11,632 research outputs found
Forty hours of declarative programming: Teaching Prolog at the Junior College Utrecht
This paper documents our experience using declarative languages to give
secondary school students a first taste of Computer Science. The course aims to
teach students a bit about programming in Prolog, but also exposes them to
important Computer Science concepts, such as unification or searching
strategies. Using Haskell's Snap Framework in combination with our own
NanoProlog library, we have developed a web application to teach this course.Comment: In Proceedings TFPIE 2012, arXiv:1301.465
Banksia Gardens Community Centre B14: After-School Computer Club
Banksia Gardens Community Centre is located in Broadmeadows, the most disadvantaged suburb of Victoria, Australia. Disadvantaged communities are at a great risk of lagging behind as the world incorporates more computer-based resources into daily life and the workforce. The goal of our project was to motivate and enable the children at the center to pursue worthwhile uses of technology by providing an engaging way to learn computer science concepts in their after-school club. We also performed a technological needs assessment with solutions to improve the center\u27s services. From our achievements and the center’s continued effort to further computer science and technology, the residents of Broadmeadows now have a place to learn technological skills that are necessary in the modern world
Using Pedagogical Tools to Help Hispanics be Successful in Computer Science
Irish, Rodger, Using Pedagogical Tools to Help Hispanics Be Successful in Computer Science. Master of Science (MS), July 2017, 68 pp., 4 tables, 2 figures, references 48 titles. Computer science (CS) jobs are a growing field and pay a living wage, but the Hispanics are underrepresented in this field. This project seeks to give an overview of several contributing factors to this problem. It will then explore some possible solutions to this problem and how a combination of some tools (teaching methods) can create the best possible outcome. It is my belief that this approach can produce successful Hispanics to fill the needed jobs in the CS field. Then the project will test its hypothesis. I will discuss the tools used to measure progress both in the affective and the cognitive domains. I will show how the decision to run a Computer Club was reached and the results of the research. The conclusion will summarize the results and tell of future research that still needs to be done
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GenderMag: A Method for Evaluating Software’s Gender Inclusiveness
In recent years, research into gender differences has established that individual differences in how people problem-solve often cluster by gender. Research also shows that these differences have direct implications for software that aims to support users’ problem-solving activities, and that much of this software is more supportive of problem-solving processes favored (statistically) more by males than by females. However, there is almost no work considering how software practitioners—such as User Experience (UX) professionals or software developers—can find gender-inclusiveness issues like these in their software. To address this gap, we devised the GenderMag method for evaluating problem-solving software from a gender-inclusiveness perspective. The method includes a set of faceted personas that bring five facets of gender difference research to life, and embeds use of the personas into a concrete process through a gender-specialized Cognitive Walkthrough. Our empirical results show that a variety of practitioners who design software—without needing any background in gender research—were able to use the GenderMag method to find gender-inclusiveness issues in problem-solving software. Our results also show that the issues the practitioners found were real and fixable. This work is the first systematic method to find gender-inclusiveness issues in software, so that practitioners can design and produce problem-solving software that is more usable by everyone
Choosing Code Segments to Exclude from Code Similarity Detection
When student programs are compared for similarity as a step in the detection of academic misconduct, certain segments of code are always sure to be similar but are no cause for suspicion. Some of these segments are boilerplate code (e.g. public static void main String [] args) and some will be code that was provided to students as part of the assessment specification. This working group explores these and other types of code that are legitimately common in student assessments and can therefore be excluded from similarity checking. From their own institutions, working group members collected assessment submissions that together encompass a wide variety of assessment tasks in a wide variety of programming languages. The submissions were analysed to determine what sorts of code segment arose frequently in each assessment task. The group has found that common code can arise in programming assessment tasks when it is required for compilation purposes; when it reflects an intuitive way to undertake part or all of the task in question; when it can be legitimately copied from external sources; and when it has been suggested by people with whom many of the students have been in contact. A further finding is that the nature and size of the common code fragments vary with course level and with task complexity. An informal survey of programming educators confirms the group's findings and gives some reasons why various educators include code when setting programming assignments.Peer reviewe
Learning Object Oriented Programming Using Augmented Reality - A Case Study with Elementary School Students
abstract: There is a demanding need to empower students from kindergarten through high school to learn computer science and be equipped with the computational thinking skills that they need in today's technology driven world. However, introducing computer programming to students can be challenging, especially for those who aren't familiar with the nuances of code. Several popular tools are used in curriculum for K-12 students which utilize interactive and visualization approaches to engage young kids in learning computational concepts. Possibilities of using Augmented Reality (AR) in teaching programming to novices are explored in this work.
In this thesis Ogmented, an AR application is designed which includes interactive learning material that covers a range of fundamental Object-Oriented Programming (OOP) concepts. This work aims to exploit the idea to learn abstract concepts via AR by capitalizing the strength of visual-aided and interactive elements. A user study with a group of elementary school students is conducted. It explored how students operated the AR application with the interactive elements and how they wrote codes to solve programming problems. It was observed that students who followed instructions while taking tutorials were successfully able to write fragments of codes in exercise modules. Irrespective of their knowledge about programming, majority of students were able to write executable code snippets for concepts they were taught with use of Ogmented. This shares an initial insight on using AR in classroom to teach abstract programming concepts.Dissertation/ThesisMasters Thesis Computer Science 201
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