4,472 research outputs found
Whatâs Motivation Got to Do with It? A Survey of Recursion in the Computing Education Literature
One of the most challenging topics for both computing educators and students is recursion. Pedagogical approaches for teaching recursion have appeared in the computing education literature for over 30 years, and the topic has generated a significant body of work. Given its persistence, relatively little attention has been paid to student motivation. This article summarizes results on teaching and learning recursion explored by the computing education community, noting the relative lack of interest in motivation. It concludes by briefly discussing an approach to teaching recursion is appealing for students interested in web development
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The Role of Artificial Intelligence in Educating Novice Programmers
Programming is an inherently difficult skill to acquire and develop. Those who attempt to learn programming may be easily discouraged. The current landscape for computer science education does not address the needs of every novice programmer. Literature reports a discrepancy between student misconceptions and instructorsâ perceptions of those misconceptions. Those who can afford a one-on-one human tutor perform on average two standard deviations better than those who learn via conventional methods, suggesting there is a need for a comparable, cheaper replacement. As a result, a number of intelligent tutoring systems have been developed for the purpose of teaching introductory programming concepts and replicating the benefits of one-on-one human tutoring. In this thesis, we analyze and discuss the literature pertaining to student misconceptions, selecting five fundamental misconception categories for introductory programming to demonstrate the effectiveness of existing intelligent tutoring systems. The features of existing intelligent tutoring systems are discussed and analyzed with respect to their effectiveness in addressing student misconceptions. Finally, we highlight the current gap in research on intelligent tutoring systems, hypothesizing the architecture and features of an ideal intelligent tutoring system for introductory programming.Electrical and Computer Engineerin
Conceptual Understanding of Visualizer and Verbalizer Using Multiple Representation
Studentsâ understanding of function can be seen by their representation of symbols, words, and graphs. Studentsâ understanding can be determined by considering their choices in defining, giving examples, and presentations of functions from the presentation choices provided for them. This study had used three types of multiple representation which comprised of symbols, words, and graphs to describe studentsâ understandings of functions. In this descriptive qualitative research, the researchers had classified the subjects based on verbalizer learning style and visualizer learning style. Verbalizer and visualizer learning styles are forms of cognitive learning styles. Both the verbalizer and visualizerâs works were described based on their preferences in representing the given functions. Their works, as well as their response sin the interviews, provided opportunities for the researchers to study their emerging understanding of mathematical concepts. The verbalizer tends to connect her understanding by detail explanation of the given representation. On the other hand, the visualizer tend to connect her imagination from a picture that represents her ideas
JKarelRobot: A Case Study in Supporting Levels of Cognitive Development in the Computer Science Curriculum
We introduce a new software tool, JKarelRobot, for supporting an Inside/Out pedagogy in introductory programming courses. Extending the original conception of Karel the Robot , with Bloom\u27s Taxonomy of Educational Objectives as a guiding principle, we have provided a mechanism for designing exercises that are cognitively appropriate to the developmental levels of our students. JKarelRobot is platform independent (written in Java) and language/paradigm independent, supporting Pascal, Java, and Lisp style environments
An adaptable and personalised e-learning system applied to computer science programmes design
With the rapid advances in E-learning systems, personalisation and adaptability have now become important features in the education technology. In this paper, we describe the development of an architecture for A Personalised and Adaptable E-Learning System (APELS) that attempts to contribute to advancements in this field. APELS aims to provide a personalised and adaptable learning environment to users from the freely available resources on the Web. An ontology was employed to model a specific learning subject and to extract the relevant learning resources from the Web based on a learner's model (the learners background, needs and learning styles). The APELS system uses natural language processing techniques to evaluate the content extracted from relevant resources against a set of learning outcomes as defined by standard curricula to enable the appropriate learning of the subject. An application in the computer science field is used to illustrate the working mechanisms of the APELS system and its evaluation based on the ACM/IEEE computing curriculum. An experimental evaluation was conducted with domain experts to evaluate whether APELS can produce the right learning material that suits the learning needs of a learner. The results show that the produced content by APELS is of a good quality and satisfies the learning outcomes for teaching purposes
public class Graphic_Design implements Code { // Yes, but how? }: An investigation towards bespoke Creative Coding programming courses in graphic design education
