scholarly journals Koios: Design, Development, and Evaluation of an Educational Visual Tool for Greek Novice Programmers

2018 ◽  
Vol 57 (5) ◽  
pp. 1227-1259 ◽  
Author(s):  
Ioannis V. Vasilopoulos ◽  
Paul van Schaik

This article discusses the design and implementation of a new programming tool for Greek novices as a means to improve introductory programing instruction in Greece. We implemented Koios, a new highly interactive and visual programming tool for Greek novices, based on the body of research in the field of psychology of programming. The main contribution of this article is the empirical demonstration of the benefit of this tool in novice programming, compared with two other popular programming tools for Greek novices. The results show that users of Koios performed significantly better than users of the other two programming tools.

2020 ◽  
Vol 58 (8) ◽  
pp. 1467-1493
Author(s):  
Yue Hu ◽  
Cheng-Huan Chen ◽  
Chien-Yuan Su

Block-based visual programming tools, such as Scratch, Alice, and MIT App Inventor, provide an intuitive and easy-to-use editing interface through which to promote programming learning for novice students of various ages. However, very little attention has been paid to investigating these tools’ overall effects on students’ academic achievement and the study features that may moderate the effects of block-based visual programming from a comprehensive perspective. Thus, the present study carried out a meta-analysis to systemically examine 29 empirical studies (extracting 34 effect sizes) using experimental or quasi-experiments involving the programming learning effects of employing block-based visual programming tools to date (until the end of 2019). The results showed a small to medium significant positive overall mean effect size (fixed-effect model g = 0.37; random-effects model g = 0.47) of the use of these block-based visual programming tools with respect to students’ academic achievement. Furthermore, the overall mean effect size was significantly affected by the educational stage, programming tool used, experimental treatment, and school location. Discussions and implications based on the findings are provided.


2020 ◽  
Vol 13 (5) ◽  
pp. 884-892
Author(s):  
Sartaj Ahmad ◽  
Ashutosh Gupta ◽  
Neeraj Kumar Gupta

Background: In recent time, people love online shopping but before any shopping feedbacks or reviews always required. These feedbacks help customers in decision making for buying any product or availing any service. In the country like India this trend of online shopping is increasing very rapidly because awareness and the use of internet which is increasing day by day. As result numbers of customers and their feedbacks are also increasing. It is creating a problem that how to read all reviews manually. So there should be some computerized mechanism that provides customers a summary without spending time in reading feedbacks. Besides big number of reviews another problem is that reviews are not structured. Objective: In this paper, we try to design, implement and compare two algorithms with manual approach for the crossed domain Product’s reviews. Methods: Lexicon based model is used and different types of reviews are tested and analyzed to check the performance of these algorithms. Results: Algorithm based on opinions and feature based opinions are designed, implemented, applied and compared with the manual results and it is found that algorithm # 2 is performing better than algorithm # 1 and near to manual results. Conclusion: Algorithm # 2 is found better on the different product’s reviews and still to be applied on other product’s reviews to enhance its scope. Finally, it will be helpful to automate existing manual process.


Author(s):  
V. Purushothaman ◽  
K. Vinoth Kumar ◽  
Sabari Girish Ambat ◽  
R. Venkataswami

Abstract Background Total brachial plexus palsy (TBPP) accounts for nearly 50% of all brachial plexus injuries. Since achieving a good functional hand was almost impossible, the aim was settled to get a good shoulder and elbow function. It was Gu, who popularized the concept of utilizing contralateral C7 (CC7) with vascularized ulnar nerve graft (VUNG) to get some hand function. We have modified it to suit our patients by conducting it as a single-stage procedure, thereby trying to get a functional upper limb. Methods From 2009 to 2014, we had 20 TBPP patients. We feel nerve reconstruction is always better than any other salvage procedure, including free muscle transfer. We modified Gu's concept and present our concept of total nerve reconstruction as “ALL IN ONE OR (W)HOLE IN ONE REPAIR.” Results All patients able to move their reconstructed limbs independently or with the help of contralateral limbs. Three patients developed hook grip and one patient was able to incorporate limbs to do bimanual jobs. One important observation is that all the reconstructed limbs regain the bulk, and to a certain extent, the attitude and appearance looks normal, as patients no longer hide it or hang it in a sling. Conclusion Adult brachial plexus injury itself is a devastating injury affecting young males. By doing this procedure, the affected limb is not dissociated from the rest of the body and rehabilitation can be aimed to get a supportive limb.


