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Model učenja programskog jezika PASCAL na daljinu / Model of distance learning programming language PascalPardanjac (Barbarić) Marjana 04 November 2010 (has links)
<p>Kreiran je model učenja programskog jezika PASCAL na daljinu, sa<br />smernicama za kvalitetniju realizaciju nastavnog procesa u primeni<br />računara. Primenjen je model Web baziranog sistema učenja na daljinu<br />DLearn, sa 9 modula (upravljenje korisnicima i dozvolama,<br />administrativni modul, modul za upravljanje korisničkim podacima, modul<br />za održavanje nastavnih materijala (CM – Curriculum Module), modul za<br />proveru znanja, modul za prijavu ispita, modul za slanje e – mail poruka,<br />modul za generisanje različitih izveštaja, modul za publikovanje po<br />SCORM standardu). Omogućena primena savremene tehnologije, čime se prati sadašnji naučno – tehnološko – informatički razvoj, opismenjavanje učenika za primenu savremene tehnologije, nastavnicima olakšan i pojednostavljen način<br />promene teorije i zadataka, i na taj način omogućeno jednostavnije i bolje<br />praćenje ubrzanog društvenog razvoja, proučavanje gradiva kada učenicima<br />odgovara, nema propuštene nastave, prelazak na novu temu tek nakon<br />savladavanja prethodne, način i stil rada primereni su svakom učeniku,<br />svako radi prema svojim sposobnostima i sklonostima, čime se povećava<br />stepen usvojenosti predviđenog nastavnog sadržaja.</p> / <p> Created a model of learning programming language PASCAL in the distance, with<br /> guidelines for better implementation of the teaching process in the implementation<br /> of the computer. Applied the model of Web-based distance learning system<br /> DLearn, with 9 modules (control users and permissions, administrative module,<br /> the module for managing user data, module for the maintenance of teaching<br /> material (CM – Curriculum Module), module test, examine the application<br /> module, the module for sending e - mail messages, the module to generate various<br /> reports, the module for publication by SCORM standard). Enabled the application<br /> of modern technology, which monitors the current science - technology -<br /> informatics development, literacy students for the application of modern<br /> technology, teachers relieved and simplified theory of how the changes and tasks,<br /> and thus allow easier and better tracking of accelerated social development,<br /> studies of the match when the students, no missed school, switch to the new theme only after overcoming the previous, manner and style of work are appropriate<br /> each student, each working according to their abilities and preferences, increasing<br /> the level of acquisition of the scheduled content.</p>
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Abordagem visual para aprendizagem colaborativa de programaçãoSalgado, Nilmara da Silva 04 August 2014 (has links)
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Previous issue date: 2014-08-04 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The basic structures of algorithms are fundamental for the development of systems and understand them is an essential step in the learning process, because to become a good programmer you need a body of knowledge that goes beyond the syntax and semantics of a language programming. There are several methods of learning programming, such as the experiments performed in laboratories and pair programming. However, it is necessary to consider how to integrate these methods that enhance the learning. This paper presents an unconventional approach to collaborative learning of visual programming and its connection to a 3D immersive environment where objects, actors and behaviors are the result of programs developed by team-organized students. We report a pilot study in an introductory programming course offered in a Federal Institution
of Higher Education, using as a central strategy for collaboration the initial stages of a progressive scheme for group programming learning. Results suggest a positive impact especially with regard to motivation, visualization of production and interaction among students. / As estruturas básicas de algoritmos são fundamentais para o desenvolvimento de sistemas e entendê-las é um passo essencial no processo de aprendizagem, pois para se tornar um bom programador é necessário um conjunto de conhecimentos que vai além de conhecer a sintaxe e a semântica de uma linguagem de programação. Há vários métodos de aprendizagem de programação, como por exemplo, experimentos realizados em laboratórios e programação em pares. Porém, é necessário considerar formas de integração
desses métodos que potencializem o aprendizado. Este trabalho apresenta uma abordagem diferenciada para a aprendizagem colaborativa de programação visual e sua conexão a um ambiente imersivo 3D onde os objetos, atores e comportamentos são resultantes dos programas desenvolvidos pelos estudantes organizados em times. É relatado um estudo piloto desenvolvido em uma disciplina de introdução à programação ofertada em uma Instituição Federal de Ensino Superior, utilizando-se como estratégia central de colaboração as etapas iniciais de um esquema progressivo para aprendizagem de programação em grupo. Os resultados sugerem um impacto positivo especialmente no que diz respeito à motivação, visualização das produções e da interação entre os estudantes.
