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Taxing Our Best Students 对我们最好的学生征税
Pub Date : 2008-02-28 DOI: 10.11120/ital.2008.07010120
J. Carter, N. Efford, S. Jamieson, T. Jenkins, S. White
Abstract A significant challenge that faces any teacher of introductory programming is the diversity of the class. At one extreme there will be students who have never programmed before, while at the other there will be students who have many years experience of programming. Handling this diversity is difficult. The temptation for the instructor is often to focus on the novice group and to assume that the others will get by with minimal supervision. This is understandable, but it can be risky. There is a very real risk that the neglected group of experienced programmers become bored and disengage from the course. At the worst, they can lose motivation and fail or drop out altogether. This paper describes and presents the outcomes of a project aimed at challenging the more experienced programmers in four introductory programming classes at four different UK institutions. The project took the form of a competition in which students were asked to devise and solve a series of programming challenges.
任何编程入门教师面临的一个重大挑战是班级的多样性。在一个极端,会有学生从来没有编程,而在另一个极端,会有学生有多年的编程经验。处理这种多样性是困难的。教师往往倾向于把注意力集中在新手群体上,并假设其他人在很少的监督下就能过关。这是可以理解的,但也有风险。有一个非常现实的风险是,被忽视的有经验的程序员群体会感到无聊,并从课程中脱离出来。在最坏的情况下,他们可能会失去动力,失败或完全辍学。本文描述并展示了一个项目的成果,该项目旨在挑战英国四所不同机构的四门编程入门课程中更有经验的程序员。该项目采用竞赛的形式,要求学生设计和解决一系列编程挑战。
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引用次数: 4
From Kandinsky to Java (The Use of 20th Century Abstract Art in Learning Programming) 从康定斯基到Java(20世纪抽象艺术在编程学习中的应用)
Pub Date : 2007-10-01 DOI: 10.11120/ital.2007.06040035
C. Price
Abstract At the University of Worcester we are continually striving to find new approaches to the learning and teaching of programming, to improve the quality of learning and the student experience. Over the past three years we have used the contexts of robotics, computer games, and most recently a study of Abstract Art to this end. This paper discusses our motivation for using Abstract Art as a context, details our principles and methodology, and reports on an evaluation of the student experience. Our basic tenet is that one can view the works of artists such as Kandinsky, Klee and Malevich as Object-Oriented (OO) constructions. Discussion of these works can therefore be used to introduce OO principles, to explore the meaning of classes, methods and attributes and finally to synthesize new works of art through Java code. This research has been conducted during delivery of an “Advanced OOP (Java)” programming module at final-year Undergraduate level, and during a Masters’ OO-Programming (Java) module. This allows a comparative evaluation of novice and experienced programmers’ learning. In this paper, we identify several instructional factors which emerge from our approach, and reflect upon the associated pedagogy. A Catalogue of ArtApplets is provided at the associated web-site.
在伍斯特大学,我们一直在努力寻找编程学习和教学的新方法,以提高学习质量和学生体验。在过去的三年里,我们使用了机器人,电脑游戏,以及最近对抽象艺术的研究来达到这个目的。本文讨论了我们使用抽象艺术作为背景的动机,详细介绍了我们的原则和方法,并报告了对学生体验的评估。我们的基本原则是,人们可以将康定斯基、克利和马列维奇等艺术家的作品视为面向对象(OO)的结构。因此,对这些作品的讨论可以用来介绍OO原则,探索类、方法和属性的含义,最后通过Java代码合成新的艺术作品。这项研究是在本科最后一年的“高级面向对象(Java)”编程模块和硕士面向对象编程(Java)模块的交付期间进行的。这允许对新手和有经验的程序员的学习进行比较评估。在本文中,我们确定了从我们的方法中出现的几个教学因素,并对相关教学法进行了反思。有关网站提供了ArtApplets的目录。
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引用次数: 5
Teaching Java with Robots and Artificial Life 用机器人和人工生命教Java
Pub Date : 2007-10-01 DOI: 10.11120/ital.2007.06040023
R. Mark Leeman, D. H. Glass
Abstract This paper investigates the use of simulated robots and an artificial life simulation in the teaching of Java to first year students. The views of first year students were sought on how these environments compared with the more traditional approach that had been used previously. The results show that significant advantages could arise from using such approaches, particularly in terms of enhancing student interest in programming.
