69,813 research outputs found

    Retrieval-based learning in java programming and online application

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    The production of a computer program requires learners to be skilled in basic concepts of programming, to master mathematical formulas, appropriate syntax usage, and in-depth knowledge of programming languages. Typically, in forming a program, students should be able to identify problems, generate algorithms, and convert algorithms into program code according to the syntax. Therefore, a Java programming course requires a student to master cognitive thinking in which, students can recover knowledge by using 'retrieval-based learning' as a basic recollection strategy in learning programming languages. The retrieval-based learning method refers to the following five waves: mnemonic, semantic, episodic context account, map concept, and quiz. Through these five waves, students should be able to implement retrieval method such as producing their own practice questions, quizzes, scan cards, to rewrite learning, repainting of learning, and concept maps. Instructional materials should include formative (topical) assessment, emphasis on text and content requirements, use of open-ended questions (subjective), answers or feedback, repeating exercises, and student achievement estimation. The main contribution is to create a descriptive Java programming lesson, which includes the choice of difficult topics, learning activities, teaching and learning modules, and online learning. However, the initial purpose of this study is to determine the most difficult topics in Java programming, the retrieval based learning used by students, as well as online student learning modules among students in Diploma of Computer Science (Programming) in vocational colleges. The instrument used to collect the data is through an online questionnaire and the findings were analysed using SPSS software by giving the percentage value for each element studied. The sample of the study was 110 students in Diploma of Computer Science (Programming) from four vocational colleges in Malaysia. The findings from the preliminary study conducted by the researcher are presented in detail in this paper

    Teaching Data Science

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    We describe an introductory data science course, entitled Introduction to Data Science, offered at the University of Illinois at Urbana-Champaign. The course introduced general programming concepts by using the Python programming language with an emphasis on data preparation, processing, and presentation. The course had no prerequisites, and students were not expected to have any programming experience. This introductory course was designed to cover a wide range of topics, from the nature of data, to storage, to visualization, to probability and statistical analysis, to cloud and high performance computing, without becoming overly focused on any one subject. We conclude this article with a discussion of lessons learned and our plans to develop new data science courses.Comment: 10 pages, 4 figures, International Conference on Computational Science (ICCS 2016

    Genuine lab experiences for students in resource constrained environments: The RealLab with integrated intelligent assessment.

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    Laboratory activities are indispensable for developing engineering skills. Computer Aided Learning (CAL) tools can be used to enhance laboratory learning in various ways, the latest approach being the virtual laboratory technique that emulates traditional laboratory processes. This new approach makes it possible to give students complete and genuine laboratory experiences in situations constrained by limited resources in the provision of laboratory facilities and infrastructure and/or where there is need for laboratory education, for large classes, with only one laboratory stand. This may especially be the case in countries in transition. Most existing virtual laboratories are not available for purchase. Where they are, they may not be cost friendly for resource constrained environments. Also, most do not integrate any form of assessment structure. In this paper, we present a very cost friendly virtual laboratory solution for genuine laboratory experiences in resource constrained environments, with integrated intelligent assessment

    Pirate plunder: game-based computational thinking using scratch blocks

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    Policy makers worldwide argue that children should be taught how technology works, and that the ‘computational thinking’ skills developed through programming are useful in a wider context. This is causing an increased focus on computer science in primary and secondary education. Block-based programming tools, like Scratch, have become ubiquitous in primary education (5 to 11-years-old) throughout the UK. However, Scratch users often struggle to detect and correct ‘code smells’ (bad programming practices) such as duplicated blocks and large scripts, which can lead to programs that are difficult to understand. These ‘smells’ are caused by a lack of abstraction and decomposition in programs; skills that play a key role in computational thinking. In Scratch, repeats (loops), custom blocks (procedures) and clones (instances) can be used to correct these smells. Yet, custom blocks and clones are rarely taught to children under 11-years-old. We describe the design of a novel educational block-based programming game, Pirate Plunder, which aims to teach these skills to children aged 9-11. Players use Scratch blocks to navigate around a grid, collect items and interact with obstacles. Blocks are explained in ‘tutorials’; the player then completes a series of ‘challenges’ before attempting the next tutorial. A set of Scratch blocks, including repeats, custom blocks and clones, are introduced in a linear difficulty progression. There are two versions of Pirate Plunder; one that uses a debugging-first approach, where the player is given a program that is incomplete or incorrect, and one where each level begins with an empty program. The game design has been developed through iterative playtesting. The observations made during this process have influenced key design decisions such as Scratch integration, difficulty progression and reward system. In future, we will evaluate Pirate Plunder against a traditional Scratch curriculum and compare the debugging-first and non-debugging versions in a series of studies

    Teaching UbiComp with Sense

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    Modern computer science education has to take account of the recent changes towards smart ubiquitous computing devices. In addition, existing programming languages are needlessly difficult for novice programmers to learn concepts. We have developed Sense, an extension to the graphical programming language Scratch, and an associated sensor/actuator board. Together, these will allow novice undergraduate students to quickly develop their own smart devices while learning the fundamentals of programming. Students will first study with Sense in 2011 but developmental feedback has been positive

    Mapping the e-Learning Assessment Domain: Concept Maps for Orientation and Navigation

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    Concept or Topic Maps have long been used as a method of categorizing and organizing information about a domain. Building them can help people conceptualize an area and spot trends or gaps, and as a presentation method they quickly provide an overview and general impression of a space. We are currently constructing a Reference Model of the Assessment Domain that takes the form of a highly interlinked dynamic website. This represents the assessment domain via the software, projects, standards and use cases of which it is composed. In this paper we present our efforts to create complimentary concept maps of the assessment domain, not as an overview, but for navigation and orientation within the domain. These concept maps, which model resources and activities independently, have been corroborated with practitioners in the e-learning community
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