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Learning Object Oriented Programming Using Augmented Reality - A Case Study with Elementary School StudentsJanuary 2017 (has links)
abstract: There is a demanding need to empower students from kindergarten through high school to learn computer science and be equipped with the computational thinking skills that they need in today's technology driven world. However, introducing computer programming to students can be challenging, especially for those who aren't familiar with the nuances of code. Several popular tools are used in curriculum for K-12 students which utilize interactive and visualization approaches to engage young kids in learning computational concepts. Possibilities of using Augmented Reality (AR) in teaching programming to novices are explored in this work.
In this thesis Ogmented, an AR application is designed which includes interactive learning material that covers a range of fundamental Object-Oriented Programming (OOP) concepts. This work aims to exploit the idea to learn abstract concepts via AR by capitalizing the strength of visual-aided and interactive elements. A user study with a group of elementary school students is conducted. It explored how students operated the AR application with the interactive elements and how they wrote codes to solve programming problems. It was observed that students who followed instructions while taking tutorials were successfully able to write fragments of codes in exercise modules. Irrespective of their knowledge about programming, majority of students were able to write executable code snippets for concepts they were taught with use of Ogmented. This shares an initial insight on using AR in classroom to teach abstract programming concepts. / Dissertation/Thesis / Masters Thesis Computer Science 2017
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Giving programming novices affirmation on their programming skills through gamification: A proposed IT artefactPetersson, Ida, Samskog, Hannes January 2021 (has links)
This design science research proposes an IT artefact consisting of a website and a client application with the focus of letting users receive programming tasks which they will then try and solve, and have their solutions evaluated, thereby giving affirmation on their programming skills. The study sprung from the need to give programming novices confidence in their abilities to write sufficient code solutions to programming tasks. A delimitation was made to concentrate on the concepts covered by the course Fundamentals of Programming given by the Department of Informatics of Media at Uppsala University. The proposal successfully affirms its users coding confidence by assessing and communicating through gamified elements the correctness of the code solution to the user, thus enabling the heightening of the users motivation to continue learning programming skills. / Denna designvetenskapliga studie föreslår en IT artefakt bestående av en webbsida och en klientapplikation med fokus på att ge användare programmeringsuppgifter som de sedan ska försöka lösa och sedermera få evaluerade med feedback kring om deras lösning gav korrekt output. Studien utgick från behovet att ge programmeringsnybörjare bekräftelse på deras förmåga att skapa tillräckliga lösningar på koduppgifter. En avgränsning gjordes till att fokusera på de koncept som täcks av kursen Grundläggande programmering som ges av institutionen för Informatik & Media via Uppsala universitet. Förslaget bekräftar framgångsrikt användares kodningskunskaper genom att utvärdera och kommunicera resultaten via gamifierade element till användaren, vilket kan öka användarnas motivation att fortsätta utveckla sin programmeringsförmåga.
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Developing an Analysing a Web Application made for Teachers to Evaluate Students' Performance : Utveckling och analys av en webbapplikation för examinatorers analys av elevers lärandeHultqvist, Andreas, Hultqvist, Tobias January 2021 (has links)
The need to learn programming increases as more jobs require basic programming skills and computer knowledge. Compulsory school is adding programming to the curriculum, which leads to challenges due to both teachers and students are new to this subject. Even at the university level some students get in touch with programming for the first time in their lives. This thesis aim to develop a web application that can be used by teachers as a reliable and informative tool when evaluating the learning process of its students, by combining data collected through user interactions while solving programming related puzzles in Python, with answers from periodic self-evaluation surveys. The study shows that the web application can be seen as a valid tool when evaluating the students' learning process.
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