scholarly journals Analyzing novices' fun and programming behaviours while playing a serious blocks-based game

2021 ◽  
Vol 29 ◽  
pp. 1337-1355
Author(s):  
Adilson Vahldick ◽  
Maria José Marcelino ◽  
António José Mendes

Blocks-based environments have been used to promote programming learning mostly in elementary and middle schools. In many countries, isolated initiatives have been launched to promote programming learning among children, but until now there is no evidence of widespread use of this type of environment in Brazil and Portugal. Consequently, it is common that many students reach higher education with little or no programming knowledge and skills. NoBug’s SnackBar is a game designed to help promote programming learning. This study examined students' behavior and attitudes when playing the game on their initiative. It used a sample of 33 undergraduate students enrolled in an introductory programming course. The variables studied were students' performance and engagement, satisfaction, and problem-solving strategies. The main findings were (1) better performing students had a high level of perceived learning, (2) all the students had similar perceptions about their fun while playing, (3) the leader board was the most used game element not directly related to learning and (4) the top-ranked students access previous solutions to help them solve a new mission, while the others often use a trial-and-error approach.

2020 ◽  
pp. 095042222091965
Author(s):  
Ugochukwu Chinonso Okolie ◽  
Chinyere Augusta Nwajiuba ◽  
Beatrice Eneje ◽  
Michael Olayinka Binuomote ◽  
Christian Ehiobuche ◽  
...  

This study explores how Nigerian higher education institutions can facilitate industry involvement in the design of programmes and activities that enhance the development of students’ knowledge and skills for business start-ups, leading to job creation. Using interview and focus group methodologies, the researchers obtained rich information from 50 participants, including higher education teachers, final year undergraduate students who had taken part in the compulsory Student Industrial Work Experience Scheme and industry executives with an understanding of how industry can make a meaningful contribution to learning in higher education. Focusing on four dominant themes from the thematic analysis, the authors analyse the factors that contribute to students’ knowledge and skill development. Building on human capital theory, they make recommendations for curriculum restructuring, renewed pedagogical approaches and competencies, building linkages between higher education and industry and career training and mentoring to enhance the development of students’ knowledge and skills for job creation.


2017 ◽  
Vol 24 (2) ◽  
pp. 82-83
Author(s):  
James Russo ◽  
Toby Russo

Read a Mr. Men story with your students, and tackle the associated mathematical tasks. Success with these tasks requires children to draw on a variety of problem-solving strategies, including drawing diagrams and pictures, creating tables, trial-and-error strategies (guess and check), modeling problems with concrete materials, and possibly even acting out the problems. Have fun!


2019 ◽  
Vol 5 (3) ◽  
Author(s):  
Ni Luh Ratniasih

ABSTRACT<br />Drop out is a situation where students are expelled from college because of several factors, one of which is because the status of lectures is not active beyond 5 semesters for undergraduate students. The high level of success and low failure of students can reflect the quality of education in higher education. The high level of student drop outs can affect the value of Higher Education accreditation so that it will affect the level of public trust. Student data drop out becomes something important to be researched and analyzed, so it can be seen how the characteristics of students who have the potential to drop out as early as possible. The data of ITB STIKOM Bali students is very much so that they can utilize data mining techniques for data classification. In this study the K-NN method was implemented to classify students as potential drop outs and the student data used in this study were students of the 2014 Information Systems study program using 6 attributes, namely gender, age, religion, class status, practical work, and grades GPA. The results showed that the accuracy of the method was 81.50%.<br />Keywords: KNN, Drop Out, ITB STIKOM Bali<br />ABSTRAK<br />Drop out adalah suatu keadaan dimana mahasiswa dikeluarkan dari perguruan tinggi karena beberapa faktor salah satunya karena status perkuliahannya tidak aktif melebihi 5 semester untuk mahasiswa S1. Tingginya tingkat keberhasilan dan rendahnya kegagalan mahasiswa dapat mencerminkan kualitas pendidikan di perguruan tinggi. Tingginya tingkat drop out mahasiswa dapat mempengaruhi nilai akreditasi Perguruan Tinggi sehingga akan mempengaruhi tingkat kepercayaan masyarakat. Data mahasiswa drop out menjadi sesuatu hal yang penting untuk diteliti dan dianalisa, sehingga dapat diketahui bagaimana karakteristik mahasiswa yang berpotensi drop out sedini mungkin. Data mahasiswa ITB STIKOM Bali sangat banyak sehingga dapat memanfaatkan teknik data mining untuk klasifikasi data. Pada penelitian ini diimplementasikan metode K-NN untuk klasifikasi mahasiswa berpotensi drop out dan data mahasiswa yang digunakan dalam penelitian ini adalah mahasiswa program studi Sistem Informasi angkatan 2014 dengan menggunakan 6 atribut yaitu jenis kelamin, umur, agama, status kelas, kerja praktek, dan nilai IPK. Hasil penelitian menunjukkan bahwa tingkat akurasi metode sebesar 81.50%.<br />Kata kunci: KNN, Drop Out, ITB STIKOM Bali


