145,952 research outputs found

    Teaching Content Creation with Programming

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    PEMBUATAN APLIKASI PEMBELAJARAN JARAK JAUHMATERI KOMPUTER BERBASIS WEB

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    The activity lab is aform of teaching that can be done to provide skill for students. Students non regular(evening classes) do lab work on Sunday because of time constraints. Teaching system development done toovercome time and space constraints, this development using the internet facilities provided by the campus bycreating web-based distance learning for the provision of computer material. Research started with creation of websites content and continued with the creation of websites . Websitecontent creation starting from the collection of data needed in the form of a syllabus, materials, test cases andstandard operating procedures the implementation of the computer laboratory. This application using php forthe language programming and mysql for the databases

    Improving a New Digital Content Creation Line of Study in Adult Education College

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    The topic of the research is digitalization and digital competence frameworks and competence in the digitalized world and programming. Research methods in the thesis are the qualitative research, the review of literature and case study. Used methods in case study are interviews, questionnaire and observation. Research group in the case study are the new Digital Content Creation line of study students. The new Digital Content Creation line of study was designed according to the Digital Competence Framework 2.0 from European Commission. With the questionnaires, students evaluated their digital skills in the beginning of the studies, in the middle of the study year and at the end of the studies. Review of literature was made in researching digitalization and digital frameworks and competence in digitalization and programming. The goal of the action research process was to improve the Digital Content Creation line of study curriculum and programming teaching. According to interviews, the students think that their digital skills have improved very much during the study year. Students have gained good basics to begin to learn more about programming. As a conclusion according to the research and the case study, basic civic skills that everyone should master are determined. Determined skills are: understanding technology, digital tools, privacy and security, communicating through digital technologies, problem solving, updating digital skills, computational thinking, searching and filtering digital information and giving specific instructions

    Experiences from Learnersourcing SQL Exercises : Do They Cover Course Topics and Do Students Use Them?

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    Publisher Copyright: © 2023 Copyright held by the owner/author(s).Learnersourcing is an emerging phenomenon in computing education research and practice. In learnersourcing, a crowd of students participates in the creation of course resources such as exercises, written materials, educational videos, and so on. In computing education research, learnersourcing has been studied especially for the creation of multiple-choice questions and programming exercises, where prior work has suggested that learnersourcing can have multiple benefits for teachers and students alike. One result in prior studies is that when students create learnersourced content, the created content covers much of the learning objectives of the course. The present work expands on this stream of work by studying the use of a learnersourcing system in the context of teaching SQL. We study to what extent learnersourced SQL exercises cover course topics, and to what extent students complete learnersourced exercises. Our results continue the parade of previous learnersourcing studies, empirically demonstrating that learnersourced content covers instructor-specified course topics and that students indeed actively work on the learnersourced exercises. We discuss the impact of these results on teaching with learnersourcing, highlight possible explanations for our observations, and outline directions for future research on learnersourcing.Peer reviewe

    The future of technology enhanced active learning – a roadmap

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    The notion of active learning refers to the active involvement of learner in the learning process, capturing ideas of learning-by-doing and the fact that active participation and knowledge construction leads to deeper and more sustained learning. Interactivity, in particular learnercontent interaction, is a central aspect of technology-enhanced active learning. In this roadmap, the pedagogical background is discussed, the essential dimensions of technology-enhanced active learning systems are outlined and the factors that are expected to influence these systems currently and in the future are identified. A central aim is to address this promising field from a best practices perspective, clarifying central issues and formulating an agenda for future developments in the form of a roadmap

    PROud - a gamification framework based on programming exercises usage data

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    Solving programming exercises is the best way to promote practice in computer programming courses and, hence, to learn a programming language. Meanwhile, programming courses continue to have an high rate of failures and dropouts. The main reasons are related with the inherent domain complexity, the teaching methodologies, and the absence of automatic systems with features such as intelligent authoring, profile-based exercise sequencing, content adaptation, and automatic evaluation on the student’s resolution. At the same time, gamification is being used as an approach to engage learners’ motivations. Despite its success, its implementation is still complex and based on ad-hoc and proprietary solutions. This paper presents PROud as a framework to inject gamification features in computer programming learning environments based on the usage data from programming exercises. This data can be divided into two categories: generic data produced by the learning environment—such as, the number of attempts and the duration that the students took to solve a specific exercise—or code-specific data produced by the assessment tool—such as, code size, use memory, or keyword detection. The data is gathered in cloud storage and can be consumed by the learning environment through the use of a client library that communicates with the server through an established Application Programming Interface (API). With the fetched data, the learning environment can generate new gamification assets (e.g., leaderboards, quests, levels) or enrich content adaptations and recommendations in the inner components such as the sequencing tools. The framework is evaluated on its usefulness in the creation of a gamification asset to present dynamic statistics on specific exercises.info:eu-repo/semantics/publishedVersio

    A conceptual architecture for interactive educational multimedia

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    Learning is more than knowledge acquisition; it often involves the active participation of the learner in a variety of knowledge- and skills-based learning and training activities. Interactive multimedia technology can support the variety of interaction channels and languages required to facilitate interactive learning and teaching. A conceptual architecture for interactive educational multimedia can support the development of such multimedia systems. Such an architecture needs to embed multimedia technology into a coherent educational context. A framework based on an integrated interaction model is needed to capture learning and training activities in an online setting from an educational perspective, to describe them in the human-computer context, and to integrate them with mechanisms and principles of multimedia interaction
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