摘要本文研究了模拟机器人和人工生命模拟在一年级Java教学中的应用。一年级学生的观点是,与以前使用的更传统的方法相比,这些环境如何。结果表明,使用这种方法可以产生显著的优势,特别是在提高学生对编程的兴趣方面。
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引用次数: 1
Developing Understanding of Programming Principles using Flash Actionscript 使用Flash Actionscript开发对编程原理的理解
Pub Date : 2007-10-01 DOI: 10.11120/ital.2007.06040051
G. Routledge, A. Aminaei, Phillip Benachour
Abstract Over the last few years, the IT industry has witnessed a growth -driven by the success of the Internet- in the requirement of skills based on the emergence of the technology and the creative media industries. This has provided a unique niche market where, a combination of programming and artistic knowledge, is a requirement. As a result, many of the courses focusing on multimedia and information technology need students to develop programming and scripting skills to develop Web applications, databases, 3D modelling of objects, animation and games. For students who do not see themselves as serious programmers, some of the concepts and methods used in the teaching of programming can be difficult to grasp. It is important as a result to find ways of engaging students in activities where programming is seen as a tool to demonstrate other concepts and ideas visually which can in turn help in the teaching of programming principles. In this paper, the authors describe a number of activities used to engage multimedia students in the learning of scripting and programming. By the use of animation, mixed reality gaming, computer game design and research seminars, first year students are able to grasp the fundamentals of computer programming and combine it with their creative artistic side to produce digital multimedia content.
在过去的几年里,在互联网的成功推动下,IT行业出现了增长——基于技术和创意媒体产业的出现对技能的需求。这提供了一个独特的利基市场,在这里,编程和艺术知识的结合是必要的。因此,许多以多媒体和信息技术为重点的课程需要学生开发编程和脚本技能,以开发Web应用程序、数据库、物体的3D建模、动画和游戏。对于那些不认为自己是认真的程序员的学生来说,编程教学中使用的一些概念和方法可能很难掌握。因此,找到让学生参与到编程活动中的方法是很重要的,在这些活动中,编程被视为一种工具,可以直观地展示其他概念和想法,从而有助于编程原理的教学。在本文中,作者描述了一些用于吸引多媒体学生学习脚本和编程的活动。通过动画、混合现实游戏、电脑游戏设计和研究研讨会,一年级学生能够掌握计算机编程的基础知识,并将其与他们的创意艺术结合起来,制作数字多媒体内容。
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引用次数: 4
Tool Support for Implementation of Object-Oriented Class Relationships and Patterns 实现面向对象类关系和模式的工具支持
Pub Date : 2007-10-01 DOI: 10.11120/ital.2007.06040108
James H. Paterson, John Haddow
Abstract This paper reports the use of the PatternCoder tool in the teaching of object-oriented design and programming. This tool has been developed by the authors as an extension to the BlueJ Java Integrated Development Environment (IDE). PatternCoder encapsulates knowledge of design patterns and basic class relationships, and of the techniques required for their implementation in Java. It guides students through a step-by-step process: select an appropriate pattern or relationship; give the classes which participate in the pattern names relevant to the current problem domain; and generate code for minimal Java class definitions which can then be explored and extended. The tool was initially developed with a view to teaching advanced design patterns, but we have explored its use within introductory classes, viewing binary class relationships as simple design patterns. Initial experience with the tool within an introductory Java module has been positive, with students actively choosing to use the tool and feeling that the teaching approach based on its use was beneficial to their understanding of class relationships.
本文报道了PatternCoder工具在面向对象设计与程序设计教学中的应用。该工具是由作者开发的,作为BlueJ Java集成开发环境(IDE)的扩展。PatternCoder封装了设计模式和基本类关系的知识,以及在Java中实现它们所需的技术。它引导学生通过一步一步的过程:选择一个适当的模式或关系;给出参与模式的类与当前问题域相关的名称;并为最小的Java类定义生成代码,然后可以对其进行探索和扩展。该工具最初是为了教授高级设计模式而开发的,但是我们已经在入门类中探索了它的使用,将二元类关系视为简单的设计模式。在介绍性Java模块中使用该工具的初步体验是积极的,学生们积极地选择使用该工具,并感觉基于其使用的教学方法有助于他们理解类关系。
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引用次数: 6
Sense before syntax: a path to a deeper understanding of objects 先于语法的感觉:通往更深入理解对象的途径
Pub Date : 2007-10-01 DOI: 10.11120/ITAL.2007.06040125
R. Griffiths, S. Holland, M. Edwards
This paper describes how we have successful adapted a principled pedagogy of objects first and progressive disclosure, originally developed for teaching objectsconcepts through the vehicle of a pure object language, to the teaching of object concepts using Java. We employ a cognitive science viewpoint to distinguish between, and sequence accordingly, two different aspects of learning Java. We focus initially onfundamental aspects of the object model of computation, which are simple, consistent, meaningful, and hence relatively stable in memory. Aspects of the Java syntax and semantics which are contingent or arbitrary, and hence unstable in long-term memory, are deferred until after students have acquired a secure conceptual model. We use three principal techniques to assist students in acquiring programming experience of fundamental concepts relatively un-distracted by contingent detail. These measures are: interactive microworlds that allow accurate visualisation of central object concepts; a Java scripting environment that minimises the amount of syntax required, but which allows students to interact with and inspect 'live' objects in the microworlds; and an explicitly object-oriented (if verbose) programming style that reinforces object-oriented concepts. Dealing with Java-specific design peculiarities is thus deferred until students have a stable conceptual model on which to scaffold a deeper understanding of objects.
