F. Garcia, S. Oliveira, Elielton da Costa Carvalho
{"title":"主动方法在计算机本科课程算法课教学计划应用的二次实验研究","authors":"F. Garcia, S. Oliveira, Elielton da Costa Carvalho","doi":"10.15388/infedu.2023.12","DOIUrl":null,"url":null,"abstract":"The contents taught in the programming subjects have a great relevance in the formation of computing students. However, these subjects are characterized by high failure rates, as they require logical reasoning and mathematical knowledge. Thus, establishing knowledge through the subject of algorithms can help students to overcome these difficulties and absorb the contents and skills required. Thus, this work aims to present and discuss the results of a second experiment on the application of a teaching plan composed of several active methodologies (Virtual Learning Environments, Coding Dojo, Gamification, Problem-Based Learning, Flipped Classroom and Serious Games) in an algorithms subject. Based on this experiment, it was evaluated whether there were learning gains compared to the learning acquired with the traditional method. Finally, an analysis was performed using the two-tailed Student-t approach, used for independent samples, which presented statistically significant results.","PeriodicalId":45270,"journal":{"name":"Informatics in Education","volume":null,"pages":null},"PeriodicalIF":2.1000,"publicationDate":"2022-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"A Second Experimental Study the Application of a Teaching Plan for the Algorithms Subject in an Undergraduate Course in Computing using Active Methodologies\",\"authors\":\"F. Garcia, S. Oliveira, Elielton da Costa Carvalho\",\"doi\":\"10.15388/infedu.2023.12\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The contents taught in the programming subjects have a great relevance in the formation of computing students. However, these subjects are characterized by high failure rates, as they require logical reasoning and mathematical knowledge. Thus, establishing knowledge through the subject of algorithms can help students to overcome these difficulties and absorb the contents and skills required. Thus, this work aims to present and discuss the results of a second experiment on the application of a teaching plan composed of several active methodologies (Virtual Learning Environments, Coding Dojo, Gamification, Problem-Based Learning, Flipped Classroom and Serious Games) in an algorithms subject. Based on this experiment, it was evaluated whether there were learning gains compared to the learning acquired with the traditional method. Finally, an analysis was performed using the two-tailed Student-t approach, used for independent samples, which presented statistically significant results.\",\"PeriodicalId\":45270,\"journal\":{\"name\":\"Informatics in Education\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":2.1000,\"publicationDate\":\"2022-07-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Informatics in Education\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.15388/infedu.2023.12\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Informatics in Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.15388/infedu.2023.12","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
A Second Experimental Study the Application of a Teaching Plan for the Algorithms Subject in an Undergraduate Course in Computing using Active Methodologies
The contents taught in the programming subjects have a great relevance in the formation of computing students. However, these subjects are characterized by high failure rates, as they require logical reasoning and mathematical knowledge. Thus, establishing knowledge through the subject of algorithms can help students to overcome these difficulties and absorb the contents and skills required. Thus, this work aims to present and discuss the results of a second experiment on the application of a teaching plan composed of several active methodologies (Virtual Learning Environments, Coding Dojo, Gamification, Problem-Based Learning, Flipped Classroom and Serious Games) in an algorithms subject. Based on this experiment, it was evaluated whether there were learning gains compared to the learning acquired with the traditional method. Finally, an analysis was performed using the two-tailed Student-t approach, used for independent samples, which presented statistically significant results.
期刊介绍:
INFORMATICS IN EDUCATION publishes original articles about theoretical, experimental and methodological studies in the fields of informatics (computer science) education and educational applications of information technology, ranging from primary to tertiary education. Multidisciplinary research studies that enhance our understanding of how theoretical and technological innovations translate into educational practice are most welcome. We are particularly interested in work at boundaries, both the boundaries of informatics and of education. The topics covered by INFORMATICS IN EDUCATION will range across diverse aspects of informatics (computer science) education research including: empirical studies, including composing different approaches to teach various subjects, studying availability of various concepts at a given age, measuring knowledge transfer and skills developed, addressing gender issues, etc. statistical research on big data related to informatics (computer science) activities including e.g. research on assessment, online teaching, competitions, etc. educational engineering focusing mainly on developing high quality original teaching sequences of different informatics (computer science) topics that offer new, successful ways for knowledge transfer and development of computational thinking machine learning of student''s behavior including the use of information technology to observe students in the learning process and discovering clusters of their working design and evaluation of educational tools that apply information technology in novel ways.