244 research outputs found

    Regulation of Flipped Learning Activities in Programming: A Systematic Review

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    Flipped Learning can contribute significantly to learning, however there is an under-utilization of conceptual structures of design in the flipped classroom, with regard to the incorporation of pedagogical methods to promote the activities to be performed by students. The pedagogical design of flipped classrooms needs to provide a model that details how to facilitate activities before, during and after classes. It is important to analyze the moment before the classroom, which involves self-regulation, during the classroom which involves processes related to interaction and collaboration and after the classroom, related to reflective processes.  Developing and conducting a systematic review can contribute to an analysis of the current state of research on teacher facilitation in relation to student regulation in flipped learning related to teaching programming. The systematic review was carried out to identify all the research available on self-regulation and co-regulation by students during flipped learning in programming courses. The objective of this research is to identify and analyze relevant research related to the regulation and co-regulation of flipped learning activities in the teaching of programming, and to understand how the self-regulation and co-regulation of students has been approached to engage in activities before the classroom. class, collaboration and problem solving during classes and reflections after class. After a analysis of the articles listed by the systematic review, important gaps in the literature can be observed, such as the lack of approach to the three phases of flipped learning, regulation and co-regulation and all dimensions of regulation. Nor is there a theoretical framework based on processes and strategies of self and co-regulation for teaching computer programming. Thus, the present systematic review has significant relevance and highlights the need for studies that involve all elements of flipped learning in the teaching of programming

    Converting to inclusive online flipped classrooms in response to Covid-19 lockdown

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    The global Covid-19 pandemic caused havoc in higher education teaching routines and several residential institutions encouraged instructors to convert existing modules to flipped classrooms as part of an online, blended learning strategy. Even though this seems a reasonable request, instructors straightaway encountered challenges which include a vague concept of what an online flipped classroom entails within a higher education context, a lack of guidelines for converting an existing module, facilitating learner engagement as well as unique challenges for inclusion of all learners in a digitally divided developing country in Covid-19 lockdown. In order to respond, we embarked on a study to identify the distinguishing characteristics of flipped classrooms to understand the as-is and to-be scenarios using a systematic literature review. The characteristics were used to develop of design considerations to convert to an online flipped classroom for higher education taking our diverse learner profiles into account. We subsequently converted a short module in an information systems department and shortly report on our experience

    POLA DAN KEMAMPUAN PEMECAHAN MASALAH PESERTA DIDIK MELALUI PEMBELAJARAN FLIPPED CLASSROOM BERBASIS PROYEK

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    ABSTRAKPenelitian ini bertujuan untuk mengetahui kemampuan pemecahan masalah dan pola pemecahan masalah berdasarkan tingkat pemecahan masalah peserta didik melalui pembelajaran flipped classroom berbasis proyek. Penelitian menggunakan rancangan quasi eksperimen dengan desain one-group pretest-postest desaign. Penelitian dilaksanakan di SMAN 14 Semarang tahun ajaran 2019/2020 dengan subjek penelitian 65 peserta didik kelas XI MIPA. Sampel diperoleh melalui teknik purposive sampling. Teknik pengumpulan data dilakukan menggunakan tes dan wawancara. Analisis data kemampuan pemecahan masalah dilakukan secara deskriptif. Hasil menunjukkan bahwa Kemampuan pemecahan masalah peserta didik dalam pembelajaran flipped classroom berbasis proyek tergolong tinggi dengan jumlah peserta didik 57%. Peserta didik memiliki pola pemecahan masalah yang berbeda-beda berdasarkan tingkat pemecahan masalah. Peserta didik kategori sangat tinggi melakukan penyelesaian dengan membaca, memahami masalah, menganalisis, merencanakan strategi penyelesaian, menerapkan dan mengevaluasi seluruh solusi. Peserta didik kategori tinggi melakukan penyelesaian dengan membaca, memahami masalah, menganalisis, merencanakan strategi penyelesaian, menerapkan dan mengevaluasi solusi matematis. Peserta didik kategori rendah melakukan penyelesaian dengan membaca, memahami masalah, menganalisis, menentukan masalah. Kata kunci: kemampuan pemecahan masalah; pola pemecahan masalah; flipped classroom berbasis proyek. ABSTRACTThis study aims to determine the ability of problem-solving and problem-solving patterns based on the level of problem-solving of students through project-based flipped classroom learning. The study used a quasi-experimental design with a one-group pretest-posttest village design. The study was conducted at SMAN 14 Semarang in the academic year 2019/2020 with the research subjects 65 students of class XI MIPA. Samples were obtained through a purposive sampling technique. Data collection techniques are done using tests and interviews. Data analysis of problem-solving ability is done descriptively. The results show that the students' problem-solving ability in project-based flipped classroom learning is relatively high with 57% of students. Students have different patterns of problem-solving based on the level of problem-solving. Very high category students complete the solution by reading, understanding the problem, analyzing, planning a settlement strategy, implementing and evaluating all solutions. High category students do the settlement by reading, understanding the problem, analyzing, planning a settlement strategy, implementing and evaluating mathematical solutions. Low category students do the settlement by reading, understanding the problem, analyzing, determining the problem. Keywords: problem-solving skill; pattern of problem solving; project-based flipped classroom

