2,904 research outputs found
Pirate plunder: game-based computational thinking using scratch blocks
Policy makers worldwide argue that children should be taught how technology works, and that the ‘computational thinking’ skills developed through programming are useful in a wider context. This is causing an increased focus on computer science in primary and secondary education.
Block-based programming tools, like Scratch, have become ubiquitous in primary education (5 to 11-years-old) throughout the UK. However, Scratch users often struggle to detect and correct ‘code smells’ (bad programming practices) such as duplicated blocks and large scripts, which can lead to programs that are difficult to understand. These ‘smells’ are caused by a lack of abstraction and decomposition in programs; skills that play a key role in computational thinking. In Scratch, repeats (loops), custom blocks (procedures) and clones (instances) can be used to correct these smells. Yet, custom blocks and clones are rarely taught to children under 11-years-old.
We describe the design of a novel educational block-based programming game, Pirate Plunder, which aims to teach these skills to children aged 9-11. Players use Scratch blocks to navigate around a grid, collect items and interact with obstacles. Blocks are explained in ‘tutorials’; the player then completes a series of ‘challenges’ before attempting the next tutorial. A set of Scratch blocks, including repeats, custom blocks and clones, are introduced in a linear difficulty progression. There are two versions of Pirate Plunder; one that uses a debugging-first approach, where the player is given a program that is incomplete or incorrect, and one where each level begins with an empty program.
The game design has been developed through iterative playtesting. The observations made during this process have influenced key design decisions such as Scratch integration, difficulty progression and reward system. In future, we will evaluate Pirate Plunder against a traditional Scratch curriculum and compare the debugging-first and non-debugging versions in a series of studies
Simulation of Optical Fiber Amplifier Gain Using Equivalent Short Fibers
Electromagnetic wave propagation in optical fiber amplifiers obeys Maxwell
equations. Using coupled mode theory, the full Maxwell system within an optical
fiber amplifier is reduced to a simpler model. The simpler model is made more
efficient through a new scale model, referred to as an equivalent short fiber,
which captures some of the essential characteristics of a longer fiber. The
equivalent short fiber can be viewed as a fiber made using artificial
(unphysical) material properties that in some sense compensates for its reduced
length. The computations can be accelerated by a factor approximately equal to
the ratio of the original length to the reduced length of the equivalent fiber.
Computations using models of two commercially available fibers -- one doped
with ytterbium, and the other with thulium -- show the practical utility of the
concept. Extensive numerical studies are conducted to assess when the
equivalent short fiber model is useful and when it is not
Does Domestic Intellectual Property Right Strength Affect Pharmaceutical Innovation?
From the Washington University Senior Honors Thesis Abstracts (WUSHTA), 2017. Published by the Office of Undergraduate Research. Joy Zalis Kiefer, Director of Undergraduate Research and Associate Dean in the College of Arts & Sciences; Lindsey Paunovich, Editor; Helen Human, Programs Manager and Assistant Dean in the College of Arts and Sciences Mentor: Maria Cano
Nitrogen Sources and Their Management on Wheat Yield and Protein
Nitrogen (N) fertilizer management in wheat (Triticum aestivum L.) can impact grain yield and protein. Develping strategies that improve N efficiency are needed to optimize wheat production in North Dakota. Field experiments were conducted to evaluate N stabilizers, N rate, N placement and application timing on grain yield and protein of winter and spring wheat. The timing of N release from a polymer coated urea (ESN) was also studied. Nitrogen stabilizers improved N efficency in some environments but not all. Deeper placement of urea helped reduce N losses. The closer that N fertilizer was applied to the date it was utilized by wheat usually increased protein. Nitrogen release from ESN was gradual over several months offering potential protection against N losses from a fall or spring applicaton
An exploration of the role of visual programming tools in the development of young children’s computational thinking
Programming tools are being used in education to teach computer science to children as young as 5 years old. This research aims to explore young children’s approaches to programming in two tools with contrasting programming interfaces, ScratchJr and Lightbot, and considers the impact of programming approaches on developing computational thinking. A study was conducted using two versions of a Lightbot-style game, either using a ScratchJr-like or Lightbot style programming interface. A test of non-verbal reasoning was used to perform a matched assignment of 40, 6 and 7-year-olds to the two conditions. Each child then played their version of the game for 30 minutes. The results showed that both groups had similar overall performance, but as expected, the children using the ScratchJr-like interface performed more program manipulation or ‘tinkering’. The most interesting finding was that non-verbal reasoning was a predictor of program manipulation, but only for the ScratchJr-like condition. Children approached the ScratchJr-like program differently depending on prior ability. More research is required to establish how children use programming tools and how these approaches influence computational thinking
Designing an adaptive learner model for a mathematics game
The RAIDING Project (Researching Adaptivity for Individual Differences in Number Games) aims to develop a game for 7-8 year olds, to develop their times tables and number bond skills. One of the design principles of the project is to implement a level of adaptivity into the game, so that the difficulty of the mathematical content adapts to the player's current level of arithmetic fluency. A learner model has been developed to enable the game to use previous gameplay performance to calculate the player's current level of arithmetic fluency, and thereby provide new tasks at an appropriate level of difficulty. A second design principle is to decouple the mathematical difficulty from gameplay rewards, so that progress in the game is achieved through time and effort rather that solely as a result of mathematical achievement. We predict that these two design principles will produce games that are motivating and help players to experience flow.
This paper describes and discusses our adaptive implementation, and our approach to decoupling of mathematical learning from rewards. We evaluate the success of the game to date and consider scope for potential development and improvement. We also show how the analytical data produced by the learner model has been used to identify unhelpful in-game behaviours and adapt the game design.
A future goal of the project is to explore whether the adaptivity of the learner model can be expanded to include gameplay ability (including elements hand-eye coordination and response times) and allow for separate dynamic adjustment of (non-mathematical) difficulty. We are particularly interested in investigating the affordances of such a "two-axis" flow in the game
Sensitivity of Confinement Losses in Optical Fibers to Modeling Approach
A prime objective of modeling optical fibers is capturing mode confinement
losses correctly. This paper demonstrates that specific modeling choices,
especially regarding the outer fiber cladding regions and the placement of the
computational boundary, have significant impacts on the calculated mode losses.
Our results illustrate that one can obtain disparate mode confinement loss
profiles for the same optical fiber design simply by moving the boundary to a
new material region. We conclude with new recommendations for how to better
model these losses
Superoperator Analysis of Entanglement in a Four-Qubit Cluster State
In this paper we utilize superoperator formalism to explore the entanglement
evolution of four-qubit cluster states in a number of decohering environments.
A four-qubit cluster state is a resource for the performance of an arbitrary
single logical qubit rotation via measurement based cluster state quantum
computation. We are specifically interested in the relationship between
entanglement evolution and the fidelity with which the arbitrary single logical
qubit rotation can be implemented in the presence of decoherence as this will
have important experimental ramifications. We also note the exhibition of
entanglement sudden death (ESD) and ask how severely its onset affects the
utilization of the cluster state as a means of implementing an arbitrary single
logical qubit rotation.Comment: 9 pages, 9 composite figures, presentation of results completely
rewritte
Amorphous Computing
The goal of amorphous computing is to identify organizationalprinciples and create programming technologies for obtainingintentional, pre-specified behavior from the cooperation of myriadunreliable parts that are arranged in unknown, irregular, andtime-varying ways. The heightened relevance of amorphous computingtoday stems from the emergence of new technologies that could serve assubstrates for information processing systems of immense power atunprecedentedly low cost, if only we could master the challenge ofprogramming them. This document is a review of amorphous computing
- …