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Mobile Learning Tools to Support in Teaching Programming Logic and Design: A Systematic Literature Review 支持编程逻辑和设计教学的移动学习工具:系统的文献综述
IF 2.7 Q1 Social Sciences Pub Date : 2023-01-02 DOI: 10.15388/infedu.2023.24
Regina Célia Coelho, Matheus F. P. Marques, Tiago de Oliveira
Learning programming logic remains an obstacle for students from different academic fields. Considered one of the essential disciplines in the field of Science and Technology, it is vital to investigate the new tools or techniques used in the teaching and learning of Programming Language. This work presents a systematic literature review (SLR) on approaches using Mobile Learning methodology and the process of learning programming in introductory courses, including mobile applications and their evaluation and validation. We consulted three digital libraries, considering articles published from 2011 to 2022 related to Mobile Learning and Programming Learning. As a result, we found twelve mobile tools for learning or teaching programming logic. Most are free and used in universities. In addition, these tools positively affect the learning process, engagement, motivation, and retention, providing a better understanding, and improving content transmission.
对于来自不同学术领域的学生来说,学习编程逻辑仍然是一个障碍。作为科学和技术领域的基本学科之一,研究在编程语言的教学中使用的新工具或技术是至关重要的。这项工作提出了一个系统的文献综述(SLR)关于使用移动学习方法的方法和入门课程中学习编程的过程,包括移动应用程序及其评估和验证。我们咨询了三个数字图书馆,考虑了2011年至2022年发表的与移动学习和编程学习相关的文章。结果,我们发现了12种用于学习或教授编程逻辑的移动工具。大多数都是免费的,在大学里使用。此外,这些工具积极地影响学习过程、参与、动机和保留,提供更好的理解,并改进内容传输。
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引用次数: 1
Evaluation of Perception of Use of a Gamified Platform from the Student Perspective: An Approach for Studying Unified Modeling Language 基于学生视角的游戏化平台使用感知评价:一种统一建模语言的研究方法
IF 2.7 Q1 Social Sciences Pub Date : 2023-01-02 DOI: 10.15388/infedu.2023.22
Felipe A. Feichas, R. D. Seabra
This research discusses the use of a gamified web platform for studying software modeling with Unified Modeling Language (UML). Although UML is constantly being improved and studied, many works show that there is difficulty in teaching and learning the subject, due to the complexity of its concepts and the students' cognitive difficulties with abstraction. There are challenges for instructors to find different pedagogical strategies to teach modeling. The platform proposed allowed students to complement their UML knowledge in an environment with game elements. From the results, it can be concluded that the platform obtained great acceptance and satisfaction of use. Most of the students participating in the research were satisfied with the usability of the platform, reporting a feeling of contribution of the tool to studying the content, in addition to pointing out the satisfaction of using gamification as a pedagogical strategy.
本研究讨论了使用统一建模语言(UML)研究软件建模的游戏化web平台的使用。尽管人们不断改进和研究UML,但许多作品表明,由于其概念的复杂性和学生对抽象的认知困难,教学和学习这门学科存在困难。对于教师来说,找到不同的教学策略来教授建模是一项挑战。提出的平台允许学生在有游戏元素的环境中补充他们的UML知识。从结果可以看出,该平台获得了很大的接受度和使用满意度。参与研究的大多数学生都对平台的可用性感到满意,除了指出使用游戏化作为教学策略的满意度外,还报告了该工具对学习内容的贡献。
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引用次数: 0
Investigating block programming tools in high school to support Education 4.0: A Systematic Mapping Study 调查高中块编程工具以支持教育4.0:一个系统的地图研究
IF 2.7 Q1 Social Sciences Pub Date : 2022-12-14 DOI: 10.15388/infedu.2023.21
Ana Paula Juliana Perin, D. E. Dos S. Silva, N. M. Valentim
In Education 4.0, a personalized learning process is expected, and that students are the protagonist. In this new education format, it is necessary to prepare students with the skills and competencies of the 21st-Century, such as teamwork, creativity, and autonomy. One of the ways to develop skills and competencies in students can be through block programming, which can be used with emerging technologies such as robotics and IoT and in an interdisciplinary way. Thus, block programming in High School is important because it is possible to work on aspects such as problem-solving, algorithmic thinking, among other skills (Perin et al., 2021), which are necessary in the contemporary world. Thus, our Systematic Mapping Study (SMS) aims to identify which block programming tools support of Education 4.0 in High School. Overall, 46 papers were selected, and data were extracted. Based on the results, a total of 24 identified block programming tools that can be used in high school collaboratively and playfully and with an interdisciplinary methodology. Moreover, it was possible to see that most studies address block programming with high school students, demonstrating a lack of studies that address block programming with teachers. This SMS contributed to identifying block programming tools, emerging technologies, audience (teacher or student), and learning spaces where block programming is being worked on.
