945 resultados para Programming exercises


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This paper describes a communication model to integrate repositories of programming problems with other e-Learning software components. The motivation for this work comes from the EduJudge project that aims to connect an existing repository of programming problems to learning management systems. When trying to use the existing repositories of learning objects we realized that they are mainly specialized search engines and lack features for integration with other e-Learning systems. With this model we intend to clarify the main features of a programming problem repository, in order to enable the design and development of software components that use it. The two main points of this model are the definition of programming problems as learning objects and the definition of the core functions exposed by the repository. In both cases, this model follows the existing specifications of the IMS standard and proposes extensions to deal with the special requirements of automatic evaluation and grading of programming exercises. In the definition of programming problems as learning objects we introduced a new schema for meta-data. This schema is used to represent meta-data related to automatic evaluation that cannot be conveniently represented using the standard: the type of automatic evaluation; the requirements of the evaluation engine; or the roles of different assets - tests cases, program solutions, etc. In the definition of the core functions we used two different web services flavours - SOAP and REST - and described each function as an operation for each type of interface. We describe also the data types of the arguments of each operation. These data types consist mainly on learning objects and their identifications, but include also usage reports and queries using XQuery.

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Learning management systems are routinely used for presenting, solving and grading exercises with large classes. However, teachers are constrained to use questions with pre-defined answers, such as multiple-choice, to automatically correct the exercises of their students. Complex exercises cannot be evaluated automatically by the LMS and require the coordination of a set of heterogeneous systems. For instance, programming exercises require a specialized exercise resolution environment and automatic evaluation features, each provided by a different type of system. In this paper, the authors discuss an approach for the coordination of a network of eLearning systems supporting the resolution of exercises. The proposed approach is based on a pivot component embedded in the LMS and has two main roles: 1) provide an exercise resolution environment, and 2) coordinate communication between the LMS and other systems, exposing their functions as web services. The integration of the pivot component in the LMS relies on Learning Tools Interoperability (LTI). This paper presents an architecture to coordinate a network of eLearning systems and validate the proposed approach by creating such a network integrated with LMS from two different vendors.

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In recent years emerged several initiatives promoted by educational organizations to adapt Service Oriented Architectures (SOA) to e-learning. These initiatives commonly named eLearning Frameworks share a common goal: to create flexible learning environments by integrating heterogeneous systems already available in many educational institutions. However, these frameworks were designed for integration of systems participating in business like processes rather than on complex pedagogical processes as those related to automatic evaluation. Consequently, their knowledge bases lack some fundamental components that are needed to model pedagogical processes. The objective of the research described in this paper is to study the applicability of eLearning frameworks for modelling a network of heterogeneous eLearning systems, using the automatic evaluation of programming exercises as a case study. The paper surveys the existing eLearning frameworks to justify the selection of the e-Framework. This framework is described in detail and identified the necessary components missing from its knowledge base, more precisely, a service genre, expression and usage model for an evaluation service. The extensibility of the framework is tested with the definition of this service. A concrete model for evaluation of programming exercises is presented as a validation of the proposed approach.

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The concept of Learning Object (LO) is crucial for the standardization on eLearning. The latest LO standard from IMS Global Learning Consortium is the IMS Common Cartridge (IMS CC) that organizes and distributes digital learning content. By analyzing this new specification we considered two interoperability levels: content and communication. A common content format is the backbone of interoperability and is the basis for content exchange among eLearning systems. Communication is more than just exchanging content; it includes also accessing to specialized systems and services and reporting on content usage. This is particularly important when LOs are used for evaluation. In this paper we analyze the Common Cartridge profile based on the two interoperability levels we proposed. We detail its data model that comprises a set of derived schemata referenced on the CC schema and we explore the use of the IMS Learning Tools Interoperability (LTI) to allow remote tools and content to be integrated into a Learning Management System (LMS). In order to test the applicability of IMS CC for automatic evaluation we define a representation of programming exercises using this standard. This representation is intended to be the cornerstone of a network of eLearning systems where students can solve computer programming exercises and obtain feedback automatically. The CC learning object is automatically generated based on a XML dialect called PExIL that aims to consolidate all the data need to describe resources within the programming exercise life-cycle. Finally, we test the generated cartridge on the IMS CC online validator to verify its conformance with the IMS CC specification.