2011 ◽  
Vol 10 (3) ◽  
pp. 268-278 ◽  
Author(s):  
Katharine Semsar ◽  
Jennifer K. Knight ◽  
Gülnur Birol ◽  
Michelle K. Smith

This paper describes a newly adapted instrument for measuring novice-to-expert-like perceptions about biology: the Colorado Learning Attitudes about Science Survey for Biology (CLASS-Bio). Consisting of 31 Likert-scale statements, CLASS-Bio probes a range of perceptions that vary between experts and novices, including enjoyment of the discipline, propensity to make connections to the real world, recognition of conceptual connections underlying knowledge, and problem-solving strategies. CLASS-Bio has been tested for response validity with both undergraduate students and experts (biology PhDs), allowing student responses to be directly compared with a consensus expert response. Use of CLASS-Bio to date suggests that introductory biology courses have the same challenges as introductory physics and chemistry courses: namely, students shift toward more novice-like perceptions following instruction. However, students in upper-division biology courses do not show the same novice-like shifts. CLASS-Bio can also be paired with other assessments to: 1) examine how student perceptions impact learning and conceptual understanding of biology, and 2) assess and evaluate how pedagogical techniques help students develop both expertise in problem solving and an expert-like appreciation of the nature of biology.


2021 ◽  
Vol 10 (1) ◽  
pp. 221258682110062
Author(s):  
Olga Zlatkin-Troitschanskaia

Higher education in Germany is characterized by specific historicalcultural traditions stemming from von Humboldt’s humanistic understanding of education. In this context, higher education focuses on a variety of multi-perspective goals. Accordingly, higher education focuses on both the acquisition of knowledge and skills in specific domains (e.g., medicine, economics) and on the development and promotion of generic (interdisciplinary) skills (e.g., problem solving, critical thinking), whereby the latter aspect is becoming increasingly more important in the 21st century. This paper analyses ten years of competence research in higher education in germany, and considers advances and perspectives.


2021 ◽  
Vol 98 ◽  
pp. 05017
Author(s):  
Yulia A. Afanasyeva ◽  
Elena G. Gravitskaya ◽  
Galina V. Paramonova ◽  
Olga I. Gromova ◽  
Sholpan A. Bulekbayeva

This article discusses the issues of training special teachers for using modern digital educational technologies, in particular innovation resources of Moscow E-School (MES). The aim of this work is in development of technology of specialists’ training, capable to work with the resources of MES, in the frames of higher education. The following research methods were applied: surveying students, expert appraisal of students by teachers, aiming at formed skills and habits to work in MES environment. The obtained experimental results evidence that in the frames of higher education, the proposed technology of specialists’ training, capable to work with the resources of MES in the frames of optional courses, demonstrated sufficiently high results. The study revealed high satisfaction of teachers with the level of students’ qualification, namely: creative potential was enhanced, during the practice the students demonstrated higher involvement. Thus, in 2020, the teachers supervising the practice marked high level of skills of operation with MES resources demonstrated by 57% of students, which was nearly by two times higher than in 2018 (31%). In 2020, the average level was recorded for 28% of students, the low level – for 15% of students, which was nearly by two times lower than in 2018 (27%). Introduction of such optional course is exclusive, since it is oriented at training students specializing in special (defectology) education and solves the following tasks: firstly, to arm with the skills and habits of operation in digital environment, namely, MES, and secondly, to arm with specific knowledge and skills of development of electronic content for disabled children.