在教育4.0中,个性化的学习过程是预期的,学生是主角。在这种新的教育模式下,有必要让学生具备21世纪的技能和能力,比如团队合作、创造力和自主性。培养学生技能和能力的方法之一是通过模块编程,它可以与机器人和物联网等新兴技术结合使用,并以跨学科的方式使用。因此,高中的块编程很重要,因为它可以在解决问题,算法思维等方面进行工作,以及其他技能(Perin等人,2021),这在当代世界是必要的。因此,我们的系统映射研究(SMS)旨在确定哪些块编程工具支持高中教育4.0。共筛选出46篇论文,并进行数据提取。基于这些结果,共有24种确定的块编程工具可以在高中协作和有趣地使用,并采用跨学科的方法。此外,有可能看到大多数研究都是针对高中生的块编程,表明缺乏针对教师的块编程的研究。此SMS有助于识别块编程工具、新兴技术、受众(教师或学生)以及正在进行块编程的学习空间。
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引用次数: 1
Understanding loops: What are the misconceptions of lower-secondary pupils? 理解循环:初中学生的误解是什么?
IF 2.7 Q1 Social Sciences Pub Date : 2022-11-22 DOI: 10.15388/infedu.2023.20
J. Vaníček, Václav Dobiáš, Václav Šimandl
The article describes a study carried out on pupils aged 12-13 with no prior programming experience. The study examined how they learn to use loops with a fixed number of repetitions. Pupils were given a set of programming tasks to solve, without any preparatory or accompanying instruction or explanation, in a block-based visual programming environment. Pupils’ programs were analyzed to identify possible misconceptions and factors influencing them. Four misconceptions involving comprehension of the loop concept and repeat command were detected. Some of these misconceptions were found to have an impact on a pupil’s need to ask the computer to check the correctness of his/her program. Some of the changes made to tasks had an impact on the frequency of these misconceptions and could be the factors influencing them. Teachers and course book writers will be able to use the results of our research to create an appropriate curriculum. This will enable pupils to acquire and subsequently deal with misconceptions that could prevent the correct understanding of created concepts.
这篇文章描述了一项对12-13岁没有编程经验的学生进行的研究。这项研究调查了他们是如何学会使用固定次数重复的循环的。在一个基于块的可视化编程环境中,学生们被分配了一组编程任务来解决,没有任何准备或伴随的指导或解释。分析学生的节目,找出可能的误解和影响因素。在循环概念和重复命令的理解上发现了四个误解。其中一些误解被发现会对学生要求电脑检查他/她的程序的正确性产生影响。对任务所做的一些改变对这些误解的频率产生了影响,可能是影响这些误解的因素。教师和教材作者将能够使用我们的研究结果来创建一个合适的课程。这将使学生获得并随后处理可能妨碍正确理解所创造的概念的误解。
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引用次数: 2
Effects of Scratch-based activities on 4th-grade students’ computational thinking skills 抓痕活动对四年级学生计算思维能力的影响
IF 2.7 Q1 Social Sciences Pub Date : 2022-10-21 DOI: 10.15388/infedu.2023.19
João Piedade, Nuno Dorotea
Computational Thinking (CT) has emerged in recent years as a thematic trend in education in many countries. initiatives have been developed for its inclusion in school curricula. There are many pedagogical strategies to promote the development of elementary school students’ CT skills and knowledge. Unplugged learning tasks, block-based programming projects, and educational robotics are 3 of the most used strategies. This paper aimed to analyze the effect of Scratch-based activities, developed during one scholar year, on the computational thinking skills developed and concepts achieved by 4th-grade students. The study involved 189 students from two school clusters organized into an experimental group and a control group. To assess students’ computational knowledge, the Beginners Computational Thinking Test developed by Several Zapata-Cáceres et al. (2020) was used. The results indicate statistically significant differences between the groups, in which students in the experimental group (who performed activities with scratch) scored higher on the test than students in the control group (who did not use Scratch).
