175,537 research outputs found

    Experiences on a motivational learning approach for robotics in undergraduate courses

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    This paper presents an educational experience carried out in robotics undergraduate courses from two different degrees: Computer Science and Industrial Engineering, having students with diverse capabilities and motivations. The experience compares two learning strategies for the practical lessons of such courses: one relies on code snippets in Matlab to cope with typical robotic problems like robot motion, localization, and mapping, while the second strategy opts for using the ROS framework for the development of algorithms facing a competitive challenge, e.g. exploration algorithms. The obtained students’ opinions were instructive, reporting, for example, that although they consider harder to master ROS when compared to Matlab, it might be more useful in their (robotic related) professional careers, which enhanced their disposition to study it. They also considered that the challenge-exercises, in addition to motivate them, helped to develop their skills as engineers to a greater extent than the skeleton-code based ones. These and other conclusions will be useful in posterior courses to boost the interest and motivation of the students.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    pseuCo Book: An Interactive Learning Experience

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    Software tools and apps are pervading educational technology in many areas, not least in the field of computer science education. However, many of these tools have a very narrow scope and lack context, or only work as add-ons to textbooks and other course materials. This paper advocates an alternative: a truly interactive textbook experience where interactive demonstrations and exercises are interwoven with more classical textual elements. We present a framework that provides authors with the infrastructure for writing such books, and present pseuCo Book, an interactive book for teaching concurrent programming. The effectiveness of this approach is demonstrated by a user study encompassing a detailed empirical evaluation

    Security for CLP

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    Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2006.Includes bibliographical references (p. 43-44).This MENG thesis implements a security system for a classroom presentation system called the Classroom Learning Partner (CLP). The goal of the security system is to prevent cheating on electronic quizzes. CLP is a system that uses Tablet PCs in the classroom to enhance learning and encourage interaction between the instructor and students. The instructor creates exercises which are displayed on slides on the students' Tablet PCs. The students complete the exercises and submit them to the instructor and to a central database. The security implementation makes it possible to extend this framework for electronic quiz administration. This thesis discusses current cheating prevention methodologies and extends them to account for electronic quiz-taking scenarios. The basis of the security system is SQL Server authentication for authentication to a central database, and SSL for encryption of network traffic.by Karin Iancu.M.Eng

    Category theory for scientists (Old version)

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    There are many books designed to introduce category theory to either a mathematical audience or a computer science audience. In this book, our audience is the broader scientific community. We attempt to show that category theory can be applied throughout the sciences as a framework for modeling phenomena and communicating results. In order to target the scientific audience, this book is example-based rather than proof-based. For example, monoids are framed in terms of agents acting on objects, sheaves are introduced with primary examples coming from geography, and colored operads are discussed in terms of their ability to model self-similarity. A new version with solutions to exercises will be available through MIT Press.Comment: 267 pages, 5 chapters, 280 exercises, an index. This book was written as course notes for a special subjects Math class at MIT called "18-S996: Category Theory for scientists", taught in Spring 2013. The class had a diverse enrollment: At the end, the number of registered students was 18 = 7 undergrad + 11 grad = 5 math + 4 EECS + 3 physics + 3 engineering + 3 othe

    A Roadmap to Gamify Programming Education

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    Learning programming relies on practicing it which is often hampered by the barrier of difficulty. The combined use of automated assessment, which provides fast feedback to the students experimenting with their code, and gamification, which provides additional motivation for the students to intensify their learning effort, can help pass the barrier of difficulty in learning programming. In such environment, students keep receiving the relevant feedback no matter how many times they try (thanks to automated assessment), and their engagement is retained (thanks to gamification). While there is a number of open software and programming exercise collections supporting automated assessment, up to this date, there are no available open collections of gamified programming exercises, no open interactive programming learning environment that would support such exercises, and even no open standard for the representation of such exercises so that they could be developed in different educational institutions and shared among them. This gap is addressed by Framework for Gamified Programming Education (FGPE), an international project whose primary objective is to provide necessary prerequisites for the application of gamification to programming education, including a dedicated gamification scheme, a gamified exercise format and exercises conforming to it, software for editing the exercises and an interactive learning environment capable of presenting them to students. This paper presents the FGPE project, its architecture and main components, as well as the results achieved so far. 2012 ACM Subject Classification Social and professional topics ! Computer science education

    The role of computational thinking in introductory computer science

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    Computational thinking (CT) is gaining recognition as an important skill for students, both in computer science and other disciplines. Although there has been much focus on this field in recent years, it is rarely taught as a formal course, and there is little consensus on what exactly CT entails and how to teach and evaluate it. This research addresses the lack of resources for integrating CT into the introductory computer science curriculum. The question that we aim to answer is whether CT can be evaluated in a meaningful way. A CT framework that outlines the skills and techniques comprising CT and describes the nature of student engagement was developed; this is used as the basis for this research. An assessment (CT test) was then created to gauge the ability of incoming students, and a CT-specfic computer game was developed based on the analysis of an existing game. A set of problem solving strategies and practice activities were then recommended based on criteria defined in the framework. The results revealed that the CT abilities of first year university students are relatively poor, but that the students' scores for the CT test could be used as a predictor for their future success in computer science courses. The framework developed for this research proved successful when applied to the test, computer game evaluation, and classification of strategies and activities. Through this research, we established that CT is a skill that first year computer science students are lacking, and that using CT exercises alongside traditional programming instruction can improve students' learning experiences

    Visual algorithm simulation

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    Understanding data structures and algorithms, both of which are abstract concepts, is an integral part of software engineering and elementary computer science education. However, people usually have difficulty in understanding abstract concepts and processes such as procedural encoding of algorithms and data structures. One way to improve their understanding is to provide visualizations to make the abstract concepts more concrete. This thesis presents the design, implementation and evaluation for the Matrix application framework that occupies a unique niche between the following two domains. In the first domain, called algorithm animation, abstractions of the behavior of fundamental computer program operations are visualized. In the second domain, called algorithm simulation, the framework for exploring and understanding algorithms and data structures is exhibited. First, an overview and theoretical basis for the application framework is presented. Second, the different roles are defined and examined for realizing the idea of algorithm simulation. The roles considered includes users (i.e., learners and instructors), visualizers (those who specify the visualizations), programmers (those who wrote the original algorithms to be visualized), and the developers (those who continue to design and implement the Matrix framework). Finally, the effectiveness of the algorithm simulation exercises, the main application embodied in the framework, is studied. The current tool is utilized for delivering, representing, solving, and submitting tracing exercises that can be automatically assessed, and thus provides meaningful feedback on learners performance.reviewe
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