32 research outputs found

    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 how to program using automated assessment and functional glossy games (Experience Report)

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    Our department has long been an advocate of the functional-first school of programming and has been teaching Haskell as a first language in introductory programming course units for 20 years. Although the functional style is largely beneficial, it needs to be taught in an enthusiastic and captivating way to fight the unusually high computer science drop-out rates and appeal to a heterogeneous population of students.This paper reports our experience of restructuring, over the last 5 years, an introductory laboratory course unit that trains hands-on functional programming concepts and good software development practices. We have been using game programming to keep students motivated, and following a methodology that hinges on test-driven development and continuous bidirectional feedback. We summarise successes and missteps, and how we have learned from our experience to arrive at a model for comprehensive and interactive functional game programming assignments and a general functionally-powered automated assessment platform, that together provide a more engaging learning experience for students. In our experience, we have been able to teach increasingly more advanced functional programming concepts while improving student engagement.The authors would like to thank the precursors of the 20-year functional programming culture and FPro unit at our university, and all the instructors and TAs that have been involved in the PLab unit throughout the years. This work is financed by the ERDFs European Regional Development Fund through the Operational Programme for Competitiveness and Internationalisation - COMPETE 2020 Programme within project POCI-01-0145-FEDER-006961, and by National Funds through the Portuguese funding agency, FCT s Fundacao para a Ciencia e a Tecnologia as part of project UID/EEA/50014/2013

    2002-2006

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    2007-2011

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    Towards a Pedagogy for Teaching Computer Ethics in Universities in Bahrain

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    This study presents a critical investigation into the teaching of computer ethics. A qualitative pluralistic approach (a mixture of qualitative approaches) was used to investigate case studies of teaching computer ethics to university-level students from Bahrain. The main issue was that ethics to Arabs and Muslims is a matter of religion than a matter of philosophy whereas the dominant perception in the academic literature which discussed computer ethics teaching is that computer ethics is a form of practical philosophy and hence separate from religion. In order to shed light on this, the study investigated computer ethic’s perceptions and teaching practices which were occurring in universities in Bahrain. The study found that the issue was not a matter of perception but rather a matter of confusion and a misconception. Computer ethics was being confused with morality, religion, basic computer skills to name just a few. And such confusion was causing computer ethics to gradually disappear from the curriculum and become substituted with concepts which were not necessarily capable of building students’ ethical thinking. The study recommends that computer ethics teachers and policy makers from Bahrain distinguish computer ethics from religion, morality and from any other concept and identify it as an independent field of study, also teachers need to involve their students in social and ethical analysis of various kinds so that students understand that ethics is not a set of rules on what is forbidden and allowed aimed at providing straightforward answers to a given problem but rather ethics is a ‘cognitive tool’; a mechanism through which different competing ethical theories and standards are used to reflect on a given problem.The University of Bahrai

    The use of ALICE, a visual environment for teaching and learning object-oriented programming

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    University students learning object-oriented programming (OOP) encounter many complexities. This study undertook empirical research aimed at analysing learners’ interactions with the Alice visual programming environment, which seeks to engage and motivate learners to grasp concepts of OOP, whilst creating animated movies and video games. A mixed-methods approach was employed, using questionnaire surveys and interviews to investigate learners’ experiences with Alice and their understanding of OOP. Findings indicated that learners lacked problem-solving abilities; were unable to grasp programming concepts on an abstract level and spent insufficient time practicing programming exercises. Alice proved to be an effective tool in helping to address these challenges and in improving learners’ grasp of OOP. Learners found Alice to have good usability. Furthermore, test and exam results revealed a statistically significant difference between performances of learners who had been taught Alice in comparison to similar learners who were not exposed to the Alice intervention.ComputingInformation SystemsM. Sc. (Information systems

    Challenges of teaching and studying programming at a university of technology - Viewpoints of students, teachers and the university

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    This thesis analyses the challenges of the instructional process at a university of technology from the viewpoints of students, teachers and the university administration. The first research question concerns the difficulties students encounter when they study computer programming. Special attention was given to the students' reasons for dropping out of the introductory programming course (CS1). The second research question concerns computer science teachers' conceptions of studying and teaching. The third research question concerns how the instructional process was seen at the teaching organisation level. These three viewpoints represent holistic approach to the challenges of the instructional process. General System Theory (GST) was used as the framework throughout the theoretical and empirical parts of this thesis. Three analysis models were developed: the "dimension doughnut", the three-layered didactic triangle and the feedback loop. These tools were used as starting points for developing the categorisation of earlier literature based on its didactic focus, and to analyse systematically the collected empirical data. The empirical data was collected from students in the introductory programming course, computer science teachers, representatives of the administration and formal documents. Both qualitative and quantitative research methods were utilised. The results suggest that the students' reasons for dropping out of the CS1 course were manifold and that they tend to cumulate. On average, dropped out students reported ten reasons that contributed to their decision, of which four affected their decision critically. The reasons included: course arrangements, difficulties to understand course topics, difficulties with time management, no consequences for dropping out, and preference for other courses. Computer science teachers' conceptions of studying were often content oriented. The teachers considered theory and concepts of computer science and the ability to apply knowledge to be the most difficult for the students. The experiences from the previous years courses and customs affected greatly the teaching process. Due to the large-scale courses, it was difficult to make adjustments to the ongoing course. The analysis of the formal documents and interview data of the administrative personnel revealed problematic aspects. For example, goal setting and planning were substance oriented. As a result, soft skills were not systematically discussed or taught during the studies. Moreover, the collection of feedback was not systematic and collected feedback was not always utilised. The results highlighted how students', teachers' and organisation's instructional processes interrelated

