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2018 IEEE Frontiers in Education Conference (FIE)最新文献

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Mission Possible: Blending the social and technical through an innovative biodesign challenge module for a Materials Science class 可能的任务:通过创新的生物设计挑战模块为材料科学课程融合社会和技术
Pub Date : 2018-10-01 DOI: 10.1109/FIE.2018.8658942
B. Przestrzelski, E. Reddy, S. Lord
This work describes the design, implementation, and evaluation of a module on bioengineering design and material selection in a third-year Materials Science course for undergraduate engineering students in Fall 2017. This module was implemented as part of a larger National Science Foundation REvolutionizing Engineering and Computer Science Departments (RED) project at the University of San Diego, the goal of which is to successfully blend technical content with social context in engineering curricula. This module required student teams to take on missions with specific users and sponsoring agents to design wrist bracing devices, with upfront consideration of social context unique to the mission. Students brainstormed design considerations in class, and then for homework, recommended a material for each of the three missions using technical calculations and engineering design tables that incorporated social context and human elements. Analysis of the weighted considerations showcased student understanding of the financial budgets of sponsoring agents as well as material requirements for specific users and environments. Through this work, students encountered and demonstrated understanding of the close relation between technical and social issues involved in Materials Science.
本工作描述了2017年秋季本科工程学生材料科学三年级课程中生物工程设计和材料选择模块的设计、实施和评估。这个模块是作为圣地亚哥大学国家科学基金会革命性工程和计算机科学系(RED)项目的一部分实施的,该项目的目标是成功地将工程课程中的技术内容与社会背景融合在一起。该模块要求学生团队与特定用户和赞助代理一起完成任务,设计手腕支撑装置,并预先考虑任务特有的社会背景。学生们在课堂上对设计进行了头脑风暴,然后在作业中,使用技术计算和工程设计表,结合社会背景和人文因素,为三个任务中的每个任务推荐了一种材料。对加权考虑因素的分析显示了学生对赞助代理的财务预算以及对特定用户和环境的物质要求的理解。通过这项工作,学生们遇到并展示了对材料科学中涉及的技术和社会问题之间密切关系的理解。
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引用次数: 4
Text classification of student predicate use for automatic misconception categorization 文本分类的学生谓词使用自动误解分类
Pub Date : 2018-10-01 DOI: 10.1109/FIE.2018.8658680
Brian A. Landron-Rivera, N. Santiago, Aidsa Santiago, J. F. Vega-Riveros
This Research Category Full Paper presents an approach for categorizing student misconceptions about dynamics and heat transfer using text classification. Research in educational engineering describes how science concepts can be ontologically categorized into two major categories (substances and processes) according to their nature. Students can acquire misconceptions by incorrectly categorizing concepts. Predicate tests help to determine when misconceptions have occurred and aid in customizing curriculum content. However predicate tests rely on time-consuming, manual labor. The main goal of this research was to show how predicate tests could be automated with text classification models using a previously annotated dataset. We compared classifier performance between WEKA’s Support Vector Machines, Multinomial Naïve Bayes, Logistic Regression, and Bayesian Logistic Regression implementations using the emergent process and sequential process ontological categories as labels. We compared model performance using WEKA’s N-Gram tokenizer with 3-grams vs. using Java’s WordTokenizer to convert our word dataset to numerical vectors. Models were evaluated using 10-fold cross-validation considering accuracy, F-measure, and kappa coefficient as measures of performance. We have shown the feasibility of using text classification for misconception assessment. Our implementation of predicate test automation can play an important role in speeding up misconception assessment research and curriculum design research.
