12,797 research outputs found

    On the value of using an interactive electronic textbook in an introductory programming course

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    E-books including interactive elements are rapidly becoming more popular and are likely to largely replace traditional textbooks at university level education. In this paper, we report our initial observations on the changes we noticed in students’ motivational factors and learning results when a static PDF textbook was replaced by an interactive e-textbook in a large CS1 service course. We found increase in both motivational factors, as well as learning gain. In addition, students’ feedback on the learning resources improved. While the changes were not large, they encourage to continue integrating more interactive learning content into course learning environment

    A Multimedia Interactive Environment Using Program Archetypes: Divide-and-Conquer

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    As networks and distributed systems that can exploit parallel computing become more widespread, the need for ways to teach parallel programming effectively grows as well. Even though many colleges and universities provide courses on parallel programming [1], most of those courses are reserved for graduate students and advanced undergraduates. There is a demand for ways to teach fundamental parallel programming concepts to people with just a working knowledge of programming. By using the idea of a software archetype, and providing a learning environment that teaches both concept and coding, we hope to satisfy this need. This paper presents an overview of the multimedia approach we took in teaching parallel programming and offers Divide-and-Conquer as an example of its use

    Use of Online Tools in Teaching C++ Programming to Freshmen in All Engineering Majors

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    As computer software becomes increasingly used in analysis and design in all engineering disciplines, more engineering programs have started including computer programming in their common core for all engineering majors. C++ is a popular programming language that’s been chosen for teaching engineering students programming. At California Baptist University, EGR 121 Introduction to Computer Programming in C++ is a required course for all engineering students. Most of our engineering students take this course in their first year. This course was taught using traditional means of lecture, text book reading and exercises along with labs and programming projects. Since the fall of 2012 we incorporated two online resources, an online interactive content resource and an online exercise tool to replace the previous textbook problems as homework. We discuss our experience in the classroom along with survey feedback from our students. Although no statistically significant difference in final grades was detected, we did find anecdotal indication that students benefited from these tools particularly the online homework problems

    Integrable e-lements for Statistics Education

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    Without doubt modern education in statistics must involve practical, computer-based data analysis but the question arises whether and how computational elements should be integrated into the canon of methodological education. Should the student see and study high-level programming code right at the beginning of his or her studies? Which technology can be presented during class and which computational elements can re-occur (at increasing level of complexity) during the different courses? In this paper we address these questions and discuss where e-techniques have their limits in statistics education.electronic books, hypertext, e-supported teaching, statistical software

    Immersive Learning Environments for Computer Science Education

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    This master\u27s thesis explores the effectiveness of an educational intervention using an interactive notebook to support and supplement instruction in a foundational-level programming course. A quantitative, quasi-experimental group comparison method was employed, where students were placed into either a control or a treatment group. Data was collected from assignment and final grades, as well as self-reported time spent using the notebook. Independent t-tests and correlation were used for data analysis. Results were inconclusive but did indicate that the intervention had a possible effect. Further studies may explore better efficacy, implementation, and satisfaction of interactive notebooks across a larger population and multiple class topics

    Dynamic e-learning modules for student lecture preparation

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    We have developed and demonstrated the effectiveness of a set of online interactive learning modules to accompany physics courses at first- and second-year university levels. Students access the modules prior to attending lectures to familiarize themselves with content which is then discussed and reaffirmed in class. Student surveys and access data show that students were much more likely to use material presented in this form, rather than a textbook, when preparing for lectures given in an active learning format. The students found that interactive simulations, videos of problem-solving approaches prepared by course staff, and quick-check immediate feedback questions were all useful tools for lecture preparation–none of which are available when using a traditional textbook for lecture preparation

    Introductory programming: a systematic literature review

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    As computing becomes a mainstream discipline embedded in the school curriculum and acts as an enabler for an increasing range of academic disciplines in higher education, the literature on introductory programming is growing. Although there have been several reviews that focus on specific aspects of introductory programming, there has been no broad overview of the literature exploring recent trends across the breadth of introductory programming. This paper is the report of an ITiCSE working group that conducted a systematic review in order to gain an overview of the introductory programming literature. Partitioning the literature into papers addressing the student, teaching, the curriculum, and assessment, we explore trends, highlight advances in knowledge over the past 15 years, and indicate possible directions for future research

    Improving the Quality of Technology-Enhanced Learning for Computer Programming Courses

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    Teaching computing courses is a major challenge for the majority of lecturers in Libyan higher learning institutions. These courses contain numerous abstract concepts that cannot be easily explained using traditional educational methods. This paper describes the rationale, design, development and implementation stages of an e-learning package (including multimedia resources such as simulations, animations, and videos) using the ASSURE model. This training package can be used by students before they attend practical computer lab sessions, preparing them by developing technical skills and applying concepts and theories presented in lecture through supplementary study and exercises
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