2,706 research outputs found

    Four approaches to teaching programming

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    Based on a survey of literature, four different approaches to teaching introductory programming are identified and described. Examples of the practice of each approach are identified representing procedural, visual, and object-oriented programming language paradigms. Each approach is then further analysed, identifying advantages and disadvantages for the student and the teacher. The first approach, code analysis, is analogous to reading before writing, that is, recognising the parts and what they mean. It requires learners to analyse and understand existing code prior to producing their own. An alternative is the building blocks approach, analogous to learning vocabulary, nouns and verbs, before constructing sentences. A third approach is identified as simple units in which learners master solutions to small problems before applying the learned logic to more complex problems. The final approach, full systems, is analogous to learning a foreign language by immersion whereby learners design a solution to a non-trivial problem and the programming concepts and language constructs are introduced only when the solution to the problem requires their application. The conclusion asserts that competency in programming cannot be achieved without mastering each of the approaches, at least to some extent. Use of the approaches in combination could provide novice programmers with the opportunities to acquire a full range of knowledge, understanding, and skills. Several orders for presenting the approaches in the classroom are proposed and analysed reflecting the needs of the learners and teachers. Further research is needed to better understand these and other approaches to teaching programming, not in terms of learner outcomes, but in terms of teachers’ actions and techniques employed to facilitate the construction of new knowledge by the learners. Effective classroom teaching practices could be informed by further investigations into the effect on progression of different toolset choices and combinations of teaching approache

    A Conversational and Compositional Grid for Freshman University Students II: Application and Analysis

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    Previously a tool was designed for the purpose of improving the standard of the sentence production of Freshman University Students with an ESL low level, which assisted them to avoid errors in syntax precision and sentence generation. The lamenting aspect of the previous article is that the tool was not tested for effectiveness. In this article, the results are presented of applying the tool in a class situation. The focus was on problems that beginners experience in a ESL situation regarding syntax in grammar and whether this tool could help them. A project was designed for the students to watch a small video of a robot-“donkey” designed by Boston Dynamics in their online video. The actions of the robot had to be described by them following the instructions of the teacher as to how to use the grid for each sentence. For 2014 spring semester 10 products of students were selected without instructions how to use the syntax tool as compared to 10 products of students for spring semester 2015 in which the tool was mandatory. In both years the students had to know descriptively, procedurally and processionally. The characteristics of the students were listed, namely gender, major, final grade, ranking in team presentation, and listening TOEIC score. The reason the characteristics were brought to the table surrounding the specimens to be investigated is that every specimen can be “weighed” better and it would also permit more interpretation velocity. The errors were listed and the results demonstrated that there are less syntax errors in 2015 than for 2014 but both researchers felt that ”Further investigation is needed with a larger sample size”. Students were given a questionnaire to indicate their feelings and this was also analyzed. We felt, with reasonable reservation that the Grid has a significant impact on aiding students and that one should continue to improve the current Grid as well as developing Grids for pre-intermediate and advanced students

    Higher Education Course Curriculum for a Distance Learning Model Reinforced with Robotics for 3 to7 Years Old Children

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    The curriculum is organized in five different modules, with different focus. The first module is about Basic Concepts of Computational Thinking, presenting the foundations for the rest of the learning. The second module, on Computational Thinking with Block-Based and Text-Based Coding Environments, and the third module, on the Fundamentals of Physical Programming and CT with Robotic Activities, further expand the learning about computational thinking by providing information on the potential of preschool children for computational thinking and how this can be developed through different environments and tools. The fourth module changes the focus to planning and evaluating activities with children by presenting information on Designing Activities and Learning through Distance Education. This is the module that deals with the challenges and potential of distance education in Early Childhood Education, connecting practice with reflection and further learning for educators through self-evaluation and reflection. Finally, the fifth module, on Building Partnerships for Learning, looks at the development of digital skills for early age as a societal endeavour, supporting practitioners in identifying partners and initiatives as well as building communities that can leverage the educational offer. The whole curriculum was planned to provide knowledge and competences that support the development of a distance learning model reinforced with robotics for 3-7 years old children. But each module is a stand-alone learning opportunity based on the lesson plans, slides presentation and materials available. Interested users are also welcome to combine different modules into unique training experiences.info:eu-repo/semantics/publishedVersio

    Trends in the Development of Basic Computer Education at Universities

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    Basic computer education in universities is experiencing huge problems. On the one hand, the amount of knowledge that a university graduate must have is increasing very quickly. On the other hand, the contingent of students varies greatly in terms of the level of training and motivation, and the level of this differentiation is constantly growing. As a result, the complexity of training and the percentage of dropouts increase. Scientists and educators are looking for a solution to these problems in the following areas: revising the knowledge necessary for obtaining at the university in the direction of the reality of their receipt in the allotted time; the use of new information technologies to simplify the learning process and improve its quality; development of the latest teaching methods that take into account the realities. This paper presents a strategic document in the field of computer education at universities - Computing Circulum 2020, as well as an overview of the areas of development of basic computer education, such as learning using artificial intelligence, virtual laboratories, microprocessor kits and robotics, WEB - systems for distance and blended learning, mobile application development, visual programming, gamification, computer architecture & organization, programming languages, learning technologies. In addition, the author gives his experience and vision of teaching basic computer education at universities

