Sample records for learn computer programming

  1. Pre-Service Teachers' Uses of and Barriers from Adopting Computer-Assisted Language Learning (CALL) Programs

    ERIC Educational Resources Information Center

    Samani, Ebrahim; Baki, Roselan; Razali, Abu Bakar

    2014-01-01

    Success in implementation of computer-assisted language learning (CALL) programs depends on the teachers' understanding of the roles of CALL programs in education. Consequently, it is also important to understand the barriers teachers face in the use of computer-assisted language learning (CALL) programs. The current study was conducted on 14…

  2. A Two-Tier Test-Based Approach to Improving Students' Computer-Programming Skills in a Web-Based Learning Environment

    ERIC Educational Resources Information Center

    Yang, Tzu-Chi; Hwang, Gwo-Jen; Yang, Stephen J. H.; Hwang, Gwo-Haur

    2015-01-01

    Computer programming is an important skill for engineering and computer science students. However, teaching and learning programming concepts and skills has been recognized as a great challenge to both teachers and students. Therefore, the development of effective learning strategies and environments for programming courses has become an important…

  3. A Drawing and Multi-Representational Computer Environment for Beginners' Learning of Programming Using C: Design and Pilot Formative Evaluation

    ERIC Educational Resources Information Center

    Kordaki, Maria

    2010-01-01

    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…

  4. Relationships among Learning Styles and Motivation with Computer-Aided Instruction in an Agronomy Course

    ERIC Educational Resources Information Center

    McAndrews, Gina M.; Mullen, Russell E.; Chadwick, Scott A.

    2005-01-01

    Multi-media learning tools were developed to enhance student learning for an introductory agronomy course at Iowa State University. During fall 2002, the new interactive computer program, called Computer Interactive Multimedia Program for Learning Enhancement (CIMPLE) was incorporated into the teaching, learning, and assessment processes of the…

  5. Adult Learning in a Computer-Based ESL Acquisition Program

    ERIC Educational Resources Information Center

    Sanchez, Karen Renee

    2013-01-01

    This study explores the self-efficacy of students learning English as a Second Language on the computer-based Rosetta Stone program. The research uses a qualitative approach to explore how a readily available computer-based learning program, Rosetta Stone, can help adult immigrant students gain some English competence and so acquire a greater…

  6. Evaluating the Effectiveness of Self-Created Student Screencasts as a Tool to Increase Student Learning Outcomes in a Hands-On Computer Programming Course

    ERIC Educational Resources Information Center

    Powell, Loreen M.; Wimmer, Hayden

    2015-01-01

    Computer programming is challenging to teach and difficult for students to learn. Instructors have searched for ways to improve student learning in programming courses. In an attempt to foster hands-on learning and to increase student learning outcomes in a programming course, the authors conducted an exploratory study to examine student created…

  7. Spider World: A Robot Language for Learning to Program. Assessing the Cognitive Consequences of Computer Environments for Learning (ACCCEL).

    ERIC Educational Resources Information Center

    Dalbey, John; Linn, Marcia

    Spider World is an interactive program designed to help individuals with no previous computer experience to learn the fundamentals of programming. The program emphasizes cognitive tasks which are central to programming and provides significant problem-solving opportunities. In Spider World, the user commands a hypothetical robot (called the…

  8. Instructional Variables in Meaningful Learning of Computer Programming.

    ERIC Educational Resources Information Center

    Mayer, Richard E.

    Some 120 undergraduate students participated in experiments to learn how novice computer programers learn to interact with the computer. Two instructional booklets were used: A "rule" booklet consisted of definitions and examples of seven modified FORTRAN statements and appropriate grammar rules; the "model" booklet was…

  9. Developing Understanding of Image Formation by Lenses through Collaborative Learning Mediated by Multimedia Computer-Assisted Learning Programs

    ERIC Educational Resources Information Center

    Tao, Ping-Kee

    2004-01-01

    This article reports the use of a computer-based collaborative learning instruction designed to help students develop understanding of image formation by lenses. The study aims to investigate how students, working in dyads and mediated by multimedia computer-assisted learning (CAL) programs, construct shared knowledge and understanding. The…

  10. Computer Literacy and Online Learning Attitude toward GSOE Students in Distance Education Programs

    ERIC Educational Resources Information Center

    Li, Lung-Yu; Lee, Long-Yuan

    2016-01-01

    The purpose of this study was to explore graduate students' competencies in computer use and their attitudes toward online learning in asynchronous online courses of distance learning programs in a Graduate School of Education (GSOE) in Taiwan. The research examined the relationship between computer literacy and the online learning attitudes of…

  11. A Computer-Aided Writing Program for Learning Disabled Adolescents.

    ERIC Educational Resources Information Center

    Fais, Laurie; Wanderman, Richard

    The paper describes the application of a computer-assisted writing program in a special high school for learning disabled and dyslexic students and reports on a study of the program's effectiveness. Particular advantages of the Macintosh Computer for such a program are identified including use of the mouse pointing tool, graphic icons to identify…

  12. A Peer-Assisted Learning Experience in Computer Programming Language Learning and Developing Computer Programming Skills

    ERIC Educational Resources Information Center

    Altintas, Tugba; Gunes, Ali; Sayan, Hamiyet

    2016-01-01

    Peer learning or, as commonly expressed, peer-assisted learning (PAL) involves school students who actively assist others to learn and in turn benefit from an effective learning environment. This research was designed to support students in becoming more autonomous in their learning, help them enhance their confidence level in tackling computer…

  13. The Contribution of Visualization to Learning Computer Architecture

    ERIC Educational Resources Information Center

    Yehezkel, Cecile; Ben-Ari, Mordechai; Dreyfus, Tommy

    2007-01-01

    This paper describes a visualization environment and associated learning activities designed to improve learning of computer architecture. The environment, EasyCPU, displays a model of the components of a computer and the dynamic processes involved in program execution. We present the results of a research program that analysed the contribution of…

  14. Student Achievement in Computer Programming: Lecture vs Computer-Aided Instruction

    ERIC Educational Resources Information Center

    Tsai, San-Yun W.; Pohl, Norval F.

    1978-01-01

    This paper discusses a study of the differences in student learning achievement, as measured by four different types of common performance evaluation techniques, in a college-level computer programming course under three teaching/learning environments: lecture, computer-aided instruction, and lecture supplemented with computer-aided instruction.…

  15. The Effects of Embedded Generative Learning Strategies and Collaboration on Knowledge Acquisition in a Cognitive Flexibility-Based Computer Learning Environment

    DTIC Science & Technology

    1998-08-07

    cognitive flexibility theory and generative learning theory which focus primarily on the individual student’s cognitive development , collaborative... develop "Handling Transfusion Hazards," a computer program based upon cognitive flexibility theory principles. The Program: Handling Transfusion Hazards...computer program was developed according to cognitive flexibility theory principles. A generative version was then developed by embedding

  16. Learning Motivation in E-Learning Facilitated Computer Programming Courses

    ERIC Educational Resources Information Center

    Law, Kris M. Y.; Lee, Victor C. S.; Yu, Y. T.

    2010-01-01

    Computer programming skills constitute one of the core competencies that graduates from many disciplines, such as engineering and computer science, are expected to possess. Developing good programming skills typically requires students to do a lot of practice, which cannot sustain unless they are adequately motivated. This paper reports a…

  17. Exploring the Effects of Gender and Learning Styles on Computer Programming Performance: Implications for Programming Pedagogy

    ERIC Educational Resources Information Center

    Lau, Wilfred W. F.; Yuen, Allan H. K.

    2009-01-01

    Computer programming has been taught in secondary schools for more than two decades. However, little is known about how students learn to program. From the curriculum implementation perspectives, learning style helps address the issue of learner differences, resulting in a shift from a teacher-centred approach to a learner-focused approach. This…

  18. Understanding Computational Thinking before Programming: Developing Guidelines for the Design of Games to Learn Introductory Programming through Game-Play

    ERIC Educational Resources Information Center

    Kazimoglu, Cagin; Kiernan, Mary; Bacon, Liz; MacKinnon, Lachlan

    2011-01-01

    This paper outlines an innovative game-based approach to learning introductory programming that is grounded in the development of computational thinking at an abstract conceptual level, but also provides a direct contextual relationship between game-play and learning traditional introductory programming. The paper proposes a possible model for,…

  19. Programming Pluralism: Using Learning Analytics to Detect Patterns in the Learning of Computer Programming

    ERIC Educational Resources Information Center

    Blikstein, Paulo; Worsley, Marcelo; Piech, Chris; Sahami, Mehran; Cooper, Steven; Koller, Daphne

    2014-01-01

    New high-frequency, automated data collection and analysis algorithms could offer new insights into complex learning processes, especially for tasks in which students have opportunities to generate unique open-ended artifacts such as computer programs. These approaches should be particularly useful because the need for scalable project-based and…

  20. Conceptions of Programming: A Study into Learning To Program.

    ERIC Educational Resources Information Center

    Booth, Shirley

    This paper reports the results of a phenomenographic study which focused on identifying and describing the conceptions of programming and related phenomena of about 120 computer science and computer engineering students learning to program. The report begins by tracing developments in the students' conceptions of programming and its parts, and…

  1. Computer-Assisted Language Learning: Current Programs and Projects. ERIC Digest.

    ERIC Educational Resources Information Center

    Higgins, Chris

    For many years, foreign language teachers have used the computer to provide supplemental exercises in the instruction of foreign languages. In recent years, advances in computer technology have motivated teachers to reassess the computer and consider it a valuable part of daily foreign language learning. Innovative software programs, authoring…

  2. A Problem Posing-Based Practicing Strategy for Facilitating Students' Computer Programming Skills in the Team-Based Learning Mode

    ERIC Educational Resources Information Center

    Wang, Xiao-Ming; Hwang, Gwo-Jen

    2017-01-01

    Computer programming is a subject that requires problem-solving strategies and involves a great number of programming logic activities which pose challenges for learners. Therefore, providing learning support and guidance is important. Collaborative learning is widely believed to be an effective teaching approach; it can enhance learners' social…

  3. Computer-Assisted Programmed Instruction in Textiles.

    ERIC Educational Resources Information Center

    Kean, Rita C.; Laughlin, Joan

    Students in an introductory textiles course at the University of Nebraska's College of Home Economics actively participate in the learning experience through a self-paced instructional technique. Specific learning packets were developed adapting programmed instructional learning materials to computer assisted instruction (CAI). A study booklet…

  4. The Effect of In-Service Training of Computer Science Teachers on Scratch Programming Language Skills Using an Electronic Learning Platform on Programming Skills and the Attitudes towards Teaching Programming

    ERIC Educational Resources Information Center

    Alkaria, Ahmed; Alhassan, Riyadh

    2017-01-01

    This study was conducted to examine the effect of in-service training of computer science teachers in Scratch language using an electronic learning platform on acquiring programming skills and attitudes towards teaching programming. The sample of this study consisted of 40 middle school computer science teachers. They were assigned into two…

  5. The Identification, Implementation, and Evaluation of Critical User Interface Design Features of Computer-Assisted Instruction Programs in Mathematics for Students with Learning Disabilities

    ERIC Educational Resources Information Center

    Seo, You-Jin; Woo, Honguk

    2010-01-01

    Critical user interface design features of computer-assisted instruction programs in mathematics for students with learning disabilities and corresponding implementation guidelines were identified in this study. Based on the identified features and guidelines, a multimedia computer-assisted instruction program, "Math Explorer", which delivers…

  6. Integration of Ausubelian Learning Theory and Educational Computing.

    ERIC Educational Resources Information Center

    Heinze-Fry, Jane A.; And Others

    1984-01-01

    Examines possible benefits when Ausubelian learning approaches are integrated into computer-assisted instruction, presenting an example of this integration in a computer program dealing with introductory ecology concepts. The four program parts (tutorial, interactive concept mapping, simulations, and vee-mapping) are described. (JN)

  7. Computer Applications in Teaching and Learning.

    ERIC Educational Resources Information Center

    Halley, Fred S.; And Others

    Some examples of the usage of computers in teaching and learning are examination generation, automatic exam grading, student tracking, problem generation, computational examination generators, program packages, simulation, and programing skills for problem solving. These applications are non-trivial and do fulfill the basic assumptions necessary…

  8. Your Verbal Zone: An Intelligent Computer-Assisted Language Learning Program in Support of Turkish Learners' Vocabulary Learning

    ERIC Educational Resources Information Center

    Esit, Omer

    2011-01-01

    This study investigated the effectiveness of an intelligent computer-assisted language learning (ICALL) program on Turkish learners' vocabulary learning. Within the scope of this research, an ICALL application with a morphological analyser (Your Verbal Zone, YVZ) was developed and used in an English language preparatory class to measure its…

  9. A Mixed-Methods Exploration of an Environment for Learning Computer Programming

    ERIC Educational Resources Information Center

    Mather, Richard

    2015-01-01

    A mixed-methods approach is evaluated for exploring collaborative behaviour, acceptance and progress surrounding an interactive technology for learning computer programming. A review of literature reveals a compelling case for using mixed-methods approaches when evaluating technology-enhanced-learning environments. Here, ethnographic approaches…

  10. Computer Assisted Diagnostic Prescriptive Program in Reading and Mathematics. An Exemplary Micro-Computer Program and a Developer/Demonstrator Project, National Diffusion Network.

    ERIC Educational Resources Information Center

    Roberson, E. Wayne; Glowinski, Debra J.

    The Computer Assisted Diagnostic Prescriptive Program (CADPP) is a customized databased curriculum management system which permits the user to load the following into a filing/retrieval software system: (1) learning characteristics of individual students (e.g., age, instructional level, learning modality); (2) skill-oriented characteristics of…

  11. Using Robotics to Improve Retention and Increase Comprehension in Introductory Programming Courses

    ERIC Educational Resources Information Center

    Pullan, Marie

    2013-01-01

    Several college majors, outside of computer science, require students to learn computer programming. Many students have difficulty getting through the programming sequence and ultimately change majors or drop out of college. To deal with this problem, active learning techniques were developed and implemented in a freshman programming logic and…

  12. Design and evaluation of the computer-based training program Calcularis for enhancing numerical cognition

    PubMed Central

    Käser, Tanja; Baschera, Gian-Marco; Kohn, Juliane; Kucian, Karin; Richtmann, Verena; Grond, Ursina; Gross, Markus; von Aster, Michael

    2013-01-01

    This article presents the design and a first pilot evaluation of the computer-based training program Calcularis for children with developmental dyscalculia (DD) or difficulties in learning mathematics. The program has been designed according to insights on the typical and atypical development of mathematical abilities. The learning process is supported through multimodal cues, which encode different properties of numbers. To offer optimal learning conditions, a user model completes the program and allows flexible adaptation to a child's individual learning and knowledge profile. Thirty-two children with difficulties in learning mathematics completed the 6–12-weeks computer training. The children played the game for 20 min per day for 5 days a week. The training effects were evaluated using neuropsychological tests. Generally, children benefited significantly from the training regarding number representation and arithmetic operations. Furthermore, children liked to play with the program and reported that the training improved their mathematical abilities. PMID:23935586

  13. The Implications of Cognitive Psychology for Computer-Based Learning Tools.

    ERIC Educational Resources Information Center

    Kozma, Robert B.

    1987-01-01

    Defines cognitive computer tools as software programs that use the control capabilities of computers to amplify, extend, or enhance human cognition; suggests seven ways in which computers can aid learning; and describes the "Learning Tool," a software package for the Apple Macintosh microcomputer that is designed to aid learning of…

  14. At the Crossroads of Learning and Culture: Identifying a Construct for Effective Computer-Assisted Language Learning for English Language Learners

    ERIC Educational Resources Information Center

    Shaw, Yun

    2010-01-01

    Many of the commercial Computer-Assisted Language Learning (CALL) programs available today typically take a generic approach. This approach standardizes the program so that it can be used to teach any language merely by translating the content from one language to another. These CALL programs rarely consider the cultural background or preferred…

  15. The Advantages and Disadvantages of Computer Technology in Second Language Acquisition

    ERIC Educational Resources Information Center

    Lai, Cheng-Chieh; Kritsonis, William Allan

    2006-01-01

    The purpose of this article is to discuss the advantages and disadvantages of computer technology and Computer Assisted Language Learning (CALL) programs for current second language learning. According to the National Clearinghouse for English Language Acquisition & Language Instruction Educational Programs' report (2002), more than nine million…

  16. The Use of Engineering Design Concept for Computer Programming Course: A Model of Blended Learning Environment

    ERIC Educational Resources Information Center

    Tritrakan, Kasame; Kidrakarn, Pachoen; Asanok, Manit

    2016-01-01

    The aim of this research is to develop a learning model which blends factors from learning environment and engineering design concept for learning in computer programming course. The usage of the model was also analyzed. This study presents the design, implementation, and evaluation of the model. The research methodology is divided into three…

  17. Testing meta tagger

    DTIC Science & Technology

    2017-12-21

    rank , and computer vision. Machine learning is closely related to (and often overlaps with) computational statistics, which also focuses on...Machine learning is a field of computer science that gives computers the ability to learn without being explicitly programmed.[1] Arthur Samuel...an American pioneer in the field of computer gaming and artificial intelligence, coined the term "Machine Learning " in 1959 while at IBM[2]. Evolved

  18. Does Participation in a Computer-Based Learning Program in Introductory Financial Accounting Course Lead to Choosing Accounting as a Major?

    ERIC Educational Resources Information Center

    Owhoso, Vincent; Malgwi, Charles A.; Akpomi, Margaret

    2014-01-01

    The authors examine whether students who completed a computer-based intervention program, designed to help them develop abilities and skills in introductory accounting, later declared accounting as a major. A sample of 1,341 students participated in the study, of which 74 completed the intervention program (computer-based assisted learning [CBAL])…

  19. Dyadic Instruction for Middle School Students: Liking Promotes Learning

    PubMed Central

    Hartl, Amy C.; DeLay, Dawn; Laursen, Brett; Denner, Jill; Werner, Linda; Campe, Shannon; Ortiz, Eloy

    2015-01-01

    This study examines whether friendship facilitates or hinders learning in a dyadic instructional setting. Working in 80 same-sex pairs, 160 (60 girls, 100 boys) middle school students (M = 12.13 years old) were taught a new computer programming language and programmed a game. Students spent 14 to 30 (M = 22.7) hours in a programming class. At the beginning and the end of the project, each participant separately completed (a) computer programming knowledge assessments and (b) questionnaires rating their affinity for their partner. Results support the proposition that liking promotes learning: Greater partner affinity predicted greater subsequent increases in computer programming knowledge for both partners. One partner’s initial programming knowledge also positively predicted the other partner’s subsequent partner affinity. PMID:26688658

  20. Investigating Difficulties of Learning Computer Programming in Saudi Arabia

    ERIC Educational Resources Information Center

    Alakeel, Ali M.

    2015-01-01

    Learning computer programming is one of the main requirements of many educational study plans in higher education. Research has shown that many students face difficulties acquiring reasonable programming skills during their first year of college. In Saudi Arabia, there are twenty-three state-owned universities scattered around the country that…

  1. Primary School Pupils' Attitudes toward Learning Programming through Visual Interactive Environments

    ERIC Educational Resources Information Center

    Asad, Khaled; Tibi, Moanis; Raiyn, Jamal

    2016-01-01

    New generations are using and playing with mobile and computer applications extensively. These applications are the outcomes of programming work that involves skills, such as computational and algorithmic thinking. Learning programming is not easy for students children. In recent years, academic institutions like the Massachusetts Institute of…

  2. The use of wireless laptop computers for computer-assisted learning in pharmacokinetics.

    PubMed

    Munar, Myrna Y; Singh, Harleen; Belle, Donna; Brackett, Carolyn C; Earle, Sandra B

    2006-02-15

    To implement computer-assisted learning workshops into pharmacokinetics courses in a doctor of pharmacy (PharmD) program. Workshops were designed for students to utilize computer software programs on laptop computers to build pharmacokinetic models to predict drug concentrations resulting from various dosage regimens. In addition, students were able to visualize through graphing programs how altering different parameters changed drug concentration-time curves. Surveys were conducted to measure students' attitudes toward computer technology before and after implementation. Finally, traditional examinations were used to evaluate student learning. Doctor of pharmacy students responded favorably to the use of wireless laptop computers in problem-based pharmacokinetic workshops. Eighty-eight percent (n = 61/69) and 82% (n = 55/67) of PharmD students completed surveys before and after computer implementation, respectively. Prior to implementation, 95% of students agreed that computers would enhance learning in pharmacokinetics. After implementation, 98% of students strongly agreed (p < 0.05) that computers enhanced learning. Examination results were significantly higher after computer implementation (89% with computers vs. 84% without computers; p = 0.01). Implementation of wireless laptop computers in a pharmacokinetic course enabled students to construct their own pharmacokinetic models that could respond to changing parameters. Students had greater comprehension and were better able to interpret results and provide appropriate recommendations. Computer-assisted pharmacokinetic techniques can be powerful tools when making decisions about drug therapy.

  3. The Use of Wireless Laptop Computers for Computer-Assisted Learning in Pharmacokinetics

    PubMed Central

    Munar, Myrna Y.; Singh, Harleen; Belle, Donna; Brackett, Carolyn C.; Earle, Sandra B.