本文提出了一种利用文本分类方法对学生对动力学和热传递的误解进行分类的方法。教育工程研究描述了科学概念如何根据其本质在本体论上分为两大类(物质和过程)。学生可以通过错误地对概念进行分类而获得误解。谓词测试有助于确定误解何时发生,并有助于定制课程内容。然而,谓词测试依赖于耗时的体力劳动。本研究的主要目标是展示如何使用先前注释的数据集使用文本分类模型自动化谓词测试。我们比较了WEKA的支持向量机、多项式Naïve贝叶斯、逻辑回归和使用紧急过程和顺序过程本体类别作为标签的贝叶斯逻辑回归实现之间的分类器性能。我们比较了使用WEKA的N-Gram标记器和使用Java的WordTokenizer将我们的单词数据集转换为数字向量的模型性能。模型使用10倍交叉验证进行评估,考虑准确性、f测量和kappa系数作为性能的衡量标准。我们已经证明了使用文本分类进行误解评估的可行性。谓词测试自动化的实现对加快误解评价研究和课程设计研究具有重要作用。
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引用次数: 0
A review of literature on connections between engineering education and cognitive development in K-12 students 工程教育与K-12学生认知发展关系的文献综述
Pub Date : 2018-10-01 DOI: 10.1109/FIE.2018.8658684
Joshua Alexéi García Sheridan
This paper reviews the current body of literature comprising studies connecting engineering education in K-12 with elements of cognitive development. The process of change towards engineering being taught in K-12 classrooms involves the establishment of developmentally appropriate standards that inform curriculum. Established standards such as those of the NGSS and ITEEA STLs provide a nationally applicable framework for curricula throughout the United States. Nevertheless, it is important to critically consider what the foundations of such standards are in terms of empirical research. The development of rigorous standards for K-12 engineering education is a continuous process. Without a foundation of understanding for how children think about and learn engineering, standards will not optimally inform curricula how to teach engineering. So, do these foundations exist? The National Research Council (NRC) delivered a recommendation in 2010 to engage in the development of better understanding for how students learn engineering concepts in K-12. The intention of this recommendation was to facilitate effective and developmentally appropriate integration of engineering in K-12. The context of discussion in this recommendation was determining the viability and necessity of standards for engineering education in K-12. At the time, the committee determined fundamental questions were yet to be answered that would properly inform developmentally appropriate standards. This indicates that progress towards better understanding of student cognition had not occurred quickly. It is worth exploring to what extent observations such as these are currently accurate. Such shortcomings, if they exist, may critically inform initiatives within the educational research community. This systematic literature review will seek to uncover to what level fundamental research across several major publications in the past eight years focuses on critically describing the facets of child cognition and cognitive development in relation to the context of engineering in education. The scope of the review will include empirical studies detailing the measurement of perceptions pertaining to engineering, critical assessment of knowledge transfer for and conceptual understanding of engineering content, use of language and communication by students in engineering activities, and study of systems of thinking and habits of mind affecting student performance in engineering activities.
本文回顾了目前的文献,包括将K-12工程教育与认知发展要素联系起来的研究。在K-12课程中,向工程学转变的过程包括建立与发展相适应的标准,为课程提供信息。诸如NGSS和ITEEA stl的既定标准为整个美国的课程提供了全国适用的框架。然而,重要的是要批判性地考虑这些标准在实证研究方面的基础是什么。制定严格的K-12工程教育标准是一个持续的过程。如果没有对儿童如何思考和学习工程的理解基础,标准将无法最佳地告知课程如何教授工程。那么,这些基金会存在吗?美国国家研究委员会(NRC)在2010年提出了一项建议,旨在更好地理解学生如何在K-12阶段学习工程概念。这项建议的目的是促进K-12课程中工程学的有效和发展相适应的整合。本建议讨论的背景是确定K-12工程教育标准的可行性和必要性。当时,委员会确定了一些基本问题尚未得到回答,这些问题将适当地为发展适当的标准提供信息。这表明,在更好地理解学生认知方面的进展并没有很快发生。值得探讨的是,诸如此类的观察目前在多大程度上是准确的。如果存在这样的缺点,可能会对教育研究界的举措产生重要影响。这篇系统的文献综述将试图揭示在过去八年中,几个主要出版物的基础研究在何种程度上专注于批判性地描述与教育工程背景相关的儿童认知和认知发展的各个方面。审查的范围将包括实证研究,详细说明与工程有关的感知测量,对工程内容的知识转移和概念理解的批判性评估,学生在工程活动中使用的语言和交流,以及影响学生在工程活动中表现的思维系统和思维习惯的研究。
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引用次数: 0
Lost for Words! Defining the Language Around Role Models in Engineering Education 失语了!定义工程教育中角色模范的语言
Pub Date : 2018-10-01 DOI: 10.1109/FIE.2018.8659104
Virginia Grande
This full research paper contains a vocabulary to describe role modeling in engineering education. The term role model is widely used in the literature, particularly in broadening participation. However, it is loosely defined. Both its everyday and academic use varies. This was also observed during our interviews with teachers in the discipline: there was no consensus on what a role model is nor on the meaning of adjectives used to describe a role model. Considering the benefits of role models and the need for terminology that supports a common understanding of role modeling, we have developed a vocabulary around this phenomenon. We aim to support educators by providing them with a means to reflect on different dimensions of role modeling. We define what a role model in engineering is, and what they may model: an aspect (a competency, a character attribute or an attitude) or an achievement. Main actors and types of awareness and intention of the modeling are covered, as well as how the modeling may be perceived by others. We indicate differences and overlaps with terms such as mentor. Finally, we discuss challenges due to subjectiveness: who defines the norm for what an ideal professional in engineering is?
