Programming Module

14,000,000 Leading Edge Experts on the ideXlab platform

Scan Science and Technology

Contact Leading Edge Experts & Companies

Scan Science and Technology

Contact Leading Edge Experts & Companies

The Experts below are selected from a list of 23691 Experts worldwide ranked by ideXlab platform

Jean H. Greyling - One of the best experts on this subject based on the ideXlab platform.

  • The effects of Professional and Pedagogical Program Development Environments on Novice Programmer Perceptions
    South African Computer Journal, 2010
    Co-Authors: Dieter Vogts, André P. Calitz, Jean H. Greyling
    Abstract:

    Novice programmers generally have difficulty learning to program and one of the problems contributing towards this is the program development environment used at tertiary institutions. A number of pedagogical program development environments have been developed specifically for novice programmers, but these have not been compared experimentally with professional program development environments. A study was conducted that compared the perceptions of novice programmers using a representative professional program development environment to a pedagogical program development environment during an Introductory Programming Module at a tertiary institution. It was found that the use of a pedagogical program development environment had a positive effect on the feelings of achievement and learning while learning to program, while the perceived ease of using the program development environment and the perceived difficulty of practical assignments were not affected.

  • The effects of professional and pedagogical program development environments on novice programmer perceptions : research article
    South African Computer Journal, 2010
    Co-Authors: Dieter Vogts, André P. Calitz, Jean H. Greyling
    Abstract:

    Novice programmers generally have difficulty learning to program and one of the problems contributing towards this is the program development environment used at tertiary institutions. A number of pedagogical program development environments have been developed specifically for novice programmers, but these have not been compared experimentally with professional program development environments. A study was conducted that compared the perceptions of novice programmers using a representative professional program development environment to a pedagogical program development environment during an Introductory Programming Module at a tertiary institution. It was found that the use of a pedagogical program development environment had a positive effect on the feelings of achievement and learning while learning to program, while the perceived ease of using the program development environment and the perceived difficulty of practical assignments were not affected.

Dieter Vogts - One of the best experts on this subject based on the ideXlab platform.

  • The effects of Professional and Pedagogical Program Development Environments on Novice Programmer Perceptions
    South African Computer Journal, 2010
    Co-Authors: Dieter Vogts, André P. Calitz, Jean H. Greyling
    Abstract:

    Novice programmers generally have difficulty learning to program and one of the problems contributing towards this is the program development environment used at tertiary institutions. A number of pedagogical program development environments have been developed specifically for novice programmers, but these have not been compared experimentally with professional program development environments. A study was conducted that compared the perceptions of novice programmers using a representative professional program development environment to a pedagogical program development environment during an Introductory Programming Module at a tertiary institution. It was found that the use of a pedagogical program development environment had a positive effect on the feelings of achievement and learning while learning to program, while the perceived ease of using the program development environment and the perceived difficulty of practical assignments were not affected.

  • The effects of professional and pedagogical program development environments on novice programmer perceptions : research article
    South African Computer Journal, 2010
    Co-Authors: Dieter Vogts, André P. Calitz, Jean H. Greyling
    Abstract:

    Novice programmers generally have difficulty learning to program and one of the problems contributing towards this is the program development environment used at tertiary institutions. A number of pedagogical program development environments have been developed specifically for novice programmers, but these have not been compared experimentally with professional program development environments. A study was conducted that compared the perceptions of novice programmers using a representative professional program development environment to a pedagogical program development environment during an Introductory Programming Module at a tertiary institution. It was found that the use of a pedagogical program development environment had a positive effect on the feelings of achievement and learning while learning to program, while the perceived ease of using the program development environment and the perceived difficulty of practical assignments were not affected.

Cristina Hava Muntean - One of the best experts on this subject based on the ideXlab platform.

  • improving learning outcome using the newton loop game a serious game targeting iteration in java Programming course
    EDULEARN19 Proceedings 11th International Conference on Education and New Learning Technologies: Palma Spain. 1-3 July 2019 2019 ISBN 978-84-09-12031-, 2019
    Co-Authors: Dan Zhao, Adriana E Chis, Neeraj Choudhary, Gabrielmiro Muntean, Eleni Makri, Cristina Hava Muntean
    Abstract:

    The rapid growth in the ICT sector worldwide experienced in the past decade brought about huge economic profits and many vacancies in job markets. Despite the overall relative demand, the education of STEM subjects in many countries is facing challenges as traditional teaching approaches often fail to deliver STEM knowledge in an easy-to-understand way. Recently, researchers and educators have begun to introduce various innovative teaching approaches into STEM subject education as part of the effort to address the above challenge. The NEWTON project is an EU Horizon 2020-funded project whose main objectives include building a networked platform to facilitate integration and dissemination of many technology-enhanced learning (TEL) materials and innovative learning approaches. NEWTON also investigates the impact of using various forms TEL materials, such as serious games, virtual labs, fabrication labs, augmented reality, virtual reality, and innovative learning approaches, such as problem-based learning, on students’ learning outcome and affective states. The targeted STEM subjects was deployed in various education stages. In this paper, we present the Loop game, a third-level 2D serious game developed for a Java Programming Module, as part of the NEWTON project Programming large-scale pilot. This game conveys the key knowledge points related to the iteration concept, including basic for-loops, for-loop with “continue” statement, and for-loop with “break” statement, deployed in an interactive undersea world scenario. To investigate the impact of the game on students’ learning outcome, the game was deployed during the H8SDEV Software Development Module in the Dublin-based National College of Ireland, in 2018. In this pilot, we have attracted mostly mature students (i.e., over 25 years old) with various educational backgrounds, including non-engineering/computer science. Before the pilot started, a demographic questionnaire was conducted, based on which students were grouped into different subgroups according to their gender, prior educational ability, initial attitude towards school and initial attitude towards STEM when analyzing the results. During the pilot, pre- and post-knowledge tests were given to students before and after the game, each including questions targeting the major knowledge points covered by the game. In total, we obtained valid results from 31 students for the Loop game. Overall, there is a statistically significant improvement in learning outcomes before (average score 1.29/3) and after (2.12/3) the game. Considering different gender subgroups, the male group achieved statistically improved learning outcome, whereas the female group achieved an improvement which was not statistically significant. For different prior educational ability subgroups, statistically significant improved learning outcomes were observed in the “good mark” group of students while the “average mark” group only obtained improved learning outcome that was not statistically significant. Considering the attitude to school, the “love/like school” group of students achieved a statistically significant improved learning outcome, whereas the “school is OK” group obtained improved learning outcome that was not statistically significant. Regarding the initial attitude towards STEM, statistically significant improved learning outcomes were observed in both the “love/like learning STEM” student group and the “learning STEM is OK” group.

  • improving students learning experience in a Programming Module with multimedia assisted materials and problem based learning
    EDULEARN19 Proceedings 11th International Conference on Education and New Learning Technologies: Palma Spain. 1-3 July 2019 2019 ISBN 978-84-09-12031-, 2019
    Co-Authors: Samridh Sharma, Cristina Hava Muntean, Neeraj Choudhary, Dan Zhao, Gabrielmiro Muntean
    Abstract:

    Psychologist and educationalist have recognised that each student has a very different approach to learning and processing information, suggesting dire need to reboot the entire teaching and learning experience. Europe is experiencing a significant decline of interest in STEM subjects among students which has become a major concern as engineers and technicians are struggling with the problem of skewed image and declining public recognition which is leading to shortage of scientific and technological staff. To deal with the crises, amalgamation of education with different strategies have become a new trend. Strategies like multimedia assisted learning materials and Problem-based Learning (PBL) can inculcate clarity and motivation in students by employing edutainment-based pedagogical approach. In this paper, we present a study of the impacts of multimedia assisted learning materials and PBL on students subjective feelings and learning outcomes during a Programming Module. This study was conducted as part of the NEWTON Project Programming Large-scale Pilot deployed in Dublin City University (DCU). The NEWTON Project, funded by EU Horizon 2020, aims at developing a networked platform to assist the delivery of innovative learning approaches, such as PBL, game-based learning, and technology-enhanced learning materials, including virtual labs, virtual reality, multimedia content, mulsemedia content, and fabrication labs. The combination of multimedia assisted learning materials and PBL was delivered through the NEWTELP Platform and was utilized during the lab sessions in two consecutive weeks in the EM108 Software Development for Engineers in DCU. Students were first given a series of videos that cover the knowledge related to “array”, then they worked in groups of 3 to solve a PBL project, called “Morra”. After they finished the project, they were asked to fill in a questionnaire which includes questions covering aspects such as affective state, problem solving skills, and team work. Each student also got a mark according to their codes and the final report of the PBL project. In total, we received valid questionnaire results and marks from 34 students. Results of the questionnaire indicate that students give importance to the team work as 58.83% and 67.65% of them agreed or strongly agreed that they enjoyed working as part of a team and they were willing to forego personal goals for the benefit of the group. Regarding problem solving skills, 61.76%, 67.64% and 70.58% of students gave positive feedbacks to the question “The project has helped me to develop my problem-solving skills”,” I can apply a variety of problem-solving approaches” and “I am able to express disagreement or disappointment directly”, respectively. Moreover, 56% of students agreed or strongly agreed the multimedia assisted learning materials and PBL made them more interested in the Programming course. The analysis of students’ PBL project marks shows that the vast majority of them got very good marks: 84.5% of them got marks between 80 to 100 (out of 100). Only 3% of them got marks below 40.