    2006-01-01

    Objective To implement computer-assisted learning workshops into pharmacokinetics courses in a doctor of pharmacy (PharmD) program. Design Workshops were designed for students to utilize computer software programs on laptop computers to build pharmacokinetic models to predict drug concentrations resulting from various dosage regimens. In addition, students were able to visualize through graphing programs how altering different parameters changed drug concentration-time curves. Surveys were conducted to measure students’ attitudes toward computer technology before and after implementation. Finally, traditional examinations were used to evaluate student learning. Assessment Doctor of pharmacy students responded favorably to the use of wireless laptop computers in problem-based pharmacokinetic workshops. Eighty-eight percent (n = 61/69) and 82% (n = 55/67) of PharmD students completed surveys before and after computer implementation, respectively. Prior to implementation, 95% of students agreed that computers would enhance learning in pharmacokinetics. After implementation, 98% of students strongly agreed (p < 0.05) that computers enhanced learning. Examination results were significantly higher after computer implementation (89% with computers vs. 84% without computers; p = 0.01). Conclusion Implementation of wireless laptop computers in a pharmacokinetic course enabled students to construct their own pharmacokinetic models that could respond to changing parameters. Students had greater comprehension and were better able to interpret results and provide appropriate recommendations. Computer-assisted pharmacokinetic techniques can be powerful tools when making decisions about drug therapy. PMID:17136147

  4. An Empathic Avatar in a Computer-Aided Learning Program to Encourage and Persuade Learners

    ERIC Educational Resources Information Center

    Chen, Gwo-Dong; Lee, Jih-Hsien; Wang, Chin-Yeh; Chao, Po-Yao; Li, Liang-Yi; Lee, Tzung-Yi

    2012-01-01

    Animated pedagogical agents with characteristics such as facial expressions, gestures, and human emotions, under an interactive user interface are attractive to students and have high potential to promote students' learning. This study proposes a convenient method to add an embodied empathic avatar into a computer-aided learning program; learners…

  5. Designing and Implementing a Personalized Remedial Learning System for Enhancing the Programming Learning

    ERIC Educational Resources Information Center

    Hsieh, Tung-Cheng; Lee, Ming-Che; Su, Chien-Yuan

    2013-01-01

    In recent years, the demand for computer programming professionals has increased rapidly. These computer engineers not only play a key role in the national development of the computing and software industries, they also have a significant influence on the broader national knowledge industry. Therefore, one of the objectives of information…

  6. The Relationships among Group Size, Participation, and Performance of Programming Language Learning Supported with Online Forums

    ERIC Educational Resources Information Center

    Shaw, Ruey-Shiang

    2013-01-01

    This study examined the relationships among group size, participation, and learning performance factors when learning a programming language in a computer-supported collaborative learning (CSCL) context. An online forum was used as the CSCL environment for learning the Microsoft ASP.NET programming language. The collaborative-learning experiment…

  7. Computer Assisted Learning in Numeracy.

    ERIC Educational Resources Information Center

    Hollin, Freda

    Computer-assisted learning in numeracy for adults is far less developed than computer-assisted learning in literacy. Although a great many software programs exist, few are suitable for adults and many offer only drill and practice exercises instead of teaching genuine computer skills. One approach instructors can take is to have their students use…

  8. Effects of a Structured Resource-Based Web Issue-Quest Approach on Students' Learning Performances in Computer Programming Courses

    ERIC Educational Resources Information Center

    Hsu, Ting-Chia; Hwang, Gwo-Jen

    2017-01-01

    Programming concepts are important and challenging to novices who are beginning to study computer programming skills. In addition to the textbook content, students usually learn the concepts of programming from the web; however, it could be difficult for novice learners to effectively derive helpful information from such non-structured open…

  9. A Learning Research Informed Design and Evaluation of a Web-Enhanced Object Oriented Programming Seminar

    ERIC Educational Resources Information Center

    Georgantaki, Stavroula C.; Retalis, Symeon D.

    2007-01-01

    "Object-Oriented Programming" subject is included in the ACM Curriculum Guidelines for Undergraduate and Graduate Degree Programs in Computer Science as well as in Curriculum for K-12 Computer Science. In a few research studies learning problems and difficulties have been recorded, and therefore, specific pedagogical guidelines and…

  10. Pair Programming and LSs in Computing Education: Its Impact on Students' Performances

    ERIC Educational Resources Information Center

    Hui, Tie Hui; Umar, Irfan Naufal

    2011-01-01

    Learning to programme requires complex cognitive skills that computing students find it arduous in comprehension. PP (pair programming) is an intensive style of programme cooperation where two people working together in resolving programming scenarios. It begins to draw the interests of educators as a teaching approach to facilitate learning and…

  11. Control Robotics Programming Technology. Technology Learning Activity. Teacher Edition.

    ERIC Educational Resources Information Center

    Oklahoma State Dept. of Vocational and Technical Education, Stillwater. Curriculum and Instructional Materials Center.

    This Technology Learning Activity (TLA) for control robotics programming technology in grades 6-10 is designed to teach students to construct and program computer-controlled devices using a LEGO DACTA set and computer interface and to help them understand how control technology and robotics affect them and their lifestyle. The suggested time for…

  12. The Effects of Self-Explanation and Reading Questions and Answers on Learning Computer Programming Language

    ERIC Educational Resources Information Center

    Lee, Nancy

    2013-01-01

    The current study explored the differential effects of two learning strategies, self-explanation and reading questions and answers, on students' test performance in the computer programming language JavaScript. Students' perceptions toward the two strategies as to their effectiveness in learning JavaScript was also explored by examining students'…

  13. MedEthEx Online: A Computer-based Learning Program in Medical Ethics and Communication Skills.

    ERIC Educational Resources Information Center

    Fleetwood, Janet; Vaught, Wayne; Feldman, Debra; Gracely, Edward; Kassutto, Zach; Novack, Dennis

    2000-01-01

    Assessed MedEthEx Online, a computer-based learning program, in improving communication skills as part of a required bioethics course for medical students. Exam scores of users were comparable with non-users, although computerized-learning students scored higher in specific exam areas, felt somewhat more clinically prepared, and rated the course…

  14. Computer Support of Operator Training: Constructing and Testing a Prototype of a CAL (Computer Aided Learning) Supported Simulation Environment.

    ERIC Educational Resources Information Center

    Zillesen, P. G. van Schaick; And Others

    Instructional feedback given to the learners during computer simulation sessions may be greatly improved by integrating educational computer simulation programs with hypermedia-based computer-assisted learning (CAL) materials. A prototype of a learning environment of this type called BRINE PURIFICATION was developed for use in corporate training…

  15. Student and Teacher Success: The Impact of Computers in Primary Grades.

    ERIC Educational Resources Information Center

    Drexler, Nancy Gadzuk; And Others

    This paper discusses the impact of computers on student learning as reported by teachers participating in a study of a computer-based language arts instructional program for the early elementary grades--the Apple Learning Series: Early Language (ALS-EL). Although they found the program difficult to evaluate, some teachers stated that the ALS-EL…

  16. Introducing Seismic Tomography with Computational Modeling

    NASA Astrophysics Data System (ADS)

    Neves, R.; Neves, M. L.; Teodoro, V.

    2011-12-01

    Learning seismic tomography principles and techniques involves advanced physical and computational knowledge. In depth learning of such computational skills is a difficult cognitive process that requires a strong background in physics, mathematics and computer programming. The corresponding learning environments and pedagogic methodologies should then involve sets of computational modelling activities with computer software systems which allow students the possibility to improve their mathematical or programming knowledge and simultaneously focus on the learning of seismic wave propagation and inverse theory. To reduce the level of cognitive opacity associated with mathematical or programming knowledge, several computer modelling systems have already been developed (Neves & Teodoro, 2010). Among such systems, Modellus is particularly well suited to achieve this goal because it is a domain general environment for explorative and expressive modelling with the following main advantages: 1) an easy and intuitive creation of mathematical models using just standard mathematical notation; 2) the simultaneous exploration of images, tables, graphs and object animations; 3) the attribution of mathematical properties expressed in the models to animated objects; and finally 4) the computation and display of mathematical quantities obtained from the analysis of images and graphs. Here we describe virtual simulations and educational exercises which enable students an easy grasp of the fundamental of seismic tomography. The simulations make the lecture more interactive and allow students the possibility to overcome their lack of advanced mathematical or programming knowledge and focus on the learning of seismological concepts and processes taking advantage of basic scientific computation methods and tools.

  17. Computer Programming Games and Gender Oriented Cultural Forms

    NASA Astrophysics Data System (ADS)

    AlSulaiman, Sarah Abdulmalik

    I present the design and evaluation of two games designed to help elementary and middle school students learn computer programming concepts. The first game was designed to be "gender neutral", aligning with might be described as a consensus opinion on best practices for computational learning environments. The second game, based on the cultural form of dress up dolls was deliberately designed to appeal to females. I recruited 70 participants in an international two-phase study to investigate the relationship between games, gender, attitudes towards computer programming, and learning. My findings suggest that while the two games were equally effective in terms of learning outcomes, I saw differences in motivation between players of the two games. Specifically, participants who reported a preference for female- oriented games were more motivated to learn about computer programming when they played a game that they perceived as designed for females. In addition, I describe how the two games seemed to encourage different types of social activity between players in a classroom setting. Based on these results, I reflect on the strategy of exclusively designing games and activities as "gender neutral", and suggest that employing cultural forms, including gendered ones, may help create a more productive experience for learners.

  18. Using e-Learning Platforms for Mastery Learning in Developmental Mathematics Courses

    ERIC Educational Resources Information Center

    Boggs, Stacey; Shore, Mark; Shore, JoAnna

    2004-01-01

    Many colleges and universities have adopted e-learning platforms to utilize computers as an instructional tool in developmental (i.e., beginning and intermediate algebra) mathematics courses. An e-learning platform is a computer program used to enhance course instruction via computers and the Internet. Allegany College of Maryland is currently…

  19. Adolescents' Chunking of Computer Programs.

    ERIC Educational Resources Information Center

    Magliaro, Susan; Burton, John K.

    To investigate what children learn during computer programming instruction, students attending a summer computer camp were asked to recall either single lines or chunks of computer programs from either coherent or scrambled programs. The 16 subjects, ages 12 to 17, were divided into three instructional groups: (1) beginners, who were taught to…

  20. Designing for deeper learning in a blended computer science course for middle school students

    NASA Astrophysics Data System (ADS)

    Grover, Shuchi; Pea, Roy; Cooper, Stephen

    2015-04-01

    The focus of this research was to create and test an introductory computer science course for middle school. Titled "Foundations for Advancing Computational Thinking" (FACT), the course aims to prepare and motivate middle school learners for future engagement with algorithmic problem solving. FACT was also piloted as a seven-week course on Stanford's OpenEdX MOOC platform for blended in-class learning. Unique aspects of FACT include balanced pedagogical designs that address the cognitive, interpersonal, and intrapersonal aspects of "deeper learning"; a focus on pedagogical strategies for mediating and assessing for transfer from block-based to text-based programming; curricular materials for remedying misperceptions of computing; and "systems of assessments" (including formative and summative quizzes and tests, directed as well as open-ended programming assignments, and a transfer test) to get a comprehensive picture of students' deeper computational learning. Empirical investigations, accomplished over two iterations of a design-based research effort with students (aged 11-14 years) in a public school, sought to examine student understanding of algorithmic constructs, and how well students transferred this learning from Scratch to text-based languages. Changes in student perceptions of computing as a discipline were measured. Results and mixed-method analyses revealed that students in both studies (1) achieved substantial learning gains in algorithmic thinking skills, (2) were able to transfer their learning from Scratch to a text-based programming context, and (3) achieved significant growth toward a more mature understanding of computing as a discipline. Factor analyses of prior computing experience, multivariate regression analyses, and qualitative analyses of student projects and artifact-based interviews were conducted to better understand the factors affecting learning outcomes. Prior computing experiences (as measured by a pretest) and math ability were found to be strong predictors of learning outcomes.

  1. The Implementation of Blended Learning Using Android-Based Tutorial Video in Computer Programming Course II

    NASA Astrophysics Data System (ADS)

    Huda, C.; Hudha, M. N.; Ain, N.; Nandiyanto, A. B. D.; Abdullah, A. G.; Widiaty, I.

    2018-01-01

    Computer programming course is theoretical. Sufficient practice is necessary to facilitate conceptual understanding and encouraging creativity in designing computer programs/animation. The development of tutorial video in an Android-based blended learning is needed for students’ guide. Using Android-based instructional material, students can independently learn anywhere and anytime. The tutorial video can facilitate students’ understanding about concepts, materials, and procedures of programming/animation making in detail. This study employed a Research and Development method adapting Thiagarajan’s 4D model. The developed Android-based instructional material and tutorial video were validated by experts in instructional media and experts in physics education. The expert validation results showed that the Android-based material was comprehensive and very feasible. The tutorial video was deemed feasible as it received average score of 92.9%. It was also revealed that students’ conceptual understanding, skills, and creativity in designing computer program/animation improved significantly.

  2. EFL Learners' Attitudes towards Using Computers as a Learning Tool in Language Learning

    ERIC Educational Resources Information Center

    Kitchakarn, Orachorn

    2015-01-01

    The study was conducted to investigate attitudes toward using computers as a learning tool among undergraduate students in a private university. In this regards, some variables which might be potential antecedents of attitudes toward computer including gender, experience of using computers and perceived abilities in using programs were examined.…

  3. Using CAD Programs in CAL.

    ERIC Educational Resources Information Center

    Boardman, D.

    1979-01-01

    Practical experience has shown that computer aided design programs can provide an invaluable aid in the learning process when integrated into the syllabus in lecture and laboratory periods. This should be a major area of future development of computer assisted learning in engineering education. (Author/CMV)

  4. CNC Programming I.

    ERIC Educational Resources Information Center

    Casey, Joe

    This document contains five units for a course in computer numerical control (CNC) for computer-aided manufacturing. It is intended to familiarize students with the principles and techniques necessary to create proper CNC programs manually. Each unit consists of an introduction, instructional objectives, learning materials, learning activities,…

  5. Computers in medical education 1: evaluation of a problem-orientated learning package.

    PubMed

    Devitt, P; Palmer, E

    1998-04-01

    A computer-based learning package has been developed, aimed at expanding students' knowledge base, as well as improving data-handling abilities and clinical problem-solving skills. The program was evaluated by monitoring its use by students, canvassing users' opinions and measuring its effectiveness as a learning tool compared to tutorials on the same material. Evaluation was undertaken using three methods: initially, by a questionnaire on computers as a learning tool and the applicability of the content: second, through monitoring by the computer of student use, decisions and performance; finally, through pre- and post-test assessment of fifth-year students who either used a computer package or attended a tutorial on equivalent material. Most students provided positive comments on the learning material and expressed a willingness to see computer-aided learning (CAL) introduced into the curriculum. Over a 3-month period, 26 modules in the program were used on 1246 occasions. Objective measurement showed a significant gain in knowledge, data handling and problem-solving skills. Computer-aided learning is a valuable learning resource that deserves better attention in medical education. When used appropriately, the computer can be an effective learning resource, not only for the delivery of knowledge. but also to help students develop their problem-solving skills.

  6. Image Processing Algorithms in the Secondary School Programming Education

    ERIC Educational Resources Information Center

    Gerják, István

    2017-01-01

    Learning computer programming for students of the age of 14-18 is difficult and requires endurance and engagement. Being familiar with the syntax of a computer language and writing programs in it are challenges for youngsters, not to mention that understanding algorithms is also a big challenge. To help students in the learning process, teachers…

  7. The Effects of Learning a Computer Programming Language on the Logical Reasoning of School Children.

    ERIC Educational Resources Information Center

    Seidman, Robert H.

    The research reported in this paper explores the syntactical and semantic link between computer programming statements and logical principles, and addresses the effects of learning a programming language on logical reasoning ability. Fifth grade students in a public school in Syracuse, New York, were randomly selected as subjects, and then…

  8. Integrating hypermedia into the environmental education setting: Developing a program and evaluating its effect

    NASA Astrophysics Data System (ADS)

    Parker, Tehri Davenport

    1997-09-01

    This study designed, implemented, and evaluated an environmental education hypermedia program for use in a residential environmental education facility. The purpose of the study was to ascertain whether a hypermedia program could increase student knowledge and positive attitudes toward the environment and environmental education. A student/computer interface, based on the theory of social cognition, was developed to direct student interactions with the computer. A quasi-experimental research design was used. Students were randomly assigned to either the experimental or control group. The experimental group used the hypermedia program to learn about the topic of energy. The control group received the same conceptual information from a teacher/naturalist. An Environmental Awareness Quiz was administered to measure differences in the students' cognitive understanding of energy issues. Students participated in one on one interviews to discuss their attitudes toward the lesson and the overall environmental education experience. Additionally, members of the experimental group were tape recorded while they used the hypermedia program. These tapes were analyzed to identify aspects of the hypermedia program that promoted student learning. The findings of this study suggest that computers, and hypermedia programs, can be integrated into residential environmental education facilities, and can assist environmental educators in meeting their goals for students. The study found that the hypermedia program was as effective as the teacher/naturalist for teaching about environmental education material. Students who used the computer reported more positive attitudes toward the lesson on energy, and thought that they had learned more than the control group. Students in the control group stated that they did not learn as much as the computer group. The majority of students had positive attitudes toward the inclusion of computers in the camp setting, and stated that they were a good way to learn about environmental education material. This study also identified lack of social skills as a barrier to social cognition among mixed gender groups using the computer program.

  9. The Effects of Mind Mapping with Cooperative Learning on Programming Performance, Problem Solving Skill and Metacognitive Knowledge among Computer Science Students

    ERIC Educational Resources Information Center

    Ismail, Mohd Nasir; Ngah, Nor Azilah; Umar, Irfan Naufal

    2010-01-01

    The purpose of the study is to investigate the effects of mind mapping with cooperative learning (MMCL) and cooperative learning (CL) on: (a) programming performance; (b) problem solving skill; and (c) metacognitive knowledge among computer science students in Malaysia. The moderating variable is the students' logical thinking level with two…

  10. Effect of Computer-Delivered Testing on Achievement in a Mastery Learning Course of Study with Partial Scoring and Variable Pacing.

    ERIC Educational Resources Information Center

    Evans, Richard M.; Surkan, Alvin J.

    The recent arrival of portable computer systems with high-level language interpreters now makes it practical to rapidly develop complex testing and scoring programs. These programs permit undergraduates access, at arbitrary times, to testing as an integral part of a mastery learning strategy. Effects of introducing the computer were studied by…

  11. Enhancing Learning through Human Computer Interaction

    ERIC Educational Resources Information Center

    McKay, Elspeth, Ed.

    2007-01-01

    Enhancing Learning Through Human Computer Interaction is an excellent reference source for human computer interaction (HCI) applications and designs. This "Premier Reference Source" provides a complete analysis of online business training programs and e-learning in the higher education sector. It describes a range of positive outcomes for linking…

  12. Computer Programmed Milling Machine Operations. High-Technology Training Module.

    ERIC Educational Resources Information Center

    Leonard, Dennis

    This learning module for a high school metals and manufacturing course is designed to introduce the concept of computer-assisted machining (CAM). Through it, students learn how to set up and put data into the controller to machine a part. They also become familiar with computer-aided manufacturing and learn the advantages of computer numerical…

  13. The role of physicality in rich programming environments

    NASA Astrophysics Data System (ADS)

    Liu, Allison S.; Schunn, Christian D.; Flot, Jesse; Shoop, Robin

    2013-12-01

    Computer science proficiency continues to grow in importance, while the number of students entering computer science-related fields declines. Many rich programming environments have been created to motivate student interest and expertise in computer science. In the current study, we investigated whether a recently created environment, Robot Virtual Worlds (RVWs), can be used to teach computer science principles within a robotics context by examining its use in high-school classrooms. We also investigated whether the lack of physicality in these environments impacts student learning by comparing classrooms that used either virtual or physical robots for the RVW curriculum. Results suggest that the RVW environment leads to significant gains in computer science knowledge, that virtual robots lead to faster learning, and that physical robots may have some influence on algorithmic thinking. We discuss the implications of physicality in these programming environments for learning computer science.

  14. Laptop Lessons: Exploring the Promise of One-to-One Computing.

    ERIC Educational Resources Information Center

    Carter, Kim

    2001-01-01

    Describes benefits of programs where schools provide laptop computers for each student. Topics include results of studies that show positive learning outcomes; funding options; implementation; protecting the equipment; resources for learning about laptop programs; staff training and support; and future possibilities, including the implications of…

  15. Undergraduate College Students, Laptop Computers, and Lifelong Learning

    ERIC Educational Resources Information Center

    Tan, Chong Leng; Morris, John S.

    2006-01-01

    Many universities and colleges list the development of lifelong learning skills as a curriculum objective and have adopted laptop programs that may enable lifelong learning. The purpose of this research is to address the effectiveness of a technology-based and computer-mediated learning environment in achieving lifelong learning skills from the…

  16. Information Security: Federal Guidance Needed to Address Control Issues With Implementing Cloud Computing

    DTIC Science & Technology

    2010-05-01

    Figure 2: Cloud Computing Deployment Models 13 Figure 3: NIST Essential Characteristics 14 Figure 4: NASA Nebula Container 37...Access Computing Environment (RACE) program, the National Aeronautics and Space Administration’s (NASA) Nebula program, and the Department of...computing programs: the DOD’s RACE program; NASA’s Nebula program; and Department of Transportation’s CARS program, including lessons learned related

  17. Glitch game testers: The design and study of a learning environment for computational production with young African American males

    NASA Astrophysics Data System (ADS)

    DiSalvo, Elizabeth Betsy

    The implementation of a learning environment for young African American males, called the Glitch Game Testers, was launched in 2009. The development of this program was based on formative work that looked at the contrasting use of digital games between young African American males and individuals who chose to become computer science majors. Through analysis of cultural values and digital game play practices, the program was designed to intertwine authentic game development practices and computer science learning. The resulting program employed 25 African American male high school students to test pre-release digital games full-time in the summer and part-time in the school year, with an hour of each day dedicated to learning introductory computer science. Outcomes for persisting in computer science education are remarkable; of the 16 participants who had graduated from high school as of 2012, 12 have gone on to school in computing-related majors. These outcomes, and the participants' enthusiasm for engaging in computing, are in sharp contrast to the crisis in African American male education and learning motivation. The research presented in this dissertation discusses the formative research that shaped the design of Glitch, the evaluation of the implementation of Glitch, and a theoretical investigation of the way in which participants navigated conflicting motivations in learning environments.

  18. Improving the Perceptual Performance of Learning Disabled Second Graders through Computer Assisted Instruction.

    ERIC Educational Resources Information Center

    Burke, James P.

