54,588 research outputs found

    Labsware: Implementation of Gamification Approach in Computer Lab Activities

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    Most of computer sciences students of Universitas Multimedia Nusantara require to take a course that come with lab practicum. Despite the importance of lab practicum activity, there are indication that some student is not motivated enough to complete it. Gamification is a method of implementing game design elements in non-game contexts. This research shows how gamification can be implemented in the classroom, and the survey result of application usage. Despite its successful implementation, increased motivation due to the application of game elements are not perceived significantly

    Enhancing apprentice-based learning of Java

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    Various methods have been proposed in the past to improve student learning by introducing new styles of working with assignments. These include problem-based learning, use of case studies and apprenticeship. In most courses, however, these proposals have not resulted in a widespread significant change of teaching methods. Most institutions still use a traditional lecture/lab class approach with a strong separation of tasks between them. In part, this lack of change is a consequence of the lack of easily available and appropriate tools to support the introduction of new approaches into mainstream courses.In this paper, we consider and extend these ideas and propose an approach to teaching introductory programming in Java that integrates assignments and lectures, using elements of all three approaches mentioned above. In addition, we show how the BlueJ interactive programming environment [7] (a Java development environment aimed at education) can be used to provide the type of support that has hitherto hindered the widespread take-up of these approaches. We arrive at a teaching method that is motivating, effective and relatively easy to put into practice. Our discussion includes a concrete example of such an assignment, followed by a description of guidelines for the design of this style of teaching unit

    Semi Automated Partial Credit Grading of Programming Assignments

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    The grading of student programs is a time consuming process. As class sizes continue to grow, especially in entry level courses, manually grading student programs has become an even more daunting challenge. Increasing the difficulty of grading is the needs of graphical and interactive programs such as those used as part of the UNH Computer Science curriculum (and various textbooks). There are existing tools that support the grading of introductory programming assignments (TAME and Web-CAT). There are also frameworks that can be used to test student code (JUnit, Tester, and TestNG). While these programs and frameworks are helpful, they have little or no no support for programs that use real data structures or that have interactive or graphical features. In addition, the automated tests in all these tools provide only ā€œall or nothingā€ evaluation. This is a significant limitation in many circumstances. Moreover, there is little or no support for dynamic alteration of grading criteria, which means that refactoring of test classes after deployment is not easily done. Our goal is to create a framework that can address these weaknesses. This framework needs to: 1. Support assignments that have interactive and graphical components. 2. Handle data structures in student programs such as lists, stacks, trees, and hash tables. 3. Be able to assign partial credit automatically when the instructor can predict errors in advance. 4. Provide additional answer clustering information to help graders identify and assign consistent partial credit for incorrect output that was not predefined. Most importantly, these tools, collectively called RPM (short for Rapid Program Management), should interface effectively with our current grading support framework without requiring large amounts of rewriting or refactoring of test code

    Integrating mobile robotics and vision with undergraduate computer science

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    This paper describes the integration of robotics education into an undergraduate Computer Science curriculum. The proposed approach delivers mobile robotics as well as covering the closely related field of Computer Vision, and is directly linked to the research conducted at the authorsā€™ institution. The paper describes the most relevant details of the module content and assessment strategy, paying particular attention to the practical sessions using Rovio mobile robots. The specific choices are discussed that were made with regard to the mobile platform, software libraries and lab environment. The paper also presents a detailed qualitative and quantitative analysis of student results, including the correlation between student engagement and performance, and discusses the outcomes of this experience

    An evaluation of Simventure

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    This paper discusses the value of providing a simulated experience of how organisations work enabling skills and knowledge from disparate subject areas to be synthesised and assimilated in solving complex business proble

    Realtime 3D graphics programming using the Quake3 engine

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    We present a lab assignment that accompanies a complete module called Real-time Graphics . The students task is to get familiar with content creation and programming a (previously) commercial 3D engine. In a first task, students have to create 3D content, which is integrated into the Quake3 engine. In a second task, the students have to implement a simple animation and finally add an impressive 3D graphics effect to the Quake3 engine. The lecture has been taught four times from 2004 to 2007. We present the assignment and report on experiences that we have gained
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