5,767 research outputs found

    Promoting Programming Learning. Engagement, Automatic Assessment with Immediate Feedback in Visualizations

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    The skill of programming is a key asset for every computer science student. Many studies have shown that this is a hard skill to learn and the outcomes of programming courses have often been substandard. Thus, a range of methods and tools have been developed to assist students’ learning processes. One of the biggest fields in computer science education is the use of visualizations as a learning aid and many visualization based tools have been developed to aid the learning process during last few decades. Studies conducted in this thesis focus on two different visualizationbased tools TRAKLA2 and ViLLE. This thesis includes results from multiple empirical studies about what kind of effects the introduction and usage of these tools have on students’ opinions and performance, and what kind of implications there are from a teacher’s point of view. The results from studies in this thesis show that students preferred to do web-based exercises, and felt that those exercises contributed to their learning. The usage of the tool motivated students to work harder during their course, which was shown in overall course performance and drop-out statistics. We have also shown that visualization-based tools can be used to enhance the learning process, and one of the key factors is the higher and active level of engagement (see. Engagement Taxonomy by Naps et al., 2002). The automatic grading accompanied with immediate feedback helps students to overcome obstacles during the learning process, and to grasp the key element in the learning task. These kinds of tools can help us to cope with the fact that many programming courses are overcrowded with limited teaching resources. These tools allows us to tackle this problem by utilizing automatic assessment in exercises that are most suitable to be done in the web (like tracing and simulation) since its supports students’ independent learning regardless of time and place. In summary, we can use our course’s resources more efficiently to increase the quality of the learning experience of the students and the teaching experience of the teacher, and even increase performance of the students. There are also methodological results from this thesis which contribute to developing insight into the conduct of empirical evaluations of new tools or techniques. When we evaluate a new tool, especially one accompanied with visualization, we need to give a proper introduction to it and to the graphical notation used by tool. The standard procedure should also include capturing the screen with audio to confirm that the participants of the experiment are doing what they are supposed to do. By taken such measures in the study of the learning impact of visualization support for learning, we can avoid drawing false conclusion from our experiments. As computer science educators, we face two important challenges. Firstly, we need to start to deliver the message in our own institution and all over the world about the new – scientifically proven – innovations in teaching like TRAKLA2 and ViLLE. Secondly, we have the relevant experience of conducting teaching related experiment, and thus we can support our colleagues to learn essential know-how of the research based improvement of their teaching. This change can transform academic teaching into publications and by utilizing this approach we can significantly increase the adoption of the new tools and techniques, and overall increase the knowledge of best-practices. In future, we need to combine our forces and tackle these universal and common problems together by creating multi-national and multiinstitutional research projects. We need to create a community and a platform in which we can share these best practices and at the same time conduct multi-national research projects easily.Siirretty Doriast

    Semiotic Analysis of Computer Visualization

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    The purpose of this chapter is to discuss the semiotic approach to form theory of computer visualization. Such theory should be the foundation of design, development, and evaluations of visualization systems. The “direct” semiotic analysis of visualization is defined and the scheme of the analysis is considered. This analysis reveals “who is who” in the process of the visualization semiosis and helps in design and development of the real visualization systems. The analysis allows to describe the problems arising at developments of specialized systems in terms of the semiotics and showing how this analysis can serve as a tool for the visualization systems design. It is important to analyze the sign nature of the human‐computer interface and the visualization. Such conceptions as computer metaphor, metaphor action, and metaphor formula are defined. The properties of metaphors are analyzed with a view to possible usage of metaphors for specific applications. The properties are considered by the example of the hierarchical sequence of the natural Room‐Building‐City (Landscape) metaphors. Also the properties of the molecule metaphor are considered in the context of software visualization systems. In conclusion, some approaches to the theory of computer visualization are outlined

    Towards sketch-based exploration of terrain : a feasibility study

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    CISRG discussion paper ; 1

    Diogene-CT: tools and methodologies for teaching and learning coding

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    AbstractComputational thinking is the capacity of undertaking a problem-solving process in various disciplines (including STEM, i.e. science, technology, engineering and mathematics) using distinctive techniques that are typical of computer science. It is nowadays considered a fundamental skill for students and citizens, that has the potential to affect future generations. At the roots of computational-thinking abilities stands the knowledge of computer programming, i.e. coding. With the goal of fostering computational thinking in young students, we address the challenging and open problem of using methods, tools and techniques to support teaching and learning of computer-programming skills in school curricula of the secondary grade and university courses. This problem is made complex by several factors. In fact, coding requires abstraction capabilities and complex cognitive skills such as procedural and conditional reasoning, planning, and analogical reasoning. In this paper, we introduce a new paradigm called ACME ("Code Animation by Evolved Metaphors") that stands at the foundation of the Diogene-CT code visualization environment and methodology. We develop consistent visual metaphors for both procedural and object-oriented programming. Based on the metaphors, we introduce a playground architecture to support teaching and learning of the principles of coding. To the best of our knowledge, this is the first scalable code visualization tool using consistent metaphors in the field of the Computing Education Research (CER). It might be considered as a new kind of tools named as code visualization environments