    The practicum designed a perceptual activities program for learning disabled second graders using computer-assisted instruction. The program develops skills involving visual motor coordination, figure-ground differentiation, form constancy, position in space, and spatial relationships. Five behavioral objectives for each developmental area were…

  19. Computer-Assisted Learning in Elementary Reading: A Randomized Control Trial

    ERIC Educational Resources Information Center

    Shannon, Lisa Cassidy; Styers, Mary Koenig; Wilkerson, Stephanie Baird; Peery, Elizabeth

    2015-01-01

    This study evaluated the efficacy of Accelerated Reader, a computer-based learning program, at improving student reading. Accelerated Reader is a progress-monitoring, assessment, and practice tool that supports classroom instruction and guides independent reading. Researchers used a randomized controlled trial to evaluate the program with 344…

  20. Transforming an Introductory Programming Course: From Lectures to Active Learning via Wireless Laptops

    NASA Astrophysics Data System (ADS)

    Barak, Miri; Harward, Judson; Kocur, George; Lerman, Steven

    2007-08-01

    Within the framework of MIT's course 1.00: Introduction to Computers and Engineering Problem Solving, this paper describes an innovative project entitled: Studio 1.00 that integrates lectures with in-class demonstrations, active learning sessions, and on-task feedback, through the use of wireless laptop computers. This paper also describes a related evaluation study that investigated the effectiveness of different instructional strategies, comparing traditional teaching with two models of the studio format. Students' learning outcomes, specifically, their final grades and conceptual understanding of computational methods and programming, were examined. Findings indicated that Studio-1.00, in both its extensive- and partial-active learning modes, enhanced students' learning outcomes in Java programming. Comparing to the traditional courses, more students in the studio courses received "A" as their final grade and less failed. Moreover, students who regularly attended the active learning sessions were able to conceptualize programming principles better than their peers. We have also found two weaknesses in the teaching format of Studio-1.00 that can guide future versions of the course.

  1. Principals and Computers: Getting Started Together. Special Report: Computers in the Schools.

    ERIC Educational Resources Information Center

    Holland, Lori; Rude-Parkins, Carolyn

    1986-01-01

    Outlines five lessons learned at Roosevelt-Perry Elementary School (Kentucky) when the computer education program, Humana Computer Tutor project, was implemented. The principal was important to the success of the program. (MD)

  2. Multimodal Learning Analytics and Education Data Mining: Using Computational Technologies to Measure Complex Learning Tasks

    ERIC Educational Resources Information Center

    Blikstein, Paulo; Worsley, Marcelo

    2016-01-01

    New high-frequency multimodal data collection technologies and machine learning analysis techniques could offer new insights into learning, especially when students have the opportunity to generate unique, personalized artifacts, such as computer programs, robots, and solutions engineering challenges. To date most of the work on learning analytics…

  3. SuperPILOT: A Comprehensive Computer-Assisted Instruction Programming Language for the Apple II Computer.

    ERIC Educational Resources Information Center

    Falleur, David M.

    This presentation describes SuperPILOT, an extended version of Apple PILOT, a programming language for developing computer-assisted instruction (CAI) with the Apple II computer that includes the features of its early PILOT (Programmed Inquiry, Learning or Teaching) ancestors together with new features that make use of the Apple computer's advanced…

  4. My Computer Is Learning.

    ERIC Educational Resources Information Center

    Good, Ron

    1986-01-01

    Describes instructional uses of computer programs found in David Heiserman's book "Projects in Machine Intelligence for Your Home Computer." The programs feature "creatures" of various colors that move around within a rectangular white border. (JN)

  5. Using Interprofessional Learning for Continuing Education: Development and Evaluation of the Graduate Certificate Program in Health Professional Education for Clinicians.

    PubMed

    Henderson, Saras; Dalton, Megan; Cartmel, Jennifer

    2016-01-01

    Health professionals may be expert clinicians but do not automatically make effective teachers and need educational development. In response, a team of health academics at an Australian university developed and evaluated the continuing education Graduate Certificate in Health Professional Education Program using an interprofessional learning model. The model was informed by Collins interactional expertise and Knowles adult learning theories. The team collaboratively developed and taught four courses in the program. Blended learning methods such as web-based learning, face-to-face workshops, and online discussion forums were used. Twenty-seven multidisciplinary participants enrolled in the inaugural program. Focus group interview, self-report questionnaires, and teacher observations were used to evaluate the program. Online learning motivated participants to learn in a collaborative virtual environment. The workshops conducted in an interprofessional environment promoted knowledge sharing and helped participants to better understand other discipline roles, so they could conduct clinical education within a broader health care team context. Work-integrated assessments supported learning relevance. The teachers, however, observed that some participants struggled because of lack of computer skills. Although the interprofessional learning model promoted collaboration and flexibility, it is important to note that consideration be given to participants who are not computer literate. We therefore conducted a library and computer literacy workshop in orientation week which helped. An interprofessional learning environment can assist health professionals to operate outside their "traditional silos" leading to a more collaborative approach to the provision of care. Our experience may assist other organizations in developing similar programs.

  6. Analysis of Learning Behavior in a Flipped Programing Classroom Adopting Problem-Solving Strategies

    ERIC Educational Resources Information Center

    Chiang, Tosti Hsu-Cheng

    2017-01-01

    Programing is difficult for beginners because they need to learn the new language of computers. Developing software, especially complex software, is bound to result in problems, frustration, and the need to think in new ways. Identifying the learning behavior behind programing by way of empirical studies can help beginners learn more easily. In…

  7. A Randomized Field Trial of the Fast ForWord Language Computer-Based Training Program

    ERIC Educational Resources Information Center

    Borman, Geoffrey D.; Benson, James G.; Overman, Laura

    2009-01-01

    This article describes an independent assessment of the Fast ForWord Language computer-based training program developed by Scientific Learning Corporation. Previous laboratory research involving children with language-based learning impairments showed strong effects on their abilities to recognize brief and fast sequences of nonspeech and speech…

  8. Towards a Theory-Based Design Framework for an Effective E-Learning Computer Programming Course

    ERIC Educational Resources Information Center

    McGowan, Ian S.

    2016-01-01

    Built on Dabbagh (2005), this paper presents a four component theory-based design framework for an e-learning session in introductory computer programming. The framework, driven by a body of exemplars component, emphasizes the transformative interaction between the knowledge building community (KBC) pedagogical model, a mixed instructional…

  9. How Learning Logic Programming Affects Recursion Comprehension

    ERIC Educational Resources Information Center

    Haberman, Bruria

    2004-01-01

    Recursion is a central concept in computer science, yet it is difficult for beginners to comprehend. Israeli high-school students learn recursion in the framework of a special modular program in computer science (Gal-Ezer & Harel, 1999). Some of them are introduced to the concept of recursion in two different paradigms: the procedural…

  10. Evaluation of DILearn: An Interactive Computer-Assisted Learning Program for Drug Information.

    ERIC Educational Resources Information Center

    Tunget, Cynthia L.; And Others

    1993-01-01

    Use of an interactive computer-assisted learning program to teach basic skills in obtaining drug information was investigated with 26 doctoral pharmacy students and a control group of 25 students receiving lecture instruction. Findings indicated no significant differences in short-term retention of drug information between groups and that students…

  11. "Horses for Courses": Categories of Computer-Based Learning Program and Their Uses in Pharmacology Courses.

    ERIC Educational Resources Information Center

    Hughes, Ian E.

    1998-01-01

    Describes the pharma-CAL-ogy project, funded by Teaching and Learning Technology Programme (TLTP), which has developed various types of software for use in pharmacology courses. Topics include course organization and delivery software, drill and practice software, tutorial-type programs, simulations, and the need to integrate computer-assisted…

  12. Multivariate Gradient Analysis for Evaluating and Visualizing a Learning System Platform for Computer Programming

    ERIC Educational Resources Information Center

    Mather, Richard

    2015-01-01

    This paper explores the application of canonical gradient analysis to evaluate and visualize student performance and acceptance of a learning system platform. The subject of evaluation is a first year BSc module for computer programming. This uses "Ceebot," an animated and immersive game-like development environment. Multivariate…

  13. Development and Evaluation of an Interactive Computer-Assisted Learning Program--A Novel Approach to Teaching Gynaecological Surgery.

    ERIC Educational Resources Information Center

    Jha, Vikram; Widdowson, Shelley; Duffy, Sean

    2002-01-01

    Discusses computer-assisted learning (CAL) in medical education and describes the development of an interactive CAL program on CD-ROM, combining video, illustrations, and three-dimensional images, to enhance understanding of vaginal hysterectomy in terms of the anatomy and steps of the surgical procedure. (Author/LRW)

  14. Scratch: Multimedia Programming Environment for Young Gifted Learners

    ERIC Educational Resources Information Center

    Lee, Young-Jin

    2011-01-01

    Despite the educational benefits, computer programming has not been adopted in the current K-12 education as much as it could have been. One of the reasons for the low adoption of computer programming in K-12 education is the time it takes for (especially young) students to learn computer programming using a text-based programming language, which…

  15. Exploring Cloud Computing for Distance Learning

    ERIC Educational Resources Information Center

    He, Wu; Cernusca, Dan; Abdous, M'hammed

    2011-01-01

    The use of distance courses in learning is growing exponentially. To better support faculty and students for teaching and learning, distance learning programs need to constantly innovate and optimize their IT infrastructures. The new IT paradigm called "cloud computing" has the potential to transform the way that IT resources are utilized and…

  16. Pedagogy and Related Criteria: The Selection of Software for Computer Assisted Language Learning

    ERIC Educational Resources Information Center

    Samuels, Jeffrey D.

    2013-01-01

    Computer-Assisted Language Learning (CALL) is an established field of academic inquiry with distinct applications for second language teaching and learning. Many CALL professionals direct language labs or language resource centers (LRCs) in which CALL software applications and generic software applications support language learning programs and…

  17. [Computer-assisted multimedia interactive learning program "Primary Open-Angle Glaucoma"].

    PubMed

    Dick, V B; Zenz, H; Eisenmann, D; Tekaat, C J; Wagner, R; Jacobi, K W

    1996-05-01

    Advances in the area of information technology have opened up new possibilities for the use of interactive media in the training of medical students. Classical instructional technologies, such as video, slides, audio cassettes and computer programs with a textbook orientation, have been merged into one multimedia computer system. The medical profession has been increasingly integrating computer-based applications which can be used, for example, for record keeping within a medical practice. The goal of this development is to provide access to all modes of information storage and retrieval as well as documentation and training systems within a specific context. Since the beginning of the winter semester 1995, the Department of Ophthalmology in Giessen has used the learning program "Primary Open Angle Glaucoma" in student instruction. One factor that contributed to the implementation of this project was that actual training using patients within the clinic is difficult to conduct. Media-supported training that can provide a simulation of actual practice offers a suitable substitute. The learning program has been installed on Power PCs (Apple MacIntosh), which make up the technical foundation of our system. The program was developed using Hypercard software, which provides userfriendly graphical work environment. This controls the input and retrieval of data, direct editing of documents, immediate simulation, the creation of on-screen documents and the integration of slides that have been scanned in as well as QuickTime films. All of this can be accomplished without any special knowledge of programming language or operating systems on the part of the user. The glaucoma learning program is structured along the lines of anatomy, including an explanation of the circulation of the aqueous humor, pathology, clinical symptoms and findings, diagnosis and treatment. This structure along with the possibility for creating a list of personal files for the user with a collection of illustrations and text allows for quick access to learning content. The program is designed in such a way that working with and through it is done in a manner conducive to learning. Student response to the learning program as an accompaniment to instruction has been positive. Independent, supplemental student learning by means of an interactive learning program has raised the quality of study within the sciences. The use of a pedagogically sound multimedia program, that is oriented toward problem solving and based on actual cases offers students the opportunity to actively work ophthalmological material. An additional benefit is the development of competence in working with computer-support information systems, something that is playing an ever-increasing role within the medical profession.

  18. The Effects of a Robot Game Environment on Computer Programming Education for Elementary School Students

    ERIC Educational Resources Information Center

    Shim, Jaekwoun; Kwon, Daiyoung; Lee, Wongyu

    2017-01-01

    In the past, computer programming was perceived as a task only carried out by computer scientists; in the 21st century, however, computer programming is viewed as a critical and necessary skill that everyone should learn. In order to improve teaching of problem-solving abilities in a computing environment, extensive research is being done on…

  19. Quantum machine learning.

    PubMed

    Biamonte, Jacob; Wittek, Peter; Pancotti, Nicola; Rebentrost, Patrick; Wiebe, Nathan; Lloyd, Seth

    2017-09-13

    Fuelled by increasing computer power and algorithmic advances, machine learning techniques have become powerful tools for finding patterns in data. Quantum systems produce atypical patterns that classical systems are thought not to produce efficiently, so it is reasonable to postulate that quantum computers may outperform classical computers on machine learning tasks. The field of quantum machine learning explores how to devise and implement quantum software that could enable machine learning that is faster than that of classical computers. Recent work has produced quantum algorithms that could act as the building blocks of machine learning programs, but the hardware and software challenges are still considerable.

  20. Quantum machine learning

    NASA Astrophysics Data System (ADS)

    Biamonte, Jacob; Wittek, Peter; Pancotti, Nicola; Rebentrost, Patrick; Wiebe, Nathan; Lloyd, Seth

    2017-09-01

    Fuelled by increasing computer power and algorithmic advances, machine learning techniques have become powerful tools for finding patterns in data. Quantum systems produce atypical patterns that classical systems are thought not to produce efficiently, so it is reasonable to postulate that quantum computers may outperform classical computers on machine learning tasks. The field of quantum machine learning explores how to devise and implement quantum software that could enable machine learning that is faster than that of classical computers. Recent work has produced quantum algorithms that could act as the building blocks of machine learning programs, but the hardware and software challenges are still considerable.

  1. Democratic population decisions result in robust policy-gradient learning: a parametric study with GPU simulations.

    PubMed

    Richmond, Paul; Buesing, Lars; Giugliano, Michele; Vasilaki, Eleni

    2011-05-04

    High performance computing on the Graphics Processing Unit (GPU) is an emerging field driven by the promise of high computational power at a low cost. However, GPU programming is a non-trivial task and moreover architectural limitations raise the question of whether investing effort in this direction may be worthwhile. In this work, we use GPU programming to simulate a two-layer network of Integrate-and-Fire neurons with varying degrees of recurrent connectivity and investigate its ability to learn a simplified navigation task using a policy-gradient learning rule stemming from Reinforcement Learning. The purpose of this paper is twofold. First, we want to support the use of GPUs in the field of Computational Neuroscience. Second, using GPU computing power, we investigate the conditions under which the said architecture and learning rule demonstrate best performance. Our work indicates that networks featuring strong Mexican-Hat-shaped recurrent connections in the top layer, where decision making is governed by the formation of a stable activity bump in the neural population (a "non-democratic" mechanism), achieve mediocre learning results at best. In absence of recurrent connections, where all neurons "vote" independently ("democratic") for a decision via population vector readout, the task is generally learned better and more robustly. Our study would have been extremely difficult on a desktop computer without the use of GPU programming. We present the routines developed for this purpose and show that a speed improvement of 5x up to 42x is provided versus optimised Python code. The higher speed is achieved when we exploit the parallelism of the GPU in the search of learning parameters. This suggests that efficient GPU programming can significantly reduce the time needed for simulating networks of spiking neurons, particularly when multiple parameter configurations are investigated.

  2. Combining Self-Explaining with Computer Architecture Diagrams to Enhance the Learning of Assembly Language Programming

    ERIC Educational Resources Information Center

    Hung, Y.-C.

    2012-01-01

    This paper investigates the impact of combining self explaining (SE) with computer architecture diagrams to help novice students learn assembly language programming. Pre- and post-test scores for the experimental and control groups were compared and subjected to covariance (ANCOVA) statistical analysis. Results indicate that the SE-plus-diagram…

  3. Analyses of Receptive and Productive Korean EFL Vocabulary: Computer-Based Vocabulary Learning Program

    ERIC Educational Resources Information Center

    Kim, Scott Sungki

    2013-01-01

    The present research study investigated the effects of 8 versions of a computer-based vocabulary learning program on receptive and productive knowledge levels of college students. The participants were 106 male and 103 female Korean EFL students from Kyungsung University and Kwandong University in Korea. Students who participated in versions of…

  4. Author Languages, Authoring Systems, and Their Relation to the Changing Focus of Computer-Aided Language Learning.

    ERIC Educational Resources Information Center

    Sussex, Roland

    1991-01-01

    Considers how the effectiveness of computer-assisted language learning (CALL) has been hampered by language teachers who lack programing and software engineering expertise, and explores the limitations and potential contributions of author languages, programs, and environments in increasing the range of options for language teachers who are not…

  5. Visualizing the Complex Process for Deep Learning with an Authentic Programming Project

    ERIC Educational Resources Information Center

    Peng, Jun; Wang, Minhong; Sampson, Demetrios

    2017-01-01

    Project-based learning (PjBL) has been increasingly used to connect abstract knowledge and authentic tasks in educational practice, including computer programming education. Despite its promising effects on improving learning in multiple aspects, PjBL remains a struggle due to its complexity. Completing an authentic programming project involves a…

  6. The Impact of Different Teaching Approaches and Languages on Student Learning of Introductory Programming Concepts

    ERIC Educational Resources Information Center

    Kunkle, Wanda M.

    2010-01-01

    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…

  7. An Achievement Degree Analysis Approach to Identifying Learning Problems in Object-Oriented Programming

    ERIC Educational Resources Information Center

    Allinjawi, Arwa A.; Al-Nuaim, Hana A.; Krause, Paul

    2014-01-01

    Students often face difficulties while learning object-oriented programming (OOP) concepts. Many papers have presented various assessment methods for diagnosing learning problems to improve the teaching of programming in computer science (CS) higher education. The research presented in this article illustrates that although max-min composition is…

  8. A Model for Integrating New Technologies into Pre-Service Teacher Training Programs Ajman University (A Case Study)

    ERIC Educational Resources Information Center

    Shaqour, Ali Zuhdi H.

    2005-01-01

    This study introduces a "Technology Integration Model" for a learning environment utilizing constructivist learning principles and integrating new technologies namely computers and the Internet into pre-service teacher training programs. The technology integrated programs and learning environments may assist learners to gain experiences…

  9. PlayIt: Game Based Learning Approach for Teaching Programming Concepts

    ERIC Educational Resources Information Center

    Mathrani, Anuradha; Christian, Shelly; Ponder-Sutton, Agate

    2016-01-01

    This study demonstrates a game-based learning (GBL) approach to engage students in learning and enhance their programming skills. The paper gives a detailed narrative of how an educational game was mapped with the curriculum of a prescribed programming course in a computing diploma study programme. Two separate student cohorts were invited to…

  10. The Outlook for Computer Professions: 1985 Rewrites the Program.

    ERIC Educational Resources Information Center

    Drake, Larry

    1986-01-01

    The author states that graduates of junior college programs who learn COBOL will continue to find jobs, but employers will increasingly seek college graduates when filling positions for computer programers and systems analysts. Areas of growth for computer applications (services, military, data communications, and artificial intelligence) are…

  11. Effects of Learning Style and Training Method on Computer Attitude and Performance in World Wide Web Page Design Training.

    ERIC Educational Resources Information Center

    Chou, Huey-Wen; Wang, Yu-Fang

    1999-01-01

    Compares the effects of two training methods on computer attitude and performance in a World Wide Web page design program in a field experiment with high school students in Taiwan. Discusses individual differences, Kolb's Experiential Learning Theory and Learning Style Inventory, Computer Attitude Scale, and results of statistical analyses.…

  12. Analogy Mapping Development for Learning Programming

    NASA Astrophysics Data System (ADS)

    Sukamto, R. A.; Prabawa, H. W.; Kurniawati, S.

    2017-02-01

    Programming skill is an important skill for computer science students, whereas nowadays, there many computer science students are lack of skills and information technology knowledges in Indonesia. This is contrary with the implementation of the ASEAN Economic Community (AEC) since the end of 2015 which is the qualified worker needed. This study provided an effort for nailing programming skills by mapping program code to visual analogies as learning media. The developed media was based on state machine and compiler principle and was implemented in C programming language. The state of every basic condition in programming were successful determined as analogy visualization.

  13. Blended Learning Implementation in “Guru Pembelajar” Program

    NASA Astrophysics Data System (ADS)

    Mahdan, D.; Kamaludin, M.; Wendi, H. F.; Simanjuntak, M. V.

    2018-02-01

    The rapid development of information and communication technology (ICT), especially the internet, computers and communication devices requires the innovation in learning; one of which is Blended Learning. The concept of Blended Learning is the mixing of face-to-face learning models by learning online. Blended learning used in the learner teacher program organized by the Indonesian department of education and culture that a program to improve the competence of teachers, called “Guru Pembelajar” (GP). Blended learning model is perfect for learning for teachers, due to limited distance and time because online learning can be done anywhere and anytime. but the problems that arise from the implementation of this activity are many teachers who do not follow the activities because teachers, especially the elderly do not want to follow the activities because they cannot use computers and the internet, applications that are difficult to understand by participants, unstable internet connection in the area where the teacher lives and facilities and infrastructure are not adequate.

  14. Teaching and Learning: Whose Computer Is It? December/January E-Mail.

    ERIC Educational Resources Information Center

    Zhao, Yong; Hueyshan Tan, Sophia; Mishra, Punya

    2001-01-01

    Notes that teachers see the computer as a tool to help them teach better, while students use computers to play games, chat, and design Web sites. Describes the after-school program Kids Learning In Computer Klubhouses (KLICK!) that operates clubhouses within local middle schools. Discusses what participants have accomplished for themselves, their…

  15. Evaluation of Visual Computer Simulator for Computer Architecture Education

    ERIC Educational Resources Information Center

    Imai, Yoshiro; Imai, Masatoshi; Moritoh, Yoshio

    2013-01-01

    This paper presents trial evaluation of a visual computer simulator in 2009-2011, which has been developed to play some roles of both instruction facility and learning tool simultaneously. And it illustrates an example of Computer Architecture education for University students and usage of e-Learning tool for Assembly Programming in order to…

  16. Computer-assisted instruction in curricula of physical therapist assistants.

    PubMed

    Thompson, E C

    1987-08-01

    This article compares the effectiveness of computer-assisted instruction (CAI) with written, programmed instruction between two groups of physical therapist assistant students. No significant difference in the amount of material learned or retained after completion of testing using either CAI or a written, programmed text was found in this group of 16 subjects. Learning style or attitude about computers did not correlate strongly with performance after the CAI. Findings suggest that more research is needed to support decisions related to fiscal allotments for computer use in college curricula.

  17. Nontrivial, Nonintelligent, Computer-Based Learning.

    ERIC Educational Resources Information Center

    Bork, Alfred

    1987-01-01

    This paper describes three interactive computer programs used with personal computers to present science learning modules for all ages. Developed by groups of teachers at the Educational Technology Center at the University of California, Irvine, these instructional materials do not use the techniques of contemporary artificial intelligence. (GDC)

  18. Computer Based Learning in Europe: A Bibliography.

    ERIC Educational Resources Information Center

    Rushby, N. J.

