48 research outputs found

    Vers un nouveau design d'audio-vidéo-cours à l'Université : " l'encre numérique ": Description du dispositif et première analyse d'usages

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    7 pagesInternational audienceThis article presents a new audio-video lecture design for University teaching and reports its impact on the students' learning process. The system is composed of an original lecture presentation tool (the Tablet PC), associated with an online workbook. The lecture is first saved, sequenced, and then uploaded in small parts in the different directories of the workbook. The students may then use its contents as much as they wish. This system was tested on relatively weak students in order to support the "Succeed your Bachelor's degree" plan. The test essentially focused on correlations with results on exams, and on how often the video sequences were watched and tracked their activity and navigation in the different parts of the workbook.Cet article présente un nouveau design d'audio-vidéo-cours dans le cadre d'un enseignement universitaire et rend compte de son impact sur l'apprentissage des étudiants. Le dispositif se compose d'un outil original de présentation du cours magistral (Tablet PC) associé à un cahier de textes en ligne. Le cours est enregistré, séquencé et déposé dans l'arborescence du cahier de textes. Les étudiants peuvent alors consulter son contenu autant que de besoin. L'évaluation de ce dispositif entre dans le cadre du plan " Réussite en Licence ". Elle s'appuie sur les résultats aux examens et sur la fréquence de consultation des vidéos et un suivi (tracking) précis de la " navigation " dans les différents contenus du cahier de textes en ligne

    A review into the factors affecting declines in undergraduate Computer Science enrolments and approaches for solving this problem

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    There has been a noticeable drop in enrolments in Computer Science (CS) courses and interest in CS careers in recent years while demand for CS skills is increasing dramatically. Not only are such skills useful for CS jobs but for all forms of business and to some extent personal lives as Information Technology (IT) is becoming ubiquitous and essential for most aspects of modern life. Therefore it is essential to address this lack of interest and skills to not only fill the demand for CS employees but to provide students with the CS skills they need for modern life especially for improving their employability and skills for further study. This report looks at possible reasons for the lack of interest in CS and different approaches used to enhance CS education and improve the appeal of CS

    The influence of motivation and comfort-level on learning to program

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    This paper documents a study, carried out in the academic year 2004-2005, on the role of motivation and comfort-level in a first year object-oriented programming module. The study found that intrinsic motivation had a strong correlation with programming performance as did self-efficacy for learning and performance, r=0.512, p < 0.01 and r=0.567, p < 0.01 respectively. Aspects of comfort level were found to have significant correlations with performance with an instrument on programming-esteem rendering the most interesting results. A regression model based upon these factors was able to account for 60% of the variance in programming performance results

    The influence of motivation and comfort-level on learning to program

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    This paper documents a study, carried out in the academic year 2004-2005, on the role of motivation and comfort-level in a first year object-oriented programming module. The study found that intrinsic motivation had a strong correlation with programming performance as did self-efficacy for learning and performance, r=0.512, p < 0.01 and r=0.567, p < 0.01 respectively. Aspects of comfort level were found to have significant correlations with performance with an instrument on programming-esteem rendering the most interesting results. A regression model based upon these factors was able to account for 60% of the variance in programming performance results

    Teaching Object-Oriented Software Engineering through Problem-Based Learning in the Context of Game Design

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    We performed resistance measurements on Fe1+δ-xCuxTe with xEDX ≤ 0.06 in the presence of in-plane applied magnetic fields, revealing a resistance anisotropy that can be induced at a temperature far below the structural and magnetic zero-field transition temperatures. The observed resistance anisotropy strongly depends on the field orientation with respect to the crystallographic axes, as well as on the field-cooling history. Our results imply a correlation between the observed features and the low-temperature magnetic order. Hysteresis in the angle-dependence indicates a strong pinning of the magnetic order within a temperature range that varies with the Cu content. The resistance anisotropy vanishes at different temperatures depending on whether an external magnetic field or a remnant field is present: the closing temperature is higher in the presence of an external field. For xEDX = 0.06 the resistance anisotropy closes above the structural transition, at the same temperature at which the zerofield short-range magnetic order disappears and the sample becomes paramagnetic. Thus we suggest that under an external magnetic field the resistance anisotropy mirrors the magnetic order parameter. We discuss similarities to nematic order observed in other iron pnictide materials

    Introductory Programming and the Didactic Triangle

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    In this paper, we use Kansanen's didactic triangle to structure and analyse research on the teaching and learning of programming. Students, teachers and course content are the three entities that form the corners of the didactic triangle. The edges of the triangle represent the relationships between these three entities. We argue that many computing educators and computing education researchers operate from within narrow views of the didactic triangle. For example, computing educators often teach programming based on how they relate to the computer, and not how the students relate to the computer. We conclude that, while research that focuses on the corners of the didactic triangle is sometimes appropriate, there needs to be more research that focuses on the edges of the triangle, and more research that studies the entire didactic triangle. © 2010, Australian Computer Society, Inc

    LA BELLA FIGURA: MAKING A GOOD IMPRESSION WHEN TEACHING AN INTRODUCTION TO PROGRAMMING TO NON-ENGINEERS

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    ABSTRACT This paper presents real and practical solutions to teaching an introductory course in programming to non-engineering students. It addresses the challenges and the potentials of making a good first impression in such a course, including the desire to fit everything into one quarter, the opportunity to encourage students to explore programming further, and the reality that students are looking for a useful tool for use in their respective fields. Specific suggestions and ideas for course content presentation, textbook selection, and course projects are presented that address these challenges

    Teaching Successful Real-World Software Engineering to the Net Generation: Process and Quality Win!

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    Software engineering skills are critical for students seeking careers as software developers. However, academic course content often fails to teach practical, real-world software engineering as it is done in large organizations. Further, the proclivities of the current generation leave students disinclined to the disciplines of process and quality. Academics seldom use the Team Software Process (TSP), a leading methodology of global industries. Four years of data indicate that student teams using TSP can achieve industry levels of productivity and reasonable quality levels. Further, results from 23 teams and over 200 students indicate that these Net-Generation students developed an understanding for the value of discipline, data collection, metrics, and quality measures. The Team Software Process is recommended to other academic programs seeking to bring real-world software engineering into the classroom and improve teaching for the Net Generation
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