266 research outputs found

    Interplay of Desktop and Mobile Apps with Web Services in an Introductory Programming Course

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    This paper describes a case study of a second-semester introductory programming course for information systems (IS) students that combined desktop and mobile application development and consumption of existing web services. Our aim was to provide students with a holistic view of how different types of applications can be developed and combined to solve real-world problems, as the students learned the basics of programming. Students progressively built a desktop Java application with a graphical user interface for a local public transit system. It combined the use of basic algorithms, existing web services for geo-coding and mapping to illustrate a recommended route on the system. Students then ported this application to the Android platform re-using most of the code they had already developed. Along with fulfilling the traditional objectives of an introductory course, this course also demonstrated the possible interplay of stand-alone components and web services in desktop and mobile applications and kept the students motivated and engaged throughout the semester

    Introductory programming: a systematic literature review

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    As computing becomes a mainstream discipline embedded in the school curriculum and acts as an enabler for an increasing range of academic disciplines in higher education, the literature on introductory programming is growing. Although there have been several reviews that focus on specific aspects of introductory programming, there has been no broad overview of the literature exploring recent trends across the breadth of introductory programming. This paper is the report of an ITiCSE working group that conducted a systematic review in order to gain an overview of the introductory programming literature. Partitioning the literature into papers addressing the student, teaching, the curriculum, and assessment, we explore trends, highlight advances in knowledge over the past 15 years, and indicate possible directions for future research

    “We don’t need to write to learn computer sciences”: writing instruction and the question of first‐year, later or not‐at‐all

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    This paper discusses the perceptions of computer science students towards a multidisciplinary writing curriculum that was built into a pathway programme to undergraduate study. A qualitative descriptive investigatory study revealed that computer science students in particular felt a strong disconnect between their disciplinary learning and the learning they did in the academic literacy classroom. The degree to which they experienced the pedagogical and assessment differences between the two learning contexts resulted in mild to strong resistance towards the literacy development aspect of the pathway curriculum. This paper highlights a case where first year computer science students articulates their dissatisfactions in this regard, and explores the question of when computer science students should be taught academic literacy, if it is taught it at all

    Proceedings of the Resolve Workshop 2006

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    The aim of the RESOLVE Workshop 2006 was to bring together researchers and educators interested in: Refining formal approaches to software engineering, especially component-based systems, and introducing them into the classroom. The workshop served as a forum for participants to present and discuss recent advances, trends, and concerns in these areas, as well as formulate a common understanding of emerging research issues and possible solution paths

    The Holistic Course Delivery: A Novel Pedagogy for Collegiate Introductory Computer Programming

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    Title from PDF of title page viewed August 20, 2020Dissertation advisor: Rita BargerVitaIncludes bibliographical references (pages 184-197)Thesis (Ph.D.)--School of Education and School of Computing and Engineering. University of Missouri--Kansas City, 2020For many years there have not been enough computer science graduates to fill open positions. One of the chief barriers to the formation of computer science graduates is that many students are unsuccessful in the introductory programming course. Unsuccessful students often change their major field of study or terminate their collegiate studies. A chief concern is therefore to minimize the DFW rate (grade of D or F, or withdrawal from a course). Student characteristics have been extensively studied to explain, and sometimes justify, the high DFW rate in introductory programming courses. Pairs programming, flipped classrooms, choice of programming language, and a variety of other modifications and novel methods have been devised in efforts to reduce the DFW rate. The collective conclusion has been that there is no silver bullet that has been demonstrated to be universally effective. This quasi-experimental study incorporates four learning theories that inform the design and delivery of an introductory programming course: Neo-Piagetian Theory, Cognitive Apprenticeship Theory, Cognitive Load Theory, and Self-Efficacy Theory. The objective was iv to (1) design a course from the top-down that integrates several pedagogical elements in a holistic way, and (2) deliver it to a group of nascent programming students. The Holistic Course Delivery was implemented in three class sections of an introductory programming course at a midwestern university in which a total of 96 students were enrolled. The Holistic Course Delivery had a significantly lower DFW rate compared to both historic DFW rates at the institution and established international norms and students indicated they felt prepared for subsequent computer science coursework.Introduction -- Literature review -- Methodology -- Analysis -- Discussion -- Appendix A. Pre-course survey -- Appendix B. Pre-course test & post-course test -- Appendix C. Post-course survey Appendix D. Homework reflection -- Appendix E. Homework assignments -- Appendix F. Coding sprints -- Appendix G. Final exam programming questions -- Appendix H. Qualitative interview questions -- Appendix I. Curriculum outline -- Appendix J. Syllabu