近年来,计算思维已成为许多国家教育的一个主题趋势。已经制定了将其纳入学校课程的倡议。促进小学生计算机科学技能和知识发展的教学策略有很多。不插电学习任务、基于块的编程项目和教育机器人是最常用的三种策略。本研究旨在分析在一个学年中开发的基于scratch的活动对四年级学生计算思维技能的发展和概念的形成的影响。这项研究涉及来自两个学校群的189名学生,他们被分为实验组和对照组。为了评估学生的计算知识,我们使用了几个Zapata-Cáceres等人(2020)开发的初学者计算思维测试。结果显示,两组之间存在统计学上的显著差异,实验组(使用scratch进行活动)的学生在测试中的得分高于对照组(不使用scratch)的学生。
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引用次数: 2
Findings on Teaching Machine Learning in High School: A Ten - Year Systematic Literature Review 高中机器学习教学的发现:十年系统文献综述
IF 2.7 Q1 Social Sciences Pub Date : 2022-09-09 DOI: 10.15388/infedu.2023.18
Ramon Mayor Martins, Christiane Gresse von Wangenheim
Machine Learning (ML) is becoming increasingly present in our lives. Thus, it is important to introduce ML already in High School, enabling young people to become conscious users and creators of intelligent solutions. Yet, as typically ML is taught only in higher education, there is still a lack of knowledge on how to properly teach younger students. Therefore, in this systematic literature review, we analyze findings on teaching ML in High School with regard to content, pedagogical strategy, and technology. Results show that High School students were able to understand and apply basic ML concepts, algorithms and tasks. Pedagogical strategies focusing on active problem/project-based hands-on approaches were successful in engaging students and demonstrated positive learning effects. Visual as well as text-based programming environments supported students to build ML models in an effective way. Yet, the review also identified the need for more rigorous evaluations on how to teach ML.
机器学习(ML)越来越多地出现在我们的生活中。因此,在高中引入机器学习是很重要的,使年轻人成为智能解决方案的有意识的用户和创造者。然而,由于ML通常只在高等教育中教授,因此仍然缺乏如何正确教授年轻学生的知识。因此,在这篇系统的文献综述中,我们分析了高中机器学习教学在内容、教学策略和技术方面的发现。结果表明,高中生能够理解和应用基本的机器学习概念、算法和任务。注重积极的基于问题/项目的实践方法的教学策略成功地吸引了学生,并展示了积极的学习效果。可视化和基于文本的编程环境支持学生以有效的方式构建机器学习模型。然而,该评论还指出,需要对如何教授机器学习进行更严格的评估。
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引用次数: 18
Automatically detecting previous programming knowledge from novice programmer code compilation history 自动检测以前的编程知识,从新手程序员的代码编译历史
IF 2.7 Q1 Social Sciences Pub Date : 2022-09-02 DOI: 10.15388/infedu.2023.15
Erno Lokkila, Athanasios Christopoulos, M. Laakso
Prior programming knowledge of students has a major impact on introductory programming courses. Those with prior experience often seem to breeze through the course. Those without prior experience see others breeze through the course and disengage from the material or drop out. The purpose of this study is to demonstrate that novice student programming behavior can be modeled as a Markov process. The resulting transition matrix can then be used in machine learning algorithms to create clusters of similarly behaving students. We describe in detail the state machine used in the Markov process and how to compute the transition matrix. We compute the transition matrix for 665 students and cluster them using the k-means clustering algorithm. We choose the number of cluster to be three based on analysis of the dataset. We show that the created clusters have statistically different means for student prior knowledge in programming, when measured on a Likert scale of 1-5.
学生先前的编程知识对编程入门课程有很大的影响。那些有经验的人似乎经常轻松地通过课程。那些没有先前经验的人看到其他人轻松地通过课程,并从材料中脱离或退出。本研究的目的是为了证明初学者的编程行为可以被建模为一个马尔可夫过程。由此产生的转移矩阵可以用于机器学习算法,以创建行为相似的学生群。详细描述了马尔可夫过程中使用的状态机以及如何计算转移矩阵。我们计算了665名学生的转移矩阵,并使用k-means聚类算法对他们进行聚类。在对数据集进行分析的基础上,选择聚类个数为3个。我们表明,当以1-5的李克特量表测量时,所创建的集群对学生编程的先验知识具有统计上不同的意义。
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引用次数: 0
High-School Computer Science – Its Effect on the Choice of Higher Education 高中计算机科学——对高等教育选择的影响
IF 2.7 Q1 Social Sciences Pub Date : 2022-08-31 DOI: 10.15388/infedu.2023.14
M. Armoni, J. Gal-Ezer
In a previous publication we examined the connections between high-school computer science (CS) and computing higher education. The results were promising—students who were exposed to computing in high school were more likely to take one of the computing disciplines. However, these correlations were not necessarily causal. Possibly those students who took CS courses, and especially high-level CS courses in high school, were already a priori inclined to pursue computing education. This uncertainty led us to pursue the current research. We aimed at finding those factors that induced students to choose CS at high school and later at higher-education institutes. We present quantitative findings obtained from analyzing freshmen computing students' responses to a designated questionnaire. The findings show that not only did high-school CS studies have a major impact on students’ choice whether to study computing in higher education—it may have also improved their view of the discipline.