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Existent computer programming training environments help users to learn programming by solving problems from scratch. Nevertheless, initiating the resolution of a program can be frustrating and demotivating if the student does not know where and how to start. Skeleton programming facilitates a top-down design approach, where a partially functional system with complete high level structures is available, so the student needs only to progressively complete or update the code to meet the requirements of the problem. This paper presents CodeSkelGen - a program skeleton generator. CodeSkelGen generates skeleton or buggy Java programs from a complete annotated program solution provided by the teacher. The annotations are formally described within an annotation type and processed by an annotation processor. This processor is responsible for a set of actions ranging from the creation of dummy methods to the exchange of operator types included in the source code. The generator tool will be included in a learning environment that aims to assist teachers in the creation of programming exercises and to help students in their resolution.

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Tässä kandidaatintyössä suunnitellaan ja toteutetaan regressiotestaus- ja ylläpitotyökalu Ohjelmoinnin perusteet -kurssin Python-ohjelmointitehtäville. Työkalun on tarkoitus auttaa kurssin vastuuhenkilöitä selvittämään kurssilla käytettyjen harjoitustehtävien esimerkkiratkaisujen toimivuus Python-versiossa, jota kurssilla aiotaan käyttää ohjelmointiympäristönä seuraavana vuonna, ja helpottaa harjoitusmateriaalin yhdenmukaisuuden varmistamista silloin kun Python-versiota vaihdetaan tai materiaaliin tehdään muutoksia. Työssä tutkitaan, miten tarkoitukseen sopiva yleispätevä testaustyökalu voidaan kehittää, mitä seikkoja sen suunnittelussa on otettava huomioon ja mitä ongelmia kehittämiseen liittyy. Yleispätevän testaustyökalun kehittäminen osoittautui hankalaksi, vaikka testattavat ohjelmat ovat yksinkertaisia. Harjoitusmateriaaliin kuuluneiden yli 50 ohjelman testaamisessa tarvittavia tiedostoja oli yhteensä hyvin suuri määrä, ja niiden käsittelemiseksi työkalussa ja sen ulkopuolella oli vaikeaa valita optimaalista hakemistorakennetta. Lisäksi joidenkin testattavien ohjelmien havaittiin vaativan testauksessa muista poikkeavia lisätoimenpiteitä, jotka päätettiin jättää toteuttamatta työn puitteissa. Työn toivottu tulos jäi siten osittain saavuttamatta. Tuloksena syntyi kuitenkin työkalu, jolla voidaan ajaa 93 % nykyisistä esimerkkiratkaisuista määritellyillä testisyötteillä halutussa Python -ympäristössä ja saada tiedot ohjelmien toimivuudesta sekä niiden tuottamien tulosteiden täsmäävyydestä esimerkkitulosteisiin.

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[ES] El plagio en la educación superior es un problema importante que afecta a la calidad de la evaluación. El problema tiene implicaciones académicas, éticas y sociales por lo que es necesario conocer su alcance real para poder abordarlo de forma correcta. Las soluciones implican medidas coercitivas, preventivas y metodológicas. En este trabajo se presenta un estudio de la incidencia del plagio en ejercicios de programación de asignaturas pertenecientes a las titulaciones de informática de la Universidad de Las Palmas de Gran Canaria. El periodo de estudio abarca desde el curso 1999/2000 al curso 2009/2010. Los datos analizados corresponden a trece asignaturas de tres titulaciones. Los alumnos de estas asignaturas suman, en el periodo referido,alrededor de 2700. Junto con el análisis de los datos obtenidos, se aportan algunas reflexiones sobre el problema, fruto de la experiencia acumulada y del estudio de cómo se afronta el plagio en algunas de las universidades más relevantes del mundo.

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There is a widespread perception among staff in Computer Science that plagiarism is a major problem particularly in the form of collusion in programming exercises. While departments often make use of electronic detection measures, the time consumed prosecuting plagiarism offences remains a problem. As a result departments continue to seek ways to reduce the amount of plagiarism and collusion that occurs. This paper reports the findings of a questionnaire based study which attempted to assess the students' attitudes to the issues involved in the hope that such an understanding might result in practical measures for minimizing the problem. The study revealed that while students did understand the definition of plagiarism in its most extreme cases they were often confused about less clear-cut situations. Changes in the previous experience of incoming students meeting modules originally designed on the assumption that students already had some programming background and were equipped for self-directed study would also appear to be a contributory factor in the extent of collusion in programming exercises.

