Block Python as a transition stage in learning programming

2021 ◽  
pp. 57-62
Author(s):  
S. S. Belokonova ◽  
M. S. Plotnikova

Learning programming is an integral part of the school informatics course. The teachers often start to teach programming with the "childish" language Scratch, which, despite its simplicity, makes it possible to write not only the simplest program, but also quite complex programs that reflect the basic principles of programming such as variables, loops, branches, etc. Continuing learning programming pupils can use Python, which is one of the most popular programming languages. The article proposes an approach to implementing the continuity of programming learning in the transition from learning Scratch to learning Python, namely, using the capabilities of the online educational platform EduBlocks. EduBlocks is an easy way to go from block programming to text-based programming. The main part of EduBlocks is the visual block editor. After completing the construction of the program in this editor, you can go to the "regular" Python editor. Python code is displayed in blocks, so pupils learn Python syntax while coding in a familiar block-level environment.

2020 ◽  
Vol 42 (1) ◽  
pp. 140-146
Author(s):  
Abutzhan Nadyrov ◽  
◽  
Ergali Mukhiddinov ◽  
Serik Dayrabayev ◽  
◽  
...  

The article presents the results of research to inoculation a steady interest in physical education for students of the pedagogical university, using the example of currently fashionable sports. The observation results allowed the authors using natural factors and street workout platforms to form professional pedagogical abilities and skills for future teachers who can be trained background interest in new sports. In particular, the authors against the background of visual examples of physical exercises of the city’s population in the Park of culture and recreation, students were informed about the importance of practice run before training on the development of physical qualities. They gave a detailed description of the performance of general developmental exercises for the purpose of health improvement, the development of physical qualities. In the main part of the lesson, students received not only theoretical knowledge, but also learned how to perform and train the simplest exercises for the development of physical qualities. The results of the experiment allowed the authors to increase students’ interest in a healthy lifestyle and teach them basic principles and methods of training.


Author(s):  
José Carlos Paiva ◽  
José Paulo Leal ◽  
Ricardo Alexandre Peixoto de Queirós

This chapter presents the architecture and design of Enki, an Integrated Development Environment (IDE) for learning programming languages on Massive Open Online Courses (MOOCs). This environment can be used as a tool by a Learning Management System (LMS) and a typical LMS such as Moodle can launch it using the Learning Tool Interoperability (LTI) API. Student authentication tokens are passed via LTI, thus integrating Enki in the single sign-on domain of the academic institution. The proposed tool has a web user interface similar to those of reference IDEs, where the learner has access to different integrated tools, from viewing tutorial videos, to solving programming exercises that are automatically evaluated. Enki uses several gamification strategies to engage learners, including generic gamifications services provided by Odin and the sequencing of educational resources. The course content (videos, PDFs, programming exercises) is progressively disclosed to the learner as he successfully completes exercises. This is similar to what happens in a game, where new levels are unlocked as the previous are completed, thus contributing to the sense of achievement.


2020 ◽  
Vol 11 (1) ◽  
pp. 1
Author(s):  
Herlina Herlina ◽  
Teady Matius Surya Mulyana

Mathematics is the basis before learning coding-based courses. This type of research is quantitative descriptive. Sample of 110 informatics engineering students. The results of the study showed a significant association of learning outcomes in mathematics with the achievement of learning programming languages. The magnification coefficient of 0.663 has a moderate and positive meaning. The contribution of mathematics in explaining programming languages ​​is 43.97% and the remaining 56.03% is accepted by other variables. Students' perceptions of mathematics and programming languages ​​consist of four levels of understanding, namely the five senses, analysis, interpretation and evaluation. Every level of dimension. On the sensory dimension of 31.9% mathematics has a close relationship with programming languages. In the dimensions of analysis and interpretation, the value of the percentage of perceptions that are almost the same namely 21.24% and 21.14% associate mathematical concepts with the concepts of programming languages. In the evaluation dimension of 20.6%, it shows that in programming languages, students need information other than mathematics, namely the purpose of the programming language that is being designed. Full Article


Author(s):  
Ricardo Timarán Pereira ◽  
Javier Jiménez Toledo ◽  
Anivar Chaves Torres

Resumen Para el desarrollo de software se cuenta con varios paradigmas de programación, cada uno provisto de sus metodologías, técnicas y herramientas y orientado a un determinado campo o a un conjunto de problemas, y por ende, ninguno es suficiente por sí mismo para solucionar todos los problemas que se puedan suscitar. En este artículo se presentan los resultados del proyecto de investigación que tiene como objetivo la apropiación y aplicación del modelo de programación multiparadigma con el entorno Mozart-Oz para el desarrollo de software en el programa Ingeniería de Sistemas de la Universidad de Nariño. Esta investigación se realizó en tres fases en las que se estudian y evalúan la programación estructurada y orientada a objetos, la programación funcional y la programación por restricciones, con el fin de desarrollar en los estudiantes las competencias específicas en la solución de problemas utilizando estos modelos y entorno. Palabras ClaveProgramación Multiparadigma, Entorno de Desarrollo Mozart-Oz, Aprendizaje de Lenguajes de Programación.  Abstract For software development has several programming paradigms, each equipped with their methodologies, techniques and tools aimed at a particular field or set of problems, and therefore, none is sufficient by itself to solve all problems that can inspire. This paper presents the results of the research project that aims at the appropriation and application of multiparadigm programming model with the Mozart-Oz environment for software development in the Systems Engineer program at the Universidad of Nariño. This research was conducted in three phases in which structured and object-oriented programming, functional programming and constraints programming was studied and evaluated, in order to develop in students the specific skills to solve problems using these models and environment.KeywordsMultiparadigm Programming, the Mozart-Oz Development Environment, Learning Programming Languages 


