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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

The Learning Styles and Approaches of Students Studying the Fundamental Algorithmic Concepts course at the University of the Witwatersrand

Wedderburn, Linda Anne 16 November 2006 (has links)
Student Number : 8109673 - MSc research report - School of Science Education - Faculty of Science / Many students fail the Fundamental Algorithmic Concepts course, in first year Computer Science at the University of the Witwatersrand. To obtain an understanding of why this occurs, the learning styles and learning approaches of the students studying the course and the relationship of these concepts with student grades were researched. A predominately qualitative paradigm was used, supplemented with quantitative data. Two research designs were selected: a survey to get a broad overview of the sample and an ethnographic design to provide an in-depth description of a small group. Existing instruments were used for the survey, namely Felder and Soloman’s Index of Learning Styles and a learning approach diagnostic test that was constructed in South Africa. An interview with open-ended questions was used for the ethnographic research. Contrary to expectations, the results of the study indicated that the adoption of a deep learning approach did not imply success. The findings suggest that a strategic learning approach may be required to achieve good grades. In contrast to other studies, over 65% of the sample population were black students. It was found that black students tend to adopt a deeper learning approach than the rest of the students. From a learning style perspective there was some new evidence to indicate that the more intuitive or global a student was, the deeper the approach the student adopted to learning. A large percentage (over 80%) of the population were visual learners and an unusually high percentage (over 60%) were reflective learners. The lecturer should match the workload and assessment methods with the desired learning approach of the students. The lecturer should also encourage the students to adopt a strategic learning approach where appropriate. In addition, the lecturer should pay particular attention to incorporating teaching styles that accommodate students with visual and active learning style preferences.
32

Towards a Collaborative Learning Platform: The Use of GitHub in Computer Science and Software Engineering Courses

Feliciano, Joseph 31 August 2015 (has links)
Technical fields such as computer science and software engineering have placed an emphasis on collaboration and teamwork, and training students entering these fields is a challenge that educators and researchers have attempted to tackle. To develop students’ skills for these technical fields, some educators have integrated learning activities where students collaborate heavily and make contributions to each other’s learning, emulating the type of work students will perform in industry. Consequently, the learning tools that instructors use for their courses need to support these collaborative and contributive activities. GitHub is a social coding tool that has seen rapid adoption in the software development field because of the open, collaborative workflow it encourages. This thesis explores the use of GitHub as a collaborative platform for computer science and software engineering education. GitHub provides users with opportunities to contribute to each other’s work through its transparency features, supports integrated discussions, and provides support for reusing and remixing work—opportunities which may be extended to education. In this thesis, I investigate how GitHub’s unique features, such as ‘pull requests’ and commit histories, can be used to support learning and teaching. This work also explores the benefits and challenges that emerge from using GitHub in this context from both the instructor’s and the student’s perspectives. We found that GitHub afforded instructors with opportunities to encourage student participation by contributing to the course materials through the use of ‘pull requests’ and provided instructors with ways to reuse and share their course materials. As well, students gained experience with a tool and a workflow they expected to encounter in industry, and were provided ways to further engage in their learning by giving feedback to or further developing other students’ work. However, we found that instructors and students were challenged by GitHub’s lack of educational focus, as well as the implications of using GitHub’s open workflow on the public availability of student work. Findings from this work determine the viability of GitHub as a tool for supporting computer science and software engineering education, and contribute to our understanding of what activities and benefits GitHub provides beyond traditional learning tools. The contributions of this work include a set of recommendations for instructors wishing to use GitHub to augment their courses, utilizing GitHub’s features to support educational activities such as student contributions to course materials and providing continuous feedback to students. / Graduate / 0984 / 0710 / noelf@uvic.ca
33

Computational Thinking and Women in Computer Science

Prottsman, Christie Lee Lili 06 1900 (has links)
x, 40 p. : col. ill. / Though the first computer programmers were female, women currently make up only a quarter of the computing industry. This lack of diversity jeopardizes technical innovation, creativity and profitability. As demand for talented computing professionals grows, both academia and industry are seeking ways to reach out to groups of individuals who are underrepresented in computer science, the largest of which is women. Women are most likely to succeed in computer science when they are introduced to computing concepts as children and are exposed over a long period of time. In this paper I show that computational thinking (the art of abstraction and automation) can be introduced earlier than has been demonstrated before. Building on ideas being developed for the state of California, I have created an entertaining and engaging educational software prototype that makes primary concepts accessible down to the third grade level. / Committee in charge: Michal Young, Chairperson; Joanna Goode, Member
34

Improving The Programming Logic of Children by Creating Computer Games on Greenfoot Framework

