computer programming
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2022 ◽  
Vol 216 ◽  
pp. 105335
Author(s):  
Diego P. de la Hera ◽  
María B. Zanoni ◽  
Mariano Sigman ◽  
Cecilia I. Calero

2022 ◽  
Vol 12 ◽  
Author(s):  
Hong-Ren Chen ◽  
Wen-Chiao Hsu

Flipped learning could improve the learning effectiveness of students. However, some studies have pointed out the limitations related to flipped classrooms because the content of the flipped course does not vary according to the needs of the students. On the other hand, adaptive teaching, which customizes the learning mode according to the individual needs of students, can make up for some of the shortcomings of flipped teaching. This study combines adaptive teaching with flipped teaching and applies it to face-to-face classroom activities. The purpose of this research is to explore whether the implementation of flipping and adaptive learning in a computer programming course can improve the learning effectiveness of students. The experimental subjects of this study are the sophomore students in the Department of Information Management. The flipped classroom with adaptive instruction has been realized in the limited course time. This study uses questionnaires to collect pre- and post-test data on the “learning motivation” of students. The learning effectiveness was evaluated based on the students' previous programming course (C language) and the semester scores of this course. Research results show that the post-test “learning motivation” has improved overall compared with the pre-test, and the learning effect is significant. The results of this research not only prove the effectiveness of modern teaching theories in programming courses but also lay the foundation for future teaching design.


2022 ◽  
pp. 073563312110604
Author(s):  
Jian-Wen Fang ◽  
Dan Shao ◽  
Gwo-Jen Hwang ◽  
Shao-Chen Chang

Scholars believe that computational thinking is one of the essential competencies of the 21st century and computer programming courses have been recognized as a potential means of fostering students’ computational thinking. In tradition instruction, PFCT (problem identification, flow definition, coding, and testing) is a commonly adopted procedure to guide students to learn and practice computer programming. However, without further guidance, students might focus on learning the syntax of computer programming language rather than the concept of solving problems. This study proposes a peer-assessment-supported PFCT (PA-PFCT) approach for boosting students’ computer programming knowledge and computational thinking awareness. A quasi-experiment was conducted on a computer programming course in a high school to evaluate its influence on students’ learning achievement, computational thinking awareness, learning motivation, and self-efficacy. An experimental group of 51 students learned with the proposed approach, while a control group of 49 students learned with the traditional PFCT (T-PFCT) approach. The experimental results show that the proposed approach significantly enhanced the students’ computational thinking awareness, learning motivation, and self-efficacy, while not having significant impacts on their computer programming knowledge test scores.


2022 ◽  
Vol 12 (1) ◽  
pp. 0-0

This paper describes a growth mind-set intervention with Junior Cycle Coding students in a disadvantaged school in Ireland. This intervention builds on the work of O’Rourke et al. (2016) and applies findings to a computer programming setting where gamification is used to incentivise growth mind-set behaviour in students learning to code. Data revealed a large drop in the perseverance of effort with the control group while learning computer programming. Significantly, the intervention shielded the focus group from experiencing the same drop while learning to code. This research found an increase in the growth mind-set behaviour as the intervention progressed. Additionally, the study revealed that some game elements were effective at incentivising growth mind-set behaviour like perseverance, while others were less successful. These findings are important for educators to consider when they find their Coding students showing a helpless response to challenge as this research sets out a clear path to successfully incentivise persistence and changing strategy in the face of challenge.


2022 ◽  
pp. 648-676
Author(s):  
Serhat Altiok ◽  
Erman Yükseltürk

In our age, computational thinking that involves understanding human behavior and designing systems for solving problems is important as much as reading, writing and arithmetic for everyone. Computer programming is one of the ways that could be promote the process of developing computational thinking, in addition to developing higher-order thinking skills such as problem solving, critical and creative thinking skills etc. However, instead of focusing on problems and sub-problems, algorithms, or the most effective and efficient solution, focusing on programming language specific needs and problems affects the computational thinking process negatively. Many educators use different tools and pedagogical approaches to overcome these difficulties such as, individual work, collaborative work and visual programming tools etc. In this study, researchers analyze four visual programming tools (Scratch, Small Basic, Alice, App Inventor) for students in K-12 level and three methodologies (Project-based learning, Problem-based learning and Design-based learning) while teaching programming in K-12 level. In summary, this chapter presents general description of visual programming tools and pedagogical approaches, examples of how each tool can be used in programming education in accordance with the CT process and the probable benefits of these tools and approaches to explore the practices of computational thinking.


2022 ◽  
Author(s):  
Ricky E. Putra ◽  
Ekohariadi Ekohariadi ◽  
I K. D. Nuryana ◽  
Yeni Anistyasari

2022 ◽  
pp. 888-904
Author(s):  
Janna Jackson Kellinger

This chapter begins by arguing that computational thinking and coding should be included as two more C's in the Partnership for 21st Century Learning's list of essential skills. It does so by examining how coding and computational thinking can be used to manipulate people. It argues that gaming uses all the C's, including the two new ones proposed. It then explores connections between playing video games and computer programming. It claims that game-based learning would be an optimal way to leverage these connections to teach coding and describes ways in which to do so, including specific challenges that could be included in game-based learning and a sequence of introducing them so students can “level up.” It briefly examines different coding games and describes ways in which educators can create their own coding games. It concludes by arguing that educators can make the connections between gamer thinking and computational thinking visible, use games designed to teach coding, or create their own coding games to take advantage of near transfer.


2022 ◽  
pp. 106-132

This chapter begins with the Socrates DigitalTM module calling the “Define Problem” process. This process identifies the problem area and gathers the problem-defining information from the user. This chapter provides pseudo-code for the subprocesses that make up the processes for Socrates DigitalTM. It has enough detail to implement the logic in any procedural and general-purpose computer programming language. This chapter shows that more questions follow after asking the user a question in many situations. The questions aimed at getting these answers are questions that target the quality of reasoning.


2022 ◽  
pp. 253-269
Author(s):  
Hüseyin Özçınar

The idea that computational thinking or algorithmic thinking should be taught to everyone dates back to the 1960s. First in 1960s, Alan Perlis argued that computer programming should be taught to everyone because it can be used as a mental tool for understanding and solving every kind of problem. In 1980s, under the leadership of Seymour Papert, students at the level of primary education were attempted to be taught LOGO programming language with the aim of gaining procedural thinking skill. After the publication of Jeannette Wing's “computational thinking” in Communications of the ACM in 2006, the idea that the basic concepts of computer science should be learned by all was started to be debated widely again. In the present paper, the justifications for teaching computational thinking and applicability of teaching computational thinking within the context of existing conditions will be discussed.


2022 ◽  
pp. 631-647
Author(s):  
Diana Pérez-Marín ◽  
Raquel Hijón-Neira ◽  
Ainhoa Romero ◽  
Silvia Cruz

New computer devices such as Makey Makey are proposed for children in primary education to learn computer programming. That way, students can interact with the computer with any conductive material, such as fruits or Play-Doh. The research question is whether playing with fruits as interactive devices can help primary education students learn concepts of computer programming. An experiment has been performed to answer the question with 62 primary education children. The results gathered provide significant evidence that students can learn more without using the fruits. Psychological factors may explain these results.


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