28,126 research outputs found
Critters in the Classroom: A 3D Computer-Game-Like Tool for Teaching Programming to Computer Animation Students
The brewing crisis threatening computer science education is a well documented fact. To counter this and to increase enrolment and retention in computer science related degrees, it has been suggested to make programming "more fun" and to offer "multidisciplinary and cross-disciplinary programs" [Carter 2006]. The Computer Visualisation and Animation undergraduate degree at the National Centre for Computer Animation (Bournemouth University) is such a programme. Computer programming forms an integral part of the curriculum of this technical arts degree, and as educators we constantly face the challenge of having to encourage our students to engage with the subject.
We intend to address this with our C-Sheep system, a reimagination of the "Karel the Robot" teaching tool [Pattis 1981], using modern 3D computer game graphics that today's students are familiar with. This provides a game-like setting for writing computer programs, using a task-specific set of instructions which allow users to take control of virtual entities acting within a micro world, effectively providing a graphical representation of the algorithms used. Whereas two decades ago, students would be intrigued by a 2D top-down representation of the micro world, the lack of the visual gimmickry found in modern computer games for representing the virtual world now makes it extremely difficult to maintain the interest of students from today's "Plug&Play generation". It is therefore especially important to aim for a 3D game-like representation which is "attractive and highly motivating to today's generation of media-conscious students" [Moskal et al. 2004].
Our system uses a modern, platform independent games engine, capable of presenting a visually rich virtual environment using a state of the art rendering engine of a type usually found in entertainment systems. Our aim is to entice students to spend more time programming, by providing them with an enjoyable experience.
This paper provides a discussion of the 3D computer game technology employed in our system and presents examples of how this can be exploited to provide engaging exercises to create a rewarding learning experience for our students
Do Robots Dream of Virtual Sheep: Rediscovering the "Karel the Robot" Paradigm for the "Plug&Play Generation"
We introduce âC-Sheepâ, an educational system designed to teach students the fundamentals of computer programming in a novel and exciting way. Recent studies suggest that computer science education is fast approaching a crisis - application numbers for degree courses in the area of computer programming are down, and potential candidates are put off the subject which they do not fully understand.
We address this problem with our system by providing the visually rich virtual environment of âThe Meadowâ, where the user writes programs to control the behaviour of a sheep using our âCSheepâ programming language. This combination of the âKarel the Robotâ paradigm with modern 3D computer graphics techniques, more commonly found in computer games, aims to help students to realise that computer programming can be an enjoyable and rewarding experience and intends to help educators with the teaching of computer science fundamentals. Our mini-language-like system for computer science education uses a state of the art rendering engine
offering features more commonly found in entertainment systems.
The scope of the mini-language is designed to fit in with the curriculum for the first term of an introductory computer program ming course (using the C programming language)
Teaching and Learning Data Visualization: Ideas and Assignments
This article discusses how to make statistical graphics a more prominent
element of the undergraduate statistics curricula. The focus is on several
different types of assignments that exemplify how to incorporate graphics into
a course in a pedagogically meaningful way. These assignments include having
students deconstruct and reconstruct plots, copy masterful graphs, create
one-minute visual revelations, convert tables into `pictures', and develop
interactive visualizations with, e.g., the virtual earth as a plotting canvas.