这篇完整的研究论文包含了描述工程教育中角色建模的词汇。“榜样”一词在文献中被广泛使用,特别是在扩大参与方面。然而,它的定义很松散。它的日常和学术用途各不相同。在我们对该学科教师的采访中也观察到这一点:对于什么是榜样,以及用来描述榜样的形容词的含义,没有达成共识。考虑到角色榜样的好处和对支持角色榜样的共同理解的术语的需求,我们围绕这一现象开发了一个词汇。我们的目标是支持教育工作者,为他们提供一种方法来反思角色塑造的不同方面。我们定义工程中的角色模型是什么,以及他们可能建模的内容:一个方面(能力,性格属性或态度)或成就。包括建模的主要参与者和意识类型和意图,以及其他人如何感知建模。我们用导师之类的术语来表示差异和重叠。最后,我们讨论了主观性带来的挑战:谁来定义理想的工程专业人员的标准?
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引用次数: 9
Towards a Catalog of Gestures for M-learning Applications for the Teaching of Programming 面向编程教学的移动学习手势应用目录
Pub Date : 2018-10-01 DOI: 10.1109/FIE.2018.8659236
A. Marcolino, Alef Santos, Marco Schaefer, E. Barbosa
Teaching of programming disciplines is mandatory in several CS courses worldwide. However, this domain still faces limitations and challenges. While these limitations continue to be a reality in classrooms, mobile devices have earned more and more users and, as a consequence, the development of mobile learning applications is rapidly growing as well. Based on the limitations in such domain, on the increasing popularity of mobile devices and on their capability to support the teaching and learning processes through their hardware specificities, in this paper we propose a catalog of gestures for mobile learning applications to be adopted in the teaching of programming. The proposed catalog also provides a way to investigate if mobile devices may motivate students to learning to programming. Four steps were conducted in this work. Firstly, primary studies that propose surface gestures interfaces were identified. Secondly, a list of main commands and programming codes were analyzed and selected to be represented by graphical gestures. Thirdly, the returned primary studies were used to propose a catalog of gestures for those code structures. With two or three possible gestures for each code structure, an evaluation to identify which of those gestures were preferred among undergraduate students was conducted. Based on the results of 69 participants, the final catalog was defined. Finally, in a fourth moment, a gesture recognition application tool was used to perform a usability evaluation. Preliminary evidences suggested the catalog can adequately support m-learning applications for the teaching of programming. Furthermore, the catalog pointed out a positive feedback that can bring a more attractive way for coding, when considered the adoption of mobile devices’ small keyboards.
