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This paper outlines a new kind of degree that has technology at its core, but is transdisciplinary in nature. Rather than students learning knowledge in discrete disciplinary blocks, they are exposed to ideas and practices from a wide variety of disciplines, and use these to create new ways of working that are underpinned by capabilities in computational thinking, complex systems, data and reasoning.
The live teaching is a new form of online education, the learning goal has a change from educators to learners, i.e., educators become the target to be evaluated by learning activities and online learning develops into interactive learning. However, new challenges are imposed upon the development of teachers' behavior. This paper explores the behavior of teachers in live teaching from the perspective...
We describe the design and a trial run of an integrated course of instruction in reading, writing, and computer programming, in order to assess potential synergies of learning them together. Twelve pre-teen students diagnosed with dyslexia each took a sequence of lessons of approximately 90 minutes each over a 3-month period. In addition to computer learning activities in handwriting, word reading,...
Founding proper reading and comprehension abilities of the Arabic written text is of great significance for learners of the language since this is a means for extracting the linguistic and cultural knowledge. This process is complex in Arabic since the script is interwoven and multiple segments can be fused to create a single word which in return complicates identifying word units for new learners...
Recently, Java has been educated in many universities and professional schools due to reliability, portability, and scalability. However, because of its limited time in Java programming courses, coding rules are rarely educated. As a result, codes made by students become far from readable codes. In this paper, we propose a coding rule learning function using static code analyzers in Java Programming...
Gamification and in particular game-based learning is significantly gaining ground during the latest decades. It expresses a different approach to education that is mixing education with gaming, aiming to enhance the learning experience with game mechanics and rules and to provide stronger motivations for lifelong learning. Many works have illustrated the benefits of learning while playing. This work...
This paper compares widely employed simulation modeling approaches: System Dynamics (SD) and Discrete Event Simulation (DES). SD and DES follow two quite different modeling philosophies and can bring very different but complimentary insights in understanding to the same ‘real world’ problem. An exploratory study is undertaken to investigate the ability of new practitioners to assimilate and then put...
Engineering design is a complex activity for students to undertake and for instructors to assess. This research uses large learner data sets collected through automatic, unobtrusive logging of student actions in a CAD platform to address this difficulty in observing design behavior. We used a computer-aided design software that captured student design activities to investigate patterns of student...
Lero's mission is to establish Ireland as a location synonymous with high quality software development through advanced research and smart collaboration, and through our education and outreach programme. An estimated 44,500 job openings are forecast in the ICT sector over the period to 2018. To ensure an adequate ICT skills supply pipeline, informing and effectively engaging relevant stake holders...
Instant messaging (IM) software, widely used in the campus, are used in teaching by some teachers. Through the exploration of IM software, emerge a unique teaching form called the teaching based on Instant Messaging (IM) Software. But do we really know the characteristics of this teaching pattern? Are there any methods that let the teachers quickly review their own courses and improve the instructional...
The biggest difficulty that students face when learning programming is in developing the necessary cognitive skills that allows them to apply what they have learnt. It is generally accepted that programming is one of those things that can only be learnt by doing and actively engaging with it. Parallel programming is a prime example of a programming area that students commonly struggle with. A major...
Collaborative programming is an important pedagogical tool in computer science higher education. In this context, Pair Programming has been established as an effective practice for teaching programming. In addition, Coding Dojo has recently emerged as a collaborative group practice that uses Pair Programming as a mechanism to allow everyone to participate. However, both Pair Programming and Coding...
This paper presents a study about how efficient implementation of software changes helps students to better understanding of programming techniques and algorithms. The study is performed during last three years on first year students, considering applications classes for two first year courses: computer programming part I and part II. There are taken into account some partial results during the semester,...
We define and advocate the subfield of educational software engineering (i.e., software engineering for education), which develops software engineering technologies (e.g., software testing and analysis, software analytics) for general educational tasks, going beyond educational tasks for software engineering. In this subfield, gaming technologies often play an important role together with software...
Software security is a tough reality that affects the many facets of our modern, digital world. The pressure to produce secure software is felt particularly strongly by software engineers. Today's software engineering students will need to deal with software security in their profession. However, these students will also not be security experts, rather, they need to balance security concerns with...
This paper attempts to construct an interuniversity task-based collaborative learning model for students from different disciplines - applied mathematics majors from Xi'an University of Architecture & Technology and English majors from Shaanxi Normal University on the theoretical basis of Constructivism and Social Constructivism. The learning model presented here is based on the combination of...
Aiming at the requirement of colleges and universities for the PBL teaching mode, the research designs a foundational training platform for E-education which is based on embedded recording and broadcasting system. The platform adopts VGA card for collecting and encoding signals with the DSP technology, meanwhile, the terminal management program is used to achieve remote control for the hardware.
This paper describes a multi-year project that is examining ways to improve global software learning teams. Students from the University of North Texas, Middlesex, University of Atilim, Middle East Technical University, and Universidad Tecnológica de Panamá are teamed and asked to collaborate on a number of different software projects. The paper explains the overall goals for the research project;...
The paper describes the strategies and guidelines for building effective global student teams based on the experiences obtained from six global software development projects involving 438 students from the universities in the US, Panama, UK, and Turkey. According to the findings obtained from these projects, the factors affecting online collaboration and the problems faced during management of projects...
An embedded multi-channel H.264 video server/client design is established, which have been used in an embedded remote experiment education system. The design includes these main modules, a video capture module based on DirectShow in Windows SDK, H.264 encoding/decoding module based on Intel_IPP_UMC, and a RTP transfer module based on jRTP library.
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