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Design experience coursework for first-year engineering and computer science students is not new. These experiences are often team-based and typically focus extensively on the technical aspects of the project, while the behavioral and interpersonal aspects sometimes go unnoticed. Here, we report on a novel organization for an introduction to engineering design course that provides direct and proactive...
Students' goal orientations impact their self-regulation, engagement, and achievement in post-secondary STEM courses. But, how students' goal orientations change across a semester and the impacts of these changes have not been extensively studied. Study purposes were to investigate goal orientation change across the semester, associations of goal change with achievement and self-regulation, and associations...
Research on retaining students in computer science is clear: pedagogical and curricular interventions that are experienced by all students are the most effective. Yet understanding what brings faculty to modify their teaching practices is scant. This study presents findings from a study based on interviews with 66 computer science professors and instructors in the U.S. Faculty described various sources...
This paper describes a large-scale study of student use and perceived value of videos of faculty lectures as an additional learning resource. The survey-based study was conducted with ∼2,300 college students in biology, chemistry, computer science, geology, and mathematics. The study provides a nuanced understanding of the nature and frequency of students' video usage; student perceptions of value...
Active learning refers to instruction where the learners play an active role in learning and has been found to increase student retention, improve acquisition of higher order thinking and reasoning skills, and improve performance in STEM courses. Two main active learning techniques: student response systems (aka. clickers) and flipped classroom assignments, were incorporated in University of Michigan-Flint...
In this paper, we describe an on-going experiment in asynchronous on-line learning. In 2010, a popular graduate statistics course was converted to this format. The course has now been offered four times in the new format. We review some highlights from the history of personalized instruction and how those ideas influenced the development of our course; as well as the results of its first four offerings...
Serious games are beneficial for education in various computer science areas. Numerous works have reported the experiences of using games (not only playing but also development) in teaching and learning. Considering it could be difficult for teachers/students to prepare/develop a game from scratch during one semester, assistant educational materials would be crucial in the corresponding courses. Unfortunately,...
The present paper describes the strategies used to compile and teach an Informatics course developed during last years at Tallinn University of Technology. The strategy is based on the main principles of blended learning and the analysis of the results of experiments with students from different faculties. Various tests were carried out to identify students' levels of knowledge and preferences in...
Computer Science (CS) classes have been supported for ten years by multimedia materials in the form of podcasts. Even such materials did not improve quality of learning outcomes. In order to change this the idea of flipped classroom (FC) was used but situation did not change radically, so survey concerning students opinion on FC was conducted. Comparison of results of survey show big differences in...
Faculty of Computer Science Universitas Indonesia (Fasilkom UI) implemented an e-Learning environment, Student Centered E-Learning Environment (SCELE), to complement the conventional approach of teaching and learning since 2005. Evaluations regarding effectiveness of the e-Learning system used by lecturers have been made. However, the students have not evaluated yet the user experience while using...
Being a good IT solution provider one require good programming background. For a good programmer one need to have a solid back ground of algorithms i.e. theoretical aspects of the computer science. Most of the students of computer science do not understand the importance and do not give proper attention to Theoretical Computer Science (TCS) courses. As a result perform bad in these specialized courses...
One of the reasons to have in-class quizzes or exercises is to ensure that students understand the lecture and to reinforce the most important concepts. In the past, students must rely on their class notes when working on those exercises. In this study, we embarked on a practice to record and made available the in-class lectures to the students in near real-time. Students can then re-watch any part...
Hardware-based courses in computer science studies require much effort from both students and teachers. The most important part of students' learning is attending in person and actively working on laboratory exercises on hardware equipment. This paper deals with a specific group of students, those who are marginalized by not being able to regularly attend lessons and perform the laboratory exercises...
This paper proposes the general process of blended learning of professional English for computer science designed on the basis of Moodle, and introduces the trinity blended curriculum design which can be represented as "blended resource + blended activity + blended evaluation". Furthermore, according to the characteristics of professional English, we complement the traditional blended activities...
We propose a new method for auto stylized sand art drawing. Our system is built on top of our sand drawing system which is mixed with a particle system and a height map. An image is input and the patterns of the image is analyzed. The contours of the image are computed and they are converted into strokes. In sand art drawing, artists can use multiple fingers to draw the strokes which are symmetric...
The aim of this research is to analyse the learning habit of the undergraduate mechanical engineering students in the second semester and compare it within the last five years. My personal experience shows the big part of the students until the present period do not have learned the teaching material week in week out and just have visited the presentations or simply stayed at home. The situation is...
Effective e-Learning requires students to be active, thus, creating an environment that engages the students is one of the challenges. One of the ways to build an engaging e-Learning environment is by applying gamification concept. It improves user engagement by enriching the system with the game design elements. This research aims to analyze the impact of gamification environment on e-Learning system...
In this paper, a knowledge exploration assistant system for inquiry-based learning is proposed to support students when inquiry-based learning is conducted. The proposed system provides students with instant assistance with proper knowledge materials and knowledge exploration functions during their learning process. In addition, students' learning history is automatically recorded by the proposed...
Some semantics of the predicate formulas in the framework of the symmetric constructive logic [1] is defined. The following theorems are proved: (1) any predicate formula deducible in the symmetric constructive predicate calculus is identically true in the sense of the introduced semantics; (2) some predicate formulas not deducible in the mentioned calculus are not identically true in the sense of...
The term Edutainment, has been fabricated by combing the two words “Education” and “Entertainment”, and as this term expresses, this concept provides educational entertainment or entertainment-education. That means this let the student to learn subject matters with entertainment, so that the students get attracted to learning rather than getting used to learning through the teacher centered learning...
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