Incorporating an Automatic Judge into Blended Learning Programming Activities

Author(s):  
Katerina Georgouli ◽  
Pedro Guerreiro
2020 ◽  
Vol 5 (SI3) ◽  
pp. 181-186
Author(s):  
Zulaile Mabni ◽  
Noratikah Shamsudin ◽  
Sharifah Aliman ◽  
Rosmah Abdul Latif

This study investigates the factors that influence the students’ performance in the first computer programming course taught using the blended learning approach.  A blended learning model proposed by Hadjerrouit was adapted, which consists of conceptualization, construction, and dialogue phases. The objective of this study is to identify which phase in the adapted blended learning model has an influence on the performance of the students.  A cross-sectional population study with simple random sampling was conducted at Universiti Teknologi MARA (UiTM).  Stepwise multiple linear regression revealed that only the construction phase of the blended learning model was significant towards students’ performance. Keywords: Blended Learning; Face-to-Face Learning; Programming; Online Learning eISSN: 2398-4287© 2020. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v5iSI3.2559


Author(s):  
Olga Dudka ◽  
Olesia Vlasiі ◽  
Natalia Mаhometa

In the article, the results of the investigating the problem of the competence-based approach to learning programming on Scratch in a secondary school are presented. The information resources on the problem of implementation a competence-based approach to learning programming on Scratch are analyzed. The possibilities of using the Scratch environment for the formation of students' competencies are explored. The ways of implementation of the competence-based approach on the example of creating educational Scratch-projects of a game character are offered. Particular attention is paid to the formation of such competencies as: educational, social and grammatical, mathematical, environmental literacy, cultural, as well as information and digital. The analysis of the influence of competency tasks with the help of Scratch-projects on the development of informational-digital competencies of students are conducted. The implementation of the proposed approach is illustrated by the example of developing a set of master classes given on the educational online resource «Study Scratch Together», that can be used to implement different forms of learning organization, in particular, distance or blended learning, while studying programming on Scratch.


2016 ◽  
Vol 54 (08) ◽  
Author(s):  
S Huppert ◽  
G Kaup ◽  
J Broschewitz ◽  
GM Sommer ◽  
I Gockel ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document