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This showpiece will present iSnap, an extension of the block-based, novice programming environment Snap!, which supports struggling students by providing on-demand hints and feedback that help them complete programming assignments. iSnap extends the existing syntactic scaffolding offered by block-based programming to additionally support the implementation of programming tasks. Research on iSnap has...
Almost all college and university courses have integrated disciplines for the teaching of programming in their curricula. The importance of knowing “how to program” has contributed towards increasing private and public initiatives for the teaching of programming in different countries. Many of such initiatives include changes in the curriculum of primary and high schools, replacing disciplines by...
The Computational Thinking (CT) conceptual framework is entering its second decade of research yet still lacks a cohesive definition by which the field can coalesce. The lack of clear definition makes assessment tool challenging to formulate, pedagogical efforts difficult to compare, and research difficult to synthesize. This paper looks to operationalize differing definitions of CT enhancing the...
This paper presents an experimentation environment to perform automated experiments defined by the users on existing online laboratories. This environment is composed by Blockly, to define the experiments, and Google Charts, to analyze the outputs. The benefits that this tool offers to students, designers and teachers are explained through the paper. It can be used with any existing lab or simulation...
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,...
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...
In recent years, most developed societies have realized that it is very important for students to acquire the skill of algorithmic thinking and the basic knowledge of computer programming. Nowadays we have numerous ways that allow us to teach programming with appropriate first steps. The paper will present one of the possibilities which we have to introduce basic programming concepts to younger children...
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...
Visual programming languages (VPLs) are becoming more popular and making the transition from the informal to conventional educational settings. One of the important features of VPL is that novices are not required to remember a list of commands or complex syntax since everything they need is just there in the environment. The objective of introductory computer programming courses at the university...
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.
This paper presents the experience of designing, implementing and evaluating a first semester project-based course for the software engineering bachelors undergraduate curriculum at PUC-MG in Brazil in 2016. We present an overview of the motivation behind the curriculum and the challenges and restrictions considering the generation of students who are going to follow it. The methodology of the course,...
This paper presents our practice of teaching the contemporary ARMv7M architecture and ARM assembly programming, and our experience of using μVision, a professional embedded software development environment, for assembly programming assignments on ARM Cortex-M processor-based systems. ARM architectures are dominantly used in mobile devices and embedded systems [4]. The survey data on the use of μVision...
We describe a collaborative software engineering course between sighted college students and high school students with visual impairments. We designed the course as a mentorship experience, in which one college student mentor is connected to one high school student mentee. Each pair of students is responsible for a programming project. The students must learn to communicate programming concepts and...
According to [8] the student's learning inspiration and adequacy can be influenced by several environmental factors which includes the learning approach and social pressure from class mates. The aim of this study is to investigate students' perceptions about the contribution of collaborative learning and the Hackathon to improve computer programming pass rate. The study included both the under-graduate...
This paper reports on a pilot project of limited scopeto create a pipeline for the computer programming industry. It comes at a time when the demand for software programmers exceeds the dwindling supply of competent learners with suitable skills. This growing skills gap requires a bold intervention to turn this situation around. Preliminary results from a user questionnaire indicate a positive reaction...
The web-based personalized intelligent tutoring systems(ITSs) has been applied to computer programming education. However, in terms of system computerization, there are issues in existing systems: 1. The information used to describe student individual learning status is non-enough detailed, badly-defined for objective analysis, and difficult to be handled by computers. 2. The collection of student...
Computer programming skills are a critical necessity for today's students, but maintaining student interest in programming and engineering courses is challenging unless the theory is accompanied by engaging, hands-on applications. Additionally, many schools, especially those in underprivileged areas, lack the resources and personnel to develop or implement such applications. The Southwestern Indian...
This case study is about the introduction of computer science to girls in an all-girl environment. Due to the lack of women in technology, many efforts are being made to expose girls to computer programming at an early age. Code camp organizers are using the all-girl model to help put participants more at ease and boost their computing confidence. High computer self-efficacy leads to studying computer...
The learning style in these day has been changed since the traditional style has been replaced by the modern style of learning processes using new technology such as social media, smart phone or edutainment. Nowadays, simulation game plays an important role in educational ground because its characteristic can enhances the learners' motivation. The paper aims to purpose the novel idea of how to identify...
Traditional way of learning programming is often tedious and fearsome to students, especially to kids. In most cases this results reluctance and uptake, while programming is the core of modern technology. Game is the signature of immersion. With its intense power of engaging players, it can wipe out the aversion and motivate students on coding. Here we have described a better way of learning programming...
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