979 resultados para Computational thinking
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Symposium of papers on Computational Thinking
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In this session we look at how to think systematically about a problem and create a solution. We look at the definition and characteristics of an algorithm, and see how through modularisation and decomposition we can then choose a set of methods to create. We also compare this somewhat procedural approach, with the way that design works in Object Oriented Systems,
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Molecular biology is a scientific discipline which has changed fundamentally in character over the past decade to rely on large scale datasets – public and locally generated - and their computational analysis and annotation. Undergraduate education of biologists must increasingly couple this domain context with a data-driven computational scientific method. Yet modern programming and scripting languages and rich computational environments such as R and MATLAB present significant barriers to those with limited exposure to computer science, and may require substantial tutorial assistance over an extended period if progress is to be made. In this paper we report our experience of undergraduate bioinformatics education using the familiar, ubiquitous spreadsheet environment of Microsoft Excel. We describe a configurable extension called QUT.Bio.Excel, a custom ribbon, supporting a rich set of data sources, external tools and interactive processing within the spreadsheet, and a range of problems to demonstrate its utility and success in addressing the needs of students over their studies.
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Information Technology (IT) education is in crisis. Enrolments have dropped by up to as much as 70% at some universities (Markoff, 2009). This coupled with traditionally high attrition and failure rates (Biggers et al, 2008) is resulting in the number of graduates nationwide being far lower than industry demand (Queensland Government SkillsInfo Report, 2009). This work reports on a radical redesign of the Bachelor of IT degree at QUT. The initial results are very promising with attrition in first year dropping from being one of the highest at QUT for an undergraduate degree to being one of the lowest. The redesign followed an action research model to reflect on issues and problems with the previous version of the degree and to introduce changes to attempt to rectify some of these problems. The resulting degree intends to produce "business savvy" graduates who are capable of using their IT knowledge and skills within cross-functional teams to solve complex problems.
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Nell'ultimo decennio il trend topic nell'ambito dell'insegnamento dell'informatica è il pensiero computazionale. Concetto già presente, è stato risaltato nel 2006 da Jeannette Wing, che ha mostrato come l'informatica abbia portato alla scienza non solo strumenti (computer e linguaggi di programmazione) ma anche innovazioni nel modo di pensare (es. algoritmo shotgun per sequenziamento del DNA umano). Il pensiero computazionale è il processo mentale coinvolto nel formulare problemi e loro soluzioni, rappresentate in una forma che sia effettivamente eseguibile da un agente che processa informazioni. Si tratta di “pensare come un informatico” quando si affronta un problema. Dopo aver passato in rassegna la letteratura sul pensiero computazionale, viene proposta una definizione del concetto. Si prende atto che la ricerca in questi anni sia rimasta molto legata ai linguaggi di programmazione, concetto centrale dell’Informatica. Vengono allora proposte due strade. La prima strada consiste nella riesumazione di tutta una serie di studi di Psicologia della Programmazione, in particolare: studi sulle misconcezioni, che si occupano di individuare i concetti che sono compresi male dai programmatori novizi, e studi sul commonsense computing, che cercano di capire come persone che non hanno mai ricevuto nozioni di programmazione - o più in generale di informatica – esprimano (in linguaggio naturale) concetti e processi computazionali. A partire da queste scoperte, si forniscono una serie di consigli per insegnare al meglio la programmazione (con i linguaggi attuali, con nuovi linguaggi appositamente progettati, con l'aiuto di strumenti ed ambienti ad-hoc) al più ampio pubblico possibile. La seconda strada invece porta più lontano: riconoscere il pensiero computazionale come quarta abilità di base oltre a leggere, scrivere e calcolare, dandogli dunque grande importanza nell’istruzione. Si vuole renderlo “autonomo” rispetto alla programmazione, fornendo consigli su come insegnarlo senza - ma anche con - l'ausilio di un formalismo.