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Standards for learning objects focus primarily on content presentation. They were already extended to support automatic evaluation but it is limited to exercises with a predefined set of answers. The existing standards lack the metadata required by specialized evaluators to handle types of exercises with an indefinite set of solutions. To address this issue we extended existing learning object standards to the particular requirements of a specialized domain. We present a definition of programming problems as learning objects that is compatible both with Learning Management Systems and with systems performing automatic evaluation of programs. The proposed definition includes metadata that cannot be conveniently represented using existing standards, such as: the type of automatic evaluation; the requirements of the valuation engine; and the roles of different assets - tests cases, program solutions, etc. We present also the EduJudge project and its main services as a case study on the use of the proposed definition of programming problems as learning objects.

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The skill of programming is a key asset for every computer science student. Many studies have shown that this is a hard skill to learn and the outcomes of programming courses have often been substandard. Thus, a range of methods and tools have been developed to assist students’ learning processes. One of the biggest fields in computer science education is the use of visualizations as a learning aid and many visualization based tools have been developed to aid the learning process during last few decades. Studies conducted in this thesis focus on two different visualizationbased tools TRAKLA2 and ViLLE. This thesis includes results from multiple empirical studies about what kind of effects the introduction and usage of these tools have on students’ opinions and performance, and what kind of implications there are from a teacher’s point of view. The results from studies in this thesis show that students preferred to do web-based exercises, and felt that those exercises contributed to their learning. The usage of the tool motivated students to work harder during their course, which was shown in overall course performance and drop-out statistics. We have also shown that visualization-based tools can be used to enhance the learning process, and one of the key factors is the higher and active level of engagement (see. Engagement Taxonomy by Naps et al., 2002). The automatic grading accompanied with immediate feedback helps students to overcome obstacles during the learning process, and to grasp the key element in the learning task. These kinds of tools can help us to cope with the fact that many programming courses are overcrowded with limited teaching resources. These tools allows us to tackle this problem by utilizing automatic assessment in exercises that are most suitable to be done in the web (like tracing and simulation) since its supports students’ independent learning regardless of time and place. In summary, we can use our course’s resources more efficiently to increase the quality of the learning experience of the students and the teaching experience of the teacher, and even increase performance of the students. There are also methodological results from this thesis which contribute to developing insight into the conduct of empirical evaluations of new tools or techniques. When we evaluate a new tool, especially one accompanied with visualization, we need to give a proper introduction to it and to the graphical notation used by tool. The standard procedure should also include capturing the screen with audio to confirm that the participants of the experiment are doing what they are supposed to do. By taken such measures in the study of the learning impact of visualization support for learning, we can avoid drawing false conclusion from our experiments. As computer science educators, we face two important challenges. Firstly, we need to start to deliver the message in our own institution and all over the world about the new – scientifically proven – innovations in teaching like TRAKLA2 and ViLLE. Secondly, we have the relevant experience of conducting teaching related experiment, and thus we can support our colleagues to learn essential know-how of the research based improvement of their teaching. This change can transform academic teaching into publications and by utilizing this approach we can significantly increase the adoption of the new tools and techniques, and overall increase the knowledge of best-practices. In future, we need to combine our forces and tackle these universal and common problems together by creating multi-national and multiinstitutional research projects. We need to create a community and a platform in which we can share these best practices and at the same time conduct multi-national research projects easily.

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The purpose of this document is to serve as the printed material for the seminar "An Introductory Course on Constraint Logic Programming". The intended audience of this seminar are industrial programmers with a degree in Computer Science but little previous experience with constraint programming. The seminar itself has been field tested, prior to the writing of this document, with a group of the application programmers of Esprit project P23182, "VOCAL", aimed at developing an application in scheduling of field maintenance tasks in the context of an electric utility company. The contents of this paper follow essentially the flow of the seminar slides. However, there are some differences. These differences stem from our perception from the experience of teaching the seminar, that the technical aspects are the ones which need more attention and clearer explanations in the written version. Thus, this document includes more examples than those in the slides, more exercises (and the solutions to them), as well as four additional programming projects, with which we hope the reader will obtain a clearer view of the process of development and tuning of programs using CLP. On the other hand, several parts of the seminar have been taken out: those related with the account of fields and applications in which C(L)P is useful, and the enumerations of C(L)P tools available. We feel that the slides are clear enough, and that for more information on available tools, the interested reader will find more up-to-date information by browsing the Web or asking the vendors directly. More details in this direction will actually boil down to summarizing a user manual, which is not the aim of this document.