在之前的一篇文章中,我们研究了高中计算机科学(CS)和计算机高等教育之间的联系。结果很有希望——在高中接触过计算机的学生更有可能选择一门计算机学科。然而,这些相关性并不一定是因果关系。可能那些在高中上过计算机科学课程,尤其是高级计算机科学课程的学生,已经先天地倾向于接受计算机教育。这种不确定性促使我们进行目前的研究。我们的目的是找出那些促使学生在高中和后来的高等教育机构选择计算机科学的因素。我们通过分析大一计算机专业学生对一份指定问卷的回答,提出了定量的研究结果。研究结果表明,高中计算机科学研究不仅对学生在高等教育中是否学习计算机的选择产生了重大影响,而且可能还改善了他们对这门学科的看法。
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引用次数: 2
Open Educational Resource for Studying Algorithms and Programming Logic: An Approach to the Technical Level Integrated with Secondary School 算法与编程逻辑学习的开放教育资源:一种与中学相结合的技术层面的途径
IF 2.7 Q1 Social Sciences Pub Date : 2022-08-22 DOI: 10.15388/infedu.2023.17
Diego E. F. Pereira, R. D. Seabra
The teaching and learning of programming has proven to be a challenge for students of computer courses, since it presents challenges and requires complex skills for the good development of students. The traditional teaching model is not able to motivate students and arouse their interest in the topic. The tool proposed herein, the REA-LP, aims to facilitate the study and retention of content related to the discipline of programming logic at the technical level by presenting its content through various types of media, in addition to allowing students to actively participate in the construction of their knowledge, favoring engagement and motivation. From the results of an empirical study with 39 students, it can be concluded that the tool was very well accepted, being effective in facilitating and assisting participants in their learning, motivation, and interest in classes, mainly due to the way in which the content is presented by REA-LP.
对于学习计算机课程的学生来说,编程的教学和学习已经被证明是一个挑战,因为它提出了挑战,并且需要学生良好发展的复杂技能。传统的教学模式不能激发学生的学习兴趣。本文提出的REA-LP工具旨在通过各种类型的媒体呈现与编程逻辑学科相关的内容,以促进技术层面上的学习和保留,此外还允许学生积极参与他们的知识构建,有利于参与和动机。根据对39名学生的实证研究结果,可以得出结论,该工具非常受欢迎,可以有效地促进和协助参与者的学习,动机和课堂兴趣,主要是由于REA-LP呈现内容的方式。
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引用次数: 0
An Educational Setting to improve Students’ Understanding of Fundamental Computer Architecture Concepts 提高学生对基本计算机体系结构概念理解的教育环境
IF 2.7 Q1 Social Sciences Pub Date : 2022-08-22 DOI: 10.15388/infedu.2023.16
C. Kyriakou, A. Gogoulou, M. Grigoriadou
This paper presents an educational setting that attempts to enhance students’ understanding and facilitate students’ linking-inferencing skills. The proposed setting is structured in three stages. The first stage intends to explore students’ prior knowledge. The second stage aims to help students tackle their difficulties and misconceptions and deepen their understanding of the topics under study. This is attempted through individual student engagement in suitably-designed activities and relative feedback. As recorded in previous research, students’ difficulties feedback on the material development. The third stage of the educational setting exploits social interaction to help students reorganize their knowledge of the concepts under study. The web-based application of the proposed educational setting indicated improvement in first-year Computer Science (CS) students’ understanding of fundamental Computer Architecture concepts and progress in students’ linking-inference skills. These results encourage integration in the instructional process of interventions designed according to the proposed setting in order to support and enhance students’ understanding of troublesome concepts and their interrelations.
本文提出了一个教育环境,试图提高学生的理解和促进学生的联系推理能力。建议的设置分为三个阶段。第一阶段旨在探索学生的先验知识。第二阶段旨在帮助学生解决他们的困难和误解,加深他们对所学主题的理解。这是通过学生个人参与适当设计的活动和相关反馈来实现的。正如之前的研究所记录的,学生的困难对材料开发有反馈。第三阶段的教育环境利用社会互动来帮助学生重组所学概念的知识。提出的教育设置的网络应用表明,计算机科学(CS)一年级学生对基本计算机体系结构概念的理解有所改善,学生的链接推理技能也有所进步。这些结果鼓励在教学过程中整合根据建议设置的干预措施,以支持和增强学生对困难概念及其相互关系的理解。
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引用次数: 0
期刊
Informatics in Education
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