首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
This study is focused on the relationships among learning styles, participation types, and learning performance for programming language learning supported by an online forum. Kolb’s learning style inventory was used in this study to determine a learner’s learning type: ‘Diverger’, ‘Assimilator’, ‘Converger’, and ‘Accommodator’. Social Learning Theory was also used to define four participation types. These types in turn were used to describe the learning associated with the use of online forums: ‘Replier’, ‘Asker’, ‘Watcher’, and ‘No activity’.A total of 144 students participated in this experiment as part of a half semester ASP.NET programming language learning courses. The course contained an online forum for supporting the students’ social activities and participation. In this study, ‘learning score’ and ‘satisfaction’ were used to measure learning performance.The results of this study were the following: (1) different learning styles were associated with significantly different learning scores and that the ‘Accommodator’ style was associated with superior learning scores; (2) participation types were also associated with significantly different learning scores and that the ‘Replier’ type is associated with superior learning scores; (3) learning satisfaction is not significantly different among the different learning styles or different participation types, but the average is significantly higher than average values (3.5) of 7-point Likert scale; (4) there is no significant association between learning styles and participation types. Explanations and discussions of these results are offered.Based on the results of this study, we propose that programming language learning, supported with online forums and students’ active participation, increases learning performance as measured by student learning scores.  相似文献   

2.
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   

3.
The purpose of the study was to analyze how intensively female and male students participate in discourse interaction within two computer-supported classrooms. Technical infrastructure for the study was provided by the Computer-Supported Intentional Learning Environments (CSILE). The study was carried out by qualitatively analyzing written notes logged by two grade 5/6 classes to CSILE's database over one academic year. The results of the study indicate that only one of the classrooms engaged in a progressive discourse focused on collaborative advancement of explanation whereas the other classroom performed more traditional learning tasks. Female students participated most actively in the progressive-discourse classroom whereas male students dominated discourse interaction in the other class, but the reasons for this are subject to debate. The investigators argue that the use of new technology should be thoroughly subsumed under pedagogical goals in order to facilitate female students' participation in computer-supported learning.  相似文献   

4.
The traditional assessment approach, in which one single written examination counts toward a student’s total score, no longer meets new demands of programming language education. Based on a peer code review process model, we developed an online assessment system called EduPCR and used a novel approach to assess the learning of computer programming languages. Using this approach, students peer review programs written by other students, share ideas and make suggestions to achieve an objective of collaborative and interactive learning. Teachers assess and give scores to students based on their performance in writing, reviewing and revising programs and their abidance to a peer code review process. After using this approach in two courses in two consecutive semesters, we observed significant improvements of student learning in various aspects. We also conducted two questionnaire surveys and two interviews. The survey data and the interview report indicated that this assessment approach demonstrates high practical values in assessing student learning outcomes in programming languages. Additionally, this approach leads to several interesting research topics for future research in this field.  相似文献   

5.
The term ‘interactive’ appears in two distinct strands of educational research discourse: one concerning pedagogy and the other concerning new technologies in education. As new technology increasingly pervades most classrooms in the UK, it seems likely that it would be fruitful to explore, both theoretically and empirically, links between the concepts of ‘interactive teaching’ and ‘interactive technology’.  相似文献   

6.
This paper reports the results of a study which aimed to investigate how ubiquitous games influence English learning achievement and motivation through a context-aware ubiquitous learning environment. An English curriculum was conducted on a school campus by using a context-aware ubiquitous learning environment called the Handheld English Language Learning Organization (HELLO). HELLO helps students to engage in learning activities based on the ARCS motivation theory, involving various educational strategies, including ubiquitous game-based learning, collaborative learning, and context-aware learning. Two groups of students participated in the learning activities prescribed in a curriculum by separately using ubiquitous game-based learning and non-gaming learning. The curriculum, entitled ‘My Campus’, included three learning activities, namely ‘Campus Environment’, ‘Campus Life’ and ‘Campus Story’. Participants included high school teachers and juniors. During the experiment, tests, a survey, and interviews were conducted for the students. The evaluation results of the learning outcomes and learning motivation demonstrated that incorporating ubiquitous games into the English learning process could achieve a better learning outcomes and motivation than using non-gaming method. They further revealed a positive relationship between learning outcomes and motivation.  相似文献   

7.
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   

8.
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   

9.
10.
Although prior research has shown that generating explanations encourages students to learn new content with deeper understanding and to monitor their own comprehension more effectively, helping students learn how to explain properly remains a significant challenge. This study investigated the use of software agents as learning partners in an activity where students generated explanations about river ecosystem concepts.  相似文献   

11.
This study investigated the effects of visualization of participation during computer-supported collaborative learning (CSCL). It is hypothesized that visualization of participation could contribute to successful CSCL. A CSCL-environment was augmented with the Participation Tool (PT). The PT visualizes how much each group member contributes to his or her group’s online communication. Using a posttest-only design with a treatment (N = 52) and a control group (N = 17), it was examined whether students with access to the PT participated more and more equally during collaboration, reported higher awareness of group processes and activities, collaborated differently, and performed better than students without access to the PT. The results show that students used the PT quite intensively. Furthermore, compared to control group students, treatment group students participated more and engaged more in coordination and regulation of social activities during collaboration by sending more statements that addressed the planning of social activities. However, equality of participation, awareness of group processes and quality of the group products was not higher in the treatment condition. Still, the results of this study demonstrate that visualization of participation can contribute to successful CSCL.  相似文献   

