3 research outputs found

    Perancangan Aplikasi Learning By Doing Interaktif Untuk Mendukung Pembelajaran Bahasa Pemrograman

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    AbstrakPembelajaran bahasa pemrograman adalah salah satu mata kuliah dasar untuk mengembangkan kompetensi keahlian pemrograman di bidang teknik Informatika, salah satunya adalah mata kuliah Algoritma dan Pemrograman. Sesuai dengan analisis instruksional, mata kuliah ini memberikan kompetensi tentang konsep dasar Algoritma Pemrograman yang akan menjadi dasar bagi pengembangan dan penerapan mata kuliah-mata kuliah selanjutnya. Banyak mahasiswa kurang memahami dasar-dasar pemrograman, sehingga menemui kesulitan ketika mengerjakan tugas-tugas mata kuliah yang membutuhkan keahlian pemrograman.Melalui inovasi pembelajaran ini, dikembangkan sebuah media pembelajaran baru dan interaktif bagi mahasiswa dengan mengintegrasikan berbagai faktor yang mempengaruhi permasalahan yang telah disebutkan sebelumnya. Aplikasi learning by doing interaktif untuk mendukung pembelajaran bahasa pemrograman ini dibangun menggunakan pendekatan Web Framework menggunakan Codeigniter. Aplikasi ini juga memanfaatkan fitur share kode pemrograman yang dikembangkan oleh Trinket. Hasil penelitian menunjukan bahwa kebermanfaatan aplikasi ini mampu membuat ketertarikan tehadap belajar pemrograman sebesar 79%. Ketertarikan yang tinggi ini membuat mahasiswa sering mencoba kode-kode program secara mandiri sehingga jumlah mahasiswa yang lulus dengan kemampuan baik selisihnya 14% dibandingkan dengan pembelajaran biasa.Kata kunci: bahasa pemrograman, pembelajaran, learning by doing, trinket AbstractLearning programming language is one of the basic courses to develop the competence of programming skills in Informatics engineering, one of which is the course of Algorithm and Programming.Based on instructional analysis, this lectures provides competence on the basic concepts of Programming Algorithm which will be the basis for the development and application of further lectures. Many students do not understand the basics of programming, so they have difficulty when get assignment that require programming skills.This learning innovation, developed an interactive new learning media that can minimize several factors that affect student learning problems.Application "learning by doing Interactive" to support Learning Programming Language was built using a Web Framework approach using Codeigniter.This application also utilizes the programming code share feature developed by Trinket.The results showed that the usefulness of this application is able to make an interest in learning programming by 79%.This high attractiveness makes students often try the program codes independently and result the ability of the number of students who graduated with a good is 14% compared with ordinary learning.Keywords: programming language, learning, trinket Pembelajaran bahasa pemrograman adalah salah satu mata kuliah dasar untuk mengembangkan kompetensi keahlian pemrograman di bidang teknik Informatika, salah satunya adalah mata kuliah Algoritma dan Pemrograman. Sesuai dengan analisis instruksional, mata kuliah ini memberikan kompetensi tentang konsep dasar Algoritma Pemrograman yang akan menjadi dasar bagi pengembangan dan penerapan mata kuliah-mata kuliah selanjutnya. Banyak mahasiswa kurang memahami dasar-dasar pemrograman, sehingga menemui kesulitan ketika mengerjakan tugas-tugas mata kuliah yang membutuhkan keahlian pemrograman.Melalui inovasi pembelajaran ini, dikembangkan sebuah media pembelajaran baru dan interaktif bagi mahasiswa dengan mengintegrasikan berbagai faktor yang mempengaruhi permasalahan yang telah disebutkan sebelumnya. Aplikasi learning by doing interaktif untuk mendukung pembelajaran bahasa pemrograman ini dibangun menggunakan pendekatan Web Framework menggunakan Codeigniter. Aplikasi ini juga memanfaatkan fitur share kode pemrograman yang dikembangkan oleh Trinket. Hasil penelitian menunjukan bahwa kebermanfaatan aplikasi ini mampu membuat ketertarikan tehadap belajar pemrograman sebesar 79%. Ketertarikan yang tinggi ini membuat mahasiswa sering mencoba kode-kode program secara mandiri sehingga jumlah mahasiswa yang lulus dengan kemampuan baik selisihnya 14% dibandingkan dengan pembelajaran biasa.Kata kunci: bahasa pemrograman, pembelajaran, learning by doing, trinket AbstractLearning programming language is one of the basic courses to develop the competence of programming skills in Informatics engineering, one of which is the course of Algorithm and Programming.Based on instructional analysis, this lectures provides competence on the basic concepts of Programming Algorithm which will be the basis for the development and application of further lectures. Many students do not understand the basics of programming, so they have difficulty when get assignment that require programming skills.This learning innovation, developed an interactive new learning media that can minimize several factors that affect student learning problems.Application "learning by doing Interactive" to support Learning Programming Language was built using a Web Framework approach using Codeigniter.This application also utilizes the programming code share feature developed by Trinket.The results showed that the usefulness of this application is able to make an interest in learning programming by 79%.This high attractiveness makes students often try the program codes independently and result the ability of the number of students who graduated with a good is 14% compared with ordinary learning.Keywords: programming language, learning, trinke

