scholarly journals Methodological aspects of the implementation of additional education in robotics

2020 ◽  
Vol 210 ◽  
pp. 22040
Author(s):  
Oksana Kadeeva ◽  
Alexander Belov ◽  
Valentina Syritsyna ◽  
Svetlana Maksimenko ◽  
Viktor Sinko

The purpose of the study is actualized by the fact that progress in the field of computer technology and robotics allows radically changing the idea of teaching computer science to schoolchildren, or rather programming in a modern secondary school, realizing one of the most important tasks facing the education system today. The scientific novelty of the study lies in the fact that these achievements allow updating traditional teaching methods, making them much more useful and modern. Nowadays, students have the opportunity to study various programming languages at school and at the same time, using the developed resources, observe the process of their execution by specially created robots, which can develop the student's desire to study further and give motivation to study the academic discipline. The practical significance of the work lies in the fact that one of such projects containing educational resources and allowing a different look at modern computer science lessons is LEGO and ROBBO. The advantages and disadvantages of traditional methods of teaching programming languages in high school are analyzed in the study. Also, the advantages of learning programming with LEGO and ROBBO are revealed, methodological recommendations for using the LEGO and ROBBO programming environment are presented, the capabilities of the LEGO project and ROBBO are described, and their main elements are characterized.

Author(s):  
Wilda Susanti, Et. al.

In this paper, we review the literature related to computer programming learning, where Algorithms and Programming are the topic domains of the Informatics and Computer science clusters. There are 4 competencies in learning outcomes, such as: 1) understand algorithmic concepts; 2) master algorithm concepts and principles; 3) master programming language concepts; and 4) master programming languages and algorithms. The main focus of this review is on beginner programming and topics related to student difficulties in learning programming. Various problems experienced by beginners were identified from the literature to some of the solutions offered by researchers.


Author(s):  
Natalya Prokofyeva ◽  
Marina Uhanova ◽  
Oksana Zavyalova ◽  
Sabina Katalnikova

The article describes the methodology of learning programming for students of various engineering disciplines (chemists, electricians, programmers, and mechatronics). Such courses as "Computer Training" and "Programming Languages", which are read at the Faculty of Computer-Science and Information Technology of Riga Technical University, are used as example. The purpose of these courses is to prepare specialists, who will be able effectively and without error to use computers in their future careers. The course structure depends on the specialty area in which students are studied. The course structure consists of three parts: the main (theoretical), laboratory and practical test. In this paper we show that for better development of the material is necessary to consider the solution of specific practical problems that may be encountered engineers particular profile, as well as providing current and final control of students.


2021 ◽  
Vol 6 (3) ◽  
pp. 13-21
Author(s):  
Rozita Kadar ◽  
Syarifah Adilah Mohamed Yusoff ◽  
Saiful Nizam Warris ◽  
Mohd Saifulnizam Abu Bakar

Learning a program is important for all students, not only students from the field of computer science but all fields. Programming languages are different from human communication languages as they have different structural forms. This makes it difficult for beginners especially for non-computer science students to understand the structure of programming languages. Therefore, to learn and understand the programming language more effectively, this article focuses on the important structure in learning a program from the initial stage to the advanced level suitable for non-computer science students. The objective of this article is to suggest important elements that can be assessed on these students which are to measure their understanding as they learn programming languages. The questions proposed to measure students' understanding were based on Bloom's Taxonomy, which covers six levels of understanding. It is hoped that this assessment proposal can act as a guideline for educators in fully focusing on important matters during the teaching and learning process.


2021 ◽  
Vol 1 (1) ◽  
pp. 21-33
Author(s):  
Gregory Korotenko ◽  
Leonid Korotenko

Rapid development of the computing hardware and software components has created many new technological directions for the use of computer tools. Thus, information, digital and end-to-end technologies for the processing of a variety of data exist and are developing, as well as many different types of platforms for their support, including digital platforms. At the same time, the active development of computing and its sub-disciplines directly impacts on the programming languages used in this area. This article attempts to assess the range of the most important and frequently used programming languages for the formation of a stack thereof and the methodology of their teaching in the context of the interdisciplinarity of modern computer specialties at technical Universities.