    'I liked it, but it made you think too much': A case study of computer game authoring in the Key Stage 3 ICT curriculum

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    The importance of giving pupils opportunities to become producers of digital media is well documented in the literature (see Harel, 1991; Papert, 1993; Kafai, 1995; Harel Caperton, 2010; Luckin et al., 2012; Nesta, 2012; Sefton-Green, 2013), however there has been little research in this area in the context of the UK Key Stage 3 ICT curriculum. The purpose of this study is to achieve an understanding of how authoring computer games in a mainstream secondary setting can support the learning of basic game design and programming concepts. The research explores pupils’ experiences of the process they followed and the areas of learning they encountered as they made their games, and considers what they valued and what they found difficult in the game authoring activity. The research draws on the learning theory of constructionism, which asserts the importance of pupils using computers as ‘building material’ to create digital artefacts. In the process of creating these artefacts, over time, computers become ‘objects to think with’, enabling pupils to learn how to learn (Papert, 1980b; Harel and Papert, 1991a). Data were collected in planning documents, journals and the games pupils made, in recordings of their working conversations, and in pair and group interviews. Findings indicate that as well as learning some basic programming concepts, pupils enjoyed the activity, demonstrated positive attitudes to learning and felt a sense of achievement in creating a complex artefact which had personal and cultural significance for them. This research acknowledges the need to develop accessible units of work to implement aspects of the new Computing curriculum (DfE, 2013c), especially for teachers and pupils who have little prior knowledge of the field. It suggests that computer game authoring may offer a viable entry and considers the extent to which constructionist approaches are suitable for this kind of work

    Old Meets New: Media in Education – Proceedings of the 61st International Council for Educational Media and the XIII International Symposium on Computers in Education (ICEM&SIIE'2011) Joint Conference

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    A conferência ICEM&SIIE'2011 foi organizada pela Universidade de Aveiro (Portugal) – membro do European Consortium of Innovative Universities – e pretendeu reunir investigadores, professores e outros profissionais, a nível nacional e internacional, em torno de um tema aglutinador que pretendeu despoletar e colocar a tónica da discussão na dualidade ―old/new‖, ou seja, os participantes foram convidados a discutir: - os media na educação em ambas as perspetivas, mais tradicionais ou modernas, com incidência numas ou noutras ou, ainda, numa perspetiva comparativa; - a conjugação, adaptação e adoção dos media consoante os contextos e objetivos de utilização; - o que os media implicam em termos de tecnologia, barreiras profissionais e /ou sociais; - a relação custo-benefício da utilização dos media em contexto de aprendizagem; - os media em função dos diversos contextos educativos e dos perfis de aprendizagem dos alunos. Para a conferência foram selecionados 76 artigos organizados em 15 sessões paralelas, 13 posters e 9 workshops. A conferência caracterizou-se pelo caráter internacional dos contributos, reunindo 38 artigos em português, 32 em língua inglesa e 6 em espanhol. Estas atas encontram-se organizadas de acordo com o programa da conferência. Em primeiro lugar incluem-se os artigos (full paper e short paper) por sessão, seguem-se os posters e, finalmente, o resumo relativo aos workshops.The ICEM&SIIE'2011 conference was organised by the University of Aveiro (Portugal) – a member of the European Consortium of Innovative Universities – and aimed at gathering researchers, teachers and other professionals, at national and international level, around a focal topic that might trigger and centre the discussion on the ―old/new‖ duality of media in education. Participants were invited to discuss: - old and new media in education, in isolation or comparatively; - how old and new media in education can be combined, adopted and adapted; - what old and new media in education imply in terms of technological, professional and social barriers; - what cost-benefit relationships old and new media in education entail; - how to compare old and new media in education given their particular educational contexts and the students' learning profiles. 76 papers were selected and organised in 15 paralel sessions, 13 posters and 9 workshops. The conference is characterized by the international character of contributions, gathering 38 papers in Portuguese, 32 in English and 6 in Spanish. These procedings are organised according to the programme of the conference. First we find the full and short papers, per session, then posters and finally the abstracts for the workshops
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