In addition to describing the goals and details of each assignment, we also
discuss the broader topic of graphics and key concepts that we think warrant
inclusion in the statistics curricula. We advocate that more attention needs to
be paid to this fundamental field of statistics at all levels, from
introductory undergraduate through graduate level courses. With the rapid rise
of tools to visualize data, e.g., Google trends, GapMinder, ManyEyes, and
Tableau, and the increased use of graphics in the media, understanding the
principles of good statistical graphics, and having the ability to create
informative visualizations is an ever more important aspect of statistics
education
A Data Science Course for Undergraduates: Thinking with Data
Data science is an emerging interdisciplinary field that combines elements of
mathematics, statistics, computer science, and knowledge in a particular
application domain for the purpose of extracting meaningful information from
the increasingly sophisticated array of data available in many settings. These
data tend to be non-traditional, in the sense that they are often live, large,
complex, and/or messy. A first course in statistics at the undergraduate level
typically introduces students with a variety of techniques to analyze small,
neat, and clean data sets. However, whether they pursue more formal training in
statistics or not, many of these students will end up working with data that is
considerably more complex, and will need facility with statistical computing
techniques. More importantly, these students require a framework for thinking
structurally about data. We describe an undergraduate course in a liberal arts
environment that provides students with the tools necessary to apply data
science. The course emphasizes modern, practical, and useful skills that cover
the full data analysis spectrum, from asking an interesting question to
acquiring, managing, manipulating, processing, querying, analyzing, and
visualizing data, as well communicating findings in written, graphical, and
oral forms.Comment: 21 pages total including supplementary material
Emerging cad and bim trends in the aec education: An analysis from students\u27 perspective
As the construction industry is moving towards collaborative design and construction practices globally, training the architecture, engineering, and construction (AEC) students professionally related to CAD and BIM became a necessity rather than an option. The advancement in the industry has led to collaborative modelling environments, such as building information modelling (BIM), as an alternative to computer-aided design (CAD) drafting. Educators have shown interest in integrating BIM into the AEC curriculum, where teaching CAD and BIM simultaneously became a challenge due to the differences of two systems. One of the major challenges was to find the appropriate teaching techniques, as educators were unaware of the AEC studentsâ learning path in CAD and BIM. In order to make sure students learn and benefit from both CAD and BIM, the learning path should be revealed from studentsâ perspective. This paper summarizes the background and differences of CAD and BIM education, and how the transition from CAD to BIM can be achieved for collaborative working practices. The analysis was performed on freshman and junior level courses to learn the perception of students about CAD and BIM education. A dual-track survey was used to collect responses from AEC students in four consecutive years. The results showed that students prefer BIM to CAD in terms of the friendliness of the user-interface, help functions, and self-detection of mistakes. The survey also revealed that most of the students believed in the need for a BIM specialty course with Construction Management (CM), Structure, and Mechanical-Electrical-Plumbing (MEP) areas. The benefits and challenges of both CAD and BIM-based software from studentsâ perspectives helps to improve the learning outcomes of CAD/BIM courses to better help students in their learning process, and works as a guideline for educators on how to design and teach CAD/BIM courses simultaneously by considering the learning process and perspectives of students. Š 2018 The autho
Introductory programming: a systematic literature review
As computing becomes a mainstream discipline embedded in the school curriculum and acts as an enabler for an increasing range of academic disciplines in higher education, the literature on introductory programming is growing. Although there have been several reviews that focus on specific aspects of introductory programming, there has been no broad overview of the literature exploring recent trends across the breadth of introductory programming.
This paper is the report of an ITiCSE working group that conducted a systematic review in order to gain an overview of the introductory programming literature. Partitioning the literature into papers addressing the student, teaching, the curriculum, and assessment, we explore trends, highlight advances in knowledge over the past 15 years, and indicate possible directions for future research
Interactive simulations for the learning and teaching of quantum mechanics concepts
Since 2009, we have been developing and evaluating interactive simulations with accompanying activities for the learning and teaching of quantum mechanics concepts at university level. The QuVis simulations build on education research and our lecturing experience, and aim to specifically target student areas of difficulty in quantum mechanics. Simulations are available on a wide range of topics from introductory to advanced level quantum mechanics. This article gives an overview of the three collections of QuVis simulations developed so far. These include simulations for physics students, simulations for physical chemistry students studying introductory quantum mechanics and simulations to support a new introductory quantum mechanics curriculum based on two-level systems. Evaluation with students plays a decisive role in optimizing the educational effectiveness of the simulations and activities. We describe methods used to refine and further develop the resources. We give examples of revisions based on outcomes of individual student observation sessions. 1.Postprin
A new introductory quantum mechanics curriculum
The Institute of Physics New Quantum Curriculum consists of freely available
online learning and teaching materials (quantumphysics.iop.org) for a first
course in university quantum mechanics starting from two-level systems. This
approach immediately immerses students in inherently quantum mechanical aspects
by focusing on experiments that have no classical explanation. It allows from
the start a discussion of interpretive aspects of quantum mechanics and quantum
information theory. This article gives an overview of the resources available
at the IOP website. The core text is presented as around 80 articles
co-authored by leading experts that are arranged in themes and can be used
flexibly to provide a range of alternative approaches. Many of the articles
include interactive simulations with accompanying activities and problem sets
that can be explored by students to enhance their understanding. Much of the
linear algebra needed for this approach is part of the resource. Solutions to
activities are available to instructors. The resources can be used in a variety
of ways from supplements to existing courses to a complete programme.Comment: 10 pages, 2 figures, 1 table; submitted to the European Journal of
Physic
- âŚ