6,758 research outputs found
Java Zoo a Tool for Interactive Java Instruction
Games have been a form of entertainment for centuries and used to focus and motivated which is a great feature that can be utilize games as the basis for creating game-based educational applications. Games are part fun and part leisure, trying to educate using games is very interesting, but care must be taken in designing the game interfaces as they should be simple, attractive, usable, and at the same time portray the concept of learning. Many students have found Computer Science as a very challenging subject and some of the most challenging for some new CS1 students is their first programming language. We lose many students to other majors at the level of CS1 and can weed out potential great future computer scientists. In our computing department, Java is the first programming language and many students have problems with it because they do not understand the concepts of classes, objects, encapsulation, inheritance and polymorphism. It has been found that games motivate students and focuses them for long period of time. With long periods of time being required to have basic functional understanding of programming language, games can play an important role for intrinsic motivation. We propose a Java game called “JavaZOO” to demonstrate the concepts of programming by mapping the animal kingdom to the object-oriented design principles
Pedagogical Possibilities for the 2048 Puzzle Game
In this paper, we describe an engaging puzzle game called 2048 and outline a variety of exercises that can leverage the game’s popularity to engage student interest, reinforce core CS concepts, and excite student curiosity towards undergraduate research. Exercises range in difficulty from CS1-level exercises suitable for exercising and assessing 1D and 2D array skills to empirical undergraduate research in Monte Carlo Tree Search methods and skilled heuristic evaluation design
Quantum theta functions and Gabor frames for modulation spaces
Representations of the celebrated Heisenberg commutation relations in quantum
mechanics and their exponentiated versions form the starting point for a number
of basic constructions, both in mathematics and mathematical physics (geometric
quantization, quantum tori, classical and quantum theta functions) and signal
analysis (Gabor analysis).
In this paper we try to bridge the two communities, represented by the two
co--authors: that of noncommutative geometry and that of signal analysis. After
providing a brief comparative dictionary of the two languages, we will show
e.g. that the Janssen representation of Gabor frames with generalized Gaussians
as Gabor atoms yields in a natural way quantum theta functions, and that the
Rieffel scalar product and associativity relations underlie both the functional
equations for quantum thetas and the Fundamental Identity of Gabor analysis.Comment: 38 pages, typos corrected, MSC class change
Exotic Smoothness and Physics
The essential role played by differentiable structures in physics is reviewed
in light of recent mathematical discoveries that topologically trivial
space-time models, especially the simplest one, , possess a rich
multiplicity of such structures, no two of which are diffeomorphic to each
other and thus to the standard one. This means that physics has available to it
a new panoply of structures available for space-time models. These can be
thought of as source of new global, but not properly topological, features.
This paper reviews some background differential topology together with a
discussion of the role which a differentiable structure necessarily plays in
the statement of any physical theory, recalling that diffeomorphisms are at the
heart of the principle of general relativity. Some of the history of the
discovery of exotic, i.e., non-standard, differentiable structures is reviewed.
Some new results suggesting the spatial localization of such exotic structures
are described and speculations are made on the possible opportunities that such
structures present for the further development of physical theories.Comment: 13 pages, LaTe
Exotic Differentiable Structures and General Relativity
We review recent developments in differential topology with special concern
for their possible significance to physical theories, especially general
relativity. In particular we are concerned here with the discovery of the
existence of non-standard (``fake'' or ``exotic'') differentiable structures on
topologically simple manifolds such as , \R and
Because of the technical difficulties involved in the smooth case, we begin
with an easily understood toy example looking at the role which the choice of
complex structures plays in the formulation of two-dimensional vacuum
electrostatics. We then briefly review the mathematical formalisms involved
with differentiable structures on topological manifolds, diffeomorphisms and
their significance for physics. We summarize the important work of Milnor,
Freedman, Donaldson, and others in developing exotic differentiable structures
on well known topological manifolds. Finally, we discuss some of the geometric
implications of these results and propose some conjectures on possible physical
implications of these new manifolds which have never before been considered as
physical models.Comment: 11 pages, LaTe
The abstraction transition taxonomy: developing desired learning outcomes through the lens of situated cognition
We report on a post-hoc analysis of introductory programming lecture materials. The purpose of this analysis is to identify what knowledge and skills we are asking students to acquire, as situated in the activity, tools, and culture of what programmers do and how they think. The specific materials analyzed are the 133 Peer Instruction questions used in lecture to support cognitive apprenticeship -- honoring the situated nature of knowledge. We propose an Abstraction Transition Taxonomy for classifying the kinds of knowing and practices we engage students in as we seek to apprentice them into the programming world. We find students are asked to answer questions expressed using three levels of abstraction: English, CS Speak, and Code. Moreover, many questions involve asking students to transition between levels of abstraction within the context of a computational problem. Finally, by applying our taxonomy in classifying a range of introductory programming exams, we find that summative assessments (including our own) tend to emphasize a small range of the skills fostered in students during the formative/apprenticeship phase
Visual and Textual Programming Languages: A Systematic Review of the Literature
It is well documented, and has been the topic of much research, that Computer
Science courses tend to have higher than average drop out rates at third level.
This is a problem that needs to be addressed with urgency but also caution. The
required number of Computer Science graduates is growing every year but the
number of graduates is not meeting this demand and one way that this problem
can be alleviated is to encourage students at an early age towards studying
Computer Science courses.
This paper presents a systematic literature review on the role of visual and
textual programming languages when learning to program, particularly as a first
programming language. The approach is systematic, in that a structured search
of electronic resources has been conducted, and the results are presented and
quantitatively analysed. This study will give insight into whether or not the
current approaches to teaching young learners programming are viable, and
examines what we can do to increase the interest and retention of these
students as they progress through their education.Comment: 18 pages (including 2 bibliography pages), 3 figure
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