2019 ◽  
Vol 3 (1) ◽  
pp. 57-70
Author(s):  
Wina Fajriah

The purpose of this study was to analyze the problem solving abilities of SMP Kartika I-6 grade VIII students, who learn with problem solving strategies based on Polya steps in solving story problems. This research is descriptive with a qualitative approach. The subject of this study was class VIII1 student. After  problem solving learning strategy are  applied, given test problem solving ability in participants and the results are analyzed based on the steps of pattern.Test results raising students in three levels of problem solving skills, namely a high level of 25 %, medium 50 %, lower 25%. Based on the indicator of problem solving, it is known that the ability of students in understanding problems and arranging settlement plans is in the high category, while in implementing the completion plan it is categorized as being moderate and checking the answers back at a low level.


Author(s):  
Enrique Planells-Artigot ◽  
Santiago Moll-Lopez

Abstract Global Virtual Teams (GVT) among higher education institutions stand as a powerful tool of extending internationalization techniques as well as improving collaborative learning and transversal competencies. This study stems from the belief that using these channels allows students to establish connections and strengthen their confidence in networking for professional purposes. Furthermore, it describes a collaborative project involving undergraduate students of 23 different nationalities in two different business schools located in Spain and South Korea (n = 109; 61 in Spain and 48 in South Korea). The courses in both universities had similar learning objectives focused on the development of written and oral communication skills in a business environment. Through a series of semi-monitored activities and questionnaires, the vast majority of students expressed a strong satisfaction with their own achievements during the course including teamwork, learning how to deal with cultural differences, improving communication skills and problem-solving strategies. This case study contributes to a broader understanding of virtual exchange activities in higher education in different cultural contexts in terms of the types of activities engaged, the perceived value and learning outcomes as well as shared challenges. This understanding will help define common strategies in the practice of virtual exchange and to achieve greater integration within university curricula. Virtual exchange activities contribute not only to the improvement of students’ language and digital skills but to other transversal competencies such as problem-solving and teamwork, which seem to be gaining importance in an increasingly complex and competitive world of global connections.


2015 ◽  
Vol 7 (3) ◽  
pp. 59-70 ◽  
Author(s):  
Rouhollah Khodabandelou ◽  
Habibah Ab Jalil ◽  
Wan Zah Wan Ali ◽  
Shaffe Mohd Daud

Blended learning as “third generation” of distance learning has the potential to offer multimethod instruction through the blend, to leverage the strengths of current online and traditional instructions. Therefore, higher education institutions having recognized the fact that blended learning is beneficial, adopted this alternative approach as a new educational delivery method. The study determined the difference in perceived learning among three different blended learning environments in Malaysian higher education institutions. The data were collected from three public universities in Peninsular Malaysia and the respondents were undergraduate students from these universities. The result showed that the students' presence in classroom meetings contributes to their learning. The results also indicate that high levels of perceived learning were reported by undergraduate student in the blended learning environment face-to-face meeting rather than online sessions


2013 ◽  
pp. 223-239
Author(s):  
Junjie Shang ◽  
Morris Siu Yung Jong ◽  
Fong Lok Lee ◽  
Jimmy Ho Man Lee

With the integrated use of quantitative and qualitative research methods, this chapter describes the learners’ problem-solving processes and the strategies they used under a pedagogy called Virtual Interactive Student-Oriented Learning Environment (abbreviated as VISOLE). By recording learners’ operations in the game, and collecting their game logs (BLOG), summary reports, and interview records, also based on the observations done by the researchers, it is found that the problem solving strategies that learners used in VISOLE primarily included: (1) trial and error, (2) random, (3) purpose-oriented, (4) starting from simple, (5) adventure, (6) comprehensive, (7) focused, (8) index, (9) BUG, (10) entertainment strategies, etc.


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