面,为学生后续学习打下坚实基础.  相似文献   

2.
苏宝莉  顾惠斌 《福建电脑》2008,(1):205-205,203
在高职程序设计类课程教学中,如何找到一种比较新颖的教学方式,使教师好教、学生易学并且爱学,一直是广大教师努力探索的课题。文章结合教学实践与理论思考,从教学模式、教学方法改革入手,探讨了加强实践环节、改革考试方式、渗透德育教育等方法。注重学生编程能力和实际应用能力的提高,以达到提高序设计类程教学质量的目的,并阐述了课程改革的进一步打算。  相似文献   

3.
网络教学是现代教育的重要部分,是传统课堂教学的一种补充,它的开放性和互动性是无法传统教学相比的。基于网络课程教学观的教学改革,目前已经得到国内外学者的关注和重视。该文在分析研究国内网络教学平台的基础上,针对程序设计类课程的教学特点,研究当前网络教学平台的优势和不足,探讨如何改进网络教学平台,充分利用各种软硬件资源,提高该类课程授课质量和学生程序设计的能力。  相似文献   

4.
基于CDIO的程序设计类课程案例的设计与实施   总被引:2,自引:1,他引:1  
传统的程序设计类课程教学与实验案例不利于计算机专业学生工程能力的培养。基于CDIO教学模式的框架,提出程序设计类课程教学与实验案例的设计原则,并结合盐城师范学院课程体系的具体情况,设计相应的实施方案。实践结果表明,基于CDIO的教学与实验案例的实施,激发了学生学习主动性,训练了学生的工程思维,帮助学生积累了必要的开发经验,从而培养了工程能力。  相似文献   

5.
程序设计类课程是计算机类专业的重要课程,其实践性要求很高,分析了当前实践教学环节中存在的一些问题,通过加强综合实践、引入竞赛机制、改革考核评价方法等,让学生更加自觉地重视实践环节,提高学生的实际编程能力。  相似文献   

6.
《软件工程师》2017,(3):57-59
计算机专业学生的必修基础课之一就是程序设计,学生们通过程序设计课程的理论知识学习,能够运用计算机解决一些实际问题的同时还培养了其缜密的计算机逻辑思维能力,为之后众多专业课的学习奠定基础。所以,各大高校利用现有的资源和设施配制,并以学生为中心,进行教学内容的设计和改进,从而完成教学目标,增强计算机课程教学质量。  相似文献   

7.
8.
考核评价制度改革是教育教学研究的前沿问题,基于对当前高职高专VB等程序设计类课程考核评价现状的研究,文中探索了课程考核评价体系的改革,提出了解决问题的对策。  相似文献   

9.
乔淑云  黄刚 《计算机教育》2012,(19):17-19,23
讨论程序设计类课程与计算思维之间的内在联系,提出在"知识、能力、素质"三位一体人才培养模式下非计算机专业程序设计类课程教学改革与实践,阐述如何构建"课堂+实验+网络"三结合的教学模式,即通过优化教学内容、创新实践方法等一系列举措,将程序设计的思想与方法转化为学生的创新精神和创新能力。  相似文献   

10.
程序设计类课程项目式教学模式的研究与实践   总被引:1,自引:0,他引:1  
提出了程序设计类课程采用项目式教学模式,以Java程序设计课程的教学为例,给出了该课程采用项目式教学的案例设计,并讨论了项目式教学的实践及效果。  相似文献   

11.
Eric Foxley 《Software》1978,8(2):213-225
This paper describes a system of library segments which have been written to help in the teaching of programming to undergraduates at Nottingham. Each segment contains input for a number of problems in a very specific area of programming, together with checks that the student has solved the problems satisfactorily. The system is implemented in Algol 68-R.  相似文献   

12.
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   

13.
传统的《C程序设计》教学方法存在很多不足,提出一种新的基于案例的教学方法。该方法采用"案例-理论和概念"的教学模式,具有突出实践性,体现真实性,实现互动性,发挥学生主体性等显著特点。案例设计是该方法的前提和基础,指出了设计案例时需注意的问题,并结合实例进行了说明。案例教学可极大提高学生学习的兴趣,增强学生在课堂上的参与感,改变原来课堂"满堂灌"现象,从而提高教学质量。  相似文献   

14.
The bounded ILP-consistency problem for function-free Horn clauses is described as follows. Given at setE + andE ? of function-free ground Horn clauses and an integerk polynomial inE +E ?, does there exist a function-free Horn clauseC with no more thank literals such thatC subsumes each element inE + andC does not subsume any element inE ?? It is shown that this problem is Σ 2 P complete. We derive some related results on the complexity of ILP and discuss the usefulness of such complexity results.  相似文献   

15.
Observations on the design of the special-purpose scientific programming language SL/1 are presented. SL/1 is intended for applications programming of the Control Data Corporation Cyber 203, a very high-performance vector processor, which is mainly used for scientific computation. The language design has been heavily influenced by the hardware characteristics of this machine and the needs of the Cyber 203 user community. Various aspects of the design of SL/1 are discussed and measurements of their use are presented. In addition, unexpected similarities between the resulting design of SL/1 and the design of FORTRAN are examined and several reasons for the continued widespread use of FORTRAN are suggested.  相似文献   

16.
The programming walkthrough is a method for assessing how easy or hard it will be for users to write programs in a programming language. It is intended to enable language designers to identify problems early in design and to help them choose among alternative designs. We describe the method and present experience in applying it in four language design projects. Results indicate that the method is a useful supplement to existing design approaches.  相似文献   

17.
A system has been implemented that enables students on a programming course to hand in programs for assessment without the need for printed listings to be generated. The system test runs all submitted programs using standard sets of data, and then facilitates the marking of these programs by the staff teaching the course. The implementation of this system is described, and the experience gained from using it is discussed.  相似文献   

18.
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   

19.
This paper describes an experiment that compared learners with contrasting learning styles, Active vs. Reflective, using three different strategies for learning programming via worked-examples: Paired-method, Structure-emphasising, and Completion. The quality of the learners’ acquired cognitive schemata was assessed in terms of their post-test performance. The experiment investigated variations in learners’ cognitive load, taking both the learning strategies and the learners’ learning styles into account. Overall, the results of the experiment were inconsistent. In comparing the effects of the strategies during the learning phase, the study found significant differences in cognitive load. Unexpectedly, no differences were then detected either in cognitive load or in performance during the post-test (post-test). In comparing the effects of the learning styles during the learning phase and the transfer phase, medium effect sizes suggested that learning style may have had an effect on cognitive load. However, no significant difference was observed in performance during the post-test.  相似文献   

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