2018 ◽  
Vol 60 (2) ◽  
pp. 69-77
Author(s):  
Marc Berges

Abstract The efforts around the world – CS4All in the U.S. or Computing At School in Great Britain – show that computing literacy is seen as important. One important part of computer science education deals with learning programming. So, object orientation should be in focus. But what is object orientation? Several different definitions are presented, and a definition of object orientation by its fundamental concepts is introduced. Furthermore, several educational “paradigms” are discussed. Additionally, a choice of object-oriented programming languages is presented. After all that theoretical background, some exemplary implementations of object orientation in national (German) and international curricula are shown. All in all, the article provides a broad overview of the topic of object-oriented programming in computer science education.


Author(s):  
Rostislav Fojtík

Abstract Distance learning and e-learning have significantly developed in recent years. It is also due to changing educational requirements, especially for adults. The article aims to show the advantages and disadvantages of distance learning. Examples of the 20-year use of the distance learning form of computer science describe the difficulties associated with the implementation and implementation of this form of teaching. The results of students in the full-time and distance form of teaching in the bachelor’s study of computer science are compared. Long-term findings show that distant students have significantly lower scores in the first years of study than full-time bachelor students. In the following years of study, the differences diminish, and students’ results are comparable. The article describes the possibilities of improving the quality of distance learning.


Author(s):  
V. Lymarenko

Trends in technology lead to an increasing of their role in the development of humanity. Exactly “cloud technologies”, which are the basis for the technological development of the information society now, also they play the role of the leading tool of informatization of education, especially united with “edutainment”.During the development and implementation of software and network technologies in professional artistic education, the following issues remain unsolved: the provision of modern computer equipment and software, technical support for the stable work of information products, and the provision of selective authorized access for students to specific network resources. The methodology based on “cloud calculates” technology provides an opportunity to overcome these difficulties. And the last, but not at least, students may be attracted to the most promising areas of the development of modern information products.Actuality, practical significance, and insufficient development of these problems caused the choice of the topic of our research: “Terms of use of “edutainment” and “cloud technologies” in professional artistic education “.The aim of the research is to determine the conditions of the use of “edutainment” and “cloud technologies” in the preparation of future teachers of musical art.Methods of research: analysis of psychological and pedagogical literature in order to determine the state of development of the problem; synthesis, comparison, generalization for justifying the concepts of “edutainment” and “cloud technologies” and methods of their use in the educational process.This article deals with issues of the use of edutainment technologies and “cloud technologies”. It is offered conditions of using edutainment and “cloud technologies” in post-nonclassical professional art education on the example of subject “Musical Art”. Actual “cloud” services are analyzed and examples of their integration to educational process of professional art establishments are proposed.


2021 ◽  
pp. 073563312199595
Author(s):  
Te-Lien Chou ◽  
Kai-Yu Tang ◽  
Chin-Chung Tsai

Programming learning has become an essential literacy for computer science (CS) and non-CS students in the digital age. Researchers have addressed that students’ conceptions of learning influence their approaches to learning, and thus impact their learning outcomes. Therefore, we aimed to uncover students’ conceptions of programming learning (CoPL) and approaches to programming learning (APL), and analyzed the differences between CS and non-CS students. Phenomenographic analysis was adopted to analyze 31 college students (20 CS-related, and 11 not) from northern Taiwan. Results revealed six categories of CoPL hierarchically: 1. memorizing concepts, logic, and syntax, 2. computing and practicing programming writing, 3. expressing programmers’ ideas and relieving pressure, 4. applying and understanding, 5. increasing one’s knowledge and improving one’s competence, and 6. seeing in a new way. Four categories of APL were also found, namely: 1. copying from the textbook, teachers, or others, 2. rote memory, 3. multiple exploration attempts, and 4. online or offline community interactions. Furthermore, we found that most CS students held higher level CoPL (e.g., seeing in a new way) than non-CS students. However, compared with non-CS students, CS students adopted more surface approaches to learning programming, such as copying and rote memory. Implications are discussed.


2021 ◽  
Vol 64 (6) ◽  
pp. 120
Author(s):  
Leah Hoffmann

ACM A.M. Turing Award recipients Alfred Aho and Jeffrey Ullman discuss their early work, the 'Dragon Book,' and the future of 'live' computer science education.


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