15,729 research outputs found

    Block-Based Development of Mobile Learning Experiences for the Internet of Things

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    The Internet of Things enables experts of given domains to create smart user experiences for interacting with the environment. However, development of such experiences requires strong programming skills, which are challenging to develop for non-technical users. This paper presents several extensions to the block-based programming language used in App Inventor to make the creation of mobile apps for smart learning experiences less challenging. Such apps are used to process and graphically represent data streams from sensors by applying map-reduce operations. A workshop with students without previous experience with Internet of Things (IoT) and mobile app programming was conducted to evaluate the propositions. As a result, students were able to create small IoT apps that ingest, process and visually represent data in a simpler form as using App Inventor's standard features. Besides, an experimental study was carried out in a mobile app development course with academics of diverse disciplines. Results showed it was faster and easier for novice programmers to develop the proposed app using new stream processing blocks.Spanish National Research Agency (AEI) - ERDF fund

    Integrating Technology With Student-Centered Learning

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    Reviews research on technology's role in personalizing learning, its integration into curriculum-based and school- or district-wide initiatives, and the potential of emerging digital technologies to expand student-centered learning. Outlines implications

    Computational Thinking through Geometric Understanding: A Case Study on Programming in Mathematics Education

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    According to the 2020-updated curriculum for the Norwegian lower middle school, algorithmic thinking and computer programming are necessary student skills that are to be implemented in the mathematics education. Despite the curriculum update, many mathematics teachers lack competence and experi-ence in computer programming, and do indeed struggle to integrate algorithmic thinking in their teaching. Therefore, there is a need for specific teacher re-sources, such as simple but efficient readily developed education programs that can easily be adapted, extended, and applied, either as whole or as inspiration for teachers in their own classrooms. The contribution of this article is twofold: Firstly, we present an education program that aims to introduce basic program-ming concepts, such as loops and logical conditions, to lower middle school stu-dents through their existing understanding of geometry. Secondly, we report on a pilot study where the education program was taught by three teachers in their respective classes over a period of three weeks in a Norwegian lower middle school. The students’ development in algorithmic thinking strategies and problem solving skills over the course of the education program was assessed with a generalized pre- and post-test. The results indicate that students with low to me-dium test score in the pre-test achieved the greatest improvement (approximately 100-300% increase in test score), whereas students with medium to high test score in the pre-test performed slightly worse after the education program

    Dual Language and ENL Comprehension: A First Grade Study for Students at Risk for Delayed English Language Development

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    This research began by asking how dual language programming impacts English comprehension for ENL students. Research was conducted within one first grade dual language cohort with five bilingual students. The data was collected by interviewing teachers and students, utilizing historical comprehension data, observing read alouds, and assessing student comprehension. Findings revealed that comprehension in a participant’s first language was positively related to English comprehension. However, individual student differences impacted the extent of the correlation. Furthermore, dual language teachers implemented common instructional practices to scaffold ENL student comprehension. Therefore, the data implied that native language instruction is integral, student backgrounds and differences need to be analyzed, and dual language educators need adequate professional development to best aid ENL comprehension

    Learning to communicate computationally with Flip: a bi-modal programming language for game creation

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    Teaching basic computational concepts and skills to school children is currently a curricular focus in many countries. Running parallel to this trend are advances in programming environments and teaching methods which aim to make computer science more accessible, and more motivating. In this paper, we describe the design and evaluation of Flip, a programming language that aims to help 11–15 year olds develop computational skills through creating their own 3D role-playing games. Flip has two main components: 1) a visual language (based on an interlocking blocks design common to many current visual languages), and 2) a dynamically updating natural language version of the script under creation. This programming-language/natural-language pairing is a unique feature of Flip, designed to allow learners to draw upon their familiarity with natural language to “decode the code”. Flip aims to support young people in developing an understanding of computational concepts as well as the skills to use and communicate these concepts effectively. This paper investigates the extent to which Flip can be used by young people to create working scripts, and examines improvements in their expression of computational rules and concepts after using the tool. We provide an overview of the design and implementation of Flip before describing an evaluation study carried out with 12–13 year olds in a naturalistic setting. Over the course of 8 weeks, the majority of students were able to use Flip to write small programs to bring about interactive behaviours in the games they created. Furthermore, there was a significant improvement in their computational communication after using Flip (as measured by a pre/post-test). An additional finding was that girls wrote more, and more complex, scripts than did boys, and there was a trend for girls to show greater learning gains relative to the boys

    Measuring the Scale Outcomes of Curriculum Materials

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    Tangible Interaction and Learning: The Case for a Hybrid Approach

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    Research involving tangible interaction and children has often focused on how tangibles might sup- port or improve learning compared to more traditional methods. In this paper, we review three of our research studies involving tangible computer programming that have addressed this question in a variety of learning environments with a diverse population of children. Through these studies, we identify situations in which tangible interaction seems to offer advantages for learning; how- ever, we have also identify situations in which tangible interaction proves less useful and an alternative interaction style provides a more appropriate medium for learning. Thus, we advocate for a hybrid approach—one that offers teachers and learners the flexibility to select the most appropriate interaction style to meet the needs of a specific situation
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