12.
Research on help seeking with a computer coach providing on-demand help has not produced fully adequate models of the process from a cognitive perspective. The present study postulates a model of help seeking from a cognitive perspective and tests this model in a learning situation characterized as problem-based and computer-supported. The participants were 18 graduate students from the faculty of Education of a Canadian university. Their participation involved solving a complex problem in statistics, in pairs, with the help of a computer coach, the McGill statistics tutor. Analysis of the performance data was performed using directed probability graphs and the log-linear approach. Results show that the model is reflected in the data. Implications for the design of computer coaches and instructional situations are discussed.  相似文献   

13.
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   

14.
Learning to program is a difficult process for novice programmers. AutoLEP, an automated learning and assessment system, was developed by us, to aid novice programmers to obtain programming skills. AutoLEP is ability-training-oriented. It adopts a novel assessment mechanism, which combines static analysis with dynamic testing to analyze student programs. It not only helps students to sufficiently test the programs, but also evaluates whether the programs meet the specification or not. AutoLEP encourages students to find and work through bugs, by providing automatic syntactic and structural checking, and immediate detailed feedback. This can improve students’ learning experience in programming and reduce the workload of the teaching staff. AutoLEP has been used in the C programming course at Harbin Institute of Technology and many other universities since 2004. The feedback on AutoLEP and its incorporation into the introductory programming course has been positive, both by students and teaching staff.  相似文献   

15.
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   

16.
17.
Novice programmers struggle to understand introductory programming concepts and this difficulty, associated with learning to program, contributes mainly to the lack of interest in the field of Computer Science at tertiary level. Programming assistance tools have been used to assist novice programmers extensively at education institutions. A programming assistance tool (PAT) is a software program that can be used by novice programmers to learn how to program and/or improve their understanding of programming concepts.This research proposes that novice programmers, specifically Information Technology (IT) scholars in South African secondary schools, could be supported by PATs. The main objective of this research was to determine whether the use of a PAT impacted IT scholars' understanding of programming concepts and their motivation towards programming in general. Criteria for the selection of PATs were derived from the programming difficulties identified in literature and from surveys to IT teachers and scholars. The selection criteria were grouped into programming knowledge and programming skills categories. Existing PATs were evaluated using the selection criteria and three PATs, namely, RoboMind, Scratch and B#, were selected for evaluation in this research study. A convenience sample of schools participated in the study. The three PATs provided different approaches while being able to support the Delphi programming language used in schools that participated in the study.The findings of this research indicated that, although scholars perceived the PATs to be useful in the explanation of certain of the programming concepts, there was no conclusive evidence that IT scholars who used a PAT had a significantly better understanding of programming concepts and motivation towards programming than scholars who did not use a PAT. Participant feedback was used to identify the strengths and shortcomings of the three PATs and to provide recommendations for the development of future PATs specifically designed to support IT scholars.  相似文献   

18.
In this paper, we introduce an electronic collaborative learning environment based on Interactive Instructors of Recreational Mathematics (IIRM), establishing an alternative approach for motivating students towards mathematics. The IIRM are educational software components, specializing in mathematical concepts, presented through recreational mathematics, conceived as interactive, recreation-oriented learning objects, integrated within the environment. We present the architecture of the learning environment which integrates communication services that support the interaction processes of the learning community, through instant messaging, chat rooms, and multi-player math games. Through the environment’s interface of their personal workspace, students have access to several easy-to-use mechanisms that allows them to customize its content, its layout, and its appearance. At internal levels, the functionality of IIRM is enhanced with features supported by the environment infrastructure. We evaluated different aspects of the learning environment in three short, motivation-oriented math courses given to Mexican high-school students. The results indicate that the use of the IIRM-based electronic learning environment, positively affects student attitudes towards mathematics. We believe that this approach has the potential to promote the mathematics learning process, basically on its motivational aspects.  相似文献   

19.
We designed an e-learning model to promote critical thinking about basic science topics in online communities of students during work placements in higher education. To determine the effectiveness and efficiency of the model we explored the online discussions in two case studies. We evaluated the quantity of the interactions by looking at quantitative data of the discussion ‘threads’ and we evaluated the quality of the discussion by content analysis of the individual messages. Both the procedural facilitation of the discussion and the instrument for content analysis were based on Garrison’s ‘Practical Inquiry model of Cognitive Presence’. Furthermore, we explored the experiences of the students and moderators by interviewing them and we organised their perceptions using the framework of an activity system. On the basis of the quantitative and qualitative data we conclude that the e-learning model was successful in establishing a dialogue among a group of students and an expert during work placements at different locations. The ‘Practical Inquiry model’ was useful in facilitating a sustained on-topic discourse involving critical thinking. Although the amount of critical thinking was moderate, the results suggest ways to increase integration and resolution activities in the online discussions.  相似文献   

20.
This study investigated the effects of positive interdependence and group processing on student achievement and attitude in online learning. Students in three university courses received initial instruction about teamwork skills and cooperative learning and were randomly assigned to one of three treatment groups in each course. The “positive interdependence” and the “group processing” groups received subsequent associated skills training. The “no structure” control group received no additional training. Following the treatment, the “positive interdependence” groups had significantly higher achievement than the “group processing” or the “no structure” groups. There was no significant difference among any of the three groups on student attitude.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号