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Computer science is becoming ever increasingly important to our society. Computer science content has, however, not traditionally been considered a natural part of curricula for primary and secondary education. Computer science has traditionally been primarily a university level discipline and there are no widely accepted general standards for what computer science at K-12 level entails. Also, as...
Student cheating is a well-known topic with a large number of references in literature. This paper presents and discusses the role of assessment rules as a vehicle for cheating minimization, related to delivered work, in the context of computer programming courses. As there is no single best solution, we present a classification for cheating behaviors that provides a guideline for teacher reflection...
This paper explores the proposition that teaching programming for application development differs from established methods in computer science, engineering, and MIS, and requires a re-framing of pedagogical models. In addition to programming fundamentals, algorithms, and data structures, application development also requires understanding the foundations of human-computer interaction and the nature...
Although, the importance of Computer Science has been increasing, it must be noted that the drop-out rate among students of STEM subjects unfortunately is among the highest we know in education, worsen the fact that the enrollment rates are relatively small. Thus, we might have to look closer at pedagogical approaches to overcome this problem. The New Zealand educator John Hattie introduced a meta-study...
The Problem-Based Learning method has become an alternative to develop problem solving skills and abilities strongly required by the current labor market. However, studies indicate that due to the subjectivity of PBL concepts and the lack effective instruments for its implementation, the PBL teaching planning is compromised and strongly dependent on the teacher's ability. In addition, related studies...
We describe an Open edX-based blended course developed for a reformed Computer Structure course at Beihang University. In three iterations of this laboratory-based course, we dive into key issues that impact students' learning, and then redesign our curriculum, which integrated with virtual laboratory technique into the MOOC platform. We show how certain course design aspects affect students' learning...
This paper presents a new method for Computer Hardware Experiment teaching. Previous hardware experiments of computer is built on a computer connected to a hardware equipment locally, and then student operate the hardware devices on the switches, buttons, etc. to carry out experiments and verify the developed hardware code is correct. Such experimental methods have lots of significant limitations...
The teaching of algorithms and programming concepts to students of the first years of Computer Science course has been a major challenge, because students often have difficulty understanding the subject, leading to a high dropout rate. At our institution, dropout rate in the first year of the Computer Science course is 26%, which led us to think of pedagogical strategies to reduce this number. The...
A key goal of engineering education is to ensure students are adequately prepared to enter professional practice. Unfortunately, students have been found to bring to university significant misconceptions about the types of work engineers perform, which can have an adverse impact on their readiness to fully appreciate and benefit from course activities. This paper presents a case study of how iSee,...
Cloud computing is a technology in which online service providers can store and host organizational data and information without the need for computer hard drives to be centered in organizations. The information is hosted on a network server where it can be accessed by enterprises and users when in need. Small and large companies, as well as institutions of higher learning, are embracing this technology...
The author has organized the project activities of computer modeling in teaching physics for IT students at the Novosibirsk State Technical University. The students' teams develop soft-ware products that are virtual counterparts of experimental setups. The developed programs can be used as interactive virtual labs that enhance the physics laboratory practicum. Participation in the project activities...
Educational Universities are gradually enhancing the traditional delivery mode towards blended learning, virtual classrooms and distance learning with the help of technology to reach the various demands of programs needed by people around the world. Learners are looking for specific programs of their interest, regardless of the location. Modern learning trends depend more on the technology and electronic...
Color Blindness Test Quantification using Primary Color Cluster is a color blindness test that was developed to complement the existing color blindness test nowadays. Color cluster based test aims to classify what colors that can and can not be seen by anyone with more detail. Color blindness test quantification in this thesis aims to cluster human's eyes ability to distinguish primary colors: red,...
This article presents a collaborative game based on tangible interaction, called ITCol (Tangible Interaction for Collaboration). It has been developed to tackle a specific educational need in the context of a post-graduate course at a School of Computer Science. The purpose of the application is, through a detective game, to help adult students experience and experiment with collaborative work. ITCol...
A large variety of social robots with various applications have been developed recently in order to improve Human-Robot Interaction (HRI) and satisfy certain social needs such as companionship. However, they cannot be deployed in Middle East due to their inability to have verbal communications in user's native language, availability issues, and high costs. This research introduces the design and development...
Recently, there are huge number of researches focusing on development of teaching tools to enhance learning result. However, for some courses, they require a novel system to enhance learning environment. This research focuses on geography course in the use of color and contour lines in height differentiation according to altitude terrain. We implement an augmented reality sandbox to be an interaction...
During the past two decades, game developments have been increasing rapidly. In developing these games, there are various algorithms involved. The objective of this research is to develop an educational game by using the Cellular Automata Algorithm (CAA) to construct areas in the game. It is used for generating a dynamic labyrinth, so that it always changes in every game play. Therefore, it basically...
With the development of new technologies for data mining and analyzing, many industries are using big data technologies to conduct development of the industry. In education, online resources serve big data analyzing. However, in an offline situation, homework is a key factor that reflecting education qualities. Under K-12 education circumstance, students subimit their handwritten homework through...
Cyber culture of the smart university creates the social significance of technological leadership. Internet and cyberspace change all the processes of life of each person. It is necessary to create a new market-oriented model of scientific and educational processes within the Smart Cyber University (SCU). The concept integrates the achievements of classical universities, technological cyber culture,...
Practical courses in software engineering domain is a crucial task where students start to make their first steps in programming domain. For several purposes, Practical courses are managed by the teachers using appropriate collaborative approaches. These latter seems to be very difficult to be applied using traditional software engineering tools. Practical works are deployed mainly in an Integrated...
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