    Botbeans

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    Programming can be a daunting task from a beginner’s perspective. Since earlier times of computer programming, tools have been designed and developed in order to make programming friendlier to beginners. However the majority of these tools target beginners that are already motivated and have an idea of what computer programming is. This allows these tools to skip the initial requirements for learning how to program since these beginners will compensate with their motivation and effort. This thesis describes a learning tool called Botbeans. By using a new hybrid visual programming language with a tangible interface, Botbeans creates a highly motivating and collaboration friendly environment to present what is programming to a user that never had previously contact with it. The design and implementation of Botbeans are described and the results of some initial experiments with students are analysis.Aprender a programar pode ser uma tarefa difĂ­cil e assustadora do ponto de vista de um iniciante. Desde dos tempos iniciais da programação diversas ferramentas foram desenvolvidas com o intuito de tornar a aprendizagem da programação mais amigĂĄvel a iniciantes. Algumas destas ferramentas tĂȘm como publico alvo iniciantes jĂĄ altamente motivados para a programação e jĂĄ com uma ideia do que esta Ă© e para que serve. Isto permite a estas ferramentas saltar alguns dos prĂ©-requisitos necessĂĄrios para começar a aprender a programar, visto que este tipo de iniciante irĂĄ compensar com a sua motivação e empenho. Esta tese descreve uma ferramenta de aprendizagem chamada Botbeans que utilizando uma linguagem grĂĄfica hĂ­brida e uma interface tangĂ­vel cria um ambiente altamente motivante para demonstrar o que Ă© a programação e para que serve a um utilizador que nunca teve contacto com esta. O design e desenvolvimento do Botbeans sĂŁo descritos ao longo da tese assim como os testes inicias jĂĄ efectuados

    Implementing teacher-centered robotics activities in science lessons: The effect on motivation, satisfaction and science skills

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    In studies on the use of robotic in science education, students are generally expected to design and program robots in specially designed robotic laboratories and during extracurricular activities. Although researchers claim that the student-centered approach and active student participation is more effective, teachers generally have to apply traditional teaching strategies in the field of science education due to the high number of students, a lack of materials, insufficient time and lack of professional teaching skills. Robotics activities can be performed in a traditional classroom environment and within a teacher-centered lesson structure. The aim of this study was to investigate the effect of teacher-centered robotics activities performed in science lessons on students' motivation, to determine their satisfaction with the activities and to collect their opinions about the activities. A parallel mixed-methods design was used for data collection. The results of the study indicated that teacher-centered robotics activities increased the motivation of students to participate in science lessons. Moreover, when the interviews with the students were examined, all of them commented that engaging in robotics activities improved their science skills. In addition, the majority of students were satisfied with the robotics activities and had positive feelings about them, believing that they helped them to learn and were enjoyable and interesting

    Can We Make Our Robot Play Soccer? Influence of Collaborating with Preservice Teachers and Fifth Graders on Undergraduate Engineering Students\u27 Learning During a Robotic Design Process (Work in Progress)

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    This work-in-progress paper describes engineering students’ experiences in an NSF-funded project that partnered undergraduate engineering students with pre-service teachers to plan and deliver robotics lessons to fifth graders at a local school. This project aims to address an apparent gap between what is taught in academia and industry’s expectations of engineers to integrate perspectives from outside their field to solve modern societal problems requiring a multidisciplinary approach. Working in small teams over Zoom, participating engineering, education, and fifth grade students designed, built, and coded bio-inspired COVID companion robots. The goal for the engineering students was to build new interprofessional skills, while reinforcing technical skills. The collaborative activities included: (1) training with Hummingbird BitTM hardware (e.g. sensors, servo motors) and coding platform, (2) preparing robotics lessons for fifth graders that explained the engineering design process (EDP), and (3) guiding the fifth graders in the design of their robots. Additionally, each undergraduate engineering student designed a robot following the theme developed with their preservice teacher and fifth grade partners. The intervention took place in Spring 2021 amidst the COVID-19 pandemic, necessitating the investigators to make critical decisions to address challenges of implementing the intervention in an online setting. This paper describes those decisions as it investigates how the cross-disciplinary, mixed-aged collaboration with preservice teachers and fifth graders impacted undergraduate engineering students’ learning and investment during the design process of their robots. Preliminary results of a regression analysis revealed a relationship between the engineering students’ robot rankings and post-scores on the design process knowledge survey (r = 0.92). Consistencies and a few anomalies in this pattern were explained using qualitative reflections which were analyzed to determine students’ level of investment in the project, overall perceptions, and the extent to which they focused on the fifth graders’ ideas in their designs. In general, robot quality was linked to both undergraduate engineering students’ level of investment and whether they focused on the fifth graders’ ideas in their designs. Engineering students’ overall perceptions of the project were generally positive, appreciating the role of cross-disciplinary and mixed-aged collaborations in their learning to brainstorm innovative solutions and interact effectively with professionals outside of engineering as they embark on tackling societal problems in the real world

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.
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