    Developing a Growth Mindset for Teachers of Secondary Students with Learning Disabilities

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    A capstone submitted in partial fulfillment of the requirements for the degree of Doctor of Education in the Ernst and Sara Lane Volgenau College of Education at Morehead State University by Jonathan L. Wilkins on April 12, 2022

    Comparing importance of knowledge and professional skill areas for engineering programming utilizing a two group Delphi survey

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    All engineering careers require some level of programming proficiency. However, beginning programming classes are challenging for many students. Difficulties have been well-documented and contribute to high drop-out rates which prevent students from pursuing engineering. While many approaches have been tried to improve the performance of students and reduce the dropout rate, continued work is needed. This research seeks to re-examine what items are critical for programming education and how those might inform what is taught in introductory programming classes (CS1). Following trends coming from accreditation and academic boards on the importance of professional skills, we desire to rank knowledge and professional skill areas in one list. While programming curricula focus almost exclusively on knowledge areas, integrating critical professional skill areas could provide students with a better high-level understanding of what engineering encompasses. Enhancing the current knowledge centric syllabi with critical professional skills should allow students to have better visibility into what an engineering job might be like at the earliest classes in the engineering degree. To define our list of important professional skills, we use a two-group, three-round Delphi survey to build consensus ranked lists of knowledge and professional skill areas from industry and academic experts. Performing a gap analysis between the expert groups shows that industry experts focus more on professional skills then their academic counterparts. We use this resulting list to recommend ways to further integrate professional skills into engineering programming curriculum

    Fuzzy-based user modelling for motivation assessment in programming learning adaptive web-based education systems

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    Learning programming is not an easy task and students often find this subject difficult to understand and pass. One way to improve students’ knowledge in programming is by using Intelligent Tutoring System (ITS) through Adaptive Web-Based Education Systems (AWBESs). The objective of ITS is to provide a personalized tutoring that is tailored to the student’s needs. User modelling is one of the key factors that can meet the ITS intended objectives. From the literature, it was discovered that motivation stands out as one of the critical students’ characteristics that need to be considered when designing a user model. However, from the previous studies, it was discovered that almost all the researchers and educators constructed the user model based on knowledge and skills as students’ characteristics. Thus, the aim of this study is to develop a user model based on students’ motivation known as the Motivation Assessment Model. This is a model that is able to assess students’ motivation level and deliver tutorial materials accordingly. The Motivation Assessment Model was developed based on Self-Efficacy theory that contributes to the fundamental motivation factor which influences students’ motivation during the learning process. Furthermore, to assess the motivation level, fuzzy logic technique was applied. A tutoring system was then developed based on the proposed model using ITS architecture and ADDIE instructional design model. In order to determine students’ knowledge level after using the tutoring system, pre- and post-tests were conducted on the controlled group and experimental group (30 and 31 students). The learning achievements between experimental group (mean = 3.00) and control group (mean = 2.00) indicated that the tutoring system is significantly more effective in improving students’ knowledge level compared to the traditional approach. A usability evaluation was also conducted whereby the effectiveness was evaluated at the number of errors (7.5%) and completion rate (86.5%); efficiency (mean = 4.85); satisfaction evaluated at task level (mean = 6.77) and test level (mean = 83.55). As a conclusion, the overall tutoring system usability results are accepted by students in the experimental group. The research contribution to knowledge is the development of the proposed Motivation Assessment Model for ITS
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