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The ability to design effective solutions using parallel processing should be a required competency for every computing student. However, teaching parallel concepts is sometimes challenging and costly, specially at early stages of a computer science degree. For such reasons we present a set of modules to teach parallel computing paradigms using as examples problems that are computationally intensive,...
The popularity of computer science classes offered through Massive Open On-line Courses (MOOCs) creates both opportunities and challenges. Programming-based classes need to provide consistent development infrastructures that are both scalable and user friendly to students. The "Heterogeneous Parallel Programming" class offered through Coursera teaches GPU programming and encountered these...
Since Arduino is the main entry-level platform to the world of electronic circuits and systems, there are many programming environments that try to ease the burden of Arduino textual programming on young primary students. Although block-based, most of these environments retain the imperative structures of textual programming languages, which are not easily comprehensible by such students. The proposed,...
Modern programming paradigms have brought many different challenges for visually impaired programmers. Graphical interfaces have become one of the biggest obstacles for visually impaired programming professionals. The same problems that relate to visually impaired programmers also apply to programming education in which it is very challenging to make educational interfaces accessible for visually...
Pair-programming is a software development technique that was introduced as part of Extreme Programming. In pair-programming, two developers share a computer to work together on developing one piece of code. To test Pair-programming effects on students' behavior and performance in a Middle Eastern society where some interaction restrictions are found, we devised an experiment that was carried out...
The purpose of this study is to demonstrate a teaching methodology in a general programming course for the first-year non-IT students at the Department of Informatics of Tallinn University of Technology, Estonia. The authors suggest some solutions for achieving better results in programming issues, which are usually sophisticated for the beginners in this field.
Introductory engineering courses can benefit from the flipped classroom model as these courses develop hands-on skills such as engineering design and critical thinking skills. Providing students with instruction outside the classroom with e-learning tools frees up class time to engage in activities that promote deeper learning, e.g. classroom discussions, problem-solving sessions, design activities,...
Coding (programming) is a skill that nowadays is considered as an important asset. Teaching programming is an activity that becomes more and more popular. In the last few years there are great discussions on inclusion of coding in schools. These initiatives impacted the policy makers in Macedonia to include coding as a part of a new compulsory subject for the pupils at the age of 8. In this paper...
Context: One of the factors that leads to improved code maintainability is its readability. When code is difficult to read, it is difficult for subsequent developers to understand its flow and its side effects. They are likely to introduce new bugs while trying to fix old bugs or adding new features. But how do software developers know they have written readable code? Objective: This paper presents...
The programming language is not an easy course for beginners. Beginners need additional exercises to improve their learning. A number of web-based systems have been developed in order to allow students to submit their exercises. However, these systems do not define a pedagogical approach that makes programming learning easier. We have developed a tool named Exercise Management System for e-learning...
The use of Information and Communication Technologies (IT) in education has helped strengthen the process of teaching and learning in several aspects. One specific interest is to increase spreading out learning programming to basic education, as a method to improve the development of different cognitive abilities, such as problem solving, abstraction, logical thinking, between others. In order to...
Writing software is as much a skill as it needs knowledge. Skills come by practice and effective practice needs repetitions and variations. However, many students are not always intrinsically motivated to practice enough and often not able to apply appropriate variations in practicing. This paper describes the principle of an online platform with the goal to generate the necessary amount of practicing...
Computer programming subject is a core ingredient for most of the engineering disciplines. However for the first year engineering, teaching and learning fundamentals of programming language like C has been considered as a great challenge to both teachers and novice learners. The challenges in learning the programming languages are: the learners are not able to analyze the flow of program, cannot fix...
This study investigates two different forms of examination in introductory Java programming courses: computer-based examination where the students are given one relatively large programming task only, and paper-/computer-based examination where the students are given a number of smaller questions to answer. The study focuses on identifying how well the two different examination forms reveal the students'...
Teaching programming is much more like teaching a craft skill than it is a purely theoretical subject. Hence an "apprenticeship" model, where apprentices learn by watching the master do, and then do themselves, and are criticised in their doing, is, we claim, more appropriate than the "lecturer/ lecturee" model that universities implicitly adopt. Furthermore, there are generally...
We detail the design, implementation, and an initial evaluation of a virtual reality education and entertainment (edutainment) application called Virtual Environment Interactions (VEnvI). VEnvI is an application in which students learn computer science concepts through the process of choreographing movement for a virtual character using a fun and intuitive interface. In this exploratory study, 54...
Video games have grown in popularity since the 1980's. The largest consumers of video games are youth populations. Previous research has shown cognitive development and learning principles in video games. As a result, there is an increasing interest in games being teaching tools. Gamification is the use of video game elements in non-game applications. In this paper, I proposed a design to a study...
In India, the accreditation process in engineering made the management and performance of learning process should be enforced to achieve standard goals. The part of every engineering profession is the teaching of the basics of the computer science. At the international level, it had been showed that it is almost impossible to satisfying the standard goals. It had been established in a lack of comprehensive...
Personalized e-learning environment is desirable in computer programming education. An important issue on personalized e-learning environment is to know the learning status of each student. This article proposes a method, SKP based Student Learning Status Description(SKP-based SLSD), to help instructors to know student individual's learning status in C programming. SKP-based SLSD focus on the syntactic...
Programming for beginners is becoming increasingly more difficult to understand since most innovative tools immediately throw students into an environment where they must build everything in a program from nothing with inconsequential programming skills and little knowledge of programming concepts. As programming based careers are rising in demand, it is important to help the beginner programmers...
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