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Villano, Matt – Campus Technology, 2007
This article explores different approaches that facilitate online collaboration. The newest efforts in collaboration revolve around wikis. These websites allow visitors to add, remove, edit, and change content directly online. Another fairly affordable approach involves open source, a programming language that is, in many ways, collaborative…
Descriptors: Higher Education, Programming Languages, Programming, Internet
Kordaki, Maria – Computers & Education, 2010
This paper presents both the design and the pilot formative evaluation study of a computer-based problem-solving environment (named LECGO: Learning Environment for programming using C using Geometrical Objects) for the learning of computer programming using C by beginners. In its design, constructivist and social learning theories were taken into…
Descriptors: Feedback (Response), Constructivism (Learning), Formative Evaluation, Problem Solving
Tangney, Brendan; Oldham, Elizabeth; Conneely, Claire; Barrett, Stephen; Lawlor, John – IEEE Transactions on Education, 2010
This paper describes a model for computer programming outreach workshops aimed at second-level students (ages 15-16). Participants engage in a series of programming activities based on the Scratch visual programming language, and a very strong group-based pedagogy is followed. Participants are not required to have any prior programming experience.…
Descriptors: Foreign Countries, Computer Software, Programming Languages, Computer Science Education
Castro-Schez, J. J.; del Castillo, E.; Hortolano, J.; Rodriguez, A. – IEEE Transactions on Education, 2009
Educational software tools are considered to enrich teaching strategies, providing a more compelling means of exploration and feedback than traditional blackboard methods. Moreover, software simulators provide a more motivating link between theory and practice than pencil-paper methods, encouraging active and discovery learning in the students.…
Descriptors: Foreign Countries, Computer Software, Data Analysis, Web Based Instruction
Caspersen, Michael E.; Kolling, Michael – ACM Transactions on Computing Education, 2009
Programming is recognized as one of seven grand challenges in computing education. Decades of research have shown that the major problems novices experience are composition-based---they may know what the individual programming language constructs are, but they do not know how to put them together. Despite this fact, textbooks, educational…
Descriptors: Programming Languages, Computer Software, Educational Practices, Programming
Paz, Tamar; Leron, Uri – Journal for Research in Mathematics Education, 2009
Functions are all around us, disguised as actions on concrete objects. Composition of functions, too, is all around us, because these actions can be performed in succession, the output of one serving as the input for the next. In terms of Gray and Tall's (2001) "embodied objects" or Lakoff and Nunez's (2000) "mathematical idea…
Descriptors: Concept Formation, Mathematics Instruction, Mathematical Concepts, Algebra
Wyeth, Peta – Journal of the Learning Sciences, 2008
Electronic Blocks are a new programming environment designed specifically for children aged between 3 and 8 years. These physical, stackable blocks include sensor blocks, action blocks, and logic blocks. By connecting these blocks, children can program a wide variety of structures that interact with one another and the environment. Electronic…
Descriptors: Semantics, Programming Languages, Young Children, Logical Thinking
Lin, Janet Mei-Chuen; Yang, Mei-Ching – Journal of Computers in Mathematics and Science Teaching, 2009
In this study half of 52 sixth graders learned to program in MSWLogo and the other half in Drape. An analysis of students' test scores revealed that Drape (an iconic language) seemed to have a steeper learning curve than MSWLogo (a textual language). However, as students gradually became more familiar with either language, the difference in…
Descriptors: Elementary School Students, Programming Languages, Science Achievement, Instructional Effectiveness
Kunkle, Wanda M. – ProQuest LLC, 2010
Many students experience difficulties learning to program. They find learning to program in the object-oriented paradigm particularly challenging. As a result, computing educators have tried a variety of instructional methods to assist beginning programmers. These include developing approaches geared specifically toward novices and experimenting…
Descriptors: Computer Science Education, Programming Languages, Language of Instruction, Academic Achievement
Wang, Li-Chun; Chen, Ming-Puu – Innovations in Education and Teaching International, 2010
Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…
Descriptors: Games, Program Effectiveness, Secondary School Students, Experiential Learning
Maloney, John; Peppler, Kylie; Kafai, Yasmin B.; Resnick, Mitchel; Rusk, Natalie – Online Submission, 2008
This paper describes Scratch, a visual, block-based programming language designed to facilitate media manipulation for novice programmers. We report on the Scratch programming experiences of urban youth ages 8-18 at a Computer Clubhouse--an after school center--over an 18-month period. Our analyses of 536 Scratch projects collected during this…
Descriptors: Programming Languages, Programming, Urban Youth, Children
Kemp, Andy – Mathematics Teaching Incorporating Micromath, 2007
"Geomlab" is a functional programming language used to describe pictures that are made up of tiles. The beauty of "Geomlab" is that it introduces students to recursion, a very powerful mathematical concept, through a very simple and enticing graphical environment. Alongside the software is a series of eight worksheets which lead into producing…
Descriptors: Programming, Programming Languages, Mathematical Concepts, Computer Software
Liu, Xiaolei; Liu, Haitao; Bao, Zhen; Ju, Bo; Wang, Zhenghong – Computers & Education, 2010
Self-testing is a means to check learning effect. Besides time-space restriction, there are many deficiencies in traditional offline self-testing. With the development of information technology, learners can have self-testing on the Internet. Self-testing on Internet, namely, web-based self-testing, overcomes time-space limitation of traditional…
Descriptors: Feedback (Response), Constructivism (Learning), Social Environment, Testing
Efendioglu, Akin; Yelken, Tugba Yanpar – Computers & Education, 2010
The purpose of this study was to investigate the effects of two different methods on primary school teacher candidates' academic achievements and attitudes toward computer-based education, and to define their views on these methods. Both the first experimental group, programmed instruction (PI), and the second experimental group, meaningful…
Descriptors: Learning Theories, Experimental Groups, Teaching Methods, Preservice Teacher Education
Robins, Anthony – Computer Science Education, 2010
Compared to other subjects, the typical introductory programming (CS1) course has higher than usual rates of both failing and high grades, creating a characteristic bimodal grade distribution. In this article, I explore two possible explanations. The conventional explanation has been that learners naturally fall into populations of programmers and…
Descriptors: Programming, Learning Processes, Grading, Simulation

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