2010 ◽  
Vol 54 ◽  
pp. 44-62
Author(s):  
Valentina Dagienė ◽  
Jūratė Urbonienė

Straipsnyje nagrinėjami programavimo mokymo ypatumai, apžvelgiamos svarbiausios programavimo mokymo ir mokymosi tyrimo tendencijos pasaulyje, išskiriamos problemos ir jų sprendimo būdai. Remiantis mokslinės literatūros analize ir daugiamete Jaunųjų programuotojų mokyklos patirtimi, nagrinėjamos programavimo mokymosi sunkumo priežastys: programavimo srities specifiškumas, mokymosi būdų ir metodų parinkimas, mokinių gebėjimai ir nuostatos, psichologinis motyvuotumas. Daugiausia dėmesio skiriama programavimo kalbų ir aplinkos, tinkamos mokytis programavimo, kriterijams aptarti. Remiamasi fundamentaliais šios srities mokslininkų darbais, jie sisteminami, išskiriamos ir apibendrinamos esminės idėjos. Gilinamasi į programavimo mokymuisi tinkamų kalbų sintaksės ir semantikos ypatumus: patirtis rodo, kad pirmosios kalbos sintaksė daro didelį poveikį tolesniam mokymuisi, formuoja pažangią mąstyseną.Pagrindiniai žodžiai: programavimo mokymasis, programavimo kalbos, programavimo aplinka, sintaksė, programavimo kalbų kriterijai, Bloomo taksonomija, SOLO taksonomija.Learning Programming: Comparative Analysis of Languages and EnvironmentsValentina Dagienė, Jūratė Urbonienė SummaryDeveloping the abilities to master modern technologies and skills for solving problems is among the most important capabilities of an educated future citizen of any society. Problem solving based on the learning of programming is a very important part in understanding the information technologies.The question which language (together with environment) should be used in introductory programming has been discussed for many years. Several studies on the benefits of a certain language or comparisons between two languages have been conducted, but there is still a lack of systematic overviews of teaching and learning programming.The paper discusses the features of programming teaching, the most important research trends in programming education over the world, identifies the problems and their solutions. Based on literature review and multiyear experience in the Young Programmers’ School, the paper deals with programming teaching difficulties, especially with the selection of programming languages, learning and teaching methods, developing students’ skills and attitudes, psychological motivation. Investigations show that the first language syntax has a significant impact on the further learning and develops a certain mindset.The paper discusses a list of criteria based on an analyzis of research works all over the world. The criteria are used to compare some programming languages used at introductory programming courses. It focuses on the programming language suitable to start learning programming. Based on fundamental research works in thes area, the related criteria are organized, the key ideas are identified and summarized.The commonly accepted cognitive skills, Bloom’s taxonomy as well as the SOLO taxonomy and their application in teaching programming are discussed.span>


Author(s):  
Juan Ramón Pérez Pérez ◽  
Ma del Puerto Paule Ruiz ◽  
Martín González Rodríguez

Author(s):  
Tonci Dadic

Tutoring systems for programming help students understand features of target programming languages, and develop their general problem solving skills. Our system guides novices in learning syntax and semantics of programming language, problem decomposition, program design and testing. It is language independent, automatically adjusting course material to the language - subject of learning. Semantic analysis of student’s programs is based on comparison of abstract semantics trees of student’s and model-program. Model-program is coded by innovative programming language describing goals and variants of possible solutions. The notional machine defined by programming language, its verbal description of instruction actions and visualization of program execution, helps students to understand semantics of teaching language. Advancement through the course material controlled by computer teacher supports connection of new concepts to the present student’s knowledge. The system applies distinct teaching strategies to stoppers and movers.


2016 ◽  
Vol 6 (3) ◽  
pp. 168
Author(s):  
Al-Mothana Gasaymeh ◽  
Ibraheem A. AlJa'afreh ◽  
Ayman Al-Dmour ◽  
Mohammad Abu Alrub

This study investigated university students’ preferences when the principles of constructivism are applied in their learning of programming languages with the use of information and communication technologies (ICTs) and the factors which influence these preferences.‎ The respondents for this study were 193 students from three courses teaching programming languages in computer labs. A cross-sectional survey design was used. The study involved one group of students who were taught programming languages based on the principles of constructivism and another group which was taught using the lecture-based teaching methods. At the end of the courses, data were collected through a questionnaire instrument that consisted of set of questions on a five-point Likert scale. The collected data were analyzed using descriptive statistics, t-tests, and ANOVA. The results show that in their learning of programming languages, the students had strong preferences for using each of the principles of constructivism considered in this study. The results showed that there were no significant differences in students’ preferences regarding the use of constructivist principles based on gender, age, major, and prior experience in constructivist learning except for one scale. To maximize students' learning, students' preferences regarding the characteristics of the classroom learning environment should govern educational practice. The recommendations for higher education are related to educational practice as well as to ways of using ICTs to support university students' learning in general and to support the learning of programming languages in particular.


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