Aziz, Yunus Emre January 2011 (has links)
In our modern time, age of education is decreasing day by day. People have started tolearn more advanced things at earlier ages. This fact is also true for children. They arelearning more advanced thing now because they are facing new technology in everyaspect of life. Today, one of the most popular subject is computer programming so it is also one ofthe most popular technologies to investigate, inevitably. One reason to such popularity isthat computer programming is very important in every field of life or business and itseems that this importance will improve with time. Certain levels of logic and synthesisare needed for programming. It is crucial to improve these skills. This master thesis tries to improve and tame the programming abilities of childrenand strengthen the knowledge about the basic concepts of mathematics and physics,which are related to the computer science by creating simple computer games usingGreenfoot Framework. In this project, tutorials like approach was used. Designs of the games was studied astutorials and at the end of the last tutorial, two tests and a survey were applied. According to the results, purpose about improving and taming the programmingabilities of children is achieved. For the other purposes, these are increases around 8%and 16%. Since they are not dramatic increases and the target number is 6 I can not sayclearly that these purposes are also achieved.
35

An Innovative Approach to Teaching Structural Induction for Computer Science

Polycarpou, Irene 23 May 2008 (has links)
Proofs by induction are central to many computer science areas such as data structures, theory of computation, programming languages, program efficiency-time complexity, and program correctness. Proofs by induction can also improve students’ understanding of and performance with computer science concepts such as programming languages, algorithm design, and recursion, as well as serve as a medium for teaching them. Even though students are exposed to proofs by induction in many courses of their curricula, they still have difficulties understanding and performing them. This impacts the whole course of their studies, since proofs by induction are omnipresent in computer science. Specifically, students do not gain conceptual understanding of induction early in the curriculum and as a result, they have difficulties applying it to more advanced areas later on in their studies. The goal of my dissertation is twofold: 1. identifying sources of computer science students’ difficulties with proofs by induction, and 2. developing a new approach to teaching proofs by induction by way of an interactive and multimodal electronic book (e-book). For the first goal, I undertook a study to identify possible sources of computer science students’ difficulties with proofs by induction. Its results suggest that there is a close correlation between students’ understanding of inductive definitions and their understanding and performance of proofs by induction. For designing and developing my e-book, I took into consideration the results of my study, as well as the drawbacks of the current methodologies of teaching proofs by induction for computer science. I designed my e-book to be used as a standalone and complete educational environment. I also conducted a study on the effectiveness of my e-book in the classroom. The results of my study suggest that, unlike the current methodologies of teaching proofs by induction for computer science, my e-book helped students overcome many of their difficulties and gain conceptual understanding of proofs induction.
36

DecaFS: A Modular Distributed File System to Facilitate Distributed Systems Education

Meth, Halli Elaine 01 June 2014 (has links)
Data quantity, speed requirements, reliability constraints, and other factors encourage industry developers to build distributed systems and use distributed services. Software engineers are therefore exposed to distributed systems and services daily in the workplace. However, distributed computing is hard to teach in Computer Science courses due to the complexity distribution brings to all problem spaces. This presents a gap in education where students may not fully understand the challenges introduced with distributed systems. Teaching students distributed concepts would help better prepare them for industry development work. DecaFS, Distributed Educational Component Adaptable File System, is a modular distributed file system designed for educational use. The goal of the system is to teach distributed computing concepts to undergraduate and graduate level students by allowing them to develop small, digestible portions of the system. The system is broken up into layers, and each layer is broken up into modules so that students can build or modify different components in small, assignment- sized portions. Students can replace modules or entire layers by following the DecaFS APIs and recompiling the system. This allows the behavior of the DFS (Distributed File System) to change based on student implementation, while providing base functionality for students to work from. Our implementation includes a code base of core DecaFS Modules that students can work from and basic implementations of non-core DecaFS Modules. Our basic non-core modules can be modified to implement more complex distribution techniques without modifying core modules. We have shown the feasibility of developing a modular DFS, while adhering to requirements such as configurable sizes (file, stripe, chunk) and support of multiple data replication strategies.
37

Developing and Validating Active Learning Engagement Strategies to Improve Students’ Understanding of Programming and Software Engineering Concepts