编程学科的教学在世界范围内的一些CS课程中是强制性的。然而,这一领域仍然面临着限制和挑战。虽然这些限制在课堂上仍然是一个现实,但移动设备已经赢得了越来越多的用户,因此,移动学习应用程序的开发也在迅速增长。基于这一领域的局限性,基于移动设备的日益普及,以及它们通过硬件特性支持教学过程的能力,本文提出了一种用于编程教学中移动学习应用程序的手势目录。提出的目录还提供了一种方法来调查移动设备是否可以激励学生学习编程。这项工作分为四个步骤。首先,确定了提出表面手势界面的初步研究。其次,分析并选择了一组主要命令和编程代码,用图形手势表示。第三,利用返回的初步研究,提出了这些代码结构的手势目录。每个代码结构都有两到三种可能的手势,然后进行评估,以确定哪些手势在本科生中更受欢迎。根据69名参与者的结果,确定了最终的目录。最后,在第四时刻,使用手势识别应用工具进行可用性评估。初步证据表明,该目录可以充分支持移动学习在编程教学中的应用。此外,该目录指出,当考虑到采用移动设备的小键盘时,积极的反馈可以带来更有吸引力的编码方式。
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引用次数: 2
A Comparison of Lecture-based and Active Learning Design Patterns in CS Education CS教育中主动式学习设计模式与主动式学习设计模式之比较
Pub Date : 2018-10-01 DOI: 10.1109/FIE.2018.8659339
Nasrin Dehbozorgi, S. Macneil, M. Maher, Mohsen Dorodchi
This paper describes and compares two categories of pedagogical design patterns that have emerged from CS education practice: lecture-based design patterns and active learning design patterns. Pedagogical design patterns provide faculty with combinations of generalized descriptions of problems and solutions that occur in teaching and learning. The benefit of forming design patterns is the codification of successful practice that can be reused in multiple scenarios and draw on the creativity of the instructor for defining the details relevant to the course and the students. Design patterns have been represented in many formats since Alexander’s initial design pattern model highlighting different aspects of what is important in each domain in which the patterns are created and used. This paper analyzes design patterns emerging from recent developments in lecture-based pedagogy and active learning in CS education. Traditional lectures in computer science, engineering, and other STEM disciplines are being reconsidered due to research that shows that students are less likely to learn while listening and more likely to learn while actively engaged. Design patterns that address problems and provide potential solutions to traditional lectures in computer science education have been published that provide solutions to engage students during the lecture. The pedagogy of flipped classrooms and active learning have recently been adopted by many faculty in Computer Science leading to emerging design patterns for active learning. We compare how previously published lecture-based patterns and our active learning patterns address similar problems with different solutions to engaging students. We show how an object-based structure for pedagogical design patterns can provide additional information about the problems and the solutions addressed by the patterns that are more easily indexed and combined.
本文描述并比较了CS教育实践中出现的两类教学设计模式:基于讲座的设计模式和主动学习的设计模式。教学设计模式为教师提供了对教学和学习中出现的问题和解决方案的综合描述。形成设计模式的好处是将成功的实践规范化,这些实践可以在多种场景中重用,并利用教师的创造力来定义与课程和学生相关的细节。自从Alexander最初的设计模式模型强调了在创建和使用模式的每个领域中重要的不同方面以来,设计模式已经以多种格式表示。本文分析了CS教育中基于讲座的教学法和主动学习的最新发展中出现的设计模式。计算机科学、工程和其他STEM学科的传统讲座正在被重新考虑,因为研究表明,学生在倾听中学习的可能性更小,而在积极参与中学习的可能性更大。在计算机科学教育中,解决问题并为传统讲座提供潜在解决方案的设计模式已经出版,这些模式提供了在讲座期间吸引学生的解决方案。翻转课堂和主动学习的教学方法最近被许多计算机科学学院采用,导致了主动学习的新兴设计模式。我们比较了以前发表的基于讲座的模式和我们的主动学习模式如何用不同的解决方案来解决类似的问题,以吸引学生。我们展示了教学设计模式的基于对象的结构如何能够提供关于更容易索引和组合的模式所解决的问题和解决方案的附加信息。
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引用次数: 6
Middle School Students’ Conceptions of Failure in Rural Communities 农村社区中学生失败观的研究
Pub Date : 2018-10-01 DOI: 10.1109/FIE.2018.8658670
Tawni Paradise, J. Grohs
This work in progress paper in the research to practice category identifies trends in how middle school youth from rural schools conceptualize failure after engaging in engineering-related learning activities. These trends inform better strategies that can be used in the PEERS, Partnering with Educators and Engineers in Rural Schools, program to ensure the goals of the program are met. The PEERS program moves beyond single exposure activities by engaging students in approximately six engineering-related learning activities throughout the year. This program partners researchers, teachers and local industry representatives aiming to (1) challenge misperceptions and create relevant conceptions of engineering; (2) maintain and expand situational interest; and, (3) integrate with individual interests, values, and social identities. Since failure is an integral part of the learning experience, students’ conceptions of failure can influence the way students interact in these activities and the outcomes they experience from this program. Interviews were conducted with 38 students across the three rural communities involved in the PEERS program on their perceptions of failure. This paper presents two themes that emerged from initial coding of the interviews and explains how these themes will be used to inform future decisions for PEERS.