    Eşli Programlamanın Ortaokul Öğrencilerinin Bilgisayar Programlama Özgüven ve Başarısına Etkisi

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    DergiPark: 575098tredBu araştırmada iç içegeçmiş durum çalışması yapılarak eşli programlamanın ortaokul öğrencilerininbilgisayar programlama özgüven ve başarısına etkisi araştırılmıştır.  Beşinci sınıf seviyesinde 35 öğrenci bireysel(n=13) ve eşli (n=22) programlama gruplarına ayrılmış, Scratch programlamaetkinlikleri kullanılarak sekiz haftalık bir uygulama yürütülmüştür.Araştırmada nitel veri görüşmelerle, nicel veri ise özgüven anketi verubriklerle toplanmıştır. Veri analizi için bağımsız örneklemler t testi ve içerik analizikullanılmıştır. Uygulama sonunda eşli programlama öğrencilerinin özgüven vebaşarısının, bireysel programlama öğrencilerinden daha yüksek olduğubulunmuştur. Bu çalışma, ortaokul seviyesinde bilgisayar programlama özgüvenive başarısını artırmak için eşli programlama yönteminin kullanımınıdesteklemekte, özellikle bilgisayar sayısı yetersiz olan okullara, rekabetçiöğrencilere ve programlamayı yeni öğrenenlere bu yöntemi önermektedir.The purpose ofthis embedded case study is to explore the possible influence of pairprogramming on secondary school students’ confidence and achievement incomputer programming. A total of 35 students in a fifth-grade class weredivided into individual (n=13) andpair programmers (n=22), who then usedScratch programming activities during an eight week implementation. Qualitativedata were collected with interviews and quantitative data were collected with aconfidence questionnaire and rubrics. Content analysis and independent-samples t tests were conducted for dataanalysis. The results showed that pair programmers’ confidence and achievementfor computer programming was higher compared to individual programmers afterthe implementation. The study supports the use of pair programming in secondaryschools, especially where there are limited numbers of computers, competitivestudents, and novice programmers to increase the confidence and achievement incomputer programming

    Pair Programming as a Modern Method of Teaching Computer Science

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    At the Faculty of Education, University of Ljubljana we educate future computer science teachers. Beside didactical, pedagogical, mathematical and other interdisciplinary knowledge, students gain knowledge and skills of programming that are crucial for computer science teachers. For all courses, the main emphasis is the absorption of professional competences, related to the teaching profession and the programming profile. The latter are selected according to the well-known document, the ACM Computing Curricula. The professional knowledge is therefore associated and combined with the teaching knowledge and skills. In the paper we present how to achieve competences related to programming by using different didactical models (semiotic ladder, cognitive objectives taxonomy, problem solving) and modern teaching method â??pair programmin
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