scholarly journals OBSERVATION OF STUDENTS BEHAVIOUR IN PROGRAMMING COURSES WITH AN AUTOMATED TESTING PLATFORM AT DIFFERENTLY GEOLOCATED UNIVERSITIES: A CASE STUDY

2020 ◽  
Vol 20 (3) ◽  
pp. 39-47
Author(s):  
Matej MADEJA ◽  
◽  
Jaroslav PORUBAN ◽  
Veljko PEJOVIC ◽  
Martin GJORESKI ◽  
...  
2018 ◽  
Vol 8 (1) ◽  
pp. 80-92
Author(s):  
Matej Madeja ◽  
Jaroslav Porubän

Abstract This paper describes the design of a testing environment for massive assessment of assignments for Android application programming courses. Specific testing methods and tool suggestions are continuously consulted with Wirecard company, dedicated to the development of mobile applications. The paper also analyzes the most common mistakes of students and suggests ways to uncover them through tests. Based on these, it creates tests, compares the performance of the emulator and real device tests, and the proposed tools are partially retrospectively tested on assignments from the previous run of a particular Android application programming course. From partial results the paper suggests changes for the course in relation to the testing environment and deploys it in the background of the course alongside the manual evaluation. It describes testing experience, analyzes the results and suggests changes for the future


e-xacta ◽  
2019 ◽  
Vol 12 (1) ◽  
pp. 29
Author(s):  
Rodrigo Perlin ◽  
Ricardo Tombesi Macedo ◽  
Sidnei Renato Silveira

Ao analisar os esforços para apoiar os processos de ensino e de aprendizagem de algoritmos e lógica de programação, encontram-se estudos envolvendo a aplicação de diferentes ferramentas, tais como o Scratch e o Algo+. Além disso, existem trabalhos que propõem uma reorganização dos conteúdos e a aplicação de metodologias de ensino inovadoras. Nesse contexto, este artigo propõe uma abordagem para apoiar os processos de ensino e de aprendizagem de algoritmos e lógica de programação baseada na teoria construtivista, utilizando a ferramenta P.e.p.y, a qual implementa o conceito de gamificação. Para validar essa proposta, bem como a ferramenta desenvolvida, foi realizado um estudo de caso. A aplicação dos instrumentos no início e no final do estudo de caso, apontam percentuais elevados de compreensão dos conceitos de lógica de programação e da linguagem de programação Python. Os resultados apontam que a aplicação da ferramenta auxiliou os alunos a desenvolver o pensamento computacional, uma área que vem sendo estimulada pela SBC (Sociedade Brasileira de Computação) e que a abordagem proposta estimula os processos de ensino e de aprendizagem por meio da ferramenta P.e.p.y. AbstractBy analyzing efforts to support learning process applied to logic and programming courses, there are studies involving the employment of different tools, such as Scratch and Algo+. Besides, there are works proposing the content reorganization and the employment of innovative teaching methodologies. In this context, this paper proposes an approach to support algorithms learning process based on constructivist theory through the use P.e.p.y tool, which implements the gamification concept. In order to validate this proposal, as well as the implemented tool, it was performed a case study. The instruments application in the beginning and in the end of the case study indicates elevated perceptual of comprehension of logic and Python programming languages concepts. Results indicate that the tool application supported students to develop the computational thinking, a field highly stimulated by the SBC, the Brazilian Computing Society, and that the proposed approach stimulates the learning processes through the P.e.p.y tool employment. 


Author(s):  
Alessio Gaspar ◽  
Sarah Langevin ◽  
Naomi Boyer

This chapter discusses a case study of the application of technology to facilitate undergraduate students’ learning of computer programming in an Information Technology department. The authors review the evolution of the didactic of introductory programming courses along with the learning barriers traditionally encountered by novice programmers. The growing interest of the computing education research community in a transition from instructivist to constructivist strategies is then illustrated by several recent approaches. The authors discuss how these have been enabled through the use of appropriate technologies in introductory and intermediate programming courses, delivered both online and face to face. They conclude by discussing how the integration of technology, and the switch to online environments, has the potential to enable authentic student-driven programming pedagogies as well as facilitate formal computing education research or action research in this field.


2019 ◽  
Vol 29 (3) ◽  
pp. 97-100
Author(s):  
Mindy Goldman ◽  
Ilona Resz ◽  
Jacqueline Cote ◽  
Gorka Ochoa ◽  
Nancy Angus

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