    This bibliography lists 172 references to papers on computer assisted learning (CAL) in European countries including the Soviet Union, Germany, Holland, Sweden, Yugoslavia, Austria, and Italy. The references which deal with such topics as teacher training, simulation, rural education, model construction, program evaluation, computer managed…

  19. Computer Literacy and the Library: A New Connection.

    ERIC Educational Resources Information Center

    Fenske, Rachel F.

    1998-01-01

    Describes a program at Eastern Washington University that integrates library skills as a component of the English composition program, and is part of a computer-literacy program stemming from a general-education curriculum reform. Discusses program development and design, assessment of student learning, and effectiveness of the program. (LRW)

  20. Immersive, Interactive, Web-Enabled Computer Simulation as a Trigger for Learning: The next Generation of Problem-Based Learning in Educational Leadership

    ERIC Educational Resources Information Center

    Mann, Dale; Reardon, R. M.; Becker, J. D.; Shakeshaft, C.; Bacon, Nicholas

    2011-01-01

    This paper describes the use of advanced computer technology in an innovative educational leadership program. This program integrates full-motion video scenarios that simulate the leadership challenges typically faced by principals over the course of a full school year. These scenarios require decisions that are then coupled to consequences and…

  1. For the Love of Statistics: Appreciating and Learning to Apply Experimental Analysis and Statistics through Computer Programming Activities

    ERIC Educational Resources Information Center

    Mascaró, Maite; Sacristán, Ana Isabel; Rufino, Marta M.

    2016-01-01

    For the past 4 years, we have been involved in a project that aims to enhance the teaching and learning of experimental analysis and statistics, of environmental and biological sciences students, through computational programming activities (using R code). In this project, through an iterative design, we have developed sequences of R-code-based…

  2. An Empirical Evaluation of Puzzle-Based Learning as an Interest Approach for Teaching Introductory Computer Science

    ERIC Educational Resources Information Center

    Merrick, K. E.

    2010-01-01

    This correspondence describes an adaptation of puzzle-based learning to teaching an introductory computer programming course. Students from two offerings of the course--with and without the puzzle-based learning--were surveyed over a two-year period. Empirical results show that the synthesis of puzzle-based learning concepts with existing course…

  3. Teaching Machines, Programming, Computers, and Instructional Technology: The Roots of Performance Technology.

    ERIC Educational Resources Information Center

    Deutsch, William

    1992-01-01

    Reviews the history of the development of the field of performance technology. Highlights include early teaching machines, instructional technology, learning theory, programed instruction, the systems approach, needs assessment, branching versus linear program formats, programing languages, and computer-assisted instruction. (LRW)

  4. Interactive Computer-Supported Learning in Mathematics: A Comparison of Three Learning Programs on Trigonometry

    ERIC Educational Resources Information Center

    Sander, Elisabeth; Heiß, Andrea

    2014-01-01

    Three different versions of a learning program on trigonometry were compared, a program controlled, non-interactive version (CG), an interactive, conflict inducing version (EG 1), and an interactive one which was supposed to reduce the occurrence of a cognitive conflict regarding the central problem solution (EG 2). Pupils (N = 101) of a…

  5. Advanced interdisciplinary undergraduate program: light engineering

    NASA Astrophysics Data System (ADS)

    Bakholdin, Alexey; Bougrov, Vladislav; Voznesenskaya, Anna; Ezhova, Kseniia

    2016-09-01

    The undergraduate educational program "Light Engineering" of an advanced level of studies is focused on development of scientific learning outcomes and training of professionals, whose activities are in the interdisciplinary fields of Optical engineering and Technical physics. The program gives practical experience in transmission, reception, storage, processing and displaying information using opto-electronic devices, automation of optical systems design, computer image modeling, automated quality control and characterization of optical devices. The program is implemented in accordance with Educational standards of the ITMO University. The specific features of the Program is practice- and problem-based learning implemented by engaging students to perform research and projects, internships at the enterprises and in leading Russian and international research educational centers. The modular structure of the Program and a significant proportion of variable disciplines provide the concept of individual learning for each student. Learning outcomes of the program's graduates include theoretical knowledge and skills in natural science and core professional disciplines, deep knowledge of modern computer technologies, research expertise, design skills, optical and optoelectronic systems and devices.

  6. Studying Students' Attitudes on Using Examples of Game Source Code for Learning Programming

    ERIC Educational Resources Information Center

    Theodoraki, Aristea; Xinogalos, Stelios

    2014-01-01

    Games for learning are currently used in several disciplines for motivating students and enhancing their learning experience. This new approach of technology-enhanced learning has attracted researchers' and instructors' attention in the area of programming that is one of the most cognitively demanding fields in Computer Science. Several…

  7. The Proposed Model of Collaborative Virtual Learning Environment for Introductory Programming Course

    ERIC Educational Resources Information Center

    Othman, Mahfudzah; Othman, Muhaini

    2012-01-01

    This paper discusses the proposed model of the collaborative virtual learning system for the introductory computer programming course which uses one of the collaborative learning techniques known as the "Think-Pair-Share". The main objective of this study is to design a model for an online learning system that facilitates the…

  8. Developing Computer Programming Concepts and Skills via Technology-Enriched Language-Art Projects: A Case Study

    ERIC Educational Resources Information Center

    Lee, Young-Jin

    2010-01-01

    Teaching computer programming to young children has been considered difficult because of its abstract and complex nature. The objectives of this study are (1) to investigate whether an innovative educational technology tool called Scratch could enable young children to learn abstract knowledge of computer programming while creating multimedia…

  9. Active and Collaborative Learning in an Introductory Electrical and Computer Engineering Course

    ERIC Educational Resources Information Center

    Kotru, Sushma; Burkett, Susan L.; Jackson, David Jeff

    2010-01-01

    Active and collaborative learning instruments were introduced into an introductory electrical and computer engineering course. These instruments were designed to assess specific learning objectives and program outcomes. Results show that students developed an understanding comparable to that of more advanced students assessed later in the…

  10. Students' Motivation towards Computer Use in EFL Learning

    ERIC Educational Resources Information Center

    Genc, Gulten; Aydin, Selami

    2010-01-01

    It has been widely recognized that language instruction that integrates technology has become popular, and has had a tremendous impact on language learning process whereas learners are expected to be more motivated in a web-based Computer assisted language learning program, and improve their comprehensive language ability. Thus, the present paper…

  11. Computer Aided Self-Instruction Training with Impulsive Deaf Students and Learning Disabled Students: A Study on Teaching Reflective Thought. Education and Technology Series.

    ERIC Educational Resources Information Center

    Campbell, Donald S.; And Others

    Two studies examined the effectiveness of self-instruction training via a specially developed computer program to modify the impulsive problem-solving behavior of 16 deaf and 10 learning disabled (aphasic) adolescents attending two special residential schools in Canada. In the control condition, students learned the Apple LOGO computing language…

  12. Learning about Tasks Computers Can Perform. ERIC Digest.

    ERIC Educational Resources Information Center

    Brosnan, Patricia A.

    Knowing what different kinds of computer equipment can do is the first step in choosing the computer that is right for you. This digest describes a developmental progression of computer capabilities. First the basic three software programs (word processing, spreadsheets, and database programs) are discussed using examples. Next, an explanation of…

  13. Project Logic Handbook: Computer Literacy through BASIC.

    ERIC Educational Resources Information Center

    Huber, Leonard; And Others

    This handbook for teachers offers guidance on introducing computer literacy into elementary and secondary classrooms. It includes a list of computer concepts exemplified by each step in learning to write programs in BASIC Programming Language and the objectives for the elementary and secondary activities; suggestions for using computers in…

  14. The Effectiveness of Computer-Assisted Instruction for Teaching Mathematics to Students with Specific Learning Disability

    ERIC Educational Resources Information Center

    Stultz, Sherry L.

    2013-01-01

    Using computers to teach students is not a new idea. Computers have been utilized for educational purposes for over 80 years. However, the effectiveness of these programs for teaching mathematics to students with specific learning disability is unclear. This study was undertaken to determine if computer-assisted instruction was as effective as…

  15. Deep Unsupervised Learning on a Desktop PC: A Primer for Cognitive Scientists.

    PubMed

    Testolin, Alberto; Stoianov, Ivilin; De Filippo De Grazia, Michele; Zorzi, Marco

    2013-01-01

    Deep belief networks hold great promise for the simulation of human cognition because they show how structured and abstract representations may emerge from probabilistic unsupervised learning. These networks build a hierarchy of progressively more complex distributed representations of the sensory data by fitting a hierarchical generative model. However, learning in deep networks typically requires big datasets and it can involve millions of connection weights, which implies that simulations on standard computers are unfeasible. Developing realistic, medium-to-large-scale learning models of cognition would therefore seem to require expertise in programing parallel-computing hardware, and this might explain why the use of this promising approach is still largely confined to the machine learning community. Here we show how simulations of deep unsupervised learning can be easily performed on a desktop PC by exploiting the processors of low cost graphic cards (graphic processor units) without any specific programing effort, thanks to the use of high-level programming routines (available in MATLAB or Python). We also show that even an entry-level graphic card can outperform a small high-performance computing cluster in terms of learning time and with no loss of learning quality. We therefore conclude that graphic card implementations pave the way for a widespread use of deep learning among cognitive scientists for modeling cognition and behavior.

  16. Deep Unsupervised Learning on a Desktop PC: A Primer for Cognitive Scientists

    PubMed Central

    Testolin, Alberto; Stoianov, Ivilin; De Filippo De Grazia, Michele; Zorzi, Marco

    2013-01-01

    Deep belief networks hold great promise for the simulation of human cognition because they show how structured and abstract representations may emerge from probabilistic unsupervised learning. These networks build a hierarchy of progressively more complex distributed representations of the sensory data by fitting a hierarchical generative model. However, learning in deep networks typically requires big datasets and it can involve millions of connection weights, which implies that simulations on standard computers are unfeasible. Developing realistic, medium-to-large-scale learning models of cognition would therefore seem to require expertise in programing parallel-computing hardware, and this might explain why the use of this promising approach is still largely confined to the machine learning community. Here we show how simulations of deep unsupervised learning can be easily performed on a desktop PC by exploiting the processors of low cost graphic cards (graphic processor units) without any specific programing effort, thanks to the use of high-level programming routines (available in MATLAB or Python). We also show that even an entry-level graphic card can outperform a small high-performance computing cluster in terms of learning time and with no loss of learning quality. We therefore conclude that graphic card implementations pave the way for a widespread use of deep learning among cognitive scientists for modeling cognition and behavior. PMID:23653617

  17. Lifelong Learning Research Conference Proceedings (8th, College Park, Maryland, February 19-20, 1987).

    ERIC Educational Resources Information Center

    Rivera, William M., Comp.; Walker, Sharon M., Comp.

    Among the 46 papers in this proceedings are the following 36 selected titles: "The Intergenerational Exercise/Movement Program" (Ansello); "Using Computers for Adult Literacy Instruction" (Askov et al.); "Measuring Adults' Attitudes toward Computers" (Delcourt, Lewis); "Issues in Computers and Adult Learning" (Gerver); "Preassessment of Adult…

  18. Audio-Enhanced Computer Assisted Learning and Computer Controlled Audio-Instruction.

    ERIC Educational Resources Information Center

    Miller, K.; And Others

    1983-01-01

    Describes aspects of use of a microcomputer linked with a cassette recorder as a peripheral to enhance computer-assisted learning (CAL) and a microcomputer-controlled tape recorder linked with a microfiche reader in a commercially available teaching system. References and a listing of control programs are appended. (EJS)

  19. Computer Augmented Learning; A Survey.

    ERIC Educational Resources Information Center

    Kindred, J.

    The report contains a description and summary of computer augmented learning devices and systems. The devices are of two general types programed instruction systems based on the teaching machines pioneered by Pressey and developed by Skinner, and the so-called "docile" systems that permit greater user-direction with the computer under student…

  20. How Do Students Evaluate Computer Use for Learning?

    ERIC Educational Resources Information Center

    Lu, Jiamei; Li, Daqi; Stevens, Carla; Ye, Renmin

    2016-01-01

    Using Program for International Student Assessment (PISA) 2012, an international education database, this study analyzed the evaluations of computer use for academic learning by 15-year-old students from seven Edu-systems (unit in PISA) in Eastern Asia. Six variables were identified in association with students' evaluations of computer use…

  1. Advanced LabVIEW Labs

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Jones, Eric D.

    1999-06-17

    In the world of computer-based data acquisition and control, the graphical interface program LabVIEW from National Instruments is so ubiquitous that in many ways it has almost become the laboratory standard. To date, there have been approximately fifteen books concerning LabVIEW, but Professor Essick's treatise takes on a completely different tack than all of the previous discussions. In the more standard treatments of the ways and wherefores of LabVIEW such as LabVIEW Graphical Programming: Practical Applications in Instrumentation and Control by Gary W. Johnson (McGraw Hill, NY 1997), the emphasis has been instructing the reader how to program LabVIEW tomore » create a Virtual Instrument (VI) on the computer for interfacing to a particular instruments. LabVIEW is written in G a graphical programming language developed by National Instruments. In the past the emphasis has been on training the experimenter to learn G . Without going into details here, G incorporates the usual loops, arithmetic expressions, etc., found in many programming languages, but in an icon (graphical) environment. The net result being that LabVIEW contains all of the standard methods needed for interfacing to instruments, data acquisition, data analysis, graphics, and also methodology to incorporate programs written in other languages into LabVIEW. Historically, according to Professor Essick, he developed a series of experiments for an upper division laboratory course for computer-based instrumentation. His observation was that while many students had the necessary background in computer programming languages, there were students who had virtually no concept about writing a computer program let alone a computer- based interfacing program. Thus the beginnings of a concept for not only teaching computer- based instrumentation techniques, but aiso a method for the beginner to experience writing a com- puter program. Professor Essick saw LabVIEW as the perfect environment in which to teach computer-based research skills. With this goal in mind, he has succeeded admirably. Advanced LabVIEW Labs presents a series of chapters devoted to not only introducing the reader to LabVIEW, but also to the concepts necessary for writing a successful computer pro- gram. Each chapter is an assignment for the student and is suitable for a ten week course. The first topic introduces the while loop and waveform chart VI'S. After learning how to launch LabVIEW, the student then leans how to use LabVIEW functions such as sine and cosine. The beauty of thk and subsequent chapters, the student is introduced immediately to computer-based instruction by learning how to display the results in graph form on the screen. At each point along the way, the student is not only introduced to another LabVIEW operation, but also to such subjects as spread sheets for data storage, numerical integration, Fourier transformations', curve fitting algorithms, etc. The last few chapters conclude with the purpose of the learning module, and that is, com- puter-based instrumentation. Computer-based laboratory projects such as analog-to-digital con- version, digitizing oscilloscopes treated. Advanced Lab VIEW Labs finishes with a treatment on GPIB interfacing and finally, the student is asked to create an operating VI for temperature con- trol. This is an excellent text, not only as an treatise on LabVIEW but also as an introduction to computer programming logic. All programmers, who are struggling to not only learning how interface computers to instruments, but also trying understand top down programming and other programming language techniques, should add Advanced Lab-VIEW Labs to their computer library.« less

  2. Advanced LabVIEW Labs

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Jones, Eric D.

    1999-06-17

    In the world of computer-based data acquisition and control, the graphical interface program LabVIEW from National Instruments is so ubiquitous that in many ways it has almost become the laboratory standard. To date, there have been approximately fifteen books concerning LabVIEW, but Professor Essick's treatise takes on a completely different tack than all of the previous discussions. In the more standard treatments of the ways and wherefores of LabVIEW such as LabVIEW Graphical Programming: Practical Applications in Instrumentation and Control by Gary W. Johnson (McGraw Hill, NY 1997), the emphasis has been instructing the reader how to program LabVIEW tomore » create a Virtual Instrument (VI) on the computer for interfacing to a particular instruments. LabVIEW is written in "G" a graphical programming language developed by National Instruments. In the past the emphasis has been on training the experimenter to learn "G". Without going into details here, "G" incorporates the usual loops, arithmetic expressions, etc., found in many programming languages, but in an icon (graphical) environment. The net result being that LabVIEW contains all of the standard methods needed for interfacing to instruments, data acquisition, data analysis, graphics, and also methodology to incorporate programs written in other languages into LabVIEW. Historically, according to Professor Essick, he developed a series of experiments for an upper division laboratory course for computer-based instrumentation. His observation was that while many students had the necessary background in computer programming languages, there were students who had virtually no concept about writing a computer program let alone a computer- based interfacing program. Thus the beginnings of a concept for not only teaching computer- based instrumentation techniques, but aiso a method for the beginner to experience writing a com- puter program. Professor Essick saw LabVIEW as the "perfect environment in which to teach computer-based research skills." With this goal in mind, he has succeeded admirably. Advanced LabVIEW Labs presents a series of chapters devoted to not only introducing the reader to LabVIEW, but also to the concepts necessary for writing a successful computer pro- gram. Each chapter is an assignment for the student and is suitable for a ten week course. The first topic introduces the while loop and waveform chart VI'S. After learning how to launch LabVIEW, the student then leans how to use LabVIEW functions such as sine and cosine. The beauty of thk and subsequent chapters, the student is introduced immediately to computer-based instruction by learning how to display the results in graph form on the screen. At each point along the way, the student is not only introduced to another LabVIEW operation, but also to such subjects as spread sheets for data storage, numerical integration, Fourier transformations', curve fitting algorithms, etc. The last few chapters conclude with the purpose of the learning module, and that is, com- puter-based instrumentation. Computer-based laboratory projects such as analog-to-digital con- version, digitizing oscilloscopes treated. Advanced Lab VIEW Labs finishes with a treatment on GPIB interfacing and finally, the student is asked to create an operating VI for temperature con- trol. This is an excellent text, not only as an treatise on LabVIEW but also as an introduction to computer programming logic. All programmers, who are struggling to not only learning how interface computers to instruments, but also trying understand top down programming and other programming language techniques, should add Advanced Lab-VIEW Labs to their computer library.« less

  3. [Interactive computer-assisted learning program for diagnosis and therapy of recurrent laryngeal nerve paralysis].

    PubMed

    Stehle, A; Gross, M

    1998-12-01

    With the increasing capacity of personal computers more and more multimedia training programs are becoming available which make use of these possibilities. Computer-based presentation is usually interesting because it is visually attractive. However, the extent to which computer-based training programs correspond to international standards of quality of software ergonomics has never been the subject of systematic research. Another question is how much these programs motivate learning and what increase in knowledge can be achieved by using them. Using a multimedia interactive training program developed in our facility, 100 medical students were asked to evaluate the program after they had been using it for about one hour. In a questionnaire they first rated suitability for the task, self-descriptiveness, controllability, conformity with user expectation, error tolerance, suitability for individualization, and suitability for learning on a bipolar scale from "---" to "+3" (in numbers 1, worst result, to 7, best result). The median values achieved were rated between 6.0 and 6.2--software ergonomic criteria of the program ranged from good to very good. The second part was a subjective evaluation of the program's ability to deliver "medical knowledge which is relevant for the exam" (median = 6.0), "knowledge about systematic procedure in medicine" (median = 5.5), "knowledge about sensible use of diagnostic methods" (median = 6.0), "knowledge about clinical methods", and "experience with selective learning" (median = 6.0). This part was also rated good to very good. The third part of the questionnaire involved a pretest-posttest comparison. Two groups of students were asked how much benefit they had achieved by using the program. It was shown that the students were able to answer the exam questions significantly better than the control questions after they had used the program. This study confirms that the interactive computer-based training program is very well suited for providing knowledge in on appealing manner in an instructional setting.

  4. Simulation of the stress computation in shells

    NASA Technical Reports Server (NTRS)

    Salama, M.; Utku, S.

    1978-01-01

    A self-teaching computer program is described, whereby the stresses in thin shells can be computed with good accuracy using the best fit approach. The program is designed for use in interactive game mode to allow the structural engineer to learn about (1) the major sources of difficulties and associated errors in the computation of stresses in thin shells, (2) possible ways to reduce the errors, and (3) trade-off between computational cost and accuracy. Included are derivation of the computational approach, program description, and several examples illustrating the program usage.

  5. The Computer as a Teaching Aid for Eleventh Grade Mathematics: A Comparison Study.

    ERIC Educational Resources Information Center

    Kieren, Thomas Ervin

    To determine the effect of learning computer programming and the use of a computer on mathematical achievement of eleventh grade students, for each of two years, average and above average students were randomly assigned to an experimental and control group. The experimental group wrote computer programs and used the output from the computer in…

  6. Lasting Effects on Literacy Skills with a Computer-Assisted Learning Using Syllabic Units in Low-Progress Readers

    ERIC Educational Resources Information Center

    Ecalle, Jean; Magnan, Annie; Calmus, Caroline

    2009-01-01

    This study examines the effects of a computer-assisted learning (CAL) program in which syllabic units were highlighted inside words in comparison with a CAL program in which the words were not segmented, i.e. one requiring whole word recognition. In a randomised control trial design, two separate groups of French speaking poor readers (2 * 14) in…

  7. The Effects of Game Strategy and Preference-Matching on Flow Experience and Programming Performance in Game-Based Learning

    ERIC Educational Resources Information Center

    Wang, Li-Chun; Chen, Ming-Puu

    2010-01-01

    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…

  8. A Blended Learning Approach for Teaching Computer Programming: Design for Large Classes in Sub-Saharan Africa

    ERIC Educational Resources Information Center

    Bati, Tesfaye Bayu; Gelderblom, Helene; van Biljon, Judy

    2014-01-01

    The challenge of teaching programming in higher education is complicated by problems associated with large class teaching, a prevalent situation in many developing countries. This paper reports on an investigation into the use of a blended learning approach to teaching and learning of programming in a class of more than 200 students. A course and…

  9. Students Learning to Program by Developing Games: Results of a Year-Long Project in Primary School Settings

    ERIC Educational Resources Information Center

    Fokides, Emmanuel

    2017-01-01

    Aim/Purpose: The purpose of this study was to examine whether the authoring of computer games in a mainstream primary school setting can support the learning of game design and programming concepts. Background: Despite the benefits for students when they learn how to program and the significant body of research regarding this matter, these…

  10. Index to Computer Based Learning.

    ERIC Educational Resources Information Center

    Hoye, Robert E., Ed.; Wang, Anastasia C., Ed.

