3,008 research outputs found

    Empowered learning through microworlds and teaching methods: a text mining and meta-analysis-based systematic review

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    Microworlds are simulations in computational environments where the student can manipulate objects and learn from those manipulations. Since their creation, they have been used in a wide range of academic areas to improve students learning from elementary school to college. However, their effectiveness is unclear since many studies do not measure the acquired knowledge after the use of microworlds but instead they focus on self-evaluation. Furthermore, it has not been clear whether its effect on learning is related to the teaching method. In this study, we perform a meta-analysis to ascertain the impact of microworlds combined with different teaching methods on students’ knowledge acquisition. We applied a selection criterion to a collection of 668 studies and were left with 10 microworld applications relevant to our learning context. These studies were then assessed through a meta-analysis using effect size with Cohen’s d and p-value. Our analysis shows that the cognitive methods combined with microworlds have a great impact on the knowledge acquisition (d = 1.03; p < 0.001) but failed to show a significant effect (d = 0.21) for expository methods.info:eu-repo/semantics/publishedVersio

    Interviews With College Students: Evaluating Computer Programming Environments For Introductory Courses

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    Different methods, strategies, or tools have been proposed for teaching Object Oriented Programming (OOP). However, it is still difficult to introduce OOP to novice learners. The problem may be not only adopting a method or language, but also use of an appropriate integrated development environment (IDE). Therefore, the focus should be on the needs of learners when selecting an IDE and the evaluations for instructional purposes may allow making objective decisions for an introductory course design. There are different methods or frameworks for evaluating IDEs and the majority focuses on the experts’ needs. Unfortunately, studies done on instructional appropriateness of IDEs are insufficient. In this study, an evaluation framework is initially proposed, then the candidate IDEs are evaluated, and finally, the perceptions of college students are explored by conducting semi-structured interviews. The data are analyzed by the Verbal Analysis technique, and the results are discussed in view of the evaluation criteria. The results imply that the learners view one of the criteria relatively more supportive for learning

    Development, implementation and evaluation of an interactive multimedia instructional model : A teaching and learning programming approach

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    This study sought to explore the outcomes from the use of a dynamic interactive visualisation tool among novice programmers in an introductory computer programming course. The proposed model, Dynamic Interactive Visualisation Tool in Teaching C (DIVTIC), was designed to use multimedia and visual imagery to provide learners with a step-by-step representation of program execution in the C language as a means of enhancing their understanding of programming structures and concepts. DIVTIC was designed to support constructivist learning principles and combined collaborative and visualisation learning strategies with use of the Internet and the World Wide Web to support the learning of programming. The feasibility and effectiveness of DIVTIC was explored among a cohort of 100 undergraduate engineering students, 50 in a control group and another 50 in an experimental group, studying an introductory programming course at Suranaree University of Technology (SUT) in Thailand, The study found that the use of DIVTIC was a successful complement to conventional teaching. The results clearly demonstrated the advantage of using DIVTIC among low achieving students. The students from this level in the experimental group significantly outscored their counterparts in the control group in the final test suggesting that DIVTIC was an important element in their learning process. Interestingly, these low achieving students used DIVTIC most and achieved highest grades. However, lower achieving students appeared to learn from simply viewing the animations rather than being highly interactive and stopping and starting them consistently. The study found that the visualisation process implemented in DIVTIC could be of considerable assistance to a particular group of students, those with a low GPA, in developing their understanding of difficult programming concepts

    Exploring student perceptions about the use of visual programming environments, their relation to student learning styles and their impact on student motivation in undergraduate introductory programming modules

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    My research aims to explore how students perceive the usability and enjoyment of visual/block-based programming environments (VPEs), to what extent their learning styles relate to these perceptions and finally to what extent these tools facilitate student understanding of basic programming constructs and impact their motivation to learn programming

