16 research outputs found
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Reflections on 'What do we Think we are Doing' 20-year Most Influential Paper award talk
My 1996 paper [1] challenged the VL community to ask What do we think we are doing? It might now be called a Systematic Literature Review, although formal procedures for SLR were not developed until later [5]. It made a textual analysis of publications in which authors described a cognitive rationale for VL research, observing that many relied on insights from folk psychology, from introspection, or speculative computer analogies to the brain. This was a study of metacognition – beliefs about one’s cognitive ability that shape the mental strategies we choose. In the case of programming language designers, the choices being shaped were not their own problem-solving strategies (something we all do), but the design rationale for new languages (which will affect others).Hitachi Lt
Graph Algorithm Animation with Grrr
We discuss geometric positioning, highlighting of visited nodes and user defined highlighting that form the algorithm animation facilities in the Grrr graph rewriting programming language. The main purpose of animation was initially for the debugging and profiling of Grrr code, but recently it has been extended for the purpose of teaching algorithms to undergraduate students. The animation is restricted to graph based algorithms such as graph drawing, list manipulation or more traditional graph theory. The visual nature of the Grrr system allows much animation to be gained for free, with no extra user effort beyond the coding of the algorithm, but we also discuss user defined animations, where custom algorithm visualisations can be explicitly defined for teaching and demonstration purposes
Objektum orientált programozás tanítása vizualizációs eszközökkel
Ez a cikk bemutatja az algoritmus
-
vizualizáció
t, mint segédeszközt az
objektum orientált programozás tanítása során. A
z algoritmus
-
vizualizáció
elméleti
bevezetése
és
né
hány
oktatási vonatkozású eredmény
közlése után, a
z
írás
pél
dát mutat
két
jól használható
v
izualizációs eszközre
: a BlueJ
-
re és a
Jeli
ot
ra
, végül értékeli az
oka
t
Algoritmus-vizualizáció a programozásoktatásban
Ez a cikk bemutatja az algoritmus-vizualizáció elméletét és eddig oktatási vonatkozású eredményeit, majd példát mutat egy jól használható algoritmus-vizualizációs eszközre, végül értékeli azt. A cikk bemutatja továbbá, hogyan lehet felhasználni oktatóként és tanulóként az algoritmus-vizualizációs eszközöket, konkrétan a programozási tételek tanítása és tanulása közben, illetve értékeli a tanulási és tanítási módszert. Két eszközt fog példaként felhozni: a Jeliot-ot és a TRAKLA2-t
Algorithm visualization in programming education
This paper introduces the theory of algorithm visualization and its education-related results obtained so far, then an algorithm visualization tool is going to be presented as an example, which we will finally evaluate. This article illustrates furthermore how algorithm visualization tools can be used by teachers and students during the teaching and learning process of programming, and equally evaluates teaching and learning methods. Two tools will be introduced: Jeliot and TRAKLA2
Knowledge Testing in Algorithms – an Experimental Study
With the appearance of INTERNET technologies the developers of algorithm animation systems have
shifted to build on-line system with the advantages of platform-independence and open accessibility over earlier
ones. As a result, there is ongoing research in the re-design and re-evaluation of AAS in order to transform them
in task-oriented environments for design of algorithms in on-line mode. The experimental study reported in the
present paper contributes in this research
Investigating the Effectiveness of Active Interaction Tools on Student Learning
In this project, we investigate the effectiveness of active interaction animation tools for learning. We limit our scope to a particular computer science course that teaches graph algorithms on an undergraduate level. More specifically, we evaluate student understanding of basic graph algorithms when two kinds of interactive animation tools are used by the students to learn the algorithms: active interaction and passive interaction. We hypothesize that animations which engage students in active interaction are more effective and more beneficial to learning and comprehension than the animations which do not explicitly engage students in active interaction. We conduct an experiment and study the effects of these two kinds of interactive animation on learning effectiveness