    The computer-based programs and projects described in this index are listed under 98 different subject matter fields. Descrptions of programs include information on: subject field, program name and number, author, source, the program's curriculum content, prerequisites, level of instruction, type of student for which it is intended, total hours of…

  11. A Web-Based Blended Learning Environment for Programming Languages: Students' Opinions

    ERIC Educational Resources Information Center

    Yagci, Mustafa

    2017-01-01

    A learning environment which increases the desire and efforts of students to attain learning goals leads to greater motivation and success. This study examines the negative and positive opinions of students regarding the effectiveness of the learning process and students' success in a computer programming course in which face-to-face and web-based…

  12. Designing Educational Games for Computer Programming: A Holistic Framework

    ERIC Educational Resources Information Center

    Malliarakis, Christos; Satratzemi, Maya; Xinogalos, Stelios

    2014-01-01

    Computer science is continuously evolving during the past decades. This has also brought forth new knowledge that should be incorporated and new learning strategies must be adopted for the successful teaching of all sub-domains. For example, computer programming is a vital knowledge area within computer science with constantly changing curriculum…

  13. Computer Literacy.

    ERIC Educational Resources Information Center

    San Marcos Unified School District, CA.

    THE FOLLOWING IS THE FULL TEXT OF THIS DOCUMENT: After viewing many computer-literacy programs, we believe San Marcos Junior High School has developed a unique program which will truly develop computer literacy. Our hope is to give all students a comprehensive look at computers as they go through their two years here. They will not only learn the…

  14. Are You Listening to Your Computer?

    ERIC Educational Resources Information Center

    Shugg, Alan

    1992-01-01

    Accepting the great motivational value of computers in second-language learning, this article describes ways to use authentic language recorded on a computer with HyperCard. Graphics, sound, and hardware/software requirements are noted, along with brief descriptions of programing with sound and specific programs. (LB)

  15. Learning Probabilities in Computer Engineering by Using a Competency- and Problem-Based Approach

    ERIC Educational Resources Information Center

    Khoumsi, Ahmed; Hadjou, Brahim

    2005-01-01

    Our department has redesigned its electrical and computer engineering programs by adopting a learning methodology based on competence development, problem solving, and the realization of design projects. In this article, we show how this pedagogical approach has been successfully used for learning probabilities and their application to computer…

  16. Cognition, Corpora, and Computing: Triangulating Research in Usage-Based Language Learning

    ERIC Educational Resources Information Center

    Ellis, Nick C.

    2017-01-01

    Usage-based approaches explore how we learn language from our experience of language. Related research thus involves the analysis of the usage from which learners learn and of learner usage as it develops. This program involves considerable data recording, transcription, and analysis, using a variety of corpus and computational techniques, many of…

  17. A "Service-Learning Approach" to Teaching Computer Graphics

    ERIC Educational Resources Information Center

    Hutzel, Karen

    2007-01-01

    The author taught a computer graphics course through a service-learning framework to undergraduate and graduate students in the spring of 2003 at Florida State University (FSU). The students in this course participated in learning a software program along with youths from a neighboring, low-income, primarily African-American community. Together,…

  18. An Innovative Improvement of Engineering Learning System Using Computational Fluid Dynamics Concept

    ERIC Educational Resources Information Center

    Hung, T. C.; Wang, S. K.; Tai, S. W.; Hung, C. T.

    2007-01-01

    An innovative concept of an electronic learning system has been established in an attempt to achieve a technology that provides engineering students with an instructive and affordable framework for learning engineering-related courses. This system utilizes an existing Computational Fluid Dynamics (CFD) package, Active Server Pages programming,…

  19. The Affective Experience of Novice Computer Programmers

    ERIC Educational Resources Information Center

    Bosch, Nigel; D'Mello, Sidney

    2017-01-01

    Novice students (N = 99) participated in a lab study in which they learned the fundamentals of computer programming in Python using a self-paced computerized learning environment involving a 25-min scaffolded learning phase and a 10-min unscaffolded fadeout phase. Students provided affect judgments at approximately 100 points (every 15 s) over the…

  20. Basic instincts

    NASA Astrophysics Data System (ADS)

    Hutson, Matthew

    2018-05-01

    In their adaptability, young children demonstrate common sense, a kind of intelligence that, so far, computer scientists have struggled to reproduce. Gary Marcus, a developmental cognitive scientist at New York University in New York City, believes the field of artificial intelligence (AI) would do well to learn lessons from young thinkers. Researchers in machine learning argue that computers trained on mountains of data can learn just about anything—including common sense—with few, if any, programmed rules. But Marcus says computer scientists are ignoring decades of work in the cognitive sciences and developmental psychology showing that humans have innate abilities—programmed instincts that appear at birth or in early childhood—that help us think abstractly and flexibly. He believes AI researchers ought to include such instincts in their programs. Yet many computer scientists, riding high on the successes of machine learning, are eagerly exploring the limits of what a naïve AI can do. Computer scientists appreciate simplicity and have an aversion to debugging complex code. Furthermore, big companies such as Facebook and Google are pushing AI in this direction. These companies are most interested in narrowly defined, near-term problems, such as web search and facial recognition, in which blank-slate AI systems can be trained on vast data sets and work remarkably well. But in the longer term, computer scientists expect AIs to take on much tougher tasks that require flexibility and common sense. They want to create chatbots that explain the news, autonomous taxis that can handle chaotic city traffic, and robots that nurse the elderly. Some computer scientists are already trying. Such efforts, researchers hope, will result in AIs that sit somewhere between pure machine learning and pure instinct. They will boot up following some embedded rules, but will also learn as they go.

  1. Study of basic computer competence among public health nurses in Taiwan.

    PubMed

    Yang, Kuei-Feng; Yu, Shu; Lin, Ming-Sheng; Hsu, Chia-Ling

    2004-03-01

    Rapid advances in information technology and media have made distance learning on the Internet possible. This new model of learning allows greater efficiency and flexibility in knowledge acquisition. Since basic computer competence is a prerequisite for this new learning model, this study was conducted to examine the basic computer competence of public health nurses in Taiwan and explore factors influencing computer competence. A national cross-sectional randomized study was conducted with 329 public health nurses. A questionnaire was used to collect data and was delivered by mail. Results indicate that basic computer competence of public health nurses in Taiwan is still needs to be improved (mean = 57.57 +- 2.83, total score range from 26-130). Among the five most frequently used software programs, nurses were most knowledgeable about Word and least knowledgeable about PowerPoint. Stepwise multiple regression analysis revealed eight variables (weekly number of hours spent online at home, weekly amount of time spent online at work, weekly frequency of computer use at work, previous computer training, computer at workplace and Internet access, job position, education level, and age) that significantly influenced computer competence, which accounted for 39.0 % of the variance. In conclusion, greater computer competence, broader educational programs regarding computer technology, and a greater emphasis on computers at work are necessary to increase the usefulness of distance learning via the Internet in Taiwan. Building a user-friendly environment is important in developing this new media model of learning for the future.

  2. An Optimum Strategy for Learning to Read Foreign Scientific and Technical Literature.

    ERIC Educational Resources Information Center

    Alford, M.H.T.

    A report on a series of computer programs being written to make frequency counts designed to indicate the learning problems to be encountered in any approach to a target literature discusses how these programs can be used to aid in foreign language vocabulary learning. (Author/AF)

  3. Democratic Population Decisions Result in Robust Policy-Gradient Learning: A Parametric Study with GPU Simulations

    PubMed Central

    Richmond, Paul; Buesing, Lars; Giugliano, Michele; Vasilaki, Eleni

    2011-01-01

    High performance computing on the Graphics Processing Unit (GPU) is an emerging field driven by the promise of high computational power at a low cost. However, GPU programming is a non-trivial task and moreover architectural limitations raise the question of whether investing effort in this direction may be worthwhile. In this work, we use GPU programming to simulate a two-layer network of Integrate-and-Fire neurons with varying degrees of recurrent connectivity and investigate its ability to learn a simplified navigation task using a policy-gradient learning rule stemming from Reinforcement Learning. The purpose of this paper is twofold. First, we want to support the use of GPUs in the field of Computational Neuroscience. Second, using GPU computing power, we investigate the conditions under which the said architecture and learning rule demonstrate best performance. Our work indicates that networks featuring strong Mexican-Hat-shaped recurrent connections in the top layer, where decision making is governed by the formation of a stable activity bump in the neural population (a “non-democratic” mechanism), achieve mediocre learning results at best. In absence of recurrent connections, where all neurons “vote” independently (“democratic”) for a decision via population vector readout, the task is generally learned better and more robustly. Our study would have been extremely difficult on a desktop computer without the use of GPU programming. We present the routines developed for this purpose and show that a speed improvement of 5x up to 42x is provided versus optimised Python code. The higher speed is achieved when we exploit the parallelism of the GPU in the search of learning parameters. This suggests that efficient GPU programming can significantly reduce the time needed for simulating networks of spiking neurons, particularly when multiple parameter configurations are investigated. PMID:21572529

  4. Review of Research on the Cognitive Effects of Computer-Assisted Learning.

    ERIC Educational Resources Information Center

    Mandinach, E.; And Others

    This review of the research on the cognitive effects of computer-assisted instruction begins with an overview of the ACCCEL (Assessing Cognitive Consequences of Computer Environments for Learning) research program at the University of California at Berkeley, which consists of several interrelated studies examining the acquisition of such higher…

  5. Undergraduate Paramedic Students' Attitudes to E-Learning: Findings from Five University Programs

    ERIC Educational Resources Information Center

    Williams, Brett; Boyle, Malcolm; Molloy, Andrew; Brightwell, Richard; Munro, Graham; Service, Melinda; Brown, Ted

    2011-01-01

    Computers and computer-assisted instruction are being used with increasing frequency in the area of undergraduate paramedic education. Paramedic students' attitudes towards the use of e-learning technology and computer-assisted instruction have received limited attention in the empirical literature to date. The objective of this study was to…

  6. A Functional Specification for a Programming Language for Computer Aided Learning Applications.

    ERIC Educational Resources Information Center

    National Research Council of Canada, Ottawa (Ontario).

    In 1972 there were at least six different course authoring languages in use in Canada with little exchange of course materials between Computer Assisted Learning (CAL) centers. In order to improve facilities for producing "transportable" computer based course materials, a working panel undertook the definition of functional requirements of a user…

  7. Learning Disabilities and the Auditory and Visual Matching Computer Program

    ERIC Educational Resources Information Center

    Tormanen, Minna R. K.; Takala, Marjatta; Sajaniemi, Nina

    2008-01-01

    This study examined whether audiovisual computer training without linguistic material had a remedial effect on different learning disabilities, like dyslexia and ADD (Attention Deficit Disorder). This study applied a pre-test-intervention-post-test design with students (N = 62) between the ages of 7 and 19. The computer training lasted eight weeks…

  8. Teaching Computational Thinking: Deciding to Take Small Steps in a Curriculum

    NASA Astrophysics Data System (ADS)

    Madoff, R. D.; Putkonen, J.

    2016-12-01

    While computational thinking and reasoning are not necessarily the same as computer programming, programs such as MATLAB can provide the medium through which the logical and computational thinking at the foundation of science can be taught, learned, and experienced. And while math and computer anxiety are often discussed as critical obstacles to students' progress in their geoscience curriculum, it is here suggested that an unfamiliarity with the computational and logical reasoning is what poses a first stumbling block, in addition to the hurdle of expending the effort to learn how to translate a computational problem into the appropriate computer syntax in order to achieve the intended results. Because computational thinking is so vital for all fields, there is a need to initiate many and to build support in the curriculum for it. This presentation focuses on elements to bring into the teaching of computational thinking that are intended as additions to learning MATLAB programming as a basic tool. Such elements include: highlighting a key concept, discussing a basic geoscience problem where the concept would show up, having the student draw or outline a sketch of what they think an operation needs to do in order to perform a desired result, and then finding the relevant syntax to work with. This iterative pedagogy simulates what someone with more experience in programming does, so it discloses the thinking process in the black box of a result. Intended as only a very early stage introduction, advanced applications would need to be developed as students go through an academic program. The objective would be to expose and introduce computational thinking to majors and non-majors and to alleviate some of the math and computer anxiety so that students would choose to advance on with programming or modeling, whether it is built into a 4-year curriculum or not.

  9. Contributions of Cognitive Science and Related Research on Learning to the Design of Computer Literacy Curricula. Report No. 81-1. Series in Learning and Cognition.

    ERIC Educational Resources Information Center

    Mayer, Richard E.

    A review of the research on techniques for increasing the novice's understanding of computers and computer programming, this paper considers the potential usefulness of five tentative recommendations pertinent to the design of computer literacy curricula: (1) provide the learner with a concrete model of the computer; (2) encourage the learner to…

  10. A Case Study of the Introduction of Computer Science in NZ Schools

    ERIC Educational Resources Information Center

    Bell, Tim; Andreae, Peter; Robins, Anthony

    2014-01-01

    For many years computing in New Zealand schools was focused on teaching students how to use computers, and there was little opportunity for students to learn about programming and computer science as formal subjects. In this article we review a series of initiatives that occurred from 2007 to 2009 that led to programming and computer science being…

  11. The Four Scaffolding Modules for Collaborative Problem-Based Learning through the Computer Network on Moodle LMS for the Computer Programming Course

    ERIC Educational Resources Information Center

    Tiantong, Monchai; Teemuangsai, Sanit

    2013-01-01

    Scaffolding is a learning approach designed to promote a deeper understanding, it is the support given during the learning process which is tailored to the needs of the student with the intention of helping the student achieve the learning goals, including resources, a compelling task, templates and guides, and guidance on the development of…

  12. Teaching Computer Programming: A Connectionist View of Pedagogical Change.

    ERIC Educational Resources Information Center

    Yuen, Allan H. K.

    2000-01-01

    Interviewed 12 computer studies faculty in Hong Kong about their perspectives on teaching computer programming; organized data into themes. Concluded that teachers rely on a "mind as container" understanding of knowledge and learning that would be better replaced with a connectionist view of the mind. (EV)

  13. SnapAnatomy, a computer-based interactive tool for independent learning of human anatomy.

    PubMed

    Yip, George W; Rajendran, Kanagasuntheram

    2008-06-01

    Computer-aided instruction materials are becoming increasing popular in medical education and particularly in the teaching of human anatomy. This paper describes SnapAnatomy, a new interactive program that the authors designed for independent learning of anatomy. SnapAnatomy is primarily tailored for the beginner student to encourage the learning of anatomy by developing a three-dimensional visualization of human structure that is essential to applications in clinical practice and the understanding of function. The program allows the student to take apart and to accurately put together body components in an interactive, self-paced and variable manner to achieve the learning outcome.

  14. Computer-Assisted Second Language Vocabulary Learning in a Paired-Associate Paradigm: A Critical Investigation of Flashcard Software

    ERIC Educational Resources Information Center

    Nakata, Tatsuya

    2011-01-01

    The present study aims to conduct a comprehensive investigation of flashcard software for learning vocabulary in a second language. Nine flashcard programs were analysed using 17 criteria derived from previous studies on flashcard learning as well as paired-associate learning. Results suggest that in general, most programs have been developed in a…

  15. The Effect of Teaching Methods and Learning Style on Learning Program Design in Web-Based Education Systems

    ERIC Educational Resources Information Center

    Hung, Yen-Chu

    2012-01-01

    The instructional value of web-based education systems has been an important area of research in information systems education. This study investigates the effect of various teaching methods on program design learning for students with specific learning styles in web-based education systems. The study takes first-year Computer Science and…

  16. The Exploration of Student-Centred Approaches for the Improvement of Learning Programming in Higher Education

    ERIC Educational Resources Information Center

    Hawi, Nazir

    2010-01-01

    The author has undergone a major shift in the way of teaching his undergraduate computer programming courses. In the classroom, the teacher's computer is connected to a splitter and a video projector that display the computer's screen to the entire class. Using this technology, the programming language itself is used live in class to help the…

  17. Development of Interactive Computer Programs To Help Students Transfer Basic Skills to College Level Science and Behavioral Science Courses.

    ERIC Educational Resources Information Center

    Mikulecky, Larry

    Interactive computer programs, developed at Indiana University's Learning Skills Center, were designed to model effective strategies for reading biology and psychology textbooks. For each subject area, computer programs and textbook passages were used to instruct and model for students how to identify key concepts, compare and contrast concepts,…

  18. Home Economics. Education for Technology Employment.

    ERIC Educational Resources Information Center

    Northern Illinois Univ., De Kalb. Dept. of Technology.

    This guide was developed in an Illinois program to help home economics teachers integrate the use of computers and program-related software into existing programs. After students are taught the basic computer skills outlined in the beginning of the guide, 50 learning activities can be used as an integral part of the instructional program. (One or…

  19. Curriculum Development--Learning Center. Final Report.

    ERIC Educational Resources Information Center

    Seltzer, Madeline

    A project at Manor Junior College, Pennsylvania, developed further and implemented the tutoring programs in the Learning Center and integrated them with the Computer Tutorials Program. The objective was to increase retention and graduation rates and academic success of students enrolled in vocational programs. The reading, writing, and peer tutor…

  20. The Scratch Programming Language and Environment

    ERIC Educational Resources Information Center

    Maloney, John; Resnick, Mitchel; Rusk, Natalie; Silverman, Brian; Eastmond, Evelyn

    2010-01-01

    Scratch is a visual programming environment that allows users (primarily ages 8 to 16) to learn computer programming while working on personally meaningful projects such as animated stories and games. A key design goal of Scratch is to support self-directed learning through tinkering and collaboration with peers. This article explores how the…

  1. Playable Serious Games for Studying and Programming Computational STEM and Informatics Applications of Distributed and Parallel Computer Architectures

    ERIC Educational Resources Information Center

    Amenyo, John-Thones

    2012-01-01

    Carefully engineered playable games can serve as vehicles for students and practitioners to learn and explore the programming of advanced computer architectures to execute applications, such as high performance computing (HPC) and complex, inter-networked, distributed systems. The article presents families of playable games that are grounded in…

  2. Persistence of Learning Gains from Computer Assisted Learning: Experimental Evidence from China

    ERIC Educational Resources Information Center

    Mo, D.; Zhang, L.; Wang, J.; Huang, W.; Shi, Y.; Boswell, M.; Rozelle, S.

    2015-01-01

    Computer assisted learning (CAL) programs have been shown to be effective in improving educational outcomes. However, the existing studies on CAL have almost all been conducted over a short period of time. There is very little evidence on how the impact evolves over time. In response, we conducted a clustered randomized experiment involving 2741…

  3. Effects of Computer Assisted Learning Instructions on Reading Achievement among Middle School English Language Learners

    ERIC Educational Resources Information Center

    Bayley-Hamlet, Simone O.

    2017-01-01

    The purpose of this study was to examine the effect of Imagine Learning, a computer assisted language learning (CALL) program, on addressing reading achievement for English language learners (ELLs). This is a measurement used in the Accessing Comprehension and Communication in English State-to-State (ACCESS for ELLs or ACCESS) reading scale…

  4. El Silencio: A Rural Community of Learners and Media Creators

    ERIC Educational Resources Information Center

    Urrea, Claudia

    2010-01-01

    A one-to-one learning environment, where each participating student and the teacher use a laptop computer, provides an invaluable opportunity for rethinking learning and studying the ways in which children can program computers and learn to think about their own thinking styles and become epistemologists. This article presents a study done in a…

  5. Computer Programming: A Medium for Teaching Problem Solving.

    ERIC Educational Resources Information Center

    Casey, Patrick J.

    1997-01-01

    Argues that including computer programming in the curriculum as a medium for instruction is a feasible alternative for teaching problem solving. Discusses the nature of problem solving; the problem-solving elements of discovery, motivation, practical learning situations and flexibility which are inherent in programming; capabilities of computer…

  6. A Computer-aided Learning Exercise in Spectrophotometry.

    ERIC Educational Resources Information Center

    Pamula, Frederick

    1994-01-01

    Discusses the use of a computer simulation program in teaching the concepts of spectrophotometry. Introduces several parts of the program and program usage. Presents an assessment activity to evaluate students' mastery of material. Concludes with the advantages of this approach to the student and to the assessor. (ASK)

  7. Integrating Computational Science Tools into a Thermodynamics Course

    NASA Astrophysics Data System (ADS)

    Vieira, Camilo; Magana, Alejandra J.; García, R. Edwin; Jana, Aniruddha; Krafcik, Matthew

    2018-01-01

    Computational tools and methods have permeated multiple science and engineering disciplines, because they enable scientists and engineers to process large amounts of data, represent abstract phenomena, and to model and simulate complex concepts. In order to prepare future engineers with the ability to use computational tools in the context of their disciplines, some universities have started to integrate these tools within core courses. This paper evaluates the effect of introducing three computational modules within a thermodynamics course on student disciplinary learning and self-beliefs about computation. The results suggest that using worked examples paired to computer simulations to implement these modules have a positive effect on (1) student disciplinary learning, (2) student perceived ability to do scientific computing, and (3) student perceived ability to do computer programming. These effects were identified regardless of the students' prior experiences with computer programming.

  8. Wearing the Assessment "BRACElet"

    ERIC Educational Resources Information Center

    Tan, Grace; Venables, Anne

    2010-01-01

    There exists a wealth of computing education literature devoted to interventions designed to overcome novices' difficulties in learning to write computer programs. However, various studies have shown that the majority of students at the end of a semester of instruction are still unable to write a simple computer program, despite the best efforts…

  9. Advanced CNC Programming (EZ-CAM). 439-366.

    ERIC Educational Resources Information Center

    Casey, Joe

    This document contains two units for an advanced course in computer numerical control (CNC) for computer-aided manufacturing. It is intended to familiarize students with the principles and techniques necessary to create proper CNC programs using computer software. Each unit consists of an introduction, instructional objectives, learning materials,…

  10. Learning about Computers through Art History and Art Practice.

    ERIC Educational Resources Information Center

    Lichtman, Loy

    1996-01-01

    Describes a Victoria University (Australia) program that combines art history, computer graphics, and studio practice. Discusses the social applications of technology, the creation and manipulation of computer imagery, and the ways that these impact traditional concepts of art. The program has proven particularly successful with female students.…

  11. Web-Mediated Problem-Based Learning and Computer Programming: Effects of Study Approach on Academic Achievement and Attitude

    ERIC Educational Resources Information Center

    Yagci, Mustafa

    2018-01-01

    In the relevant literature, it is often debated whether learning programming requires high-level thinking skills, the lack of which consequently results in the failure of students in programming. The complex nature of programming and individual differences, including study approaches, thinking styles, and the focus of supervision, all have an…

  12. Leveraging Scratch4SL and Second Life to motivate high school students' participation in introductory programming courses: findings from a case study

    NASA Astrophysics Data System (ADS)

    Pellas, Nikolaos; Peroutseas, Efstratios

    2017-01-01

    Students in secondary education strive hard enough to understand basic programming concepts. With all that is known regarding the benefits of programming, little is the published evidence showing how high school students can learn basic programming concepts following innovative instructional formats correctly with the respect to gain/enhance their computational thinking skills. This distinction has caused lack of their motivation and interest in Computer Science courses. This case study presents the opinions of twenty-eight (n = 28) high school students who participated voluntarily in a 3D-game-like environment created in Second Life. This environment was combined with the 2D programming environment of Scratch4SL for the implementation of programming concepts (i.e. sequence and concurrent programming commands) in a blended instructional format. An instructional framework based on Papert's theory of Constructionism to assist students how to coordinate or manage better the learning material in collaborative practice-based learning activities is also proposed. By conducting a mixed-method research, before and after finishing several learning tasks, students' participation in focus group (qualitative data) and their motivation based on their experiences (quantitative data) are measured. Findings indicated that an instructional design framework based on Constructionism for acquiring or empowering students' social, cognitive, higher order and computational thinking skills is meaningful. Educational implications and recommendations for future research are also discussed.