    Transformative Community School Practices and Impacts: A Tale of Two Community Schools

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    Students are coming to school with myriad issues that teachers and schools cannot address alone. ecological systems theory posits that the environments with which a child comes into contact, either directly or indirectly, can impact her or his development (Bronfenbrenner, 1979). With the support of community partner organizations in the local community, community schools can effectively respond to students’ needs and help them navigate the interconnected web of environments. Through interviews, focus groups, and a document review, this cross-site case study explored the practices that are employed by community school leaders (school staff and employees of community partner organizations) at two pilot high schools in the Los Angeles Unified School District (LAUSD), to implement six guiding principles of community schools. The study also captured impacts of these practices through participants’ perceptions, documents, and the application of transformative leadership theory. The findings revealed that the pilot school model is a natural avenue for the community schools strategy, and that intentional practices and a shared vision by all stakeholders can result in transformative impacts on students and the school as a whole. District and school leaders could consider developing processes and systems for implementing a community schools strategy district-wide by providing funding for community school coordinators for school sites, working with school leaders to develop their shared decision-making skills, and leveraging the assets and resources of community partners

    Design and development of learning material with the Ten Steps to Complex Learning : a multiple case study

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    This study is an example of design and development research involving the design and development of learning material using the Ten Steps to Complex Learning model or TSM. It seeks to answer the key question, what is the value of the TSM? It does this by asking: What is TSM?; How does TSM work?; Is TSM useful?; and What are the contexts that need to be considered in adapting TSM?. TSM is a prescriptive instructional design model comprises of ten design steps needed in designing instruction. The ten steps are the expansion from four design components; learning task; supportive information; procedural information; and part-task practice; that derived from the 4C/ID model. TSM emphasises designing instruction for complex learning that promotes transfer of learning. In order to explore TSM, the model was used in developing learning material for three different topics using computer-based instruction as a medium of instruction. The study involved three different contexts, meaning that a multiple case study approach was adopted. The cases covered different higher education institutions in Malaysia and involved Interface Design, Injection Moulding, and Web Programming. The three cases enabled an exploration of the value of TSM by reflecting on the experience of design and by the gathering of the perspectives of learners and lecturers on the learning materials. Each case involved a mixed method data collection procedure that comprises of interview with the lecturer who taught the subject; online survey (Case 1: 16 items, n=17 and 18 items, n=6; Case 2: 17 items, n=21; Case 3: 18 items, n=15); Facebook feedback (in Case 1), open-ended questions (in all cases); observation, and document analysis. Each case study was examined with direct reference to the TSM whereby the process of reflecting on action that build up the knowledge about TSM and how it works in practice were recorded in a design log. The mixed methods enabled data triangulation and provide an in-depth exploration of TSM. From the reflection on the three cases studies, it was found that, TSM is a procedural model and could be categorized as product-oriented model. TSM works by breaking down the competencies or complex skills into learning task and structuring the content of the subject matter. TSM also was found useful in terms of focusing on content and learning task but was weak in considering context. The study suggested TSM should be used flexibly and designers should consider the content and curriculum, placement of media and learner readiness, they should also be aware that design takes place in a wider ecological context. These findings provide the basis for a model of design. This study not just brings value to the field by describing the use of TSM but also raises wider issues about design in general. Design is not solely about following procedures but is shaped by social cultural context. Designers need to ask the right key questions of where and how the learning takes place as well as who the learners are

    Utilizing educational technology in computer science and programming courses : theory and practice

