10,406 research outputs found

    A Multimedia Interactive Environment Using Program Archetypes: Divide-and-Conquer

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    As networks and distributed systems that can exploit parallel computing become more widespread, the need for ways to teach parallel programming effectively grows as well. Even though many colleges and universities provide courses on parallel programming [1], most of those courses are reserved for graduate students and advanced undergraduates. There is a demand for ways to teach fundamental parallel programming concepts to people with just a working knowledge of programming. By using the idea of a software archetype, and providing a learning environment that teaches both concept and coding, we hope to satisfy this need. This paper presents an overview of the multimedia approach we took in teaching parallel programming and offers Divide-and-Conquer as an example of its use

    Novice programming environments: lowering the barriers, supporting the progression

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    In 2011, the author published an article that looked at the state of the art in novice programming environments. At the time, there had been an increase in the number of programming environments that were freely available for use by novice programmers, particularly children and young people. What was interesting was that they offered a relatively sophisticated set of development and support features within motivating and engaging environments, where programming could be seen as a means to a creative end, rather than an end in itself. Furthermore, these environments incorporated support for the social and collaborative aspects of learning. The article considered five environments—Scratch, Alice, Looking Glass, Greenfoot, and Flip— examining their characteristics and investigating the opportunities they might offer to educators and learners alike. It also considered the broader implications of such environments for both teaching and research. In this chapter, the author revisits the same five environments, looking at how they have changed in the intervening years. She considers their evolution in relation to changes in the field more broadly (e.g., an increased focus on “programming for all”) and reflects on the implications for teaching, as well as research and further development

    Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies

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    This paper argues that traditional and mainstream mythologies, which have been continually told within the Information Technology domain among designers and advocators of conceptual modelling since the 1960s in different fields of computing sciences, could now be renovated or substituted in the mould of more recent discourses about performativity, complexity and end-user creativity that have been constructed across different fields in the meanwhile. In the paper, it is submitted that these discourses could motivate IT professionals in undertaking alternative approaches toward the co-construction of socio-technical systems, i.e., social settings where humans cooperate to reach common goals by means of mediating computational tools. The authors advocate further discussion about and consolidation of some concepts in design research, design practice and more generally Information Technology (IT) development, like those of: task-artifact entanglement, universatility (sic) of End-User Development (EUD) environments, bricolant/bricoleur end-user, logic of bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical construction. Points backing these and similar concepts are made to promote further discussion on the need to rethink the main assumptions underlying IT design and development some fifty years later the coming of age of software and modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D. Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded Technologies: A European Challenge (2013, forthcoming) with the title "Building Socially Embedded Technologies: Implications on Design" within an EUSSET editorial initiative (www.eusset.eu/

    Study on characteristics behavior of developing nozzle for aerosol spray

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    A new generation of aerosol technology are expand rapidly where the research and development are focused on the analysis of propellants, packaging and ingredients to make the aerosol has a high performance product. However, there are a few main problems with pressurised aerosol spray, which are the production of VOC and the quality of spraying process. Therefore, in this study the development of an internal nozzle has been investigated to analyse the characterictics of spray by using CFD simulation. The analysis is focused on various pressure supply up to 9bar, where the n-butane and water are applied as a liquid phases material. The simulation is done based on two types of selected nozzle design. The result shows that, the values of velocity, TKE and Reynolds Number for both liquid phases are increase when the pressure supply increased. It was observed that, when comparing the two type of nozzle design, it shown that the value of velocity and Reynolds number is relatively similar for both liquid phases, while the TKE value is more difference due to the material properties and nozzle design. Therefore, the use of water is acceptable as an alternative to substitute the n-butane liquid phase in producing an aerosol spray product

    Code Puzzle Completion Problems in Support of Learning Programming Independently

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    Middle school children often lack access to formal educational opportunities to learn computer programming. One way to help these children may be to provide tools that enable them to learn programming on their own independently. However, in order for these tools to be effective they must help learners acquire programming knowledge and also be motivating in independent contexts. I explore the design space of using motivating code puzzles with a method known to support independent learning: completion problems. Through this exploration, I developed code puzzle completion problems and an introductory curriculum introducing novice programmers to basic programming constructs. Through several evaluations, I demonstrate that code puzzle completion problems can motivate learners to acquire new programming knowledge independently. Specifically, I found that code puzzle completion problems are more effective and efficient for learning programming constructs independently compared to tutorials. Puzzle users performed 33% better on transfer tasks compared to tutorial users, while taking 21% less time to complete the learning materials. Additionally, I present evidence that children are motivated to choose to use the code puzzles because they find the experience enjoyable, challenging, and valuable towards developing their programming skills. Given the choice between using tutorials and puzzles, only 10% of participants opted to use more tutorials than puzzles. Further, 80% of participants also stated a preference towards the puzzles because they simply enjoyed the experience of using puzzles more than the tutorials. The results suggest that code puzzle completion problems are a promising approach for motivating and supporting independent learning of programming

    Learning Dimensions: Lessons from Field Studies

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    In this paper, we describe work to investigate the creation of engaging programming learning experiences. Background research informed the design of four fieldwork studies involving a range of age groups to explore how programming tasks could best be framed to motivate learners. Our empirical findings from these four studies, described here, contributed to the design of a set of programming "Learning Dimensions" (LDs). The LDs provide educators with insights to support key design decisions for the creation of engaging programming learning experiences. This paper describes the background to the identification of these LDs and how they could address the design and delivery of highly engaging programming learning tasks. A web application has been authored to support educators in the application of the LDs to their lesson design

    The management of end user computing

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    Includes bibliographical references.John F. Rockart, Lauren S. Flannery

    Reviews

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    Europe In the Round CD‐ROM, Guildford, Vocational Technologies, 1994
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