  13. Effects of Unidirectional vs. Reciprocal Teaching Strategies on Web-Based Computer Programming Learning

    ERIC Educational Resources Information Center

    Shadiev, Rustam; Hwang, Wu-Yuin; Yeh, Shih-Ching; Yang, Stephen J. H.; Wang, Jing-Liang; Han, Lin; Hsu, Guo-Liang

    2014-01-01

    This study aimed to investigate an effectiveness of unidirectional and reciprocal teaching strategies on programming learning supported by web-based learning system (VPen); particularly, how differently effective these two teaching strategies would work. In this study novice programmers were exposed to three different conditions: 1) applying no…

  14. PSYCHOLOGICAL RESEARCH IN CLASSROOM LEARNING, REPORT ON A CONFERENCE (BROMWOODS RESIDENTIAL CENTER, WASHINGTON UNIVERSITY, ST. LOUIS, MO.).

    ERIC Educational Resources Information Center

    WIENTGE, KING M., ED.; AND OTHERS

    PAPERS WERE PRESENTED AT A CONFERENCE ON CLASSROOM LEARNING ON SUCH TOPICS AS PROGRAM DESIGN, TESTING, AND OTHER EVALUATION TECHNIQUES, COMPUTER ASSISTED INSTRUCTION, PROGRAMED INSTRUCTION, SIMULATION, PACING, AND RETENTION. SEVERAL TREATED MILITARY TRAINING, ADULT LEARNING, AND ADULT-CENTERED CLASSROOM TECHNIQUES. IN ONE PAPER, THE SYSTEMS…

  15. Computers Are for Kids: Designing Software Programs to Avoid Problems of Learning.

    ERIC Educational Resources Information Center

    Grimes, Lynn

    1981-01-01

    Procedures for programing computers to deal with handicapped students, problems in selective attention, visual discrimination, reaction time differences, short term memory, transfer and generalization, recognition of mistakes, and social skills are discussed. (CL)

  16. The Effect of Lego Mindstorms Ev3 Based Design Activities on Students' Attitudes towards Learning Computer Programming, Self-Efficacy Beliefs and Levels of Academic Achievement

    ERIC Educational Resources Information Center

    Korkmaz, Özgen

    2016-01-01

    The aim of the study was to present the effect of Lego Mindstorms Ev3 based design activities on students' attitudes towards learning computer programming, self-efficacy beliefs and levels of academic achievement. The research is a pretest-posttest with control group semi-experimental study. The study group of the research consisted of 53 students…

  17. Using POGIL to Help Students Learn to Program

    ERIC Educational Resources Information Center

    Hu, Helen H.; Shepherd, Tricia D.

    2013-01-01

    POGIL has been successfully implemented in a scientific computing course to teach science students how to program in Python. Following POGIL guidelines, the authors have developed guided inquiry activities that lead student teams to discover and understand programming concepts. With each iteration of the scientific computing course, the authors…

  18. Debugging Geographers: Teaching Programming to Non-Computer Scientists

    ERIC Educational Resources Information Center

    Muller, Catherine L.; Kidd, Chris

    2014-01-01

    The steep learning curve associated with computer programming can be a daunting prospect, particularly for those not well aligned with this way of logical thinking. However, programming is a skill that is becoming increasingly important. Geography graduates entering careers in atmospheric science are one example of a particularly diverse group who…

  19. Computer-Aided Authoring of Programmed Instruction for Teaching Symbol Recognition. Final Report.

    ERIC Educational Resources Information Center

    Braby, Richard; And Others

    This description of AUTHOR, a computer program for the automated authoring of programmed texts designed to teach symbol recognition, includes discussions of the learning strategies incorporated in the design of the instructional materials, hardware description and the algorithm for the software, and current and future developments. Appendices…

  20. CALL on Mac.

    ERIC Educational Resources Information Center

    Fukuzawa, Jeannette L.; Lubin, Jan M.

    Five computer programs for the Macintosh that are geared for Computer-Assisted Language Learning (CALL) are described. All five programs allow the teacher to input material. The first program allows entry of new vocabulary lists including definition, a sentence in which the exact word is used, a fill-in-the-blank exercise, and the word's phonetics…

  1. Computer-Aided Corrosion Program Management

    NASA Technical Reports Server (NTRS)

    MacDowell, Louis

    2010-01-01

    This viewgraph presentation reviews Computer-Aided Corrosion Program Management at John F. Kennedy Space Center. The contents include: 1) Corrosion at the Kennedy Space Center (KSC); 2) Requirements and Objectives; 3) Program Description, Background and History; 4) Approach and Implementation; 5) Challenges; 6) Lessons Learned; 7) Successes and Benefits; and 8) Summary and Conclusions.

  2. From Clinical Interviews to Policy Recommendations: A Case Study in High School Computer Programming. Study of Stanford and the Schools Technology Panel.

    ERIC Educational Resources Information Center

    Sleeman, D.; Gong, Brian

    In order to determine the knowledge and skills needed by novice programmers to successfully learn computer programming, four studies were conducted using a clinical interview technique. The first study determined that many systematic errors in programming were due to programmers' high-level misconceptions of the nature of the computer and of the…

  3. Attending to Structural Programming Features Predicts Differences in Learning and Motivation

    ERIC Educational Resources Information Center

    Witherspoon, Eben B.; Schunn, Christian D.; Higashi, Ross M.; Shoop, Robin

    2018-01-01

    Educational robotics programs offer an engaging opportunity to potentially teach core computer science concepts and practices in K-12 classrooms. Here, we test the effects of units with different programming content within a virtual robotics context on both learning gains and motivational changes in middle school (6th-8th grade) robotics…

  4. Paper-and-Pencil Programming Strategy toward Computational Thinking for Non-Majors: Design Your Solution

    ERIC Educational Resources Information Center

    Kim, Byeongsu; Kim, Taehun; Kim, Jonghoon

    2013-01-01

    The paper-and-pencil programming strategy (PPS) is a way of representing an idea logically by any representation that can be created using paper and pencil. It was developed for non-computer majors to improve their understanding and use of computational thinking and increase interest in learning computer science. A total of 110 non-majors in their…

  5. Beyond the Star Trek Syndrome to an Egalitarian Future: "Where No One Has Gone Before." PEER Computer Equity Report.

    ERIC Educational Resources Information Center

    Cusick, Theresa; And Others

    This examination of computer equity argues that current educational trends--which emphasize teaching applications of computers rather than programming--will limit the computer skills of students. Added to this difficulty is the argument that some students (often minority and female students) need not be pushed to learn programming if they don't…

  6. A Web-Based Computer-Aided Learning Module for an Anatomy Course Using Open Source Image Mapping Software

    ERIC Educational Resources Information Center

    Carleton, Renee E.

    2012-01-01

    Computer-aided learning (CAL) is used increasingly to teach anatomy in post-secondary programs. Studies show that augmentation of traditional cadaver dissection and model examination by CAL can be associated with positive student learning outcomes. In order to reduce costs associated with the purchase of skeletons and models and to encourage study…

  7. Do-It-Yourself Learning Games: Software That Lets You Pick the Questions--and Answers.

    ERIC Educational Resources Information Center

    Hively, Wells

    1984-01-01

    Reviews user-adaptable learning games that can be customized for any subject, including Tic Tac Show and the Game Show from Computer Advanced Ideas, which are question-answer learning programs based on game shows, and Master Match from Computer Advanced Ideas and Square Pairs from Scholastic Inc., which are based on the card game Concentration.…

  8. Bridges to Swaziland: Using Task-Based Learning and Computer-Mediated Instruction to Improve English Language Teaching and Learning

    ERIC Educational Resources Information Center

    Pierson, Susan Jacques

    2015-01-01

    One way to provide high quality instruction for underserved English Language Learners around the world is to combine Task-Based English Language Learning with Computer- Assisted Instruction. As part of an ongoing project, "Bridges to Swaziland," these approaches have been implemented in a determined effort to improve the ESL program for…

  9. Pilot Project in Computer Assisted Instruction for Adult Basic Education Students. Adult Learning Centers, the Adult Program, 1982-83.

    ERIC Educational Resources Information Center

    Buckley, Elizabeth; Johnston, Peter

    In February 1977, computer assisted instruction (CAI) was introducted to the Great Neck Adult Learning Centers (GNALC) to promote greater cognitive and affective growth of educationally disadvantaged adults. The project expanded to include not only adult basic education (ABE) students studying in the learning laboratory, but also ABE students…

  10. SBL-Online: Implementing Studio-Based Learning Techniques in an Online Introductory Programming Course to Address Common Programming Errors and Misconceptions

    ERIC Educational Resources Information Center

    Polo, Blanca J.

    2013-01-01

    Much research has been done in regards to student programming errors, online education and studio-based learning (SBL) in computer science education. This study furthers this area by bringing together this knowledge and applying it to proactively help students overcome impasses caused by common student programming errors. This project proposes a…

  11. The Impact of an Interdisciplinary Space Program on Computer Science Student Learning

    ERIC Educational Resources Information Center

    Straub, Jeremy; Marsh, Ronald; Whalen, David

    2015-01-01

    Project-based learning and interdisciplinary projects present an opportunity for students to learn both technical skills and other skills which are relevant to their workplace success. This paper presents an assessment of the educational impact of the OpenOrbiter program, a student-run, interdisciplinary CubeSat (a type of small satellite with…

  12. Learning Theories Applied to Teaching Technology: Constructivism versus Behavioral Theory for Instructing Multimedia Software Programs

    ERIC Educational Resources Information Center

    Reed, Cajah S.

    2012-01-01

    This study sought to find evidence for a beneficial learning theory to teach computer software programs. Additionally, software was analyzed for each learning theory's applicability to resolve whether certain software requires a specific method of education. The results are meant to give educators more effective teaching tools, so students…

  13. Computer Learning Through Piaget's Eyes.

    ERIC Educational Resources Information Center

    Huber, Leonard N.

    1985-01-01

    Discusses Piaget's pre-operational, concrete operational, and formal operational stages and shows how this information sheds light on how children approach computers and computing, particularly with the LOGO programming language. (JN)

  14. Application of Information and Communication Technologies by the Future Primary School Teachers in the Context of Inclusive Education in the Republic of Kazakhstan

    ERIC Educational Resources Information Center

    Oralbekova, Aliya K.; Arzymbetova, Sholpan Zh.; Begalieva, Saule B.; Ospanbekova, Meirgul N.; Mussabekova, Gulvira A.; Dauletova, Ainash S.

    2016-01-01

    Many children with disabilities in the Republic of Kazakhstan face up to physiological difficulties in moving, communicating, learning, along with problems related to learning various computer programs. Computer technologies are of particular importance for children with disabilities. By using information and computer technologies, these children…

  15. Learners' Field Dependence and the Effects of Personalized Narration on Learners' Computer Perceptions and Task-Related Attitudes in Multimedia Learning

    ERIC Educational Resources Information Center

    Liew, Tze Wei; Tan, Su-Mae; Seydali, Rouzbeh

    2014-01-01

    In this article, the effects of personalized narration in multimedia learning on learners' computer perceptions and task-related attitudes were examined. Twenty-six field independent and 22 field dependent participants studied the computer-based multimedia lessons on C-Programming, either with personalized narration or non-personalized narration.…

  16. Short Stories via Computers in EFL Classrooms: An Empirical Study for Reading and Writing Skills

    ERIC Educational Resources Information Center

    Yilmaz, Adnan

    2015-01-01

    The present empirical study scrutinizes the use of short stories via computer technologies in teaching and learning English language. The objective of the study is two-fold: to examine how short stories could be used through computer programs in teaching and learning English and to collect data about students' perceptions of this technique via…

  17. The Modeling of Human Intelligence in the Computer as Demonstrated in the Game of DIPLOMAT.

    ERIC Educational Resources Information Center

    Collins, James Edward; Paulsen, Thomas Dean

    An attempt was made to develop human-like behavior in the computer. A theory of the human learning process was described. A computer game was presented which simulated the human capabilities of reasoning and learning. The program was required to make intelligent decisions based on past experiences and critical analysis of the present situation.…

  18. Teaching Prevention in Pediatrics.

    ERIC Educational Resources Information Center

    Cheng, Tina L.; Greenberg, Larrie; Loeser, Helen; Keller, David

    2000-01-01

    Reviews methods of teaching preventive medicine in pediatrics and highlights innovative programs. Methods of teaching prevention in pediatrics include patient interactions, self-directed learning, case-based learning, small-group learning, standardized patients, computer-assisted instruction, the Internet, student-centered learning, and lectures.…

  19. Practice Makes Perfect: Using a Computer-Based Business Simulation in Entrepreneurship Education

    ERIC Educational Resources Information Center

    Armer, Gina R. M.

    2011-01-01

    This article explains the use of a specific computer-based simulation program as a successful experiential learning model and as a way to increase student motivation while augmenting conventional methods of business instruction. This model is based on established adult learning principles.

  20. Rebooting Computers as Learning Machines

    DOE PAGES

    DeBenedictis, Erik P.

    2016-06-13

    Artificial neural networks could become the technological driver that replaces Moore's law, boosting computers' utlity through a process akin to automatic programming--although physics and computer architecture would are also a factor.

  1. Rebooting Computers as Learning Machines

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    DeBenedictis, Erik P.

    Artificial neural networks could become the technological driver that replaces Moore's law, boosting computers' utlity through a process akin to automatic programming--although physics and computer architecture would are also a factor.

  2. It takes a village: supporting inquiry- and equity-oriented computer science pedagogy through a professional learning community

    NASA Astrophysics Data System (ADS)

    Ryoo, Jean; Goode, Joanna; Margolis, Jane

    2015-10-01

    This article describes the importance that high school computer science teachers place on a teachers' professional learning community designed around an inquiry- and equity-oriented approach for broadening participation in computing. Using grounded theory to analyze four years of teacher surveys and interviews from the Exploring Computer Science (ECS) program in the Los Angeles Unified School District, this article describes how participating in professional development activities purposefully aimed at fostering a teachers' professional learning community helps ECS teachers make the transition to an inquiry-based classroom culture and break professional isolation. This professional learning community also provides experiences that challenge prevalent deficit notions and stereotypes about which students can or cannot excel in computer science.

  3. The Effects of Program Embedded Learning Strategies, Using an Imagery Cue Strategy and an Attention Directing Strategy, to Improve Learning from Micro Computer Based Instruction (MCBI).

    ERIC Educational Resources Information Center

    Taylor, William; And Others

    The effects of the Attention Directing Strategy and Imagery Cue Strategy as program embedded learning strategies for microcomputer-based instruction (MCBI) were examined in this study. Eight learning conditions with identical instructional content on the parts and operation of the human heart were designed: either self-paced or externally-paced,…

  4. COMETT-CALLIOPE: The Implementation of Call Materials for Business and Industrial Purposes.

    ERIC Educational Resources Information Center

    Van Elsen, Edwig; And Others

    The development of a Computer Assisted Language Learning for Information Organization and Production in Europe (CALLIOPE) program is discussed. CALLIOPE is a program launched by the European Community that is intended to provide computer-based foreign language instruction for the business and industrial environment. Program goals are two-fold: (1)…

  5. The Effect of a Computer Program Designed with Constructivist Principles for College Non-Science Majors on Understanding of Photosynthesis and Cellular Respiration

    ERIC Educational Resources Information Center

    Wielard, Valerie Michelle

    2013-01-01

    The primary objective of this project was to learn what effect a computer program would have on academic achievement and attitude toward science of college students enrolled in a biology class for non-science majors. It became apparent that the instructor also had an effect on attitudes toward science. The researcher designed a computer program,…

  6. Another Program For Generating Interactive Graphics

    NASA Technical Reports Server (NTRS)

    Costenbader, Jay; Moleski, Walt; Szczur, Martha; Howell, David; Engelberg, Norm; Li, Tin P.; Misra, Dharitri; Miller, Philip; Neve, Leif; Wolf, Karl; hide

    1991-01-01

    VAX/Ultrix version of Transportable Applications Environment Plus (TAE+) computer program provides integrated, portable software environment for developing and running interactive window, text, and graphical-object-based application software systems. Enables programmer or nonprogrammer to construct easily custom software interface between user and application program and to move resulting interface program and its application program to different computers. When used throughout company for wide range of applications, makes both application program and computer seem transparent, with noticeable improvements in learning curve. Available in form suitable for following six different groups of computers: DEC VAX station and other VMS VAX computers, Macintosh II computers running AUX, Apollo Domain Series 3000, DEC VAX and reduced-instruction-set-computer workstations running Ultrix, Sun 3- and 4-series workstations running Sun OS and IBM RT/PC's and PS/2 computers running AIX, and HP 9000 S

  7. Computer-enhanced visual learning method: a paradigm to teach and document surgical skills.

    PubMed

    Maizels, Max; Mickelson, Jennie; Yerkes, Elizabeth; Maizels, Evelyn; Stork, Rachel; Young, Christine; Corcoran, Julia; Holl, Jane; Kaplan, William E

    2009-09-01

    Changes in health care are stimulating residency training programs to develop new methods for teaching surgical skills. We developed Computer-Enhanced Visual Learning (CEVL) as an innovative Internet-based learning and assessment tool. The CEVL method uses the educational procedures of deliberate practice and performance to teach and learn surgery in a stylized manner. CEVL is a learning and assessment tool that can provide students and educators with quantitative feedback on learning a specific surgical procedure. Methods involved examine quantitative data of improvement in surgical skills. Herein, we qualitatively describe the method and show how program directors (PDs) may implement this technique in their residencies. CEVL allows an operation to be broken down into teachable components. The process relies on feedback and remediation to improve performance, with a focus on learning that is applicable to the next case being performed. CEVL has been shown to be effective for teaching pediatric orchiopexy and is being adapted to additional adult and pediatric procedures and to office examination skills. The CEVL method is available to other residency training programs.

  8. Computer-Enhanced Visual Learning Method: A Paradigm to Teach and Document Surgical Skills

    PubMed Central

    Maizels, Max; Mickelson, Jennie; Yerkes, Elizabeth; Maizels, Evelyn; Stork, Rachel; Young, Christine; Corcoran, Julia; Holl, Jane; Kaplan, William E.

    2009-01-01

    Innovation Changes in health care are stimulating residency training programs to develop new methods for teaching surgical skills. We developed Computer-Enhanced Visual Learning (CEVL) as an innovative Internet-based learning and assessment tool. The CEVL method uses the educational procedures of deliberate practice and performance to teach and learn surgery in a stylized manner. Aim of Innovation CEVL is a learning and assessment tool that can provide students and educators with quantitative feedback on learning a specific surgical procedure. Methods involved examine quantitative data of improvement in surgical skills. Herein, we qualitatively describe the method and show how program directors (PDs) may implement this technique in their residencies. Results CEVL allows an operation to be broken down into teachable components. The process relies on feedback and remediation to improve performance, with a focus on learning that is applicable to the next case being performed. CEVL has been shown to be effective for teaching pediatric orchiopexy and is being adapted to additional adult and pediatric procedures and to office examination skills. The CEVL method is available to other residency training programs. PMID:21975716

  9. Implementation of a computer database testing and analysis program.

    PubMed

    Rouse, Deborah P

    2007-01-01

    The author is the coordinator of a computer software database testing and analysis program implemented in an associate degree nursing program. Computer software database programs help support the testing development and analysis process. Critical thinking is measurable and promoted with their use. The reader of this article will learn what is involved in procuring and implementing a computer database testing and analysis program in an academic nursing program. The use of the computerized database for testing and analysis will be approached as a method to promote and evaluate the nursing student's critical thinking skills and to prepare the nursing student for the National Council Licensure Examination.

  10. Programmed Instruction for Teaching Java: Consideration of Learn Unit Frequency and Rule-Test Performance

    ERIC Educational Resources Information Center

    Emurian, Henry H.

    2007-01-01

    At the beginning of a Java computer programming course, nine students in an undergraduate class and nine students in a graduate class completed a web-based programmed instruction tutoring system that taught a simple computer program. All students exited the tutor with an identical level of skill, at least as determined by the tutor's required…

  11. In vitro molecular machine learning algorithm via symmetric internal loops of DNA.

    PubMed

    Lee, Ji-Hoon; Lee, Seung Hwan; Baek, Christina; Chun, Hyosun; Ryu, Je-Hwan; Kim, Jin-Woo; Deaton, Russell; Zhang, Byoung-Tak

    2017-08-01

    Programmable biomolecules, such as DNA strands, deoxyribozymes, and restriction enzymes, have been used to solve computational problems, construct large-scale logic circuits, and program simple molecular games. Although studies have shown the potential of molecular computing, the capability of computational learning with DNA molecules, i.e., molecular machine learning, has yet to be experimentally verified. Here, we present a novel molecular learning in vitro model in which symmetric internal loops of double-stranded DNA are exploited to measure the differences between training instances, thus enabling the molecules to learn from small errors. The model was evaluated on a data set of twenty dialogue sentences obtained from the television shows Friends and Prison Break. The wet DNA-computing experiments confirmed that the molecular learning machine was able to generalize the dialogue patterns of each show and successfully identify the show from which the sentences originated. The molecular machine learning model described here opens the way for solving machine learning problems in computer science and biology using in vitro molecular computing with the data encoded in DNA molecules. Copyright © 2017. Published by Elsevier B.V.