    Diogene-CT: tools and methodologies for teaching and learning coding

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    Computational thinking is the capacity of undertaking a problem-solving process in various disciplines (including STEM, i.e. science, technology, engineering and mathematics) using distinctive techniques that are typical of computer science. It is nowadays considered a fundamental skill for students and citizens, that has the potential to affect future generations. At the roots of computational-thinking abilities stands the knowledge of computer programming, i.e. coding. With the goal of fostering computational thinking in young students, we address the challenging and open problem of using methods, tools and techniques to support teaching and learning of computer-programming skills in school curricula of the secondary grade and university courses. This problem is made complex by several factors. In fact, coding requires abstraction capabilities and complex cognitive skills such as procedural and conditional reasoning, planning, and analogical reasoning. In this paper, we introduce a new paradigm called ACME (“Code Animation by Evolved Metaphors”) that stands at the foundation of the Diogene-CT code visualization environment and methodology. We develop consistent visual metaphors for both procedural and object-oriented programming. Based on the metaphors, we introduce a playground architecture to support teaching and learning of the principles of coding. To the best of our knowledge, this is the first scalable code visualization tool using consistent metaphors in the field of the Computing Education Research (CER). It might be considered as a new kind of tools named as code visualization environments

    Social Worked-Examples Technique to Enhance Student Engagement in Program Visualization

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    يعد تعلم البرمجة من بين أهم التحديات في تعليم علوم الكمبيوتر. حاليا، يتم استخدام تصوير البرامج ) PV ( كأداة للتغلب علىمعدلات الفشل والتسرب العالية في مادة اساسيات البرمجة. ومع ذلك، هناك مخاوف متزايدة بشأن فعالية أدوات تصوير البرامج الحالية استناداالى النتائج المختلطة المستمدة من الدراسات المختلفة. تعتبر مشاركة الطلاب أيضًا عاملاً حيويًا في بناء PV ناجحًا، كما تعد أيضًا جزءًا مهمًامن عملية التعلم بشكل عام. تم إدخال العديد من التقنيات لتعزيز المشاركة في أدوات تصوير البرامج؛ ومع ذلك، فإن مشاركة الطلاب في PVلا يزال يمثل تحديًا كبيراً. استخدمت هذه الورقة ثلاث نظريات مختلفة: البنيوية، والبناء الاجتماعي، والحمل المعرفي لاقتراح تقنية لتعزيزمشاركة الطلاب في استخدام أدوات تصوير البرامج. تعمل تقنية الأمثلة المكتملة الاجتماعية ) SWE ( على تحويل المثال المكتمل التقليدي إلىنشاط اجتماعي ، حيث يتم التركيز بشكل أكبر على دور التعاون في بناء معرفة الطلاب. حددت هذه الدراسة ثلاثة مبادئ يمكن أن تعززمشاركة الطلاب من خلال تقنية SWE : التعلم النشط والتعاون الاجتماعي والأنشطة ذاتس التحميل المنخفض.Learning programming is among the top challenges in computer science education. A part of that, program visualization (PV) is used as a tool to overcome the high failure and drop-out rates in an introductory programming course. Nevertheless, there are rising concerns about the effectiveness of the existing PV tools following the mixed results derived from various studies. Student engagement is also considered a vital factor in building a successful PV, while it is also an important part of the learning process in general. Several techniques have been introduced to enhance PV engagement; however, student engagement with PV is still challenging. This paper employed three theories—constructivism, social constructivism and cognitive load to propose a technique for enhancing student engagement with program visualisation. The social worked-examples (SWE) technique transforms the traditional worked-example into a social activity, whereby a greater focus is placed on the collaboration role in constructing students’ knowledge. This study identified three principles that could enhance student engagement through the SWE technique: active learning, social collaboration and low-load activity

    Developing an Algorithm Learning Tool for High School Introductory Computer Science

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    PathFinder: A Visualization eMathTeacher for Actively Learning Dijstra's algorithm

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    PathFinder is a new eMathTeacher for actively learning Dijkstra's algorithm. In Sanchez-Torrubia et al. (2007) the concept of eMathTeacher was defined and the minimum as well as some additional requirements were described. The tool presented here is an enhanced paradigm of this new concept on Computer Aided Instruction (CAI) resources: an application designed following the eMathTeacher philosophy for active eLearning. The highlighting new feature provided by this application is an animated algorithm visualization panel showing, on the code, the current step the student is executing and/or where there is a user's mistake within the algorithm running. PathFinder also includes another two interesting new features: an active framework area for the algorithm data and the capability of saving/retrieving the created graph

    CGAMES'2009

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