19,022 research outputs found

    The State Of Play: A Notional Machine for Learning Programming

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    Comprehension of programming and programs is known to be a difficult task for many beginning students, with many computing courses showing significant drop out and failure rates. In this paper, we present a new notional machine de- sign and implementation to help with understanding of pro- gramming and its dynamics for beginning learners. The no- tional machine offers an abstraction of the physical machine designed for comprehension and learning purposes. We in- troduce the notional machine and a graphical notation for its representation. We also present Novis, an implementation of a dynamic real-time visualiser of this notional machine, integrated into BlueJ

    Supporting students with learning disabilities to explore linear relationships using online learning objects

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    The study of linear relationships is foundational for mathematics teaching and learning. However, students’ abilities connect different representations of linear relationships have proven to be challenging. In response, a computer-based instructional sequence was designed to support students’ understanding of the connections among representations. In this paper we report on the affordances of this dynamic mode of representation specifically for students with learning disabilities. We outline four results identified by teachers as they implemented the online lessons

    A Multimedia Interactive Environment Using Program Archetypes: Divide-and-Conquer

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    As networks and distributed systems that can exploit parallel computing become more widespread, the need for ways to teach parallel programming effectively grows as well. Even though many colleges and universities provide courses on parallel programming [1], most of those courses are reserved for graduate students and advanced undergraduates. There is a demand for ways to teach fundamental parallel programming concepts to people with just a working knowledge of programming. By using the idea of a software archetype, and providing a learning environment that teaches both concept and coding, we hope to satisfy this need. This paper presents an overview of the multimedia approach we took in teaching parallel programming and offers Divide-and-Conquer as an example of its use

    Novis: A notional machine implementation for teaching introductory programming

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    Comprehension of programming and programs is known to be a difficult task for many beginning students, with many computing courses showing significant drop out and failure rates. In this paper, we present a notional machine imple- mentation, Novis, to help with understanding of program- ming and its dynamics for beginning learners. The notional machine offers an abstraction of the physical machine de- signed for comprehension and learning purposes. Novis pro- vides a real-time visualisation of this notional machine, and is integrated into BlueJ

    Leisure Is Hard Work: Digital Practices and Future Competencies

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    Part of the Volume on Youth, Identity, and Digital Media This chapter is based on two claims, namely that digital media are fundamental in nurturing human competencies for the future and that children's leisured media practices are critical catalysts in that process. These claims are documented by results from a recent case study on children's content creation of digital animation. Based on these results, the chapter discusses some of the fundamental challenges posed to educational institutions if they are to nurture future-directed competences for all pupils. These challenges include pupils' understanding of knowledge, their attitudes to learning resources and contexts of use, and the distribution of power relations. Like 300 million other kids around the globe, every Dane under the age of 20 knows that the protagonist of The Little Mermaid is Ariel, a fiesty redhead who manages to shape her fate and fortune. This fact is noteworthy only because Danish author Hans Christian Andersen, the author of the orignal fairy tale, composed a tragic tale of loss and redemption. The narrative and experiential discrepancies raise fundamental questions about the ways in which global and local media products frame children's everyday culture and the ways in which media operate as identity markers in a variety of sociocultural contexts. Moreover, Disney's figures, like many other media elements, are routinely appropriated by children in their own, increasingly digitized, media productions, from simple drawings to blogs, screen dumps, and home pages. These practices raise important issues about the role played by digital forms of media production for children vis a vis the more conventional and widespread forms of media reception

    Advances in Teaching & Learning Day Abstracts 2004

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    Proceedings of the Advances in Teaching & Learning Day Regional Conference held at The University of Texas Health Science Center at Houston in 2004

    Interactive Multimedia Thermodynamics to Improve Creative Thinking Skill of Physics Prospective Teachers

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    This study aims to improve the creative thinking skills of prospective physics teacher as the impact of the application of interactive thermodynamics multimedia (ITMM). The research method used is quasi experiment with control group pretest-posttest design. The subjects consisted of 34 students in the experimental group and 33 students in the control group. Participant students are physics physics semester fourth, in one of the state universities in East Kalimantan. The research instrument consists of multiple choice test items charged with creative thinking skills. Data were analyzed by using difference test of two averages. The normalized gain gain score <g> of creative thinking skill aspect on the experimental group is 0.60 and the control group is 0.31. This indicates that the creative thinking skills of the prospective physics teacher increase significantly after they experience thermodynamic learning with interactive multimedia. Thus it can be concluded that the use of interactive multimedia improve the creative thinking skills of prospective physics teachers

    Improving the Creative Thinking Skills of the Next Generation of Mathematics Teachers Using Dynamic Mathematics Software

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    The case study reported in the paper investigated the effect of Project-based learning on students training to be mathematics teachers, pursuing their final projects. The final projects had as an aim of designing attractive and interactive mathematics learning material. This study used a qualitative method to assess the impact on the trainee teachers in terms of their creative design thinking. The research made use of the Hawgent dynamic mathematics software package. The study participants were all students at Guangxi Normal University, China. The students were divided into three groups, each with four or five members. The results presented show that selecting material and combining it with art using dynamic mathematics software can improve the communication skills, problem-solving and creative thinking skills, and improve the prospective teachers' self-confidence. Moreover, it was found that prospective mathematics teachers need motivation and support during their projects' lifecycle and that motivation has a positive effect on improving self-confidence
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