  12. Computer Starters!

    ERIC Educational Resources Information Center

    Instructor, 1983

    1983-01-01

    Instructor's Computer-Using Teachers Board members give practical tips on how to get a classroom ready for a new computer, introduce students to the machine, and help them learn about programing and computer literacy. Safety, scheduling, and supervision requirements are noted. (PP)

  13. Gifted Students and Logo: Teacher's Role.

    ERIC Educational Resources Information Center

    Flickinger, Gayle Glidden

    1987-01-01

    The Logo computer program is well-suited to gifted students' learning style characteristics (independence, fluency, persistence); learning style preferences (learning alone, use of tactile and kinesthetic senses, and sound in the learning environment); and teaching method preferences (independent projects, discussion, flexibility, and traditional…

  14. The virtual asthma guideline e-learning program: learning effectiveness and user satisfaction.

    PubMed

    Kang, Sung-Yoon; Kim, Sae-Hoon; Kwon, Yong-Eun; Kim, Tae-Bum; Park, Hye-Kyung; Park, Heung-Woo; Chang, Yoon-Seok; Jee, Young-Koo; Moon, Hee-Bom; Min, Kyung-Up; Cho, Sang-Heon

    2018-05-01

    Effective educational tools are important for increasing adherence to asthma guidelines and clinical improvement of asthma patients. We developed a computer-based interactive education program for asthma guideline named the Virtual Learning Center for Asthma Management (VLCAM). We evaluated the usefulness of program in terms of its effects on user awareness of asthma guideline and level of satisfaction. Physicians-in-training at tertiary hospitals in Korea were enrolled in a cross-sectional questionnaire survey. The e-learning program on asthma guideline was conducted over a 2-week period. We investigated changes in the awareness of asthma guideline using 35-item self-administered questionnaire aiming at assessing physicians' knowledge, attitude, and practice. Satisfaction with the program was scored on 4-point Likert scales. A total of 158 physicians-in-training at six tertiary hospitals completed the survey. Compared with baseline, the overall awareness obtained from the scores of knowledge, attitude, and practice was improved significantly. Participants were satisfied with the VLCAM program in the following aspects: helpfulness, convenience, motivation, effectiveness, physicians' confidence, improvement of asthma management, and willingness to recommend. All items in user satisfaction questionnaires received high scores over 3 points. Moreover, the problem-based learning with a virtual patient received the highest user satisfaction among all parts of the program. Our computer-based e-learning program is useful for improving awareness of asthma management. It could improve adherence to asthma guidelines and enhance the quality of asthma care.

  15. Learning Resources and Technology. A Guide to Program Development.

    ERIC Educational Resources Information Center

    Connecticut State Dept. of Education, Hartford.

    This guide provides a framework to assist all Connecticut school districts in planning effective learning resources centers and educational technology programs capable of providing: a well developed library media component; shared instructional design responsibilities; reading for enrichment; integration of computers into instruction; distance…

  16. Aspects on Teaching/Learning with Object Oriented Programming for Entry Level Courses of Engineering.

    ERIC Educational Resources Information Center

    de Oliveira, Clara Amelia; Conte, Marcos Fernando; Riso, Bernardo Goncalves

    This work presents a proposal for Teaching/Learning, on Object Oriented Programming for Entry Level Courses of Engineering and Computer Science, on University. The philosophy of Object Oriented Programming comes as a new pattern of solution for problems, where flexibility and reusability appears over the simple data structure and sequential…

  17. Individual Differences in Learning from an Intelligent Discovery World: Smithtown.

    ERIC Educational Resources Information Center

    Shute, Valerie J.

    "Smithtown" is an intelligent computer program designed to enhance an individual's scientific inquiry skills as well as to provide an environment for learning principles of basic microeconomics. It was hypothesized that intelligent computer instruction on applying effective interrogative skills (e.g., changing one variable at a time…

  18. Advances in Computer-Supported Learning

    ERIC Educational Resources Information Center

    Neto, Francisco; Brasileiro, Francisco

    2007-01-01

    The Internet and growth of computer networks have eliminated geographic barriers, creating an environment where education can be brought to a student no matter where that student may be. The success of distance learning programs and the availability of many Web-supported applications and multimedia resources have increased the effectiveness of…

  19. Improving Transfer of Learning in a Computer Based Classroom.

    ERIC Educational Resources Information Center

    Davis, Jay Bee

    This report describes a program for improving the transfer of the learning of different techniques used in computer applications. The targeted population consisted of sophomores and juniors in a suburban high school in a middle class community. The problem was documented through teacher surveys, student surveys, anecdotal records and behavioral…

  20. Handheld Computers in Education. Research Brief

    ERIC Educational Resources Information Center

    Education Partnerships, Inc., 2003

    2003-01-01

    For over the last 20 years, educators have been trying to find the best practice in using technology for student learning. Some of the most widely used applications with computers have been student learning of programming, word processing, Web research, spreadsheets, games, and Web design. The difficulty with integrating many of these activities…

  1. Software Engineering Techniques for Computer-Aided Learning.

    ERIC Educational Resources Information Center

    Ibrahim, Bertrand

    1989-01-01

    Describes the process for developing tutorials for computer-aided learning (CAL) using a programing language rather than an authoring system. The workstation used is described, the use of graphics is discussed, the role of a local area network (LAN) is explained, and future plans are discussed. (five references) (LRW)

  2. Persistence of Elementary Programming Skills

    ERIC Educational Resources Information Center

    Bennedsen, Jens; Caspersen, Michael E.

    2012-01-01

    Programming is recognised as one of seven grand challenges in computing education and attracts much attention in computing education research. Most research in the area concerns teaching methods, educational technology and student understanding/misconceptions. Typically, evaluation of learning outcome takes place during or immediately following…

  3. Diagnosing Learners' Problem-Solving Strategies Using Learning Environments with Algorithmic Problems in Secondary Education

    ERIC Educational Resources Information Center

    Kiesmuller, Ulrich

    2009-01-01

    At schools special learning and programming environments are often used in the field of algorithms. Particularly with regard to computer science lessons in secondary education, they are supposed to help novices to learn the basics of programming. In several parts of Germany (e.g., Bavaria) these fundamentals are taught as early as in the seventh…

  4. A Combination of Hand-Held Models and Computer Imaging Programs Helps Students Answer Oral Questions about Molecular Structure and Function: A Controlled Investigation of Student Learning

    ERIC Educational Resources Information Center

    Harris, Michelle A.; Peck, Ronald F.; Colton, Shannon; Morris, Jennifer; Neto, Elias Chaibub; Kallio, Julie

    2009-01-01

    We conducted a controlled investigation to examine whether a combination of computer imagery and tactile tools helps introductory cell biology laboratory undergraduate students better learn about protein structure/function relationships as compared with computer imagery alone. In all five laboratory sections, students used the molecular imaging…

  5. ZAPs: Using Interactive Programs for Learning Psychology

    ERIC Educational Resources Information Center

    Hulshof, Casper D.; Eysink, Tessa H. S.; Loyens, Sofie; de Jong, Ton

    2005-01-01

    ZAPs are short, self-contained computer programs that encourage students to experience psychological phenomena in a vivid, self-explanatory way, and that are meant to evoke enthusiasm about psychological topics. ZAPs were designed according to principles that originate from experiential and discovery learning theories. The interactive approach…

  6. Reviews.

    ERIC Educational Resources Information Center

    Science Teacher, 1989

    1989-01-01

    Reviews seven software programs: (1) "Science Baseball: Biology" (testing a variety of topics); (2) "Wildways: Understanding Wildlife Conservation"; (3) "Earth Science Computer Test Bank"; (4) "Biology Computer Test Bank"; (5) "Computer Play & Learn Series" (a series of drill and test…

  7. Computer-based learning in neuroanatomy: A longitudinal study of learning, transfer, and retention

    NASA Astrophysics Data System (ADS)

    Chariker, Julia H.

    A longitudinal experiment was conducted to explore computer-based learning of neuroanatomy. Using a realistic 3D graphical model of neuroanatomy, and sections derived from the model, exploratory graphical tools were integrated into interactive computer programs so as to allow adaptive exploration. 72 participants learned either sectional anatomy alone or learned whole anatomy followed by sectional anatomy. Sectional anatomy was explored either in perceptually continuous animation or discretely, as in the use of an anatomical atlas. Learning was measured longitudinally to a high performance criterion. After learning, transfer to biomedical images and long-term retention was tested. Learning whole anatomy prior to learning sectional anatomy led to a more efficient learning experience. Learners demonstrated high levels of transfer from whole anatomy to sectional anatomy and from sectional anatomy to complex biomedical images. All learning groups demonstrated high levels of retention at 2--3 weeks.

  8. Student Perceptions of Instructional Tools in Programming Logic: A Comparison of Traditional versus Alice Teaching Environments

    ERIC Educational Resources Information Center

    Schultz, Leah

    2011-01-01

    This research investigates the implementation of the programming language Alice to teach computer programming logic to computer information systems students. Alice has been implemented in other university settings and has been reported to have many benefits including object-oriented concepts and an engaging and fun learning environment. In this…

  9. Integrating Computer-Based Career Development into Your Career Planning Program.

    ERIC Educational Resources Information Center

    Campbell, Robert B.; Mack, Sharon E.

    This paper focuses on the real and theoretical usefulness of a computer-based career development system in a career planning program, based on a 2-year pilot program evaluating the DISCOVER system. The system overview discusses components and contents of DISCOVER, and describes the 11 modules which assist users in learning about their values,…

  10. Beyond Cognitive Increase: Investigating the Influence of Computer Programming on Perception and Application of Mathematical Skills

    ERIC Educational Resources Information Center

    Rich, Peter J.; Bly, Neil; Leatham, Keith R.

    2014-01-01

    This study aimed to provide first-hand accounts of the perceived long-term effects of learning computer programming on a learner's approach to mathematics. These phenomenological accounts, garnered from individual interviews of seven different programmers, illustrate four specific areas of interest: (1) programming provides context for many…

  11. Digital computer programs for generating oblique orthographic projections and contour plots

    NASA Technical Reports Server (NTRS)

    Giles, G. L.

    1975-01-01

    User and programer documentation is presented for two programs for automatic plotting of digital data. One of the programs generates oblique orthographic projections of three-dimensional numerical models and the other program generates contour plots of data distributed in an arbitrary planar region. A general description of the computational algorithms, user instructions, and complete listings of the programs is given. Several plots are included to illustrate various program options, and a single example is described to facilitate learning the use of the programs.

  12. A Model of Self-Explanation Strategies of Instructional Text and Examples in the Acquisition of Programming Skills.

    ERIC Educational Resources Information Center

    Recker, Margaret M.; Pirolli, Peter

    Students learning to program recursive LISP functions in a typical school-like lesson on recursion were observed. The typical lesson contains text and examples and involves solving a series of programming problems. The focus of this study is on students' learning strategies in new domains. In this light, a Soar computational model of…

  13. Computer Numerical Control: Instructional Manual. The North Dakota High Technology Mobile Laboratory Project.

    ERIC Educational Resources Information Center

    Sinn, John W.

    This instructional manual contains five learning activity packets for use in a workshop on computer numerical control for computer-aided manufacturing. The lessons cover the following topics: introduction to computer-aided manufacturing, understanding the lathe, using the computer, computer numerically controlled part programming, and executing a…

  14. A Case Study of Computer Gaming for Math: Engaged Learning from Gameplay?

    ERIC Educational Resources Information Center

    Ke, Fengfeng

    2008-01-01

    Employing mixed-method approach, this case study examined the in situ use of educational computer games in a summer math program to facilitate 4th and 5th graders' cognitive math achievement, metacognitive awareness, and positive attitudes toward math learning. The results indicated that students developed more positive attitudes toward math…

  15. Affect in Embodied Pedagogical Agents: Meta-Analytic Review

    ERIC Educational Resources Information Center

    Guo, Yan Ru; Goh, Dion Hoe-Lian

    2015-01-01

    Over the past decade, computer games and other interactive technologies have shown great potential when used in innovative ways to enhance learning. It is now known that learning is associated not only with cognitive ability but also with affect. The incorporation of affective embodied pedagogical agents (EPAs) in computer programs for learning…

  16. Educational Game Design as Gateway for Operationalizing Computational Thinking Skills among Middle School Students

    ERIC Educational Resources Information Center

    Wu, Min Lun

    2018-01-01

    This qualitative case study reports descriptive findings of digital game-based learning involving 15 Taiwanese middle school students' use of computational thinking skills elicited through programmed activities in a game design workshop. Situated learning theory is utilized as framework to evaluate novice game designers' individual advancement in…

  17. Learning Mathematics by Designing, Programming, and Investigating with Interactive, Dynamic Computer-Based Objects

    ERIC Educational Resources Information Center

    Marshall, Neil; Buteau, Chantal

    2014-01-01

    As part of their undergraduate mathematics curriculum, students at Brock University learn to create and use computer-based tools with dynamic, visual interfaces, called Exploratory Objects, developed for the purpose of conducting pure or applied mathematical investigations. A student's Development Process Model of creating and using an Exploratory…

  18. The Effect of CRT Screen Design on Learning.

    ERIC Educational Resources Information Center

    Grabinger, R. Scott; Albers, Starleen

    Two computer assisted instruction programs tested the effects of plain and enhanced screen designs with or without information about those designs and task-type on time and learning. Subjects were 140 fourth grade students in Lincoln, Nebraska who had extensive prior experience with computers. The enhanced versions used headings, directive cues,…

  19. Interdisciplinary Facilities that Support Collaborative Teaching and Learning

    ERIC Educational Resources Information Center

    Asoodeh, Mike; Bonnette, Roy

    2006-01-01

    It has become widely accepted that the computer is an indispensable tool in the study of science and technology. Thus, in recent years curricular programs such as Industrial Technology and associated scientific disciplines have been adopting and adapting the computer as a tool in new and innovative ways to support teaching, learning, and research.…

  20. Computer Aided Learning of Mathematics: Software Evaluation

    ERIC Educational Resources Information Center

    Yushau, B.; Bokhari, M. A.; Wessels, D. C. J.

    2004-01-01

    Computer Aided Learning of Mathematics (CALM) has been in use for some time in the Prep-Year Mathematics Program at King Fahd University of Petroleum & Minerals. Different kinds of software (both locally designed and imported) have been used in the quest of optimizing the recitation/problem session hour of the mathematics classes. This paper…

  1. Computer Assisted Mathematics Prescription Learning Pull-out Program in an Elementary School.

    ERIC Educational Resources Information Center

    Swarm, Christine C.

    Summaries of recent research have found computer-assisted instruction to be a highly motivating method of instruction that fosters independent study and provides for the immediate feedback necessary for the encouragement of individualized learning. A nonexperimental study was conducted with fourth, fifth, and sixth grade students (n=88) in a…

  2. Evaluation of Imagine Learning English, a Computer-Assisted Instruction of Language and Literacy for Kindergarten Students

    ERIC Educational Resources Information Center

    Longberg, Pauline Oliphant

    2012-01-01

    As computer assisted instruction (CAI) becomes increasingly sophisticated, its appeal as a viable method of literacy intervention with young children continues despite limited evidence of effectiveness. The present study sought to assess the impact of one such CAI program, "Imagine Learning English" (ILE), on both the receptive…

  3. Learning Computer Science Concepts with Scratch

    ERIC Educational Resources Information Center

    Meerbaum-Salant, Orni; Armoni, Michal; Ben-Ari, Mordechai

    2013-01-01

    Scratch is a visual programming environment that is widely used by young people. We investigated if Scratch can be used to teach concepts of computer science (CS). We developed learning materials for middle-school students that were designed according to the constructionist philosophy of Scratch and evaluated them in a few schools during two…

  4. Learning about the Benetic Code via Programming: Representing the Process of Translation.

    ERIC Educational Resources Information Center

    Ploger, Don

    1991-01-01

    This study examined the representations that a 16-year-old student made using the flexible computer system, "Boxer," in learning the genetic code. Results indicated that programing made it easier to build and explore flexible and useful representations and encouraged interdisciplinary collaboration between mathematics and biology…

  5. Towards Architecture for Pedagogical and Game Scenarios Adaptation in Serious Games

    ERIC Educational Resources Information Center

    Debabi, Wassila; Champagnat, Ronan

    2017-01-01

    Serious games seem to be a promising alternative to traditional practices for learning. Recently, their use in computer science education and learning programming became more widespread. Actually, many students in programming courses have difficulties to master all required competencies and skills especially at introductory level and games have…

  6. Inference and Discovery in an Exploratory Laboratory. Technical Report No. 10.

    ERIC Educational Resources Information Center

    Shute, Valerie; And Others

    This paper describes the results of a study done as part of a research program investigating the use of computer-based laboratories to support self-paced discovery learning in related to microeconomics, electricity, and light refraction. Program objectives include maximizing the laboratories' effectiveness in helping students learn content…

  7. An Interactive Graphics Program for Assistance in Learning Convolution.

    ERIC Educational Resources Information Center

    Frederick, Dean K.; Waag, Gary L.

    1980-01-01

    A program has been written for the interactive computer graphics facility at Rensselaer Polytechnic Institute that is designed to assist the user in learning the mathematical technique of convolving two functions. Because convolution can be represented graphically by a sequence of steps involving folding, shifting, multiplying, and integration, it…

  8. Learning to Program with Game Maker

    ERIC Educational Resources Information Center

    Johnson, Claire

    2017-01-01

    "Game Maker" is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using "Game Maker" can support the learning of basic programming concepts in a mainstream UK secondary setting. The research draws on…

  9. Intertwining Digital Content and a One-to-One Laptop Environment in Teaching and Learning: Lessons from the Time to Know Program

    ERIC Educational Resources Information Center

    Rosen, Yigal; Beck-Hill, Dawne

    2012-01-01

    This study provides a comprehensive look at a constructivist one-to-one computing program's effects on teaching and learning practices as well as student learning achievements. The study participants were 476 fourth and fifth grade students and their teachers from four elementary schools from a school district in the Dallas, Texas, area. Findings…

  10. Comparing Hybrid Learning with Traditional Approaches on Learning the Microsoft Office Power Point 2003 Program in Tertiary Education

    ERIC Educational Resources Information Center

    Vernadakis, Nikolaos; Antoniou, Panagiotis; Giannousi, Maria; Zetou, Eleni; Kioumourtzoglou, Efthimis

    2011-01-01

    The purpose of this study was to determine the effectiveness of a hybrid learning approach to deliver a computer science course concerning the Microsoft office PowerPoint 2003 program in comparison to delivering the same course content in the form of traditional lectures. A hundred and seventy-two first year university students were randomly…

  11. CMX: The Effects of an Educational MMORPG on Learning and Teaching Computer Programming

    ERIC Educational Resources Information Center

    Malliarakis, Christos; Satratzemi, Maya; Xinogalos, Stelios

    2017-01-01

    Computer programming has for decades posed several difficulties for students of all educational levels. A number of teaching approaches have been proposed over the years but none seems to fulfil the needs of students nowadays. Students use computers mainly for playing games and the Internet and as quite a few researchers state this aspect of…

  12. The Laboratory-Based Economics Curriculum.

    ERIC Educational Resources Information Center

    King, Paul G.; LaRoe, Ross M.

    1991-01-01

    Describes the liberal arts, computer laboratory-based economics program at Denison University (Ohio). Includes as goals helping students to (1) understand deductive arguments, (2) learn to apply theory in real-world situations, and (3) test and modify theory when necessary. Notes that the program combines computer laboratory experiments for…

  13. A Mentoring Model for Technology Education for Teachers.

    ERIC Educational Resources Information Center

    MacArthur, Charles A.; And Others

    1996-01-01

    Describes a computer mentor program that was developed by the University of Maryland and the Prince George's County Public Schools (Maryland) to help teachers learn to integrate computers into their instruction. Topics include a course for the mentors, school administrative support, and results of program evaluations. (LRW)

  14. Machine Learning in Intrusion Detection

    DTIC Science & Technology

    2005-07-01

    machine learning tasks. Anomaly detection provides the core technology for a broad spectrum of security-centric applications. In this dissertation, we examine various aspects of anomaly based intrusion detection in computer security. First, we present a new approach to learn program behavior for intrusion detection. Text categorization techniques are adopted to convert each process to a vector and calculate the similarity between two program activities. Then the k-nearest neighbor classifier is employed to classify program behavior as normal or intrusive. We demonstrate

  15. Future applications of artificial intelligence to Mission Control Centers

    NASA Technical Reports Server (NTRS)

    Friedland, Peter

    1991-01-01

    Future applications of artificial intelligence to Mission Control Centers are presented in the form of the viewgraphs. The following subject areas are covered: basic objectives of the NASA-wide AI program; inhouse research program; constraint-based scheduling; learning and performance improvement for scheduling; GEMPLAN multi-agent planner; planning, scheduling, and control; Bayesian learning; efficient learning algorithms; ICARUS (an integrated architecture for learning); design knowledge acquisition and retention; computer-integrated documentation; and some speculation on future applications.

  16. Computer-based learning: interleaving whole and sectional representation of neuroanatomy.

    PubMed

    Pani, John R; Chariker, Julia H; Naaz, Farah

    2013-01-01

    The large volume of material to be learned in biomedical disciplines requires optimizing the efficiency of instruction. In prior work with computer-based instruction of neuroanatomy, it was relatively efficient for learners to master whole anatomy and then transfer to learning sectional anatomy. It may, however, be more efficient to continuously integrate learning of whole and sectional anatomy. A study of computer-based learning of neuroanatomy was conducted to compare a basic transfer paradigm for learning whole and sectional neuroanatomy with a method in which the two forms of representation were interleaved (alternated). For all experimental groups, interactive computer programs supported an approach to instruction called adaptive exploration. Each learning trial consisted of time-limited exploration of neuroanatomy, self-timed testing, and graphical feedback. The primary result of this study was that interleaved learning of whole and sectional neuroanatomy was more efficient than the basic transfer method, without cost to long-term retention or generalization of knowledge to recognizing new images (Visible Human and MRI). Copyright © 2012 American Association of Anatomists.

