scholarly journals An Action Research Study on the Development of Object-Oriented Programming Course

2021 ◽  
Vol 5 (4) ◽  
pp. 620-628
Author(s):  
Osman Gazi Yildirim ◽  
Nesrin Ozdener

Computer games are effective instructional tools used in programming courses to increase students' motivation and engagement. This participatory action research aims to redesign the Object-Oriented Programming course in which the first author is both the instructor and researcher to make it more effective and efficient.  In the first step of the action research, data were collected for the definition and solution of the problem through questionnaires and semi-structured interviews. After this step, an action plan was created, and the Object-Oriented Programming course was redesigned as part of the action plan. In line with the objectives of the action plan, The Karting Microgame Template, a game prototype prepared by Unity 3D, was integrated into the course, and students were expected to add various game components (bonus collection system, a scoring system, collision mechanisms, etc.) to this game prototype using C # programming language.  After the action plan creation phase, an action plan was implemented. The implementation phase was conducted in the 2019-2020 spring semester with 29 post-secondary students enrolling in Computer Technology Department at a vocational college in Turkey. After the implementation phase, data were collected through the Object-Oriented Programming achievement test, student and researcher diaries, and focus group interviews on measuring this implementation's effectiveness. This paper describes the difficulties encountered during the study, the students' views on this implementation, and the researchers' experiences in this process.

Author(s):  
Yannefri Bachtiar

As a part of the concern to the grass root society, Bogor Agricultural University had been established family empowerment station (Posdaya) the model of community development since 2007. The purpose of Posdaya is to increase the capacity of grass root society to fulfil their need of live by their social capital development. For this purposes the action research was done to explore the appropriate strategy for social facilitation approach in developing their capacity in education, health, economy, and environment. Until 2010, there was 106 Posdaya at Bogor, Cianjur, and Sukabumi area. Posdaya Bina Sejahtera Kelurahan Pasir Mulya Bogor was one of a good example in developing Posdaya that has been established at 8<sup>th</sup> May 2007. In the initiative phase, several activities had been done, included survey of the potency of community development, mini-workshop, meeting, training, coordinating, and empowering. In the implementation phase, several result had been yielded included organizational establishment, action plan, readiness of cadre, core activities development in education (pre-school and moving library), health services (post health services, geriatric health services, children family planning), economy (<em>syari’ah</em> microfinance institutionalization, small business for food production, and handy-craft), environment (environmental based agribusiness and household waste management). Action research concluded that Posdaya was empowerment strategy in developing grass root society by bottom up program on their self-reliance capacity in using local and potential resources. Posdaya was the institutionalization of social capital that relevant to the need of grass root society in developing education, health, economy, and environment. By these approach Posdaya considered as a proved model of community development in developing both physical and non physical of the society.


Author(s):  
Omar Karram

Computer games are an effective approach that enhances student’s motivation and innovation. Many modern teaching strategies have been implemented in the process of teaching different subjects such as learn to do, explore to learn, cognitive and meta-cognitive learning, and gamification. Gamification is an effective approach to make a positive change in students' behavior and attitude towards learning, to improve their motivation and engagement. This paper presents the role of computer games in enhancing high schools computer science students’ motivation and engagement through gamification. It’s illustrated the implementation of Code Combat as a teaching model for teaching object-oriented programming (OOP) which considered a tough topic in the computer science field. Code-Combat is a gamification platform that uses games elements to make coding interesting and engaging for students. It consists of different levels, where each level covers a specific topic in computer science and structures based on object oriented methodology such as(variables, conditions, loops and recursion).


2014 ◽  
Vol 4 (3) ◽  
Author(s):  
Jakub Livovský ◽  
Jaroslav Porubän

AbstractSince the beginning of teaching object-oriented programming at universities in the mid 90’s, university teachers are trying to come up with more effective ways of teaching. Number of researches has been made in this area. They are trying to identify errors teachers are making in learning process. These researches suggest different teaching methodologies and tools, which should help them to avoid these mistakes.The subject of this paper is to present a solution we developed to teach and illustrate basic concepts of object oriented paradigm through playing of computer game. In this approach, we are teaching basic principles, such as class, objects and relationship between them in the beginning of object oriented programming (OOP) course and postpone learning of specific objective language to later time. Also we are taking advantage of attractiveness of computer games to increase students motivation, which should lead to improved learning performance of students.