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Recientemente, ha surgido un interés por aprender a programar, debido a las oportunidades profesionales que da este tipo de estudios universitarios. Es fácil de entender porque el número de trabajos para programadores e ingenieros informáticos está creciendo rápidamente. Por otro lado, un amplio grupo de psicólogos opinan que el pensamiento computacional es una destreza fundamental para cualquiera, no sólo para los ingenieros informáticos. Para leer, escribir y realizar operaciones aritméticas, deberíamos utilizar el pensamiento computacional y por lo tanto, para desarrollar todas las habilidades analíticas de los niños. Es necesario cambiar los requerimientos de las destrezas necesarias para trabajar, los nuevos trabajadores necesitarán destrezas más sofisticadas en ciencias, matemáticas, ingeniería y tecnología. Consecuentemente, los contenidos sobre Tecnología de la Información tales como electrónica, programación, robótica y control se incrementan en la educación tecnológica en enseñanza secundaria. El desarrollo y utilización de los Laboratorios Virtuales de Control y Robótica ayuda a alcanzar este objetivo. Nos vamos a centrar en control y robótica porque un proyecto de control y robótica incluye contenidos de otras tecnologías tales como electrónica, programación, … Se ha implementado un sitio web con Laboratorios Virtuales de Control y Robótica. En este trabajo, se muestran seis grupos de laboratorios virtuales para la enseñanza del control y la robótica a niveles preuniversitarios. Estos laboratorios virtuales han sido usados para la docencia de alumnos de enseñanza secundaria. Las estadísticas del proceso de enseñanza-aprendizaje permiten validar ciertos aspectos de dicho trabajo. Se describen dichos laboratorios y la mejora del aprendizaje en cuanto a conocimientos procedimentales y conceptuales, así como la mejora de la interactividad respecto al aprendizaje con análogas aplicaciones con objetivos de aprendizaje idénticos, pero careciendo de la componente de laboratorio virtual. Se explican algunas de las experiencias realizadas con los alumnos. Los resultados sugieren, que dentro de la educación tecnológica de la educación secundaria, los laboratorios virtuales pueden ser explotados como un efectivo y motivacional entorno de aprendizaje. ABSTRACT Recently, there has been a surge of interest in learning to code, focusing especially on career opportunities. It is easy to understand why: the number of jobs for programmers and computer scientists is growing rapidly. On the other hand, the psychologists think that computational thinking is a fundamental skill for everyone, not just for computer scientists. To reading, writing, and arithmetic, we should add computational thinking to every child’s analytical ability. It is necessary to change workforce requirements mean that new workers will need ever more sophisticated skills in science, mathematics, engineering and technology. Consequently, the contents about Information Technology as well as electronics, coding, robotics and control increase in Technology Education in High School . The development and utilization of the Virtual Laboratories of Control and Robotics help to achieve this goal. We focus on control and robotics because a control and robotics project includes other technologies contents like electronics, coding,... A web site with Virtual Laboratories of Control and Robotics was implemented. In this work, six groups of virtual laboratories for teaching control and robotics in preuniversity level are shown. These Virtual Laboratories were used for teaching students at high school. The statistics of teaching-learning process allow to check some issues of this work. The laboratories, the improvement of learning (concepts and procedures) and interactivity are described and are compared to similar applications. They share identical learning objectives but they lack the virtual laboratory aspect. Some experiences with students are explained too. The results suggest that within high school technology education, virtual laboratories can be exploited as effective and motivational learning environments.
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Learning is widely thought to result from altered potency of synapses within the neural pathways that mediate the learned behavior. Support for this belief, which pervades current physiological and computational thinking, comes especially from the analysis of cases of simple learning in invertebrates. Here, evidence is presented that in one such case, habituation of crayfish escape, the learning is more due to onset of tonic descending inhibition than to the intrinsic depression of circuit synapses to which it was previously attributed. Thus, the altered performance seems to depend at least as much on events in higher centers as on local plasticity.
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Está ampliamente aceptado que es fundamental desarrollar la habilidad de resolver problemas. El pensamiento computacional se basa en resolver problemas haciendo uso de conceptos fundamentales de la informática. Nada mejor para desarrollar la habilidad de resolver problemas usando conceptos informáticos que una asignatura de introducción a la programación. Este trabajo presenta nuestras reflexiones acerca de cómo iniciar a un estudiante en el campo de la programación de computadores. El trabajo no detalla los contenidos a impartir, sino que se centra en aspectos metodológicos, con la inclusión de experiencias y ejemplos concretos, a la vez que generales, extensibles a cualquier enseñanza de programación. En general, aunque se van desarrollado lenguajes cada vez más cercanos al lenguaje humano, la programación de ordenadores utilizando lenguajes formales no es una materia intuitiva y de fácil comprensión por parte de los estudiantes. A la persona que ya sabe programar le parece una tarea sencilla, pero al neófito no. Es más, dominar el arte de la programación es complejo. Por esta razón es indispensable utilizar todas las técnicas y herramientas posibles que faciliten dicha labor.
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Este artículo aborda la investigación, realizada con los estudiantes del primer semestre de la titulación de Informática de la Facultad de Filosofía, Letras y Ciencias de la Educación de la Universidad Central del Ecuador, cuyo propósito ha sido analizar el uso de entornos de programación no mediados simbólicamente como herramienta didáctica para el desarrollo del pensamiento computacional. Se pretende establecer las posibles ventajas de aplicar este tipo de entorno para que los estudiantes desarrollen habilidades del pensamiento computacional tales como la creatividad, modelación y abstracción, entre otras, consideradas relevantes dentro de la programación. La metodología en que se apoyó la investigación es mixta, con investigación de campo y documental a nivel descriptivo. Se utilizó como instrumento un cuestionario para la recolección de datos entre el alumnado de la titulación. Finalmente, con la información recopilada se procedió al procesamiento de datos a partir de la estadística descriptiva para, así, obtener resultados que permitiesen alcanzar las pertinentes conclusiones y recomendaciones.