本文描述了我们如何成功地将对象优先和渐进式披露的原则教学法(最初是通过纯对象语言来教授对象概念)应用到使用Java的对象概念教学中。我们采用认知科学的观点来区分和排序学习Java的两个不同方面。我们首先关注计算对象模型的基本方面,这些方面简单、一致、有意义,因此在内存中相对稳定。Java语法和语义的某些方面是偶然的或任意的,因此在长期记忆中是不稳定的,这些方面被推迟到学生获得了一个安全的概念模型之后。我们使用三种主要技术来帮助学生获得基本概念的编程经验,而不受偶然细节的干扰。这些措施包括:交互式微世界,允许对中心对象概念进行精确的可视化;一个Java脚本环境,最大限度地减少了所需的语法量,但它允许学生与微世界中的“实时”对象进行交互和检查;明确的面向对象(如果冗长的话)编程风格强化了面向对象的概念。因此,处理特定于java的设计特性被推迟到学生有一个稳定的概念模型来支撑对对象的更深入的理解。
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引用次数: 3
The Impact of Improving Debugging Skill on Programming Ability 提高调试技能对编程能力的影响
Pub Date : 2007-10-01 DOI: 10.11120/ital.2007.06040072
Marzieh Ahmadzadeh, D. Elliman, C. Higgins
Abstract This paper reports on a continuing study into teaching programming to adult novice students. As part of the study we aim to find students’ pattern of behavior when they are programming in Java. In a broader perspective, we are interested in improving the students’ ability to write programming. By patterns of behavior, we mean finding the frequently made compiler errors and the pattern of debugging. We claim that incorporating students’ most common errors in a form of debugging exercise will improve their ability to program.
摘要本文报道了一项针对成人新手编程教学的持续研究。作为研究的一部分,我们的目标是找到学生在用Java编程时的行为模式。从更广泛的角度来看,我们感兴趣的是提高学生的编程能力。通过行为模式,我们指的是发现经常发生的编译器错误和调试模式。我们声称,将学生最常见的错误纳入调试练习的形式将提高他们的编程能力。
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引用次数: 11
Learning to Program: Going Pair-Shaped 学习编程:走成对模式
Pub Date : 2007-10-01 DOI: 10.11120/ital.2007.06040004
Donna Teague, P. Roe
Abstract Students continue to struggle with learning to program. Not only has there been a significant drop in the number of students enrolling in IT courses, but the attrition rate for these courses continues to be significant. Introductory programming subjects in IT courses seem to be a stumbling block for many students. How do we best engage students in the learning of a programming language? How can our current teaching and learning methods be improved to provide a better experience for them? Issues that have a detrimental effect on students’ learning outcomes include more than simply the cognitive. Although programming really is complex and difficult to learn, there are also cultural and social influences on students presenting to introductory computer science courses. This paper highlights the advantages of intensive collaboration between students by exploiting the students’ own ability and desire to interact with their peers. Peer interaction can lead to very strong learning experiences. This paper reflects on the current approaches to teaching programming by the Queensland University of Technology (QUT), Australia, with a short summary of the current focus of QUT’s first programming subject and the methods used to teach it. An overview is then given of the web-based Environment for Learning to Program (ELP) which provides scaffolding for students while learning to program. The authors propose the introduction of tools to present a collaborative environment for students to actively engage in the course material through interaction with each other.