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This paper presents an online C compiler designed so that students can program their practical assignments in Programming courses. What is really innovative is the self-assessment of the exercises based on black-box tests and train students’ skill to test software. Moreover, this tool lets instructors, not only proposing and classifying practical exercises, but also evaluating automatically the efforts dedicated and the results obtained by the students. The system has been applied to the 1st-year students at the Industrial Engineering specialization at the Universidad Politecnica de Madrid. Results show that the students obtained better academic performance, reducing the failure rate in the practical exam considerably with respect to previous years, in addition that an anonymous survey proved that students are satisfied with the system because they get instant feedback about their programs.

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Abstract: Quantitative Methods (QM) is a compulsory course in the Social Science program in CEGEP. Many QM instructors assign a number of homework exercises to give students the opportunity to practice the statistical methods, which enhances their learning. However, traditional written exercises have two significant disadvantages. The first is that the feedback process is often very slow. The second disadvantage is that written exercises can generate a large amount of correcting for the instructor. WeBWorK is an open-source system that allows instructors to write exercises which students answer online. Although originally designed to write exercises for math and science students, WeBWorK programming allows for the creation of a variety of questions which can be used in the Quantitative Methods course. Because many statistical exercises generate objective and quantitative answers, the system is able to instantly assess students’ responses and tell them whether they are right or wrong. This immediate feedback has been shown to be theoretically conducive to positive learning outcomes. In addition, the system can be set up to allow students to re-try the problem if they got it wrong. This has benefits both in terms of student motivation and reinforcing learning. Through the use of a quasi-experiment, this research project measured and analysed the effects of using WeBWorK exercises in the Quantitative Methods course at Vanier College. Three specific research questions were addressed. First, we looked at whether students who did the WeBWorK exercises got better grades than students who did written exercises. Second, we looked at whether students who completed more of the WeBWorK exercises got better grades than students who completed fewer of the WeBWorK exercises. Finally, we used a self-report survey to find out what students’ perceptions and opinions were of the WeBWorK and the written exercises. For the first research question, a crossover design was used in order to compare whether the group that did WeBWorK problems during one unit would score significantly higher on that unit test than the other group that did the written problems. We found no significant difference in grades between students who did the WeBWorK exercises and students who did the written exercises. The second research question looked at whether students who completed more of the WeBWorK exercises would get significantly higher grades than students who completed fewer of the WeBWorK exercises. The straight-line relationship between number of WeBWorK exercises completed and grades was positive in both groups. However, the correlation coefficients for these two variables showed no real pattern. Our third research question was investigated by using a survey to elicit students’ perceptions and opinions regarding the WeBWorK and written exercises. Students reported no difference in the amount of effort put into completing each type of exercise. Students were also asked to rate each type of exercise along six dimensions and a composite score was calculated. Overall, students gave a significantly higher score to the written exercises, and reported that they found the written exercises were better for understanding the basic statistical concepts and for learning the basic statistical methods. However, when presented with the choice of having only written or only WeBWorK exercises, slightly more students preferred or strongly preferred having only WeBWorK exercises. The results of this research suggest that the advantages of using WeBWorK to teach Quantitative Methods are variable. The WeBWorK system offers immediate feedback, which often seems to motivate students to try again if they do not have the correct answer. However, this does not necessarily translate into better performance on the written tests and on the final exam. What has been learned is that the WeBWorK system can be used by interested instructors to enhance student learning in the Quantitative Methods course. Further research may examine more specifically how this system can be used more effectively.

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This study investigated if there were acute interference effects of strength exercises on subsequent continuous and intermittent 5Km aerobic exercises. Eleven physically active males (23.1 +/- 3.1 yrs, 1.75 +/- 0.07 m, 70.5 +/- 8.8 kg, and 58.2 +/- 8.3 VO(2)max) performed the following experimental sessions: A) 5 sets of 5 RM on the leg press followed by a 5km run performed continuously (average velocity of the first and second ventilatory thresholds, nu Delta 50), B) 5 sets of 5 RM on the leg press followed by a 5km run performed intermittently (1 min run at the nu VO(2)max : 1 min of rest); C) 2 sets of 15 RM on the leg press followed by a 5km continuous run; and D) 2 sets of 15 RM on the leg press followed by a 5km intermittent run. Heart rate, blood lactate concentration, rate of perceived exertion, and VO(2) at the first and the fifth km were considered for statistical purposes. There were no significant effects of both strength bouts on any of the variables associated with endurance performance (p > 0.05). It seems that both maximum and strength endurance bouts do not acutely impair aerobic performance.