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Part of the challenge of fostering learning is to open up learner minds to new possibilities or ways of thinking but is what we are encouraging learners to think really that different from the current practitioner conceptions? Having been uncomfortable with the focus of textbooks for the teaching of the core concept, the nature of a program, in the teaching of object-oriented programming, we sought to discover how practitioner’s conceived the concept. Our findings provide a framework for understanding the different ways of conceiving the concept and the features that distinguish these conceptions. How could these conceptions and their critical features influence the focus in teaching especially in relation to computational thinking?
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The primary goals of this study are to: embed sustainable concepts of energy consumption into certain part of existing Computer Science curriculum for English schools; investigate how to motivate 7-to-11 years old kids to learn these concepts; promote responsive ICT (Information and Communications Technology) use by these kids in their daily life; raise their awareness of today’s ecological challenges. Sustainability-related ICT lessons developed aim to provoke computational thinking and creativity to foster understanding of environmental impact of ICT and positive environmental impact of small changes in user energy consumption behaviour. The importance of including sustainability into the Computer Science curriculum is due to the fact that ICT is both a solution and one of the causes of current world ecological problems. This research follows Agile software development methodology. In order to achieve the aforementioned goals, sustainability requirements, curriculum requirements and technical requirements are firstly analysed. Secondly, the web-based user interface is designed. In parallel, a set of three online lessons (video, slideshow and game) is created for the website GreenICTKids.com taking into account several green design patterns. Finally, the evaluation phase involves the collection of adults’ and kids’ feedback on the following: user interface; contents; user interaction; impacts on the kids’ sustainability awareness and on the kids’ behaviour with technologies. In conclusion, a list of research outcomes is as follows: 92% of the adults learnt more about energy consumption; 80% of the kids are motivated to learn about energy consumption and found the website easy to use; 100% of the kids understood the contents and liked website’s visual aspect; 100% of the kids will try to apply in their daily life what they learnt through the online lessons.
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La « pensée mixte » est une approche de la composition caractérisée par l’interaction de trois pensées: la pensée instrumentale, la pensée électroacoustique et la pensée informatique. Elle prend la forme d’un réseau où le compositeur fait des aller-retours entre les trois pensées et réalise des équivalences paramétriques. La pensée instrumentale se rattache à la tradition de l’écriture occidentale, la pensée électroacoustique fait allusion aux pratiques du studio analogique et de la musique acousmatique, et la pensée informatique fait référence aux pratiques numériques de la programmation visuelle et de l’analyse spectrale. Des lieux communs existent où s’opèrent l’interaction des trois pensées: la notion du studio instrumental de Ivo Malec, la notion de musique concrète instrumentale de Helmut Lachenmann, la composition assistée par ordinateur, la musique spectrale, l’approche instrumentale par montage, la musique acousmatique s’inspirant de la tradition musicale écrite et les musiques mixtes. Ces domaines constituent les influences autour desquelles j’ai composé un corpus de deux cycles d’œuvres: Les Larmes du Scaphandre et le Nano-Cosmos. L’analyse des œuvres met en évidence la notion de « pensée mixte » en abordant la pensée électroacoustique dans ma pratique instrumentale, la pensée informatique dans ma pratique musicale, et la pensée instrumentale dans ma pratique électroacoustique.
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La « pensée mixte » est une approche de la composition caractérisée par l’interaction de trois pensées: la pensée instrumentale, la pensée électroacoustique et la pensée informatique. Elle prend la forme d’un réseau où le compositeur fait des aller-retours entre les trois pensées et réalise des équivalences paramétriques. La pensée instrumentale se rattache à la tradition de l’écriture occidentale, la pensée électroacoustique fait allusion aux pratiques du studio analogique et de la musique acousmatique, et la pensée informatique fait référence aux pratiques numériques de la programmation visuelle et de l’analyse spectrale. Des lieux communs existent où s’opèrent l’interaction des trois pensées: la notion du studio instrumental de Ivo Malec, la notion de musique concrète instrumentale de Helmut Lachenmann, la composition assistée par ordinateur, la musique spectrale, l’approche instrumentale par montage, la musique acousmatique s’inspirant de la tradition musicale écrite et les musiques mixtes. Ces domaines constituent les influences autour desquelles j’ai composé un corpus de deux cycles d’œuvres: Les Larmes du Scaphandre et le Nano-Cosmos. L’analyse des œuvres met en évidence la notion de « pensée mixte » en abordant la pensée électroacoustique dans ma pratique instrumentale, la pensée informatique dans ma pratique musicale, et la pensée instrumentale dans ma pratique électroacoustique.
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We propose here a new approach to legal thinking that is based on principles of Gestalt perception. Using a Gestalt view of perception, which sees perception as the process of building a conceptual representation of the given stimulus, we articulate legal thinking as the process of building a representation for the given facts of a case. We propose a model in which top-down and bottom-up processes interact together to build arguments (or representations) in legal thinking. We discuss some implications of our approach, especially with respect to modeling precedential reasoning and creativity in legal thinking.