16 research outputs found

    Le jeu de rôle dans l'enseignement supérieur pour développer l'autonomie et la motivation des étudiants

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    Comprend des références bibliographiquesL'informatique est une discipline exigeante à bien des niveaux, et son enseignement a suscité beaucoup de questionnements dans le domaine de la pédagogie. Quand s'ajoutent aux difficultés d'ordre disciplinaire, des éléments de complexité plus fort encore comme l'hétérogénéité d'un groupe d'étudiants (niveaux de compétences différents, formation et parcours professionnels différents, origines ethniques et culturelles différentes), les attendus des enseignants et des étudiants sont forcément mis à mal. Cet article propose l'évaluation d'un dispositif pédagogique par le jeu de rôle ayant pour but de prendre en compte les difficultés liées à l'altérité des étudiants et de permettre de les surmonter de manière ludique et motivante, en prenant en compte les spécificités de chacun au sein du groupe

    Vers un jeu sérieux pour enseigner la programmation

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    International audienceLes jeux vidéo font partie intégrante de la culture au même titre que la télévision, les films et les livres. Nous pensons que ces applications de réalité virtuelle, grandement utilisées, peuvent servir à la formation des étudiants. Ce type d’outil est appelé : jeux sérieux. Les jeux sérieux sont présents, aujourd’hui, dans de nombreux secteurs d’activité comme l’éducation, la santé, la défense, l’industrie, la sécurité civile et les sciences. Ce document présente une étude pour déterminer le type de jeu le plus adapté à l’enseignement de la programmation. Les jeux de stratégie temps réel semblent êtreparticulièrement intéressants dans ce cadre

    An Exploration of High School Students' Self-Confidence while Analysing Iterative Code

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    A number of studies on novice programming report that loops and conditionals can be potential sources of errors and misconceptions. We then felt the need to engage in a more systematic and in-depth investigation about the teaching and learning of iteration in some representative high schools of our regional area. As a medium-term outcome of this endeavour we expect to get fine-grained insights about the nature of students' difficulties, on the one hand, as well as to identify possible pedagogical approaches to be adopted by teachers, on the other. As a step of this project, we designed and administered a survey composed of a set of small tasks, addressing students’ understanding of iteration in terms of code reading abilities. After summarising the motivations underlying the choice of the tasklets and the overall structure of the instrument, in this paper we will focus on a particular aspect which has not yet received extensive attention in the computer science education literature. Specifically, we will consider students' perception of self-confidence, in connection with their actual performance in each task, the specific program features, the cognitive demands (procedural vs. higher-level thinking skills), and the use of code vs. flow-charts. A noteworthy result of this analysis is that students’ perception of self-confidence is poorly correlated to actual performance in the task at hand. The main implications of our study are twofold, pertaining our understanding of less conspicuous facets of the learning of iteration as well as possible pedagogical strategies to strengthen metacognitive skills

    How do Students Test Software Units?

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    We gained insight into ideas and beliefs on testing of students who finished an introductory course on programming without any formal education on testing. We asked students to fill in a small survey, to do four exercises and to fill in a second survey. We interviewed eleven of these students in semi-structured interviews, to obtain more in-depth insight. The main outcome is that students do not test systematically, while most of them think they do test systematically. One of the misconceptions we found is that most students can only think of test cases based on programming code. Even if no code was provided (black-box testing), students try to come up with code to base their test cases on

    Towards a Serious Game to Help Students Learn Computer Programming

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    International audienceVideo games are part of our culture like TV, movies, and books. We believe that this kind of software can be used to increase students' interest in computer science. Video games with other goals than entertainment, serious games, are present, today, in several fields such as education, government, health, defence, industry, civil security, and science. This paper presents a study around a serious game dedicated to strengthening programming skills. Real-Time Strategy, which is a popular game genre, seems to be the most suitable kind of game to support such a serious game. From programming teaching features to video game characteristics, we define a teaching organisation to experiment if a serious game can be adapted to learn programming

    Le jeu de rôle dans l'enseignement supérieur pour développer l'autonomie et la motivation des étudiants

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    L’informatique est une discipline exigeante à bien des niveaux, et son enseignement a suscité beaucoup de questionnements dans le domaine de la pédagogie. Quand s’ajoutent aux difficultés d’ordre disciplinaire, des éléments de complexité plus fort encore comme l’hétérogénéité d’un groupe d’étudiants (niveaux de compétences différents, formation et parcours professionnels différents, origines ethniques et culturelles différentes), les attendus des enseignants et des étudiants sont forcément mis à mal. Cet article propose l’évaluation d’un dispositif pédagogique par le jeu de rôle ayant pour but de prendre en compte les difficultés liées à l’altérité des étudiants et de permettre de les surmonter de manière ludique et motivante, en prenant en compte les spécificités de chacun au sein du groupe