Author(s):  
Kuengmi Choi ◽  
Jungil Jun ◽  
Youngshil Ryoo ◽  
Sunmi Park

A bra use can reduce physiological and physical functions because of clothing pressure, which can be a problem for new senior women starting to lose physical function. The present study presents a bra top design development method for promoting new senior women’s physical activity by identifying problems related to bras’ effects on women’s health and minimizing clothing pressure. The analysis utilized the 3D scan data of 42 adult women (age range: 50s) from the 5th Size Korea Project. Bra top design elements were extracted based on new senior consumers’ needs. We developed an average wireframe reflecting the new senior’s physical characteristics, and a standard body form was developed through surface modeling. To produce a consumer-oriented bra with a body shaping effect and reduced clothing pressure that would not affect physical activities, a three-dimensional pattern was developed applying an optimal reduction rate of 80%. To verify the bra’s adequacy for the body form of new senior women, two market-available bras were selected and fit-compared to the developed product. The developed bra received higher expert appearance evaluation and 3D virtual clothing evaluation scores. This study is significant because by using virtual fitting technology, it provides foundational data to quantify the quality of fashion products.


2020 ◽  
Vol 4 (1) ◽  
pp. 62
Author(s):  
Nur Atika ◽  
Yenita Roza ◽  
Atma Murni

This research was motivated by the lack of learning tools that can improve students' Mathematical Communication Skills (KKM). Activities that can encourage students to improve KKM have not been designed by the teacher in the learning device properly. This study aims to produce learning tools by applying Problem Based Learning models to improve KKM. This development research used the ADDIE development model with the stages of Analysis, Design, Development, Implementation, and Evaluation. The results of Syllabus, RPP, LKPD and KKM validation results showed highly valid criteria with percentages of 91.67%, 91.30%, 89.09%, and 87.15%, respectively. Practicality results indicate a very practical criterion with the percentage of small group trials at 95.57%, large group trials at 96.07%, and teacher responses at 96.25%. The effectiveness test results state that KKM of students who use learning tools with PBL models is better than KKM of students who use conventional learning.


2019 ◽  
Vol 2 (1) ◽  
pp. 40
Author(s):  
Lilik Ariyanto ◽  
Derisna Aditya ◽  
Ida Dwijayanti

Lack of innovative learning media that is interesting, practical and easy to use in learning such as listening to lesson modules or seeing powerpoint shows used by teachers, thus causing learning to be ineffective, unattractive, and slow to understand, this results in a lack of understanding of mathematical concepts. Because of this, researchers are trying to develop an interesting and interactive learning media. This type of research is development research that aims to produce learning media on Android-based discovery learning apps that are feasible to use and to improve understanding of mathematical concepts of seventh-grade students. The method used is the ADDIE method. Which consists of 5 stages, namely Analysis, Design, Development, Implementation, and Evaluation. Data analysis was carried out by normality, homogeneity, n-gain test, and right-sided t test. The results of this study can be concluded that (1) the results of the percentage of media expert validation amounted to 80.26%, material experts 86.36% and student response responses of 87.16% with the criteria of each very good. (2) the results of the n-gain test obtained that there is an increase in understanding of mathematical concepts of students who use learning media on Android-based discovery learning applications. (3) data from the field shows that student learning outcomes that obtain learning media android apps based on discovery learning are better than students who use conventional learning


2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Xiaoyi Guo ◽  
Wei Zhou ◽  
Qun Lu ◽  
Aiyan Du ◽  
Yinghua Cai ◽  
...  

