15,918 research outputs found

    A Preliminary Study: Applying Problem-Posing Learning Models on Algorithm and Flowchart Materials in Basic Programming Class

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    Abstract: We propose the applying of the problem-posing learning model to find out the activities and student learning outcomes in learning algorithm and flowchart material in the basic programming class. This research is a preliminary study that will be used to develop applications/systems/interactive media/games that will support the operation of the problem-posing learning model automatically in the upcoming basic programming class. The classroom action research method was used with the implementation of two cycles involving 38 students in the first semester of vocational high school. The process of applying the problem-posing learning model uses the pre-solution posing type, which requires that each student make a question of the situation that is held, where students are expected to be able to make questions related to questions previously made by the teacher, then exchange the questions to other students to solve them.  The flow of making and solving questions is that students make the main case which then completes it in the form of algorithmic answers and also a flowchart assisted by the Raptor application. By applying the problem-posing learning model, it can be concluded that in cycle 1 and cycle 2 the achievement of learning activities and outcomes tends to be good. The success of this research can provide perspective and guidance for developing basic programming applications/systems/interactive media/games that will instill the problem-posing learning model in the interaction flow and can introduce students early on the problem-posing process

    Educational Media Design for Learning Basic Programming in Branching Control Structure Material Using Problem-Posing Learning Model

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    Basic programming is one subject that tends to be difficult for students to learn. Along with the development of technology, several researchers have provided solutions to solve this problem, by developing educational games, educational media, interactive learning media, and other auxiliary media. However, on average they have not used or adhered to the syntax of various existing learning models. This study focuses on designing educational media that uses the problem-posing learning model to study the material of branching control structures in basic programming learning which is recommended as a learning medium for vocational high school students. Educational media named TOLSYASUPI-EduMed. We use the highest type of research and development (R&D), the level 4 that we adopted to be adapted into a number of steps that are in line with the needs of this research area. Observation techniques are used as a form of generative research which is a type of user experience research, to explore information before designing a product/application. The side that we highlight here is how the form of educational media design by following the syntax of the problem-posing learning model. Then do an A/B testing which is assessed by experts to choose the best design with results that are type B designs with a percentage of 90.9%. We also state the analysis of the functional aspects of educational media to strengthen the validity of this design idea

    Semantic Component Composition

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    Building complex software systems necessitates the use of component-based architectures. In theory, of the set of components needed for a design, only some small portion of them are "custom"; the rest are reused or refactored existing pieces of software. Unfortunately, this is an idealized situation. Just because two components should work together does not mean that they will work together. The "glue" that holds components together is not just technology. The contracts that bind complex systems together implicitly define more than their explicit type. These "conceptual contracts" describe essential aspects of extra-system semantics: e.g., object models, type systems, data representation, interface action semantics, legal and contractual obligations, and more. Designers and developers spend inordinate amounts of time technologically duct-taping systems to fulfill these conceptual contracts because system-wide semantics have not been rigorously characterized or codified. This paper describes a formal characterization of the problem and discusses an initial implementation of the resulting theoretical system.Comment: 9 pages, submitted to GCSE/SAIG '0

    A Game-Theoretic Approach for Runtime Capacity Allocation in MapReduce

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    Nowadays many companies have available large amounts of raw, unstructured data. Among Big Data enabling technologies, a central place is held by the MapReduce framework and, in particular, by its open source implementation, Apache Hadoop. For cost effectiveness considerations, a common approach entails sharing server clusters among multiple users. The underlying infrastructure should provide every user with a fair share of computational resources, ensuring that Service Level Agreements (SLAs) are met and avoiding wastes. In this paper we consider two mathematical programming problems that model the optimal allocation of computational resources in a Hadoop 2.x cluster with the aim to develop new capacity allocation techniques that guarantee better performance in shared data centers. Our goal is to get a substantial reduction of power consumption while respecting the deadlines stated in the SLAs and avoiding penalties associated with job rejections. The core of this approach is a distributed algorithm for runtime capacity allocation, based on Game Theory models and techniques, that mimics the MapReduce dynamics by means of interacting players, namely the central Resource Manager and Class Managers

    The Scalability-Efficiency/Maintainability-Portability Trade-off in Simulation Software Engineering: Examples and a Preliminary Systematic Literature Review

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    Large-scale simulations play a central role in science and the industry. Several challenges occur when building simulation software, because simulations require complex software developed in a dynamic construction process. That is why simulation software engineering (SSE) is emerging lately as a research focus. The dichotomous trade-off between scalability and efficiency (SE) on the one hand and maintainability and portability (MP) on the other hand is one of the core challenges. We report on the SE/MP trade-off in the context of an ongoing systematic literature review (SLR). After characterizing the issue of the SE/MP trade-off using two examples from our own research, we (1) review the 33 identified articles that assess the trade-off, (2) summarize the proposed solutions for the trade-off, and (3) discuss the findings for SSE and future work. Overall, we see evidence for the SE/MP trade-off and first solution approaches. However, a strong empirical foundation has yet to be established; general quantitative metrics and methods supporting software developers in addressing the trade-off have to be developed. We foresee considerable future work in SSE across scientific communities.Comment: 9 pages, 2 figures. Accepted for presentation at the Fourth International Workshop on Software Engineering for High Performance Computing in Computational Science and Engineering (SEHPCCSE 2016

    Learning Models in Educational Game Interactions: A Review

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    Educational games have now been used as innovative media and teaching strategies to achieve more effective learning and have an impact that tends to be very good in the learning process. However, it is important to know and systematically prove that the application of the learning model in the interaction of educational games is indeed feasible to be adopted and has an effect. This paper aims to present empirical evidence of the current situation regarding the application of learning models in the flow of educational game interactions. The method used is a systematic literature review by adopting three main stages, namely: 1) Planning; 2) Implementation; 3) Reporting. Then recommend the ten steps in the systematic literature review process along with the selection process through the test-retest approach. The initial search obtained 1,405,310 papers, then go through the selection stage. The selection process took place at stage B1 with the number of papers that successfully passed 198, at the B2 selection stage there were 102 papers, and we focus 75 papers that have passed a fairly rigorous screening and selection process on the quality assessment process for primary studies, used to answer research objectives and questions. We can confirm and conclude that 75 papers have applied the learning model in educational game interactions. The dominating domain is Education, the type of game that dominates is Educational Game, for the most dominating subjects are Programming, Student Learning Motivation as the most dominating impact, Experimental Design as a trial technique, the most widely used evaluation instruments are Questionnaires and Tests, a population that dominates between 79-2,645 people, and 8 papers to support learning in vocational education
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