在从研究到实践的研究类别中,这篇正在进行中的论文确定了农村学校的中学生在参与与工程相关的学习活动后如何将失败概念化的趋势。这些趋势为“与农村学校的教育工作者和工程师合作”项目提供了更好的策略,以确保项目目标的实现。PEERS项目超越了单一的接触活动,让学生全年参与大约六项与工程相关的学习活动。该项目与研究人员、教师和当地行业代表合作,旨在(1)挑战误解,创造相关的工程概念;(2)维持和扩大情境利益;(3)与个人利益、价值观和社会认同相结合。由于失败是学习经历的一个组成部分,学生对失败的概念会影响他们在这些活动中的互动方式,以及他们从这个项目中体验到的结果。对参与PEERS项目的三个农村社区的38名学生进行了采访,了解他们对失败的看法。本文提出了从访谈的初始编码中出现的两个主题,并解释了如何使用这些主题为peer的未来决策提供信息。
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引用次数: 0
Why make it? Understanding undergraduate engineering students' conceptions for the purpose of prototyping in engineering design activities 为什么要这么做?了解工科本科生的概念,以便在工程设计活动中进行原型设计
Pub Date : 2018-10-01 DOI: 10.1109/FIE.2018.8658628
Hadi Ali, M. Lande
Prototyping in design provides ways to navigate ambiguity in the design problem, gain insight through the refinement of ideas, and aid in communication between team members. However, while designing, students often underutilize prototyping and do not consider it as an integral part of the design process. To facilitate the scaffolding of design activities, it is necessary first to understand students’ conceptions of prototyping. In this study, we use artifact elicitation interviews as a method to elicit students’ conceptions by moving from the specifics of the artifacts they brought with them to the interview, to their general understanding of prototyping. Participants in the study are students in an undergraduate sophomore design-oriented, project-based learning course in a large southwestern university. Students were invited to participate in a screening survey. After potential participants suitable for the purpose of this study were identified, some were selected for a follow-up interview. The findings of the study describe students’ conceptions of “what counts” as a prototype; what is valued in a prototype; the benefits of, and challenges associated with prototyping; and differences between in-class and out-of-class prototyping activities. The findings of this study improve our understanding to effectively scaffold prototyping activities in design and experiential learning.
设计中的原型提供了解决设计问题中的模糊性的方法,通过改进想法获得洞察力,并有助于团队成员之间的沟通。然而,在设计过程中,学生往往没有充分利用原型,没有将其视为设计过程中不可或缺的一部分。为了便于搭建设计活动,首先有必要了解学生对原型设计的概念。在这项研究中,我们使用人工制品启发访谈作为一种方法,通过从他们带来的人工制品的细节转移到他们对原型的一般理解,来引出学生的概念。本研究的参与者是西南某大型大学本科二年级以设计为导向的项目学习课程的学生。学生们被邀请参加一项筛选调查。在确定适合本研究目的的潜在参与者后,选择其中一些进行随访访谈。研究结果描述了学生对“什么算”的概念作为原型;原型的价值是什么;原型的好处和挑战;以及课堂内和课外原型活动的区别。本研究的发现提高了我们对设计和体验式学习中有效支撑原型活动的理解。
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引用次数: 2
Assessing Learning Behavior and Cognitive Bias from Web Logs 从网络日志评估学习行为和认知偏差
Pub Date : 2018-10-01 DOI: 10.1109/FIE.2018.8658913
Rashmi Rao, Christopher Stewart, Arnulfo Perez, Siva Meenakshi Renganathan
This research to practice, work in progress paper presents the analysis strategy used to assess the learning behavior using logs on an e-learning platform. Students who can link algebraic functions to their corresponding graphs perform well in STEM courses. Early algebra curricula teaches these concepts in tandem. However, it is challenging to assess whether students are linking the concepts. Video analyses, interviews and other traditional methods that aim to quantify how students link the concepts taught in school require precious classroom and teacher time. We use web logs to infer learning. Web logs are widely available and amenable to data science. Our approach partitions the web interface into components related to data and graph concepts. We collect click and mouse movement data as users interact with these components. We used statistical and data mining techniques to model their learning behavior. We built our models to assess learning behavior for a workshop presented in Summer 2016. Students in the workshop were middle-school math teachers planning to use this curriculum in their own classrooms. We used our models to assess participation levels, a prerequisite indicator for learning. Our models aligned with ground-truth traditional methods for 17 of 18 students. The results of the models with respect to the two types of components of the web portal have been used to infer possible data or graph oriented cognitive bias.
