966 resultados para Programming education


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This paper introduces the theory of algorithm visualization and its education-related results obtained so far, then an algorithm visualization tool is going to be presented as an example, which we will finally evaluate. This article illustrates furthermore how algorithm visualization tools can be used by teachers and students during the teaching and learning process of programming, and equally evaluates teaching and learning methods. Two tools will be introduced: Jeliot and TRAKLA2.

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Novice programmers have difficulty developing an algorithmic solution while simultaneously obeying the syntactic constraints of the target programming language. To see how students fare in algorithmic problem solving when not burdened by syntax, we conducted an experiment in which a large class of beginning programmers were required to write a solution to a computational problem in structured English, as if instructing a child, without reference to program code at all. The students produced an unexpectedly wide range of correct, and attempted, solutions, some of which had not occurred to their teachers. We also found that many common programming errors were evident in the natural language algorithms, including failure to ensure loop termination, hardwiring of solutions, failure to properly initialise the computation, and use of unnecessary temporary variables, suggesting that these mistakes are caused by inexperience at thinking algorithmically, rather than difficulties in expressing solutions as program code.

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Mead, J., Gray, S., Hamer, J., James, R., Sorva, J., Clair, C. S., and Thomas, L. 2006. A cognitive approach to identifying measurable milestones for programming skill acquisition. SIGCSE Bull. 38, 4 (Dec. 2006), 182-194.

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Unterstützungssysteme für die Programmierausbildung sind weit verbreitet, doch gängige Standards für den Austausch von allgemeinen (Lern-) Inhalten und Tests erfüllen nicht die speziellen Anforderungen von Programmieraufgaben wie z. B. den Umgang mit komplexen Einreichungen aus mehreren Dateien oder die Kombination verschiedener (automatischer) Bewertungsverfahren. Dadurch können Aufgaben nicht zwischen Systemen ausgetauscht werden, was aufgrund des hohen Aufwands für die Entwicklung guter Aufgaben jedoch wünschenswert wäre. In diesem Beitrag wird ein erweiterbares XML-basiertes Format zum Austausch von Programmieraufgaben vorgestellt, das bereits von mehreren Systemen prototypisch genutzt wird. Die Spezifikation des Austauschformats ist online verfügbar [PFMA].

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Pós-graduação em Matemática - IBILCE

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Neste documento foi feita a apresentação do conceito de Programação Visual, estudados alguns exemplos de Linguagens de Programação Visual e investigado vantagens e desvantagens sobre o seu uso comparativamente à programação tradicional (por texto) e, adicionalmente, foram estudados três jogos para aprender a programar com fortes características visuais. A partir desta investigação, foi criada uma nova Linguagem de Programação Visual(LPV) sendo a base de um prototipo de um jogo para aprender a programar. Este jogo é representado pela deslocação e execução de tarefas feitas por um robô dentro de uma casa, sendo o objetivo do programador colocar objetos nesta casa que manipulam a deslocação do robô dentro desta de forma a resolver um problema; Abstract: A game to learn programming Aplication of concepts of visual programming to create a game to learn how to program In this document we will explain the concept of Visual Programming, study some examples of Visual Programming Languages, analyze some arguments in favor and against its use in comparison to traditional programming (by text) and, additionally, study three games to learn programming with strong visual features. Using this research, a new Visual Programming Language(VPL) was created, being the basis of a prototype of a game to learn programming. This game is represented by the movement and execution of tasks done by a robot inside a house, being the goal of the programmer to place objects in this house that manipulate the movement of the robot inside of it in order to solve a problem.

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This paper investigates the profile of teachers in the island of Ireland who declared themselves willing to undertake professional development activities in programming, in particular to master programming by taking on-line courses involving the design of computer games. Using the Technology Acceptance Model (TAM), it compares scores for teachers “willing” to undertake the courses with scores for those who declined, and examines other differences between the groups of respondents. Findings reflect the perceived difficulties of programming and the current low status accorded to the subject in Ireland. The paper also reviews the use of games-based learning as a “hook” to engage learners in programming and discusses the role of gamification as a tool for motivating learners in an on-line course. The on-line course focusing on games design was met with enthusiasm, and there was general consensus that gamification was appropriate for motivating learners in structured courses such as those provided.

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Main styles, or paradigms of programming – imperative, functional, logic, and object-oriented – are shortly described and compared, and corresponding programming techniques are outlined. Programming languages are classified in accordance with the main style and techniques supported. It is argued that profound education in computer science should include learning base programming techniques of all main programming paradigms.

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Trabalho apresentado em PAEE/ALE’2016, 8th International Symposium on Project Approaches in Engineering Education (PAEE) and 14th Active Learning in Engineering Education Workshop (ALE)

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The Positive Youth Development (PYD) perspective is a strength-based conceptualization of youth. It highlights the importance of mutually beneficial relationships between youth and their environment to develop the “Five Cs”, key assets that include character. Character has long been a subject of programming due to its focus on helping children lead moral, empathic, and prosocial lives. There are, however, many limitations in character research, including poorly operationalized definitions of character; a failure to examine the developmental and broader social context in which character exists; and a lack of evaluation of more practical character programming. The goal of this dissertation was to address these gaps in knowledge and inform the character education programming literature. The first study examined the relationships among age, gender, the school social context, and character. Moral character was negatively associated with grade, and being a girl was positively associated with moral character. The relationships between positive peer interactions at school and character (fairness, integrity) were stronger among students who reported low initial moral character when positive peer interactions was high. In the second study, the Build Character: Build Success Program, a character education program, was evaluated over six months to examine its effects on character behaviours, victimization, and school climate. No program effects were found for students in grades 1 to 3, but a slight decrease in victimization in one experimental school was found for students in grades 4 to 8. This lack of general program effects may be due to the short-term nature of the intervention, which may not have been long enough to result in measurable behaviour change. Implementation data indicated that teachers did not teach all program elements, which also may have influenced the results of the program evaluation. The present dissertation contributes to knowledge about character and its programming by: introducing new measures to operationalize character, discovering developmental patterns in character in school-aged children, highlighting gender differences in character, examining character within its broad social context, and evaluating short-term character education programming.

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Timely feedback is a vital component in the learning process. It is especially important for beginner students in Information Technology since many have not yet formed an effective internal model of a computer that they can use to construct viable knowledge. Research has shown that learning efficiency is increased if immediate feedback is provided for students. Automatic analysis of student programs has the potential to provide immediate feedback for students and to assist teaching staff in the marking process. This paper describes a “fill in the gap” programming analysis framework which tests students’ solutions and gives feedback on their correctness, detects logic errors and provides hints on how to fix these errors. Currently, the framework is being used with the Environment for Learning to Programming (ELP) system at Queensland University of Technology (QUT); however, the framework can be integrated into any existing online learning environment or programming Integrated Development Environment (IDE)

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This paper reports on a replication of earlier studies into a possible hierarchy of programming skills. In this study, the students from whom data was collected were at a university that had not provided data for earlier studies. Also, the students were taught the programming language Python, which had not been used in earlier studies. Thus this study serves as a test of whether the findings in the earlier studies were specific to certain institutions, student cohorts, and programming languages. Also, we used a non–parametric approach to the analysis, rather than the linear approach of earlier studies. Our results are consistent with the earlier studies. We found that students who cannot trace code usually cannot explain code, and also that students who tend to perform reasonably well at code writing tasks have also usually acquired the ability to both trace code and explain code.