The Infona portal uses cookies, i.e. strings of text saved by a browser on the user's device. The portal can access those files and use them to remember the user's data, such as their chosen settings (screen view, interface language, etc.), or their login data. By using the Infona portal the user accepts automatic saving and using this information for portal operation purposes. More information on the subject can be found in the Privacy Policy and Terms of Service. By closing this window the user confirms that they have read the information on cookie usage, and they accept the privacy policy and the way cookies are used by the portal. You can change the cookie settings in your browser.
The results of creation of electronic educational and methodological complexes of disciplines for training specialists in the field of technical systems automation control are considered. Electronic educational and methodical complexes were created in the e-learning system developed under the guidance of the authors of this report. An analysis is given of the experience of using the created electronic...
Assigning programming homework for programming courses is a significant learning activity used to improve students' programming ability. However, it is more challenging for instructors and TAs to assess the contents of programs written by students. For instance, they do not know the histories of program writings; they have to review source code manually; and even they cannot obtain statistic information...
As educators seek to create better learning materials, knowledge about how students actually use the materials is priceless. The advent of online learning materials has allowed tracking of student movement on levels not previously possible with on-paper materials: server logs can be parsed for details on when students opened certain pages. But such data is extremely coarse and only allows for rudimentary...
Non-computer science majors often struggle to find relevance in traditional computing curricula that tend to emphasize abstract concepts, focus on nonpractical entertainment, or rely on decontextualized settings. BlockPy, a web-based, open access Python programming environment, supports introductory programmers in a data-science context through a dual block/text programming view. The web extra at...
For years, E-learning systems are around to provide students and learners with virtual educational environments in which they have no need to others' assistance in the process of learning. From technical point of view, the major goal of such systems is to improve education and learning levels of users through leveraging the system's facilities. In this regard, it is essential for the system to be...
With the advance of the cloud computing technology, online-programming services that can be available through a Web browser have been widely spread. In a programming class, a teacher can efficiently manage each students' progress by introducing such an online-programming service to the students. In this study, we design and implement a cloud-based Java learning system for effectively teaching Java...
In this paper, we experimentally explore the impact of different teaching paradigms on teaching a large-scale iOS programming MOOC consisting of 30,162 students. Our initial approach utilizes methods from our in-person lecturing experience. After launching the initial version of the course, we analyzed our performance and student feedback based on which we recreated and re-launched the entire course...
C is a basic computer language widely used in both industry and education. Many computer programming beginners choose C as the first computer language to learn. But it is difficult for the beginners, especially for high-school students, to learn C programming because the learning supporting environment is not enough. This research proposes PROVIT(PROgramming VIsualization Tool) for Web, an e-Learning...
Gamifying learning environments, combining classroom with gamified e-Learning platform, is one of the educational proposals that increases motivation and commitment of the students in the learning process. This research analyzes, quantitatively and qualitatively, the use of Gamified Moodle as a tool to improve the above mentioned parameters by the completion of autonomous tasks, in a Java Programming...
Introductory engineering courses can benefit from the flipped classroom model as these courses develop hands-on skills such as engineering design and critical thinking skills. Providing students with instruction outside the classroom with e-learning tools frees up class time to engage in activities that promote deeper learning, e.g. classroom discussions, problem-solving sessions, design activities,...
The programming language is not an easy course for beginners. Beginners need additional exercises to improve their learning. A number of web-based systems have been developed in order to allow students to submit their exercises. However, these systems do not define a pedagogical approach that makes programming learning easier. We have developed a tool named Exercise Management System for e-learning...
The paper at hand introduces CodeOcean, a web-based platform to provide practical programming exercises. CodeOcean is designed to be used in Massive Open Online Courses (MOOCs) to teach programming to beginners. Its concept and implementation are discussed with regard to tools provided to students and teachers, sandboxed and scalable code execution, scalable assessment, and interoperability. MOOCs...
To handle large classrooms of students is a every-"lecture"-challenge that requires the lecturer to constantly apply new ideas and new practices so as to keep the students focused and to stay in touch with them. Furthermore, these ideas have to be adjusted from lecture to lecture. The purpose of this paper is to share experiences with some new, recently popular and with some older practices,...
Personalized e-learning environment is desirable in computer programming education. An important issue on personalized e-learning environment is to know the learning status of each student. This article proposes a method, SKP based Student Learning Status Description(SKP-based SLSD), to help instructors to know student individual's learning status in C programming. SKP-based SLSD focus on the syntactic...
In consideration of the problem of the poor efflciency in traditional classroom teaching owing to the constraint in time and space, a research which combines traditional classroom with E-learning in blended learning is proposed. The software engineering course is chosen and the network platform can serve as an effective instrument for teaching. In our study, the teaching content can be shared in the...
In order to obtain the feedback of students perception on delivered e-learning course, we have conducted a survey. The survey focused on the virtual programming lab (VPL) for the electrical power system course. The VPL is an activity module for Moodle that manages programming assignments. The survey consists of two ways, online and offline. As the online survey, the Constructivist On-Line Learning...
This paper is an attempt of applying EDM methods on Moodle data in order to detect specific behaviours within student groups with the tendency to fail the course. The research is conducted on Moodle logs gathered in the blended course Programming 1. Extracting and using crucial information on time can be a turning point for students in at-risk stage, which is what we tried to achieve in this research.
The paper provides the design and the implementation of an e-learning system, which can be used to help children in primary school to learn the concept of computer programming. Computer Programming has now became a mandatory subject in primary and secondary schooling, England being the first country to mandate this subject into the national curriculum. Computer programming is a necessity due to the...
Relevance of a concept being taught to the real world is believed to contribute to an increase in the intrinsic motivation and engagement of a learner. Such relevance is often found lacking in learning material such as textbooks. Practical issues and problems one could face while learning or implementing new concepts are a means of establishing such relevance. In this paper, we propose a method to...
The paper at hand evaluates the Massive Open Online Course (MOOC) Spielend Programmieren Lernen (Playfully learning to program), an effort to scale the youth development program at the Hasso Plattner Institute (HPI) for a larger audience. The HPI has a strong tradition in attracting children and adolescents to take their first steps towards a career in IT at an early age. The Schülerakademie, the...
Set the date range to filter the displayed results. You can set a starting date, ending date or both. You can enter the dates manually or choose them from the calendar.