Author(s):  
Fuensanta Medina-Domínguez ◽  
Maria-Isabel Sanchez-Segura ◽  
Antonio de Amescua ◽  
Arturo Mora-Soto

In the mid 1960’s, the architect Christopher Alexander (1964) came up with the idea of Patterns, as “a solution to a problem within a defined context” and developed this concept. He explains, in a very original way, his ideas of urban planning and building architecture, using patterns to explain the “what”, “when”, and “how” of a design. Alexander invented a Pattern Language that is the fundamental to good building and city designs, and describes it in a collection of repetitive schemas called patterns. In Computer Science, software is susceptible to conceptual patterns. Consequently, Ward Cunningham and Kent Beck, used Alexander’s idea to develop a programming pattern language composed of five patterns as an initiation guide for Smalltalk programming. This work was presented at the Object-Oriented Programming, Systems, Languages & Applications Conference (OOPSLA) in 1987. In the early 1990’s, Erich Gamma and Richard Helm did a joint research that resulted in the first specific design patterns catalog. They identified four patterns: Composite, Decider, Observer, and Constrainer patterns. According to many authors, OOPSLA ’91 highlighted the evolutionary process of design patterns. The synergy between Erich Gamma, Richard Helm, Rala Johnson, and John Vlissides (better known as the “Gang of Four” or GoF) and other reputable researchers (Ward Cunningham, Kant Beck or Doug Lea) definitively launched the study of and research into Object Oriented Design Patterns. At the same time, James Coplien, another software engineer, was compiling and shaping a programming patterns catalogue in C++, which was a significant advance in the implementation phase in software development. Coplien’s catalog was published in 1991 under the title “Advanced C++ Programming Styles and Idioms”. Between 1991 and 1994 the concept of pattern design was discussed at international congresses and conferences. All of these encounters culminated in OOPSLA ’94. The GoF took advantage of this event to present their compilation (Gamma, Helm, Johnson & Vlissides, 1995). This publication, considered at that time as the best book on Object Orientation, compiled a 23-pattern catalog, founding the basis of patterns design. The number of pattern-related works, studies and publications in general, but especially in design, has exponentially grown since. However, the different research groups being born must be cataloged into three fundamental paradigms: • Theoretical approximations to the software pattern design concept and pattern languages. Coplien’s work (Coplien, 1996; 2004; Coplien & Douglas, 1995) stands out in this field. • Analysis and compilation of software applications design patterns. Rising’s efforts (Rising, 1998; 2000) and Buschmman (Buschmann, Meunier, Rohnert, Sommerlad & Stal, 1996; Buschmann, Rohnert, Stal & Schmidt, 2000) are included in this classification. • The study of special purpose patterns, like antipatterns (Brown, 1998).


2020 ◽  
Vol 10 (1) ◽  
pp. 86
Author(s):  
Mujiem Mujiem

This research is a classroom action research that aims to improve the ability of teachers to apply the problem centered learning model of learning in the Elementary School 187/ X Bangun Karya, Academic Year 2019/2020. The subject of this study was a teacher at 187 / X Bangun Karya Elementary School, Rantau Rasau District, Tanjung Jabung Timur District, Jambi Province. This class action research was carried out in two cycles, each cycle consisting of two meetings. The results of the evaluation are converted into a recapitulation table of the results of cycle I. The conversion results state that the research has not yet reached the target, it needs to be continued with cycle II. The results of observers in the implementation phase of the second cycle showed that all parts of the learning activities were going well, so that there were no more parts of the learning activities that needed to be improved. While the results of the second cycle are converted with the results of the recapitulation table states that the study has reached the target limit of completeness criteria in the first cycle that is equal to 50% and an average of 68.7 in the initial conditions of improvement in the second cycle completeness criteria to be 100% and the average namely 91.7 states that the Focus Group Discission can improve the ability of teachers to apply the Problem Centered Learning learning model in learning in 187 / X Public Elementary School Build Work Year 2019/2020.


1990 ◽  
Author(s):  
E. H. Bensley ◽  
T. J. Brando ◽  
J. C. Fohlin ◽  
M. J. Prelle ◽  
A. M. Wollrath

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