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Learners regularly abandon online coding tutorials when they get bored or frustrated, but there are few techniques for anticipating this abandonment to intervene. In this paper, we examine the feasibility of predicting abandonment with machine-learned classifiers. Using interaction logs from an online programming game, we extracted a collection of features that are potentially related to learner abandonment...
This paper provides the motivation for the design of a web-based planning tool called AgentDesign, a description of its components, and a discussion of elementary students' ability to use it for creating games. The planning tool presented in this paper was used to engage elementary students in an activity to design and then create a video game using an agent-based programming environment. The design...
In open-ended tasks where a program's behavior cannot be specified in advance, exploratory programming is a key practice in which programmers actively experiment with different possibilities using code. Exploratory programming is highly relevant today to a variety of professional and end-user programmer domains, including prototyping, learning through play, digital art, and data science. However,...
In this research, a tool for evaluating algorithmic thinking ability of the primary schoolchildren was developed. This tool is based on the three categories of operations used to construct algorithms, namely, sequential operations, conditional branching operations, and iterative operations. Each question in the tool checks to see if the examinee understands the concept of one of the three categories...
NetsBlox is a visual blocks-based programming language extending Snap! with a few carefully selected abstractions to support distributed programming. In this paper, we argue that with the help of NetsBlox, some of the fundamental concepts of computer networking can be included in the high school computer science curriculum. Specifically, we describe a set of curricular units that would fit nicely...
We examine the challenges and advantages of 3D programming in the AgentCubes Online programming environment. 3D imagery and its associated programming provide a means for personalizing projects and may increase a learner's motivation to learn about technology. After reviewing the challenges for learners, we suggest some ideas for helping both teachers and student learners make the transition to 3D...
This paper studies the first computing education summer camp of its kind in Sweden. Semi-structured interviews were performed with six of the camp's instructors focusing on their teaching experiences in relation to the instructional content and the children. The instructors struggled with meeting the wide range in children's programming experience, suggesting a lack of pedagogical knowledge. The results...
Recommendation systems use computational techniques to select items in a personalized way to users, taking into account criteria such as history and interest. However, several authors point out that the process of recommendation in education requires models beyond the user's taste, in order to catalyze students' learning. In addition, feedback involves the student's experience. In this work we present...
Design thinking is considered as a creative, humancentred, participative, exploratory and problem-solving process that values different perspectives of a problem. In this study, we bring the design thinking in a curriculum framework of K-12 game creation by App Inventor which is currently popular block based programming environments for fostering Computational Thinking. In a case study on a middle-school...
Transforming the conventional ways of teaching programming is essential to help lecturer to retain student's engagement with the academic matter. One of the approach is to improve the conventional ways of teaching by activating the collaborative aspect among students through the support of discussion forum. However, some concerns growth regarding the participation from the student. The use of discussion...
Augmented reality technologies are being used in education to create engaging and memorable learning experiences for the students. To boost the adoption of such technologies even further, educators need access to augmented reality authoring tools that do not require programming skills, are under constant maintenance and development, are easy to use, are free and whose outputs can reach a wide range...
The work described in this paper addresses the development of a game focused on a teaching strategy in the context of action-research study. The strategy established aimed at testing the impact of the student's participation in í collaborative project. The project aimed to motivate students t(use and learn foreign languages and also to develop their intercultural communicative competence. The team...
Leaning by game can promote the students' learning motivation. Educational game design involves programming competence, visual design and educational profession. Nevertheless, most of the teachers do not have the programming skills. At the same time, almost of game development tools are not designed for educational use. As a result, the purpose of this study is to develop an educational game authoring...
In the past, computer programming was perceived as a task only carried out by computer scientists; in the 21st century, however, computer programming is viewed as a critical and necessary skill that everyone should learn. In order to improve teaching of problem-solving abilities in a computing environment, extensive research is being done on teaching–learning methods, types of teaching software, the...
Learning programming is difficult especially for novice programmers. The rapid development of mobile technology capabilities generates a new way of teaching called mobile learning. Thus, the purpose of this research was to develop a mobile game on the topic ActionScript 2.0 based on the Problem Based Learning (PBL) approach. The development of this Android mobile application uses ADDIE model as the...
Serious educational games are specially designed computer games which are used in an educational setting, in other words, they are interactive competitive lessons with defined learning outcomes which allow students to have fun during learning. The importance of serious games in contemporary educational practice is increasing. Applying serious games in teaching, students facilitate the learning process,...
Learning to program is a challenging task. Novices need to have an accurate understanding of the program execution at the conceptual level provided by the programming language. This level of execution is often referred to as the notional machine, which is often easier to understand through program visualizations.
Research on educational e-courses that contain only a series of motivating elements of computer games but do not include playing computer games has intensified since 2010 [1] [6]. This field of research is called gamification and represents the use of game elements (mechanics, dynamics and aesthetics) in a field (education, marketing etc.) that is not a computer game. A review of literature related...
The paper introduces a visual programming language and corresponding web- and cloud-based development environment called NetsBlox. NetsBlox is an extension of Snap! and it builds upon its visual formalism as well as its open source code base. NetsBlox adds distributed programming capabilities to Snap! by introducing two simple abstractions: messages and NetsBlox services. Messages containing data...
In this paper, we set out to explore the level of programming experience present among the masses (the last mile end-user programmers), the influence of various factors such as early exposure to software, as well as age, on programming experience, their effects on the types of software people mightwant to create, and the software development approaches they prefer.
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