Dry weight is the normal weight of hemodialysis patients after hemodialysis. If the amount of water in diabetes is too much (during hemodialysis), the patient will experience hypotension and shock symptoms. Therefore, the correct assessment of the patient’s dry weight is clinically important. These methods all rely on professional instruments and technicians, which are time-consuming and labor-intensive. To avoid this limitation, we hope to use machine learning methods on patients. This study collected demographic and anthropometric data of 476 hemodialysis patients, including age, gender, blood pressure (BP), body mass index (BMI), years of dialysis (YD), and heart rate (HR). We propose a Sparse Laplacian regularized Random Vector Functional Link (SLapRVFL) neural network model on the basis of predecessors. When we evaluate the prediction performance of the model, we fully compare SLapRVFL with the Body Composition Monitor (BCM) instrument and other models. The Root Mean Square Error (RMSE) of SLapRVFL is 1.3136, which is better than other methods. The SLapRVFL neural network model could be a viable alternative of dry weight assessment.


2021 ◽  
Vol 17 (8) ◽  
pp. 20210280
Author(s):  
Felicity Muth

Species’ cognitive traits are shaped by their ecology, and even within a species, cognition can reflect the behavioural requirements of individuals with different roles. Social insects have a number of discrete roles (castes) within a colony and thus offer a useful system to determine how ecological requirements shape cognition. Bumblebee queens are a critical point in the lifecycle of their colony, since its future success is reliant on a single individual's ability to learn about floral stimuli while finding a suitable nest site; thus, one might expect particularly adept learning capabilities at this stage. I compared wild Bombus vosnesenskii queens and workers on their ability to learn a colour association and found that queens performed better than workers. In addition, queens of another species, B. insularis, a cuckoo species with a different lifecycle but similar requirements at this stage, performed equally well as the non-parasitic queens. To control for differences in foraging experience, I then repeated this comparison with laboratory-based B. impatiens and found that unmated queens performed better than workers. These results add to the body of work on how ecology shapes cognition and opens the door to further research in comparative cognition using wild bees.


2021 ◽  
Author(s):  
Sinan Yıldırım ◽  
Ufuk Çoban ◽  
Mehmet Çevik

Suspension linkages are one of the fundamental structural elements in each vehicle since they connect the wheel carriers i.e. axles to the body of the vehicle. Moreover, the characteristics of suspension linkages within a suspension system can directly affect driving safety, comfort and economics. Beyond these, all these design criteria are bounded to the package space of the vehicle. In last decades, suspension linkages have been focused on in terms of design development and cost reduction. In this study, a control arm of a diesel public bus was taken into account in order to get the most cost-effective design while improving the strength within specified boundary conditions. Due to the change of the supplier, the control arm of a rigid axle was redesigned to find an economical and more durable solution. The new design was analyzed first by the finite element analysis software Ansys and the finite element model of the control arm was validated by physical tensile tests. The outputs of the study demonstrate that the new design geometry reduces the maximum Von Mises stress 15% while being within the elastic region of the material in use and having found an economical solution in terms of supplier’s criteria.


Author(s):  
Serhat Altiok ◽  
Erman Yükseltürk

In our age, computational thinking that involves understanding human behavior and designing systems for solving problems is important as much as reading, writing and arithmetic for everyone. Computer programming is one of the ways that could be promote the process of developing computational thinking, in addition to developing higher-order thinking skills such as problem solving, critical and creative thinking skills etc. However, instead of focusing on problems and sub-problems, algorithms, or the most effective and efficient solution, focusing on programming language specific needs and problems affects the computational thinking process negatively. Many educators use different tools and pedagogical approaches to overcome these difficulties such as, individual work, collaborative work and visual programming tools etc. In this study, researchers analyze four visual programming tools (Scratch, Small Basic, Alice, App Inventor) for students in K-12 level and three methodologies (Project-based learning, Problem-based learning and Design-based learning) while teaching programming in K-12 level. In summary, this chapter presents general description of visual programming tools and pedagogical approaches, examples of how each tool can be used in programming education in accordance with the CT process and the probable benefits of these tools and approaches to explore the practices of computational thinking.


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