    A Collective Case Study of Mobile E-Book Learning Experiences

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    This research was designed to explore the learning experiences of state college students using mobile e-book readers. The purpose of the study was to build a rich description of how students used electronic textbooks delivered on mobile computing devices for college-level, introductory sociology courses. This research employed a multiple case study design that thoroughly investigated and documented student experiences with this instructional technology. The bounding frame was comprised of the literature on mobile technology, mobile learning theories, and e-books. Situated within the mobile learning framework was a theoretical lens of learning theories commonly found in the literature on mobile learning (constructivism, social cognitive theory, self-efficacy theory, expectancy x value theory, self-determination theory, and situated cognition). This lens was used to provide insight into the student’s learning experiences. This study was comprised of data from a variety of sources that were chosen for their ability to produce insight into the learning experiences of mobile e-book students taking introduction to sociology courses at a Southeastern public state college. The data analysis was comprised of three levels of increasing stages of granular examination. These included level one: descriptive summaries of student cases, level two: student and instructor interview data and excerpts from audio recording transcriptions organized by topical categories, and level three: cross-case synthesis relating to the theoretical framework and research questions. Students were found to be competent with the e-books, confident, metacognitive, and desirous of more social learning opportunities within their e-books. By addressing the primary research question and the subquestions, six major conclusions were reached. These were: (a) students expressed competence in their use of the mobile e-books, (b) students expressed feelings of high self-efficacy when using the mobile e-books, (c) students overall valued the use of the e-book for their learning, (d) students were individualized and metacognitive in their learning with the mobile e-books, (e) students enhanced their learning socially and within situated learning opportunities, and (f) the students and the instructor had divergent views on the value and utility of social, interactive textbooks. Increasing understanding of the use of electronic and mobile instructional technologies such as e-books may better assist educational leaders with preparing students for today’s global knowledge economy. Based on the conclusions of this study, recommendations for future research and educational leadership were addressed

    An Experience of Game-Based Learning in Web Applications Development Courses

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    Preparing graduates for working in the software engineering industry is challenging and requires effective learning frameworks and methodologies. More specifically, the challenge of teaching programming languages and paradigms is a very complex task that needs innovative educational tools. This paper presents a game-based educational tool named eLiza, developed and used to support the teaching and learning of programming languages and paradigms related to the development of web applications. eLiza was initially developed as a Moodle-based web application because Moodle is the educational eLearning platform used at the University of Valladolid, but as the use of mobile devices is constantly increasing, Android and iOS versions were created later in order to facilitate the access of the students to the games. This paper describes the main elements and the mechanics in playing eLiza. And it also describes an experience of its use in two engineering courses related to web programming applications development, offered to students in two different engineering study programs at the University of Valladolid, during the academic years 2017-2018 and 2018-2019. The great majority of the students, more than 75%, considered that the use of the eLiza game-based educational tool was positive to improve the teaching and learning process of the topics covered by the courses

    The effectiveness of simulated robots for supporting the learning of introductory programming: a multi-case case study

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    This work investigates the effectiveness of simulated robots as tools to support the learning of programming. After the completion of a Systematic Review and exploratory research a multi-case case study was undertaken. A simulator, named Kebot, was developed and used to run four ten-hour programming workshops. Twenty-three student participants (aged sixteen to eighteen) in addition to twenty-three pre-service, and three in-service, teachers took part. The effectiveness of this intervention was determined by considering opinions, attitudes and motivation as well as by analysing students’ programming performance. Pre- and post-questionnaires, in- and post-workshop exercises and interviews were used. Participants enjoyed learning using the simulator and believed the approach to be valuable and engaging. The performance of students indicates that the simulator aids learning as most completed tasks to a satisfactory standard. Evidence suggests robot simulators can offer an effective means of introducing programming. Recommendations to support the development of other simulators are provided.This is the accepted manuscript. The final version is available from Taylor & Francis at http://www.tandfonline.com/doi/full/10.1080/08993408.2014.963362#.VGH9boXziEo
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