23,123 research outputs found

    Instructional strategies and tactics for the design of introductory computer programming courses in high school

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    This article offers an examination of instructional strategies and tactics for the design of introductory computer programming courses in high school. We distinguish the Expert, Spiral and Reading approach as groups of instructional strategies that mainly differ in their general design plan to control students' processing load. In order, they emphasize topdown program design, incremental learning, and program modification and amplification. In contrast, tactics are specific design plans that prescribe methods to reach desired learning outcomes under given circumstances. Based on ACT* (Anderson, 1983) and relevant research, we distinguish between declarative and procedural instruction and present six tactics which can be used both to design courses and to evaluate strategies. Three tactics for declarative instruction involve concrete computer models, programming plans and design diagrams; three tactics for procedural instruction involve worked-out examples, practice of basic cognitive skills and task variation. In our evaluation of groups of instructional strategies, the Reading approach has been found to be superior to the Expert and Spiral approaches

    Computing as the 4th “R”: a general education approach to computing education

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    Computing and computation are increasingly pervading our lives, careers, and societies - a change driving interest in computing education at the secondary level. But what should define a "general education" computing course at this level? That is, what would you want every person to know, assuming they never take another computing course? We identify possible outcomes for such a course through the experience of designing and implementing a general education university course utilizing best-practice pedagogies. Though we nominally taught programming, the design of the course led students to report gaining core, transferable skills and the confidence to employ them in their future. We discuss how various aspects of the course likely contributed to these gains. Finally, we encourage the community to embrace the challenge of teaching general education computing in contrast to and in conjunction with existing curricula designed primarily to interest students in the field

    Automation and schema acquisition in learning elementary computer programming: Implications for the design of practice

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    Two complementary processes may be distinguished in learning a complex cognitive skill such as computer programming. First, automation offers task-specific procedures that may directly control programming behavior, second, schema acquisition offers cognitive structures that provide analogies in new problem situations. The goal of this paper is to explore what the nature of these processes can teach us for a more effective design of practice. The authors argue that conventional training strategies in elementary programming provide little guidance to the learner and offer little opportunities for mindful abstraction, which results in suboptimal automation and schema acquisition. Practice is considered to be most beneficial to learning outcomes and transfer under strict conditions, in particular, a heavy emphasis on the use of worked examples during practice and the assignment of programming tasks that demand mindful abstraction from these examples

    Contemporary developments in teaching and learning introductory programming: Towards a research proposal

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    The teaching and learning of introductory programming in tertiary institutions is problematic. Failure rates are high and the inability of students to complete small programming tasks at the completion of introductory units is not unusual. The literature on teaching programming contains many examples of changes in teaching strategies and curricula that have been implemented in an effort to reduce failure rates. This paper analyses contemporary research into the area, and summarises developments in the teaching of introductory programming. It also focuses on areas for future research which will potentially lead to improvements in both the teaching and learning of introductory programming. A graphical representation of the issues from the literature that are covered in the document is provided in the introduction

    Educating the educators: Incorporating bioinformatics into biological science education in Malaysia

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    Bioinformatics can be defined as a fusion of computational and biological sciences. The urgency to process and analyse the deluge of data created by proteomics and genomics studies has caused bioinformatics to gain prominence and importance. However, its multidisciplinary nature has created a unique demand for specialist trained in both biology and computing. In this review, we described the components that constitute the bioinformatics field and distinctive education criteria that are required to produce individuals with bioinformatics training. This paper will also provide an introduction and overview of bioinformatics in Malaysia. The existing bioinformatics scenario in Malaysia was surveyed to gauge its advancement and to plan for future bioinformatics education strategies. For comparison, we surveyed methods and strategies used in education by other countries so that lessons can be learnt to further improve the implementation of bioinformatics in Malaysia. It is believed that accurate and sufficient steerage from the academia and industry will enable Malaysia to produce quality bioinformaticians in the future

    Improving the Quality of Technology-Enhanced Learning for Computer Programming Courses

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    Teaching computing courses is a major challenge for the majority of lecturers in Libyan higher learning institutions. These courses contain numerous abstract concepts that cannot be easily explained using traditional educational methods. This paper describes the rationale, design, development and implementation stages of an e-learning package (including multimedia resources such as simulations, animations, and videos) using the ASSURE model. This training package can be used by students before they attend practical computer lab sessions, preparing them by developing technical skills and applying concepts and theories presented in lecture through supplementary study and exercises

    Factors Affecting Student Performance in Intermediate Programming Courses: A Mixed Method Study

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    There is increasing demand for computing professionals in the United States and too few college graduates to fill the projected need. While extant research has explored a wide variety of student and course attributes to predict student success in introductory programming courses, similar studies focused on intermediate and advanced courses is lacking. Our study aims to explore and identify student and course attributes impacting student performance in intermediate programming courses. Using mixed methods, we provide insights for instructors and instructional designers in developing courses to facilitate the successful completion of course learning objectives for more students, leading to more students who graduate and are able to fill IT-related roles in the future

    Status of introductory computer education in the Netherlands: results of a survey

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    The International Association for the Evaluation of Educational Achievement (IEA) is conducting an international comparative study on educational computer use in more than 20 countries. This paper analyzes some of the Dutch results of the IEA survey on the use of computers in lower secondary schools. The findings show that at present computers are mainly used for introductory computer courses, but that the integration of computers into existing subjects is still limited. The main problems identified in the study are: insufficient availability of courseware and hardware, time constraints and a high need for teacher training

    Impact Of A Visual Programming Experience On The Attitude Toward Programming Of Introductory Undergraduate Students

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    Traditionally, textual tools have been utilized to teach basic programming languages and paradigms. Research has shown that students tend to be visual learners. Using flowcharts, students can quickly understand the logic of their programs and visualize the flow of commands in the algorithm. Moreover, applying programming to physical systems through the use of a microcontroller to facilitate this type of learning can spark an interest in students to advance their programming knowledge to create novel applications. This study examined if freshmen college students\u27 attitudes towards programming changed after completing a graphical programming lesson. Various attributes about students\u27 attitudes were examined including confidence, interest, stereotypes, and their belief in the usefulness of acquiring programming skills. The study found that there were no statistically significant differences in attitudes either immediately following the session or after a period of four weeks
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