Brown, Tamaike Mariane January 2020 (has links)
Introductory computer programming course is one of the fundamental courses in computer science. Students enrolled in computer science courses at the college or university have been reported to lack motivation, and engagement when learning introductory programming (CS1). Traditional classrooms with lecture-based delivery of content do not meet the needs of the students that are being exposed to programming courses for the first time. Students enrolled in first year programming courses are better served with a platform that can provide them with a self-paced learning environment, quicker feedback, easier access to information and different level of learning content/assessment that can keep them motivated and engaged. Introductory programming courses (hereafter referred to as CS1 and CS2 courses) also include students from non-STEM majors who struggle at learning basic programming concepts. Studies report that CS1 courses nationally have high dropout rates, ranging from anywhere between 30-40% on an average. Some of the reasons cited by researchers for high dropout rate are lack of resource support, motivation, lack of engagement, lack of motivation, lack of practice and feedback, and confidence. Although the interest to address these issues in computing is expanding, the dropout rate for CS1/CS2 courses remains high. The software engineering industry often believes that the academic community is missing the mark in the education of computer science students. Employers recognize that students entering the workforce directly from university training often do not have the complete set of software development skills that they will need to be productive, especially in large software development companies.
38

An Evaluation of Continuous Integration and Delivery Frameworks for Classroom Use

Light, Jarred, Pfeiffer, Phil, Bennett, Brian 15 April 2021 (has links)
Continuous integration and delivery (CI/CD) frameworks are a core element of DevOps-based software development. A PHP-based case study assessed the suitability of five such frameworks - -JFrog Arti-factory, Bitbucket Pipelines, Jenkins, Azure DevOps, and TeamCity - -for instructional use. The five were found to be roughly equivalent in terms of their usability for simple configurations. The effort needed to implement CI/CD substantially increased for more realistic production scenarios, like deployments to cloud and load-balanced platforms. These results suggest a need to limit CI/CD-based academic projects to simple infrastructure and technology stacks: e.g., a web application on a single instance web server.
39

A Pattern Language for Designing Application-Level Communication Protocols and the Improvement of Computer Science Education through Cloud Computing

Lascano, Jorge Edison 01 May 2017 (has links)
Networking protocols have been developed throughout time following layered architectures such as the Open Systems Interconnection model and the Internet model. These protocols are grouped in the Internet protocol suite. Most developers do not deal with low-level protocols, instead they design application-level protocols on top of the low-level protocol. Although each application-level protocol is different, there is commonality among them and developers can apply lessons learned from one protocol to the design of new ones. Design patterns can help by gathering and sharing proven and reusable solution to common, reoccurring design problems. The Application-level Communication Protocols Design Patterns language captures this knowledge about application-level protocol design, so developers can create better, more fitting protocols base on these common and well proven solutions. Another aspect of contemporary development technics is the need of distribution of software artifacts. Most of the development companies have started using Cloud Computing services to overcome this need; either public or private clouds are widely used. Future developers need to manage this technology infrastructure, software, and platform as services. These two aspects, communication protocols design and cloud computing represent an opportunity to contribute to the software development community and to the software engineering education curriculum. The Application-level Communication Protocols Design Patterns language aims to help solve communication software design. The use of cloud computing in programming assignments targets on a positive influence on improving the Analysis to Reuse skills of students of computer science careers.
40

Beyond Automated Assessment: Building Metacognitive Awareness in Novice Programmers in CS1

Prather, James 01 January 2018 (has links)
The primary task of learning to program in introductory computer science courses (CS1) cognitively overloads novices and must be better supported. Several recent studies have attempted to address this problem by understanding the role of metacognitive awareness in novices learning programming. These studies have focused on teaching metacognitive awareness to students by helping them understand the six stages of learning so students can know where they are in the problem-solving process, but these approaches are not scalable. One way to address scalability is to implement features in an automated assessment tool (AAT) that build metacognitive awareness in novice programmers. Currently, AATs that provide feedback messages to students can be said to implement the fifth and sixth learning stages integral to metacognitive awareness: implement solution (compilation) and evaluate implemented solution (test cases). The computer science education (CSed) community is actively engaged in research on the efficacy of compile error messages (CEMs) and how best to enhance them to maximize student learning and it is currently heavily disputed whether or not enhanced compile error messages (ECEMs) in AATs actually improve student learning. The discussion on the effectiveness of ECEMs in AATs remains focused on only one learning stage critical to metacognitive awareness in novices: implement solution. This research carries out an ethnomethodologically-informed study of CS1 students via think-aloud studies and interviews in order to propose a framework for designing an AAT that builds metacognitive awareness by supporting novices through all six stages of learning. The results of this study provide two important contributions. The first is the confirmation that ECEMs that are designed from a human-factors approach are more helpful for students than standard compiler error messages. The second important contribution is that the results from the observations and post-assessment interviews revealed the difficulties novice programmers often face to developing metacognitive awareness when using an AAT. Understanding these barriers revealed concrete ways to help novice programmers through all six stages of the problem-solving process. This was presented above as a framework of features, which when implemented properly, provides a scalable way to implicitly produce metacognitive awareness in novice programmers.

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