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    There is one thing the Computer Science Education researchers seem to agree: programming is a difficult skill to learn. Educational technology can potentially solve a number of difficulties associated with programming and computer science education by automating assessment, providing immediate feedback and by gamifying the learning process. Still, there are two very important issues to solve regarding the use of technology: what tools to use, and how to apply them? In this thesis, I present a model for successfully adapting educational technology to computer science and programming courses. The model is based on several years of studies conducted while developing and utilizing an exercise-based educational tool in various courses. The focus of the model is in improving student performance, measured by two easily quantifiable factors: the pass rate of the course and the average grade obtained from the course. The final model consists of five features that need to be considered in order to adapt technology effectively into a computer science course: active learning and continuous assessment, heterogeneous exercise types, electronic examination, tutorial-based learning, and continuous feedback cycle. Additionally, I recommend that student mentoring is provided and cognitive load of adapting the tools considered when applying the model. The features are classified as core components, supportive components or evaluation components based on their role in the complete model. Based on the results, it seems that adapting the complete model can increase the pass rate statistically significantly and provide higher grades when compared with a “traditional” programming course. The results also indicate that although adapting the model partially can create some improvements to the performance, all features are required for the full effect to take place. Naturally, there are some limits in the model. First, I do not consider it as the only possible model for adapting educational technology into programming or computer science courses. Second, there are various other factors in addition to students’ performance for creating a satisfying learning experience that need to be considered when refactoring courses. Still, the model presented can provide significantly better results, and as such, it works as a base for future improvements in computer science education.Ohjelmoinnin oppimisen vaikeus on yksi harvoja asioita, joista lähes kaikki tietojenkäsittelyn opetuksen tutkijat ovat jokseenkin yksimielisiä. Opetusteknologian avulla on mahdollista ratkaista useita ohjelmoinnin oppimiseen liittyviä ongelmia esimerkiksi hyödyntämällä automaattista arviointia, välitöntä palautetta ja pelillisyyttä. Teknologiaan liittyy kuitenkin kaksi olennaista kysymystä: mitä työkaluja käyttää ja miten ottaa ne kursseilla tehokkaasti käyttöön? Tässä väitöskirjassa esitellään malli opetusteknologian tehokkaaseen hyödyntämiseen tietojenkäsittelyn ja ohjelmoinnin kursseilla. Malli perustuu tehtäväpohjaisen oppimisjärjestelmän runsaan vuosikymmenen pituiseen kehitys- ja tutkimusprosessiin. Mallin painopiste on opiskelijoiden suoriutumisen parantamisessa. Tätä arvioidaan kahdella kvantitatiivisella mittarilla: kurssin läpäisyprosentilla ja arvosanojen keskiarvolla. Malli koostuu viidestä tekijästä, jotka on otettava huomioon tuotaessa opetusteknologiaa ohjelmoinnin kursseille. Näitä ovat aktiivinen oppiminen ja jatkuva arviointi, heterogeeniset tehtävätyypit, sähköinen tentti, tutoriaalipohjainen oppiminen sekä jatkuva palautesykli. Lisäksi opiskelijamentoroinnin järjestäminen kursseilla ja järjestelmän käyttöönottoon liittyvän kognitiivisen kuorman arviointi tukevat mallin käyttöä. Malliin liittyvät tekijät on tässä työssä lajiteltu kolmeen kategoriaan: ydinkomponentteihin, tukikomponentteihin ja arviontiin liittyviin komponentteihin. Tulosten perusteella vaikuttaa siltä, että mallin käyttöönotto parantaa kurssien läpäisyprosenttia tilastollisesti merkittävästi ja nostaa arvosanojen keskiarvoa ”perinteiseen” kurssimalliin verrattuna. Vaikka mallin yksittäistenkin ominaisuuksien käyttöönotto voi sinällään parantaa kurssin tuloksia, väitöskirjaan kuuluvien tutkimusten perusteella näyttää siltä, että parhaat tulokset saavutetaan ottamalla malli käyttöön kokonaisuudessaan. On selvää, että malli ei ratkaise kaikkia opetusteknologian käyttöönottoon liittyviä kysymyksiä. Ensinnäkään esitetyn mallin ei ole tarkoituskaan olla ainoa mahdollinen tapa hyödyntää opetusteknologiaa ohjelmoinnin ja tietojenkäsittelyn kursseilla. Toiseksi tyydyttävään oppimiskokemukseen liittyy opiskelijoiden suoriutumisen lisäksi paljon muitakin tekijöitä, jotka tulee huomioida kurssien uudelleensuunnittelussa. Esitetty malli mahdollistaa kuitenkin merkittävästi parempien tulosten saavuttamisen kursseilla ja tarjoaa sellaisena perustan entistä parempaan opetukseen

    Patient and Nurse Considerations in Home Health Routing with Remote Monitoring Devices

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    We build on the current consistent vehicle routing problem literature by formulating a novel multi- objective mathematical model of the home health scheduling and routing problem that includes the option of assigning some patient visits to remote monitoring devices, with the objectives of mini- mizing total cost, achieving nurse consistency and creating balanced nurse workloads. A heuristic solution approach that approximates the efficient frontier of this multiobjective problem is pre- sented and validated, and the results of using this methodology to solve several realistic instances are included. We also analyze the assignment of patients to devices and present some managerial insights into making these assignments in practice
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