    Évaluation d'un jeu sérieux pour l'apprentissage de la programmation

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    National audienceVideo games are part of our culture like TV, movies and books. Video games with other goals than entertainment are called: Serious Games. We believe this kind of software can be used to increase students' interest in computer science. This paper presents a study around a serious game dedicated to strengthening programming skills. Real-Time Strategy game, which is a popular game genre, seems to be the most suitable kind of game to support such a serious game. From programming teaching features to video game characteristics, we describe the serious game and its evaluation.Les jeux vidéo font partie de notre culture au même titre que la télévision, les films ou les livres. Les jeux vidéo ayant un but autre que le simple divertissement sont appelés jeux sérieux. Nous émettons l'hypothèse que ce type de jeu constitue un excellent moyen pour motiver les étudiants à programmer. Cet article présente la conception et l'évaluation d'un jeu sérieux destiné à renforcer les compétences des étudiants dans le domaine de la programmation. Ce jeu sérieux est basé sur un type de jeu populaire et apprécié de nos étudiants : un jeu de stratégie temps réel. Suite à l'analyse des compétences requises pour l'apprentissage de la programmation et des caractéristiques des jeux de stratégie temps réel, nous présentons le jeu sérieux et son évaluation

    Programlama Öğretimi için Bir Model Önerisi: Yedi Adımda Programlama

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    There are a number of studies in the literature revealing that programming instruction has positive effects on development of different cognitive skills. However, there are scarcely any studies suggesting pedagogical approaches to how programming should be done. Therefore, this study focused on how to do programming instruction that target developing students’ cognitive skills. In this study, it was aimed to suggest a model for teaching in order to develop various cognitive skills of students. Within the scope of the study, a programming instruction model was created, and it was called Programming in Seven Steps (PSS) model. As research design, special case study was used from qualitative research methods. The research team consisted of two groups: design team (1 faculty member from the department of Computer Education and Intructional Technologies (CEIT), 2 master’s degree students, and 2 PhD students) and a Design Evaluation Team (DET) (10 IT and Software teachers who work in secondary schools affiliated to the Ministry of National Education) in the process of constructing the PSS model. During the research, the documents and interviews with the design evaluation team were analyzed with the purpose of determining the steps of the PSS model. The study elaborates the process followed to create the model, the features of the proposed model, and interviews with the design evaluation team. This article details the overall path to designing of the model, the features of the model, and DET interviews. It is aimed that the model introduced in this study will become a guide for educators who want to teach programming at secondary school level.Alanyazında programlama öğretiminin pek çok bilişsel beceriye olumlu etkilerini ortaya koyan çalışmalar yer almaktadır. Buna karşın programlama öğretiminin sistematik bir şekilde gerçekleştirilebilmesi amacıyla pedagojiye yönelik çalışmalar oldukça sınırlı sayıdadır. Bu nedenle çalışmada, öğrencilerin bilişsel becerilerinin gelişimine yönelik bir programlama öğretiminin nasıl yapılması gerektiği üzerine odaklanılmıştır. Çalışmanın amacı; Programlama öğretimi sürecinde öğrencilerin çeşitli bilişsel becerilerinin gelişimini sağlamak amacıyla kullanılabilecek bir öğretim modeli önerisinde bulunmaktır. Çalışma kapsamında, oluşturulan programlama öğretimi modeline Yedi Adımda Programlama (YAP) modeli adı verilmiştir. Araştırma deseni olarak nitel araştırma yöntemlerinden özel durum çalışması kullanılmıştır. Araştırmanın, YAP modelinin oluşturulması aşamasında araştırma grubunu tasarım ekibi (1 BÖTE öğretim üyesi ile 2 yüksek lisans, 2 doktora öğrencisi) ve tasarım değerlendirme ekibi (MEB’e bağlı ortaokullarda görevli 10 Bilişim Teknolojileri ve Yazılım Dersi öğretmeni) oluşturmaktadır. Araştırma süreci boyunca YAP modeli adımlarının belirlenmesi amacıyla doküman analizi ve tasarım değerlendirme ekibi ile yapılan görüşmelerin analizi gerçekleştirilmiştir. Bu çalışmada, modelin oluşturulması için izlenen süreç, oluşturulan modelin özellikleri ve tasarım değerlendirme ekibi ile yapılan görüşmelere yer verilmiştir. Bu çalışma ile ortaya konulan modelin, ortaokul düzeyinde programlama öğretimi yapmak isteyen eğitimciler için yol gösterici olması hedeflenmektedir
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