9,847 research outputs found

    Student-centered learning objects to support the self-regulated learning of computer science

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    The most current computing curriculum guidelines focus on designing learning materials to prepare students for lifelong learning. Under the lifelong learning paradigm, students are responsible for controlling and monitoring their learning processes. This undoubtedly includes the ability to choose suitable learning materials. Correspondingly, instructional paradigms are shifting from teacher-centered to more student-centered models that require students to be self-regulated learners. On the other hand, recent trends in learning materials’ instructional design focus on moving toward the concept of Learning Object-based instructional technology. A learning object is a unit of instruction with a specific pedagogical objective that can be used and reused in different learning contexts. Designing learning objects to support students in their self-regulated learning is not an easy task due to the lack of underlying pedagogical frameworks. It is difficult to find learning objects related to students’ specific preferences and requirements. In this study, a number of learning objects are designed to support the self-regulated learning of programming languages concepts based on the theory of learning styles. Students’ interactions with these learning objects are managed using an online learning object repository. The repository helps students identify their preferred learning styles and find the relevant learning objects. The results of the evaluations of these learning objects revealed that students perceive them to be easy to use and effective in supporting their learning about different programming languages concepts

    [Subject benchmark statement]: computing

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    Strange Bedfellows in the Personal Computer Industry: Technology Alliances between IBM and Apple

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    Until recently technological development in the personal computer industry could be characterized by the competition between two basic designs. The current dominant design in this industry is associated with the IBM and Microsoft personal computing architecture. The other version of personal computing originated in the Macintosh computer from Apple Computer Company. In recent years we also see an increasing number of alliances between IBM and Apple. Joint technological development appears to be a major and somewhat surprising objective of these alliances. This paper analyzes the technology alliances between these companies in the context of recent technological changes, focusing on the timing and the objectives of these alliances. Technology partnering between these proponents of competing basic designs are found to only materialize several years after the DOS-based design of IBM and Microsoft had become dominant. This study is of a qualitative and exploratory nature, using both a small data set and two case studies.management and organization theory ;

    Virtual and Augmented Reality in Finance: State Visibility of Events and Risk

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    International audienceThe recent financial crisis and its aftermath motivate our re-thinking of the role of Information and Communication Technologies (ICT) as a driver for change in global finance and a critical factor for success and sustainability. We attribute the recent financial crisis that hit the global market, causing a drastic economic slowdown and recession, to a lack of state visibility of risk, inadequate response to events, and a slow dynamic system adaptation to events. There is evidence that ICT is not yet appropriately developed to create business value and business intelligence capable of counteracting devastating events. The aim of this chapter is to assess the potential of Virtual Reality and Augmented Reality (VR / AR) technologies in supporting the dynamics of global financial systems and in addressing the grand challenges posed by unexpected events and crises. We overview, firstly, in this chapter traditional AR/VR uses. Secondly, we describe early attempts to use 3D/ VR / AR technologies in Finance. Thirdly, we consider the case study of mediating the visibility of the financial state and we explore the various dimensions of the problem. Fourthly, we assess the potential of AR / VR technologies in raising the perception of the financial state (including financial risk). We conclude the chapter with a summary and a research agenda to develop technologies capable of increasing the perception of the financial state and risk and counteracting devastating events

    Development of visual programming techniques to integrate theoretical modeling into the scientific planning and instrument operations environment of ISTP

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    The goal of this project is to investigate the use of visualization software based on the visual programming and data-flow paradigms to meet the needs of the SPOF and through it the International Solar Terrestrial Physics (ISTP) science community. Specific needs we address include science planning, data interpretation, comparisons of data with simulation and model results, and data acquisition. Our accomplishments during the twelve month grant period are discussed below

    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

    M-LEARNING - A NEW FORM OF LEARNING AND EDUCATION

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    At each step, the Internet and information technologies are changing many aspects of life. We live; we buy, work, manage, and communicate new ways that technology has enabled. Information and communication technology are pervasive the technology of today. It finds application in every branch of industry, and in all areas of education and the basis for the successful operation of all social and state structures. Information and communication technology (ICT) provides a good foundation for creative and effective use of knowledge. Using mobile technology in education changes the basic view of learning when, where and how to learn. M-learning is a unique type of learning because students can access the lessons anytime, anywhere. Mobile learning is learning supported by mobile devices. It represents a new form of education. The notion of mobile learning covers a wide range of devices used for learning at any place at any time. These include various wired and wireless devices (mobile phones, PDA, iPod, Sony PSP, notebook devices...). M-learning offers the possibility of using mobile devices combine many benefits of e-learning in a single portable package that can be used at any time and anywhere using mobile devices. Mobile devices are emerging as one of the most promising technologies to support learning as they offer new opportunities that do not offer static devices.&nbsp

    Comparing general-purpose and domain-specific languages: an empirical study

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    Many domain-specific languages, that try to bring feasible alternatives for existing solutions while simplifying programming work, have come up in recent years. Although, these little languages seem to be easy to use, there is an open issue whether they bring advantages in comparison to the application libraries, which are the most commonly used implementation approach. In this work, we present an experiment, which was carried out to compare such a domain-specific language with a comparable application library. The experiment was conducted with 36 programmers, who have answered a questionnaire on both implementation approaches. The questionnaire is more than 100 pages long. For a domain-specific language and the application library, the same problem domain has been used – construction of graphical user interfaces. In terms of a domain-specific language, XAML has been used and C# Forms for the application library. A cognitive dimension framework has been used for a comparison between XAML and C# Forms
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