学生们一直在努力学习编程。不仅报名参加信息技术课程的学生人数大幅下降,而且这些课程的流失率仍然很高。IT课程中的入门编程科目似乎是许多学生的绊脚石。我们怎样才能最好地吸引学生学习一门编程语言?我们目前的教学方法如何改进,为他们提供更好的体验?对学生学习成果产生不利影响的问题不仅仅是认知问题。虽然编程确实是复杂而难学的,但在介绍计算机科学入门课程的学生中,也有文化和社会的影响。本文通过利用学生自身的能力和与同伴互动的愿望,强调了学生之间密集合作的优势。同伴互动可以带来非常强的学习经验。本文反思了澳大利亚昆士兰科技大学(QUT)目前的编程教学方法,简要总结了昆士兰科技大学第一门编程课程目前的重点和教学方法。然后概述了基于web的学习编程环境(ELP),它为学生学习编程提供了脚手架。作者建议引入工具,为学生提供一个通过相互互动积极参与课程材料的协作环境。
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引用次数: 15
Approaches for Learning Prolog Programming 学习程序设计的方法
Pub Date : 2007-10-01 DOI: 10.11120/ital.2007.06040088
Shanshan Yang, M. Joy
Abstract Understanding Prolog programming is a challenge for many beginners, and many instructors and researchers have proposed and adopted varied teaching approaches to help learners to understand Prolog easily. However, it is not known whether any of the teaching approaches currently in use is appropriate from a learner’s perspective. This paper reports the results of an investigation into which approaches are suitable for Prolog novices and why they are appropriate. We first categorise the teaching approaches which are currently in use in mainstream Prolog introductory textbooks, and highlight how they have been used over the past 25 years. We then discuss the appropriateness of each approach, by addressing their advantages and disadvantages based on interviews with learners. Using this information, a larger picture of the suitability of these teaching approaches is drawn, and finally we suggest what factors may influence it and discuss possible improvements. The findings of this study suggest that an approach based on emphasising the declarative features of the language is the most appropriate, as a component of a blended learning strategy.
理解Prolog编程对许多初学者来说是一个挑战,许多教师和研究人员提出并采用了各种教学方法来帮助学习者轻松理解Prolog编程。然而,从学习者的角度来看,目前使用的教学方法是否合适尚不清楚。本文报告了一项关于哪些方法适合Prolog新手以及为什么适合的调查结果。我们首先对目前主流Prolog入门教科书中使用的教学方法进行分类,并强调它们在过去25年中是如何使用的。然后,我们根据对学习者的采访,通过阐述每种方法的优点和缺点,讨论每种方法的适当性。利用这些信息,绘制了这些教学方法适用性的更大图景,最后我们提出了可能影响它的因素,并讨论了可能的改进。这项研究的结果表明,基于强调语言的陈述性特征的方法是最合适的,作为混合学习策略的一个组成部分。
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引用次数: 10
Seeing the Whole Picture: Evaluating Automated Assessment Systems 全局观:评估自动化评估系统
Pub Date : 2007-10-01 DOI: 10.11120/ital.2007.06040203
D. Haley, P. Thomas, A. de Roeck, M. Petre
Abstract This paper argues that automated assessment systems can be useful for both students and educators provided that its results correspond well with human markers. Thus, evaluating such a system is crucial. We present an evaluation framework and show why it can be useful for both producers and consumers of automated assessment. The framework builds on previous work to analyse Latent Semantic Analysis- (LSA) based systems, a particular type of automated assessment, that produced a research taxonomy that could help developers publish their results in a format that is comprehensive, relatively compact, and useful to other researchers. The paper contends that, in order to see a complete picture of an automated assessment system, certain pieces must be emphasised. It presents the framework as a jigsaw puzzle whose pieces join together to form the whole picture and provides an example of the utility of the framework by presenting some empirical results from our assessment system that marks questions about html. Finally, the paper suggests that the framework is not limited to LSA-based systems. With slight modifications, it can be applied to any automated assessment system.
摘要本文认为,如果自动评估系统的结果与人类标记相对应,那么它对学生和教育工作者都是有用的。因此,评估这样一个系统是至关重要的。我们提出了一个评估框架,并说明为什么它对自动评估的生产者和消费者都很有用。该框架建立在先前分析基于潜在语义分析(LSA)的系统的工作之上,这是一种特殊类型的自动评估,它产生了一种研究分类,可以帮助开发人员以一种全面、相对紧凑、对其他研究人员有用的格式发布他们的结果。本文认为,为了看到一个完整的自动评估系统,某些部分必须强调。它将框架呈现为一个拼图游戏,其各个部分连接在一起形成整体画面,并通过展示来自我们的评估系统的一些经验结果来提供框架的实用示例,这些评估系统标记了有关html的问题。最后,本文提出该框架并不局限于基于lsa的系统。稍加修改,它可以应用于任何自动评估系统。
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引用次数: 15
期刊
Innovation in Teaching and Learning in Information and Computer Sciences
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