问题一、二、三

G. Hill, S. J Turner
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引用次数: 2

摘要

本文认为,在编程语法和软件设计方法论的教学之前,需要将最初的编程教育重点放在解决问题上。这种方法的主要载体是用Java编程的基于Lego的简单机器人,然后是图形表示/模拟编程,以开发编程技能。解决问题不是微不足道的(Beaumont & Fox, 2003),是一项重要的技能,对计算和工程至关重要。本文扩展了作者早期关于问题优先和问题解决的研究(Hill & Turner, 2011),进一步强调问题解决的重要性,基于问题的学习以及物理和视觉解决方案的好处。将考虑一种方法,用一系列在每个阶段增加复杂性的解决问题的任务来说明,并为学生提供尝试解决问题方法的实践,并帮助他们从错误中吸取教训。有些问题包括模棱两可或故意定义不清,使学生能够解决这些问题作为过程的一部分。对学生的好处将被讨论,包括学生的陈述,这种方法,使用机器人,提供了一种方法,从视觉和物理上看到一个问题的结果。此外,学生们报告说,这种方法提高了他们对课程的满意度。将讨论将机器人问题解决活动与编程任务联系起来的重要性,同时保持问题的视觉性质,并将这项工作与其他作者关于使用机器人进行编程教学的类似工作进行比较(Williams, 2003)。此外,限制将讨论有关访问物理机器人和替代尝试模拟机器人使用三个选项,微软机器人工作室(MSRS),乐高Mindstorms和Greenfoot模拟器。问题一、二、三
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Problems First, Second and Third
This paper considers the need to focus initial programming education on problem-solving, prior to the teaching of programming syntax and software design methodology. The main vehicle for this approach is simple Lego based robots programmed in Java, followed by the programming of a graphical representation/simulation to develop programming skills. Problem solving is not trivial (Beaumont & Fox, 2003) and is an important skill, central to computing and engineering. The paper extends the authors earlier research on problems first and problem solving (Hill & Turner, 2011) to further emphasise the importance of problem-solving, problem based learning and the benefits of both physical and visual solutions. An approach will be considered, illustrated with a series of problem-solving tasks that increase in complexity at each stage and give the students practice in attempting problem-solving approaches, as well as assisting them to learn from their mistakes. Some of the problems include ambiguities or are purposely ill-defined, to enable the student to resolve these as part of the process. The benefits to students will be discussed including students’ statements that this approach, using robots, provides a method to visually and physically see the outcome of a problem. In addition, students report that the method improves their satisfaction with the course. The importance of linking the problem-solving robot activity and the programming assignment, whilst maintaining the visual nature of the problem, will be discussed, together with the comparison of this work with similar work reported by other authors relating to teaching programming using robots (Williams, 2003). In addition, limitations will be discussed relating to the access to the physical robots and the alternative attempts to simulate the robots using three options of, Microsoft Robotics Studio (MSRS), Lego Mindstorms and Greenfoot simulators. Problems First, Second and Third
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