computer science pedagogy
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Habarshy ◽  
2020 ◽  
Author(s):  
V GRINSHKUN ◽  
Sh TAUBAYEVA ◽  
Zh BURAYEVA

In this article, we will consider the role of the English language in the formation of pedagogical creativity of future informatics teachers, we will focus on the integration of disciplines studied in the specialty “5B011100 – Informatics”. The formation of the pedagogical creativity of future informatics teachers in the process of teaching English is one of the problems that can be successfully solved provided that interdisciplinary relationships are implemented – computer science, pedagogy, and the English language.


2019 ◽  
pp. 349-368
Author(s):  
Yu-Hsin Hung ◽  
Ray I. Chang ◽  
Chun Fu Lin

3D visualization specifically has been widely applied in a broad range of fields, including computer science, pedagogy, and so forth. 3D visualization instruction has become the essential tool that uses computer programs to generate 3D representations of manmade objects. For users, 3D visualization instruction can be manipulated, altered and efficiently communicated to others, and it is efficient for teaching and learning. The aim of this study is investigating students' perception toward 3D visualization instruction, and the influence of learning-style preferences on learners' intentions to use 3D visualization instruction. We are trying to develop the experiment which undergraduate students participated in this study, the purpose of which was to investigate the utilize 3D visualization instruction access to the single learning style and multiple learning styles. Data mining technology was employed in this study to identify multiple learning styles. The result showed that high visual and high sensing learning style has potential of using 3D visualization instruction.


2017 ◽  
Vol 7 (2) ◽  
pp. 94 ◽  
Author(s):  
Rauno Ilmari Pirinen

In this study, the concept of Learning by Research and Development (R&D) is furthered to the world of more resilient learning in the setting of security related R&D projects for development of co-creative products, services and action competence. The background of this study includes an interdisciplinary combination of service science, security, computer science, pedagogy, engineering, and management science. The interdisciplinary combination involves researchers, learners, teachers, and other participants connecting and integrating the academic disciplines, professions, and technologies, along with their methods and perspectives for co-creation of a common goal. This goal emphasizes results as high-value impacts, as well as the value of products, services, and innovations as “deliverables” of the integrative learning process. Until recently, the Learning by R&D model is clear and transparent; as such, it can be adopted by learning and R&D integration of other sciences and higher education institutions. The structure of the model is also easy to adapt and renew in case of a change, which means that it can develop from the inside on the one hand, and produce interactions, adaptions, resilience and innovations on the other.


Author(s):  
Sueyla Ferreira da Silva dos Santos ◽  
Ismael Forte Freitas Júnior ◽  
Ana Maria Alvarenga ◽  
Silvio Aparecido Fonseca ◽  
Jair Sindra Virtuoso Junior ◽  
...  

DOI: http://dx.doi.org/10.5007/1980-0037.2016v18n5p577 The practice of leisure physical activity represents a behavior that must be monitored in different population groups. The objectives of this study were i) to compare the prevalence of leisure-time physical activity in university students along the survey years in three separate years; ii) to analyze the factors associated with practice of leisure time physical activity in each survey. Three surveys in a college institution in northeastern Brazil in 2010, 2012 and 2014 were carried out. The dependent variable was practice of leisure-time physical activity. Exploratory variables were sociodemographic factors and link with the university. The prevalence was compared using the chi-square test for linear trend and association for Prevalence Ratio. Participation was of 1,084, 1,085 and 1,041 college students in 2010, 2012 and 2014, respectively. The prevalence of leisure-time physical activity was approximately 50% in the three surveys. Women were less active in leisure time on the three surveys. In each survey, associations were different in relation the courses, and Chemistry – teacher training, Computer Science, Pedagogy – teacher training and Linguistics (no specialization) students showed lower levels of leisure-time physical activity and Biomedicine, Geography – Bachelor, Physical Education – teacher training and Geography – teacher training students were more active in leisure time. It was concluded that there was a stabilization of the prevalence of active leisure over time and that women showed lower prevalence of leisure-time physical activity in the three surveys.


Author(s):  
Yu-Hsin Hung ◽  
Ray I. Chang ◽  
Chun Fu Lin

3D visualization specifically has been widely applied in a broad range of fields, including computer science, pedagogy, and so forth. 3D visualization instruction has become the essential tool that uses computer programs to generate 3D representations of manmade objects. For users, 3D visualization instruction can be manipulated, altered and efficiently communicated to others, and it is efficient for teaching and learning. The aim of this study is investigating students' perception toward 3D visualization instruction, and the influence of learning-style preferences on learners' intentions to use 3D visualization instruction. We are trying to develop the experiment which undergraduate students participated in this study, the purpose of which was to investigate the utilize 3D visualization instruction access to the single learning style and multiple learning styles. Data mining technology was employed in this study to identify multiple learning styles. The result showed that high visual and high sensing learning style has potential of using 3D visualization instruction.


2013 ◽  
Vol 38 (4) ◽  
pp. 465-470 ◽  
Author(s):  
Jingjie Yan ◽  
Xiaolan Wang ◽  
Weiyi Gu ◽  
LiLi Ma

Abstract Speech emotion recognition is deemed to be a meaningful and intractable issue among a number of do- mains comprising sentiment analysis, computer science, pedagogy, and so on. In this study, we investigate speech emotion recognition based on sparse partial least squares regression (SPLSR) approach in depth. We make use of the sparse partial least squares regression method to implement the feature selection and dimensionality reduction on the whole acquired speech emotion features. By the means of exploiting the SPLSR method, the component parts of those redundant and meaningless speech emotion features are lessened to zero while those serviceable and informative speech emotion features are maintained and selected to the following classification step. A number of tests on Berlin database reveal that the recogni- tion rate of the SPLSR method can reach up to 79.23% and is superior to other compared dimensionality reduction methods.


10.28945/2658 ◽  
2003 ◽  
Author(s):  
Nicholas Ourusoff

Teaching how to program independently of teaching a programming language has been recognized as a worthwhile goal in computer science pedagogy, but many have abandoned the goal as being impossible to achieve in practice. Jackson Structured Programming (JSP) is a well-documented and proven program design method that is independent of any programming language. CASE tools have generally been used in designing information systems rather than programs. Jackson Workbench (Keyword Computer Services Limited, 2002) is a CASE tool for designing programs (as well as information systems) that generates executable program code in several contemporary programming languages (Visual BASIC, Java, C++). Jackson Workbench contains a unique Structure Editor that uses “hotspots” to draw and syntactically validate program tree structure diagrams. As a result, the user can focus entirely on the design process, and leave the details of drawing to the CASE tool.


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