本文提出了利用电子学习平台上的日志来评估学习行为的分析策略。能够将代数函数与相应图形联系起来的学生在STEM课程中表现良好。早期代数课程将这些概念串联起来教授。然而,评估学生是否将这些概念联系起来是很有挑战性的。视频分析、访谈和其他旨在量化学生如何将学校教授的概念联系起来的传统方法需要宝贵的课堂和教师时间。我们使用网络日志来推断学习情况。Web日志广泛可用,并且适合于数据科学。我们的方法将web界面划分为与数据和图形概念相关的组件。当用户与这些组件交互时,我们收集点击和鼠标移动数据。我们使用统计和数据挖掘技术来模拟它们的学习行为。我们为2016年夏季举办的研讨会建立了模型来评估学习行为。参加研讨会的学生是中学数学教师,他们计划在自己的课堂上使用该课程。我们使用我们的模型来评估参与水平,这是学习的先决指标。我们的模型在18名学生中有17名与真实的传统方法一致。关于门户网站的两类组件的模型结果已被用于推断可能的数据或面向图形的认知偏差。
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引用次数: 9
Exploring Different Unplugged Game-like Activities for Teaching Computational Thinking 探索不同的不插电游戏式教学计算思维
Pub Date : 2018-10-01 DOI: 10.1109/FIE.2018.8659077
Tomislav Jagušt, Ana Sovic Krzic, G. Gledec, M. Grgic, I. Bojic
For a number of years, various games have been used as an educational tool at different academic levels, especially in primary education. However, only recently games that teach coding and algorithmic thinking or even broader, computational thinking, emerged. Initiatives like Hour of Code and similar online activities or block-based programming games popularized the field, while at the same time, projects like CSUnplugged showed that the “idea of programming” can be learned even without using the computer. In this paper, we present our experience so far in creating and implementing different unplugged activities that teach students of different age levels, from early primary school to the university students, the simple programming concepts and algorithms. As a part of Science, Technology, Engineering, Mathematics and Computer Science (STEM-C) outreach program named SUZA - From school to science and the academic community at University of Zagreb Faculty of Electrical Engineering and Computing, Croatia, we conducted a number of game-like activities based on graph paper programming, block-based programming and using the existing board games. Although this is a work in progress project, the participant reactions so far, collected through interviews and questionnaires, indicated that the conducted activities were well accepted by students and their teachers. We also received a number of useful feedback comments and proposals, such as to expand the activities to include the homework part, or to make them more physical and relocate them outdoors.
多年来,各种各样的游戏被用作不同学术水平的教育工具,特别是在小学教育中。然而,直到最近才出现了教授编程和算法思维,甚至更广泛的计算思维的游戏。像“编程一小时”这样的活动和类似的在线活动或基于块的编程游戏推广了这一领域,同时,像CSUnplugged这样的项目表明,即使不使用计算机,也可以学习“编程的想法”。在本文中,我们介绍了我们迄今为止在创建和实施不同的不插电活动方面的经验,这些活动教不同年龄段的学生,从小学早期到大学生,简单的编程概念和算法。作为科学、技术、工程、数学和计算机科学(STEM-C)推广项目SUZA的一部分——克罗地亚萨格勒布大学电子工程与计算学院从学校到科学和学术界,我们开展了一些基于方格纸编程、基于块的编程和使用现有棋盘游戏的游戏类活动。虽然这是一个正在进行中的项目,但到目前为止,通过访谈和问卷调查收集的参与者的反应表明,所进行的活动得到了学生和老师的认可。我们也收到了一些有用的反馈意见和建议,如扩大活动,包括家庭作业部分,或使他们更物理和搬迁到户外。
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引用次数: 14
期刊
2018 IEEE Frontiers in Education Conference (FIE)
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