Situated in the intersection of graphic design, computer science, and pedagogy, this dissertation investigates how programming is taught within graphic design education. The research adds to the understanding of the process, practice, and challenges associated with introducing an audience of visually inclined practitionersâwho are often guided by instinctâto the formal and unforgiving world of syntax, algorithms, and logic. Motivating the research is a personal desire to contribute towards the development of bespoke contextualized syllabi specifically designed to accommodate how graphic designers learn, understand, and use programming as an integral skill in their vocational practice.The initial literature review identifies a gap needing to be filled to increase both practical and theoretical knowledge within the interdisciplinary field of computational graphic design. This gap concerns a lack of solid, empirically based epistemological frameworks for teaching programming to non-programmers in a visual context, partly caused by a dichotomy in traditional pedagogical practices associated with teaching programming and graphic design, respectively. Based on this gap, the overarching research question posed in this dissertation is: âHow should programming ideally be taught to graphic designers to account for how they learn and how they intend to integrate programming into their vocational practice?âA mixed methods approach using both quantitative and qualitative analyses is taken to answer the research questions. The three papers comprising the dissertation are all built on individual hypotheses that are subsequently used to define three specific research questions.Paper 1 performs a quantitative mapping of contemporary, introductory programming courses taught in design schools to establish a broader understanding of their structure and content. The paper concludes that most courses are planned to favor programming concepts rather than graphic design concepts. The paperâs finding can serve as a point of departure for a critical discussion among researchers and educators regarding the integration of programming in graphic design education.Paper 2 quantitatively assesses how the learning style profile of graphic design students compares with that of students in technical disciplines. The paper identifies a number of significant differences that call for a variety of pedagogic and didactic strategies to be employed by educators to effectively teach programming to graphic designers. Based on the results, specific recommendations are given.Paper 3 proposes a hands-on, experiential pedagogic method specifically designed to introduce graphic design students to programming. The method relies on pre-existing commercial graphic design specimens to contextualize programming into a domain familiar to graphic designers. The method was tested on the target audience and observations on its use are reported. Qualitative evaluation of student feedback suggests the method is effective and well-received. Additionally, twenty-four heuristics that elaborate and extend the paperâs findings by interweaving other relevant and influential sources encountered during the research project are provided.
Together, the literature review, the three papers, and the heuristics provide comprehensive and valuable theoretical and practical insights to both researchers and educators, regarding key aspects related to introducing programming as a creative practice in graphic design education
Roman Gardens, Imagination, and Cognitive Structure
The article deals with the Roman garden and sets it in the context of identity, imagination, and cognitive development. Although the implications of the argument are empire-wide, the focus here is primarily on the urban gardens of the city of Rome ca. 60 b.c.-a.d. 60. The person experiencing one garden sees through it other gardens, real, historical, or poetic. âThe gardenâ and representations of the garden become places for thinking about literature, history, and identity. Our evidence for this âthinkingâ is a lateral or synchronic layer in the sense that the thinking for which we have textual evidence is all done by fully developed adults. However, there is another, vertical or diachronic, aspect to the process which involves the cognitive development from childhood of the garden-user and the role of the garden in structuring the prospective citizenâs understanding of the world. The garden is a central feature of the urban residence, where the Roman citizen lives and moves through the course of his cognitive development. It is inside the house, and the house is inside the city, which is inside Italy. The concluding part of the article investigates how the core notion of the garden as enclosed space maps on to larger sets of inside-outside dyads in the Roman world: the garden is a secluded interior, but on a larger scale Rome is a safe interior surrounded by more perilous environment; again, Italy is a civilised interior surrounded by a more dangerous outer world. The garden is experienced by the child largely through play, and this also feeds into the garden-related imaginative acts described in the first part of the paper.1</jats:p
Contemporary developments in teaching and learning introductory programming: Towards a research proposal
The teaching and learning of introductory programming in tertiary institutions is problematic. Failure rates are high and the inability of students to complete small programming tasks at the completion of introductory units is not unusual. The literature on teaching programming contains many examples of changes in teaching strategies and curricula that have been implemented in an effort to reduce failure rates. This paper analyses contemporary research into the area, and summarises developments in the teaching of introductory programming. It also focuses on areas for future research which will potentially lead to improvements in both the teaching and learning of introductory programming. A graphical representation of the issues from the literature that are covered in the document is provided in the introduction
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