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Students may download the teaching material of Computer Science from a web based system after logging in a server saving username and the time of each file download. A statistical audit is based on this data. Analysing the data of the second semester made possible to draw conclusions regarding learning habits [1] and the correlation between the time of download and the result of the papers written...
In computer science and technology specialty, software curriculum hold very important position, while Compile Principle is regarded as one of those key special courses. However, currently many Colleges and some Universities have removed Compile Principle course from their curriculum schedule, while the teaching of computer languages is obviously strengthened, in this way the students graduated from...
In recent years, the evolution of Global Software Development (GSD) has grown both rapidly and significantly, and although the efficiency of this new type of development has been proven, some challenging issues must still be confronted. Of all these, our research line is focused on designing the specific training that members of virtual teams must receive. Universities and companies therefore need...
To motivate and engage students and, consequently, improve the quality of learning, some researchers suggest new ways of teaching, including the use of serious games in the classroom. This paper describes PlayScrum, a new card game devised to allow university-level students to learn Scrum, an agile software development method. We present the card game, its rules, and how it supports the main concepts...
Researchers have been searching for alternatives in teaching programming subjects. A reason to this is due to the fact that the compulsory subject in the field of Information Technology has been a challenge and they are tough subjects to learn. On top of that, lacking the understanding in concepts has reduced undergraduates' interests to pursue further exploration and self-experimentation. In this...
Research has discovered preliminary evidence that games are effective in motivating students to learn. Beyond being used solely as a motivational tool, educational games are understood to integrate educational content extrinsically and/or intrinsically. We extend this to a broader +taxonomy of game/curriculum integration and develop and discuss an example which applies this approach to teaching programming...
Cooperative learning is one of the basic characters of independent creative learning, and network environment is an important means of promoting cooperative learning. This paper not only analyses the theory of Web-based cooperative learning, learning content and learning pattern, but also proposes relevant implement measures combining the course features of software analysis and design. It also gives...
One of the essential learning outcomes for software engineering students is to be able to work effectively in a team. A challenge facing academia is how to facilitate the development of these skills in students. One common approach is to involve students in collaborative activities such as group projects. However, working in a group does not necessarily imply that students develop the desired teamwork...
We present StreamLiner, originally developed as an interactive `focus+context' tool for visualizing biologists' laboratory notebooks and other time-based activities, both online and off-line. We describe how to adapt StreamLiner as a teaching tool for biology students: Streamliner provides a unified way to visualize any type of stream, including the course calendar (lectures, labs, homework, exams),...
Concept Mapping is a technique that allows information visualization. A Concept Map is a graphical way of representing and organizing knowledge. It is comprised of nodes and links, arranged in some spatial distribution to reflect the domain information. Nodes represent concepts, and links represent the relationship between concepts; both concepts and links are labeled and may be categorized. Inside...
This paper shows the results obtained when applying a learning strategy by using a free software, specifically Scilab, in the subjects of communication systems in the 8th and 9th semesters in the electronics degree program, of the technology department at the Universidad Pedagogica Nacional during the second term in 2007 and the first term in 2008. The implemented product is a didactic support handbook...
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