  • investigating flipped classroom and problem based learning in a Programming Module for computing conversion course
    Educational Technology & Society, 2018
    Co-Authors: Adriana E Chis, Arghirnicolae Moldovan, Lisa Murphy, Pramod Pathak, Cristina Hava Muntean
    Abstract:

    This research paper investigates the effectiveness of combined Flipped Classroom (FC) and Problem-based Learning (PBL) teaching approach in a computer Programming Module. Combined FC-PBL makes use of learning technologies and supports authentic learning in terms of authentic context, multiple perspectives through team work and collaboration. FC involves watching educational videos prior to class session, and using the class session for practical tasks, thus supporting Programming skills development. PBL enables authentic learning activities through group work and helps students to develop 21st century skills such as self-direction, collaboration, creativity and innovation. A research case study was conducted that considered a three-stage based delivery of the Module that involved traditional, only FC, and combined FC-PBL teaching approaches applied on a number of Programming topics. Both the educational and edutainment benefits were analyzed. The results show that combined FC-PBL approach is effective and the knowledge acquired by students improves, in particular, for the weaker students. Only 1.9% of students have scored an assessment mark lower than 40% compared to 28.3% and 24.5% when the traditional teaching and FC-only approaches respectively were used. Overall, a 26.56% increase in the assessment results was noticed when combined FC-PBL was used. The edutainment element was investigated through a questionnaire that assessed learning environment, engagement, learner satisfaction and whether the students have enjoyed learning sessions. The survey analysis shows that the combined FC-PBL approach does aid in the edutainment of mature students and provides an enjoyable learning experience.

Jeff W. Labadie - One of the best experts on this subject based on the ideXlab platform.

  • Spatial Decision Support System for Integrated River Basin Flood Control
    Journal of Water Resources Planning and Management, 2002
    Co-Authors: Kyu-cheoul Shim, Darrell G. Fontane, Jeff W. Labadie
    Abstract:

    A prototype spatial decision support system SDSS is presented for integrated, real-time river basin flood control in a multipurpose, multireservoir system. The SDSS integrates a geographic information system with a database management subsystem, a real-time meteorological and hydrological data monitoring system, a model-base subsystem for system simulation and optimization, and a graphical dialog interface allowing effective use by system operators. The model-base subsystem employs an artificial neural network in a real-time flood forecasting Module providing spatially distributed forecasted flows that are updated as the flood event progresses. Forecasted, basinwide discharges are input into a dynamic Programming Module providing optimal gate-control strategies, which are also updated in real-time. The SDSS for flood control is applied to the Han River Basin in Korea and demonstrated through simulated application to a severe 1995 flood event. Results of the case study indicate that integrated operational strategies generated by the SDSS for flood control substantially reduce downstream flood impacts, while maintaining sufficient conservation storage for water use subse- quent to the flood season.

Cheol W Lee - One of the best experts on this subject based on the ideXlab platform.

  • dynamic optimization of the grinding process in batch production
    Journal of Manufacturing Science and Engineering-transactions of The Asme, 2009
    Co-Authors: Cheol W Lee
    Abstract:

    This paper presents a novel dynamic optimization framework for the grinding process in batch production. The grinding process exhibits time-varying characteristics due to the progressive wear of the grinding wheel. Nevertheless, many existing frameworks for the grinding process can optimize only 1 cycle at a time, thereby generating suboptimal solutions. Moreover, dynamic scheduling of dressing operations in response to process feedback would require significant human intervention with existing methods. We propose a unique dynamic Programming-evolution strategy framework to optimize a series of grinding cycles depending on the wheel condition and batch size. In the proposed framework, a dynamic Programming Module dynamically determines the frequency and parameter of wheel dressing while the evolution strategy locates the optimal operating parameters of each cycle subject to the constraints on the operating ranges and part quality. Case studies based on experimental data are conducted to demonstrate the advantages of the proposed method over conventional approaches.

  • dynamic optimization of the grinding process in batch production
    ASME 2008 International Manufacturing Science and Engineering Conference collocated with the 3rd JSME ASME International Conference on Materials and P, 2008
    Co-Authors: Cheol W Lee
    Abstract:

    This paper presents a novel dynamic optimization framework for the grinding process in batch production. The grinding process exhibits time-varying characteristics due to the progressive wear of the grinding wheel. Nevertheless, many existing frameworks for the grinding process can optimize only one cycle at a time, thereby generating suboptimal solutions. Moreover, a dynamic scheduling of dressing operations in response to process feedback would require significant human intervention with existing methods. We propose a unique dynamic Programming - evolution strategy (DP-ES) framework to optimize a series of grinding cycles depending on the wheel condition and batch size. In the proposed framework, a dynamic Programming Module dynamically determines the frequency and parameter of wheel dressing while the evolution strategy (ES) locates the optimal operating parameters of each cycle subject to the constraints on the operating ranges and part quality. A case study based on experimental data is conducted to demonstrate the advantages of the proposed method over conventional approaches.Copyright © 2008 by ASME