  17. Computer-Based Learning: Interleaving Whole and Sectional Representation of Neuroanatomy

    PubMed Central

    Pani, John R.; Chariker, Julia H.; Naaz, Farah

    2015-01-01

    The large volume of material to be learned in biomedical disciplines requires optimizing the efficiency of instruction. In prior work with computer-based instruction of neuroanatomy, it was relatively efficient for learners to master whole anatomy and then transfer to learning sectional anatomy. It may, however, be more efficient to continuously integrate learning of whole and sectional anatomy. A study of computer-based learning of neuroanatomy was conducted to compare a basic transfer paradigm for learning whole and sectional neuroanatomy with a method in which the two forms of representation were interleaved (alternated). For all experimental groups, interactive computer programs supported an approach to instruction called adaptive exploration. Each learning trial consisted of time-limited exploration of neuroanatomy, self-timed testing, and graphical feedback. The primary result of this study was that interleaved learning of whole and sectional neuroanatomy was more efficient than the basic transfer method, without cost to long-term retention or generalization of knowledge to recognizing new images (Visible Human and MRI). PMID:22761001

  18. An Instructional Note on Linear Programming--A Pedagogically Sound Approach.

    ERIC Educational Resources Information Center

    Mitchell, Richard

    1998-01-01

    Discusses the place of linear programming in college curricula and the advantages of using linear-programming software. Lists important characteristics of computer software used in linear programming for more effective teaching and learning. (ASK)

  19. Students' explanations in complex learning of disciplinary programming

    NASA Astrophysics Data System (ADS)

    Vieira, Camilo

    Computational Science and Engineering (CSE) has been denominated as the third pillar of science and as a set of important skills to solve the problems of a global society. Along with the theoretical and the experimental approaches, computation offers a third alternative to solve complex problems that require processing large amounts of data, or representing complex phenomena that are not easy to experiment with. Despite the relevance of CSE, current professionals and scientists are not well prepared to take advantage of this set of tools and methods. Computation is usually taught in an isolated way from engineering disciplines, and therefore, engineers do not know how to exploit CSE affordances. This dissertation intends to introduce computational tools and methods contextualized within the Materials Science and Engineering curriculum. Considering that learning how to program is a complex task, the dissertation explores effective pedagogical practices that can support student disciplinary and computational learning. Two case studies will be evaluated to identify the characteristics of effective worked examples in the context of CSE. Specifically, this dissertation explores students explanations of these worked examples in two engineering courses with different levels of transparency: a programming course in materials science and engineering glass box and a thermodynamics course involving computational representations black box. Results from this study suggest that students benefit in different ways from writing in-code comments. These benefits include but are not limited to: connecting xv individual lines of code to the overall problem, getting familiar with the syntax, learning effective algorithm design strategies, and connecting computation with their discipline. Students in the glass box context generate higher quality explanations than students in the black box context. These explanations are related to students prior experiences. Specifically, students with low ability to do programming engage in a more thorough explanation process than students with high ability. This dissertation concludes proposing an adaptation to the instructional principles of worked-examples for the context of CSE education.

  20. DCS-Neural-Network Program for Aircraft Control and Testing

    NASA Technical Reports Server (NTRS)

    Jorgensen, Charles C.

    2006-01-01

    A computer program implements a dynamic-cell-structure (DCS) artificial neural network that can perform such tasks as learning selected aerodynamic characteristics of an airplane from wind-tunnel test data and computing real-time stability and control derivatives of the airplane for use in feedback linearized control. A DCS neural network is one of several types of neural networks that can incorporate additional nodes in order to rapidly learn increasingly complex relationships between inputs and outputs. In the DCS neural network implemented by the present program, the insertion of nodes is based on accumulated error. A competitive Hebbian learning rule (a supervised-learning rule in which connection weights are adjusted to minimize differences between actual and desired outputs for training examples) is used. A Kohonen-style learning rule (derived from a relatively simple training algorithm, implements a Delaunay triangulation layout of neurons) is used to adjust node positions during training. Neighborhood topology determines which nodes are used to estimate new values. The network learns, starting with two nodes, and adds new nodes sequentially in locations chosen to maximize reductions in global error. At any given time during learning, the error becomes homogeneously distributed over all nodes.

  1. Individual Differences in Learning Computer Programming: A Social Cognitive Approach

    ERIC Educational Resources Information Center

    Akar, Sacide Guzin Mazman; Altun, Arif

    2017-01-01

    The purpose of this study is to investigate and conceptualize the ranks of importance of social cognitive variables on university students' computer programming performances. Spatial ability, working memory, self-efficacy, gender, prior knowledge and the universities students attend were taken as variables to be analyzed. The study has been…

  2. Formal Methods, Design, and Collaborative Learning in the First Computer Science Course.

    ERIC Educational Resources Information Center

    Troeger, Douglas R.

    1995-01-01

    A new introductory computer science course at City College of New York builds on a foundation of logic to teach programming based on a "design idea," a strong departure from conventional programming courses. Reduced attrition and increased student and teacher enthusiasm have resulted. (MSE)

  3. The Application of Logic Programming to Communication Education.

    ERIC Educational Resources Information Center

    Sanford, David L.

    Recommending that communication students be required to learn to use computers not merely as number crunchers, word processors, data bases, and graphics generators, but also as logical inference makers, this paper examines the recently developed technology of logical programing in computer languages. It presents two syllogisms and shows how they…

  4. Are Computer Science Students Ready for the Real World.

    ERIC Educational Resources Information Center

    Elliot, Noreen

    The typical undergraduate program in computer science includes an introduction to hardware and operating systems, file processing and database organization, data communication and networking, and programming. However, many graduates may lack the ability to integrate the concepts "learned" into a skill set and pattern of approaching problems that…

  5. Analysis of problem solving on project based learning with resource based learning approach computer-aided program

    NASA Astrophysics Data System (ADS)

    Kuncoro, K. S.; Junaedi, I.; Dwijanto

    2018-03-01

    This study aimed to reveal the effectiveness of Project Based Learning with Resource Based Learning approach computer-aided program and analyzed problem-solving abilities in terms of problem-solving steps based on Polya stages. The research method used was mixed method with sequential explanatory design. The subject of this research was the students of math semester 4. The results showed that the S-TPS (Strong Top Problem Solving) and W-TPS (Weak Top Problem Solving) had good problem-solving abilities in each problem-solving indicator. The problem-solving ability of S-MPS (Strong Middle Problem Solving) and (Weak Middle Problem Solving) in each indicator was good. The subject of S-BPS (Strong Bottom Problem Solving) had a difficulty in solving the problem with computer program, less precise in writing the final conclusion and could not reflect the problem-solving process using Polya’s step. While the Subject of W-BPS (Weak Bottom Problem Solving) had not been able to meet almost all the indicators of problem-solving. The subject of W-BPS could not precisely made the initial table of completion so that the completion phase with Polya’s step was constrained.

  6. Space coding for sensorimotor transformations can emerge through unsupervised learning.

    PubMed

    De Filippo De Grazia, Michele; Cutini, Simone; Lisi, Matteo; Zorzi, Marco

    2012-08-01

    The posterior parietal cortex (PPC) is fundamental for sensorimotor transformations because it combines multiple sensory inputs and posture signals into different spatial reference frames that drive motor programming. Here, we present a computational model mimicking the sensorimotor transformations occurring in the PPC. A recurrent neural network with one layer of hidden neurons (restricted Boltzmann machine) learned a stochastic generative model of the sensory data without supervision. After the unsupervised learning phase, the activity of the hidden neurons was used to compute a motor program (a population code on a bidimensional map) through a simple linear projection and delta rule learning. The average motor error, calculated as the difference between the expected and the computed output, was less than 3°. Importantly, analyses of the hidden neurons revealed gain-modulated visual receptive fields, thereby showing that space coding for sensorimotor transformations similar to that observed in the PPC can emerge through unsupervised learning. These results suggest that gain modulation is an efficient coding strategy to integrate visual and postural information toward the generation of motor commands.

  7. An Investigation of a Computer Training Company's Migration to a New Distance Learning Platform and the Implementation of an Online Professional Development Program

    ERIC Educational Resources Information Center

    Rudd, Denis; Bernadowski, Carianne

    2015-01-01

    The purpose of the study was to determine if the Training Partner Program was successful in preparing trainers to use a new distance learning platform. Results indicate the program was a success in improving self-efficacy, engagement, and collaboration among trainers. Additionally, characteristics of online trainers are identified. Online learning…

  8. Students' learning of clinical sonography: use of computer-assisted instruction and practical class.

    PubMed

    Wood, A K; Dadd, M J; Lublin, J R

    1996-08-01

    The application of information technology to teaching radiology will profoundly change the way learning is mediated to students. In this project, the integration of veterinary medical students' knowledge of sonography was promoted by a computer-assisted instruction program and a subsequent practical class. The computer-assisted instruction program emphasized the physical principles of clinical sonography and contained simulations and user-active experiments. In the practical class, the students used an actual sonographic machine for the first time and made images of a tissue-equivalent phantom. Students' responses to questionnaires were analyzed. On completing the overall project, 96% of the students said that they now understood sonographic concepts very or reasonably well, and 98% had become very or moderately interested in clinical sonography. The teaching and learning initiatives enhanced an integrated approach to learning, stimulated student interest and curiosity, improved understanding of sonographic principles, and contributed to an increased confidence and skill in using sonographic equipment.

  9. Analysing a Web-Based E-Commerce Learning Community: A Case Study in Brazil.

    ERIC Educational Resources Information Center

    Joia, Luiz Antonio

    2002-01-01

    Demonstrates the use of a Web-based participative virtual learning environment for graduate students in Brazil enrolled in an electronic commerce course in a Masters in Business Administration program. Discusses learning communities; computer-supported collaborative work and collaborative learning; influences on student participation; the role of…

  10. Transforming an Introductory Programming Course: From Lectures to Active Learning via Wireless Laptops

    ERIC Educational Resources Information Center

    Barak, Miri; Harward, Judson; Kocur, George; Lerman, Steven

    2007-01-01

    Within the framework of MIT's course 1.00: Introduction to Computers and Engineering Problem Solving, this paper describes an innovative project entitled: "Studio 1.00" that integrates lectures with in-class demonstrations, active learning sessions, and on-task feedback, through the use of wireless laptop computers. This paper also describes a…

  11. The Technology Fix: The Promise and Reality of Computers in Our Schools

    ERIC Educational Resources Information Center

    Pflaum, William D.

    2004-01-01

    During the technology boom of the 1980s and 1990s, computers seemed set to revolutionize education. Do any of these promises sound familiar? (1) Technology would help all students learn better, thanks to multimedia programs capable of adapting to individual needs, learning styles, and skill levels; (2) Technology would transform the teacher's role…

  12. Computer-Assisted Training in the Comprehension of Authentic French Speech: A Closer View

    ERIC Educational Resources Information Center

    Hoeflaak, Arie

    2004-01-01

    In this article, the development of a computer-assisted listening comprehension project is described. First, we comment briefly on the points of departure, the need for autonomous learning against the background of recent changes in Dutch education, and the role of learning strategies. Then, an error analysis, the programs used for this project,…

  13. Computer Mediated Communication in the Universal Design for Learning Framework for Preparation of Special Education Teachers

    ERIC Educational Resources Information Center

    Basham, James D.; Lowrey, K. Alisa; deNoyelles, Aimee

    2010-01-01

    This study investigated the Universal Design for Learning (UDL) framework as a basis for a bi-university computer mediated communication (CMC) collaborative project. Participants in the research included 78 students from two special education programs enrolled in teacher education courses. The focus of the investigation was on exploring the…

  14. The Impact of Computer Assisted Instruction As It Relates to Learning Disabled Adults in California Community Colleges.

    ERIC Educational Resources Information Center

    Brower, Mary Jo

    A study was conducted to determine the advantages and disadvantages of using computer-assisted instruction (CAI) with learning disabled (LD) adults attending California community colleges. A questionnaire survey of the directors of the LD programs solicited information on the availability of CAI for LD adults, methods of course advertisement,…

  15. Learning from the Learners: Preparing Future Teachers to Leverage the Benefits of Laptop Computers

    ERIC Educational Resources Information Center

    Grundmeyer, Trent; Peters, Randal

    2016-01-01

    Technology is changing the teaching and learning landscape. Teacher preparation programs must produce teachers who have new skills and strategies to leverage the benefits of laptop computers in their classrooms. This study used a phenomenological strategy to explain first-year college students' perceptions of the effects of a 1:1 laptop experience…

  16. Effects of a Teacher Professional Development Program on Science Teachers' Views about Using Computers in Teaching and Learning

    ERIC Educational Resources Information Center

    Çetin, Nagihan Imer

    2016-01-01

    The purpose of this study was to examine science teachers' level of using computers in teaching and the impact of a teacher professional development program (TPDP) on their views regarding utilizing computers in science education. Forty-three in-service science teachers from different regions of Turkey attended a 5 day TPDP. The TPDP was…

  17. Teaching and Program Variations in International Business: Past, Present and Future.

    ERIC Educational Resources Information Center

    Kaynak, Erdener; Schermerhorn, John R., Jr.

    1999-01-01

    This introductory article in a theme issue identifies common themes in the included papers, such as the need for more "active learning" and "project-based learning," the use of computer technology to facilitate "virtual teamwork," the importance of support services for these initiatives, and reliance on need-oriented programs and courses in…

  18. A Course Which Used Programming to Aid Learning Various Mathematical Concepts.

    ERIC Educational Resources Information Center

    Day, Jane M.

    A three unit mathematics course entitled Introduction to Computing evaluated the effectiveness of programing as an aid to learning math concepts and to developing student self-reliance. Sixteen students enrolled in the course at the College of Notre Dame in Belmont, California; one terminal was available, connected to the Stanford Computation…

  19. A Web-Based Tutor for Java™: Evidence of Meaningful Learning

    ERIC Educational Resources Information Center

    Emurian, Henry H.

    2006-01-01

    Students in a graduate class and an undergraduate class in Information Systems completed a Web-based programmed instruction tutor that taught a simple Java applet as the first technical training exercise in a computer programming course. The tutor is a competency-based instructional system for individualized distance learning. When a student…

  20. "SimChemistry" as an Active Learning Tool in Chemical Education

    ERIC Educational Resources Information Center

    Bolton, Kim; Saalman, Elisabeth; Christie, Michael; Ingerman, Ake; Linder, Cedric

    2008-01-01

    The publicly available free computer program, "SimChemistry," was used as an active learning tool in the chemical engineering curriculum at the University College of Boras, Sweden. The activity involved students writing their own simulation programs on topics in the area of molecular structure and interactions. Evaluation of the learning…

  1. A blended learning approach for teaching computer programming: design for large classes in Sub-Saharan Africa

    NASA Astrophysics Data System (ADS)

    Bayu Bati, Tesfaye; Gelderblom, Helene; van Biljon, Judy

    2014-01-01

    The challenge of teaching programming in higher education is complicated by problems associated with large class teaching, a prevalent situation in many developing countries. This paper reports on an investigation into the use of a blended learning approach to teaching and learning of programming in a class of more than 200 students. A course and learning environment was designed by integrating constructivist learning models of Constructive Alignment, Conversational Framework and the Three-Stage Learning Model. Design science research is used for the course redesign and development of the learning environment, and action research is integrated to undertake participatory evaluation of the intervention. The action research involved the Students' Approach to Learning survey, a comparative analysis of students' performance, and qualitative data analysis of data gathered from various sources. The paper makes a theoretical contribution in presenting a design of a blended learning solution for large class teaching of programming grounded in constructivist learning theory and use of free and open source technologies.

  2. The introduction of computer assisted learning in a school of midwifery using the Wessex Care Plan Program.

    PubMed

    Leong, W C

    1989-04-01

    This case study was the result of attending the Computer Assisted Learning (CAL) Course sponsored by the Wessex Regional CAL Project. This was the Region's initiative to prepare Nurse and Midwife Teachers in developing CAL in the curriculum. The small scale qualitative classroom study was conducted in the School of Midwifery. The aim of the study was to evaluate the use of the content-free Wessex Care Plan Program (WCPP) in the Midwifery curriculum. For the evaluation of the study, a triangulation of data were obtained from the following sources: 1) classroom observation 2) questionnaires and interviews of eight Student Midwives 3) colleagues' responses to the introduction of CAL and personal experience The findings of this study showed that the content-free WCPP was easy to prepare and implement. The Student Midwives found the program easy to follow and a useful means of learning. At the same time it was enjoyable and fun; a dimension of learning that we could do with more often!

  3. Montgomery Blair Science, Mathematics and Computer Science Magnet Program: A Successful Model for Meeting the Needs of Highly Able STEM Learners

    ERIC Educational Resources Information Center

    Stein, David; Ostrander, Peter; Lee, G. Maie

    2016-01-01

    The Magnet Program at Montgomery Blair High School is an application-based magnet program utilizing a curriculum focused on science, mathematics, and computer science catering to interested, talented, and eager to learn students in Montgomery County, Maryland. This article identifies and discusses some of the unique aspects of the Magnet Program…

  4. A Dynamic Three-Dimensional Network Visualization Program for Integration into CyberCIEGE and Other Network Visualization Scenarios

    DTIC Science & Technology

    2007-06-01

    information flow involved in network attacks. This kind of information can be invaluable in learning how to best setup and defend computer networks...administrators, and those interested in learning about securing networks a way to conceptualize this complex system of computing. NTAV3D will provide a three...teaching with visual and other components can make learning more effective” (Baxley et al, 2006). A hyperbox (Alpern and Carter, 1991) is

  5. Self-Regulated Learning in Technology Enhanced Learning Environments: An Investigation with University Students

    ERIC Educational Resources Information Center

    Lenne, Dominique; Abel, Marie-Helene; Trigano, Philippe; Leblanc, Adeline

    2008-01-01

    In Technology Enhanced Learning Environments, self-regulated learning (SRL) partly relies on the features of the technological tools. The authors present two environments they designed in order to facilitate SRL: the first one (e-Dalgo) is a website dedicated to the learning of algorithms and computer programming. It is structured as a classical…

  6. Motivating Students through Positive Learning Experiences: A Comparison of Three Learning Designs for Computer Programming Courses

    ERIC Educational Resources Information Center

    Lykke, Marianne; Coto, Mayela; Jantzen, Christian; Mora, Sonia; Vandel, Niels

    2015-01-01

    Based on the assumption that wellbeing, positive emotions and engagement influence motivation for learning, the aim of this paper is to provide insight into students' emotional responses to and engagement in different learning designs. By comparing students' reports on the experiential qualities of three different learning designs, their…

  7. The expanded role of computers in Space Station Freedom real-time operations

    NASA Technical Reports Server (NTRS)

    Crawford, R. Paul; Cannon, Kathleen V.

    1990-01-01

    The challenges that NASA and its international partners face in their real-time operation of the Space Station Freedom necessitate an increased role on the part of computers. In building the operational concepts concerning the role of the computer, the Space Station program is using lessons learned experience from past programs, knowledge of the needs of future space programs, and technical advances in the computer industry. The computer is expected to contribute most significantly in real-time operations by forming a versatile operating architecture, a responsive operations tool set, and an environment that promotes effective and efficient utilization of Space Station Freedom resources.

  8. The Chemical Engineer's Toolbox: A Glass Box Approach to Numerical Problem Solving

    ERIC Educational Resources Information Center

    Coronell, Daniel G.; Hariri, M. Hossein

    2009-01-01

    Computer programming in undergraduate engineering education all too often begins and ends with the freshman programming course. Improvements in computer technology and curriculum revision have improved this situation, but often at the expense of the students' learning due to the use of commercial "black box" software. This paper describes the…

  9. Computer Programming with Early Elementary Students with Down Syndrome

    ERIC Educational Resources Information Center

    Taylor, Matthew S.; Vasquez, Eleazar; Donehower, Claire

    2017-01-01

    Students of all ages and abilities must be given the opportunity to learn academic skills that can shape future opportunities and careers. Researchers in the mid-1970s and 1980s began teaching young students the processes of computer programming using basic coding skills and limited technology. As technology became more personalized and easily…

  10. Evaluating the Effects of Scripted Distributed Pair Programming on Student Performance and Participation

    ERIC Educational Resources Information Center

    Tsompanoudi, Despina; Satratzemi, Maya; Xinogalos, Stelios

    2016-01-01

    The results presented in this paper contribute to research on two different areas of teaching methods: distributed pair programming (DPP) and computer-supported collaborative learning (CSCL). An evaluation study of a DPP system that supports collaboration scripts was conducted over one semester of a computer science course. Seventy-four students…

  11. A Project-Based Learning Setting to Human-Computer Interaction for Teenagers

    ERIC Educational Resources Information Center

    Geyer, Cornelia; Geisler, Stefan

    2012-01-01

    Knowledge of fundamentals of human-computer interaction resp. usability engineering is getting more and more important in technical domains. However this interdisciplinary field of work and corresponding degree programs are not broadly known. Therefore at the Hochschule Ruhr West, University of Applied Sciences, a program was developed to give…

  12. Film Library Information Management System.

    ERIC Educational Resources Information Center

    Minnella, C. Vincent; And Others

    The computer program described not only allows the user to determine rental sources for a particular film title quickly, but also to select the least expensive of the sources. This program developed at SUNY Cortland's Sperry Learning Resources Center and Computer Center is designed to maintain accurate data on rental and purchase films in both…

  13. Development of a computer-assisted learning software package on dental traumatology.

    PubMed

    Tolidis, K; Crawford, P; Stephens, C; Papadogiannis, Y; Plakias, C

    1998-10-01

    The development of computer-assisted learning software packages is a relatively new field of computer application. The progress made in personal computer technology toward more user-friendly operating systems has stimulated the academic community to develop computer-assisted learning for pre- and postgraduate students. The ability of computers to combine audio and visual data in an interactive form provides a powerful educational tool. The purpose of this study was to develop and evaluate a computer-assisted learning package on dental traumatology. This program contains background information on the diagnosis, classification, and management of dental injuries in both the permanent and the deciduous dentitions. It is structured into chapters according to the nature of the injury and whether injury has occurred in the primary or permanent dentition. At the end of each chapter there is a self-assessment questionnaire as well as references to relevant literature. Extensive use of pictures and video provides a comprehensive overview of the subject.

  14. The presence of mathematics and computer anxiety in nursing students and their effects on medication dosage calculations.

    PubMed

    Glaister, Karen

    2007-05-01

    To determine if the presence of mathematical and computer anxiety in nursing students affects learning of dosage calculations. The quasi-experimental study compared learning outcomes at differing levels of mathematical and computer anxiety when integrative and computer based learning approaches were used. Participants involved a cohort of second year nursing students (n=97). Mathematical anxiety exists in 20% (n=19) of the student nurse population, and 14% (n=13) experienced mathematical testing anxiety. Those students more anxious about mathematics and the testing of mathematics benefited from integrative learning to develop conditional knowledge (F(4,66)=2.52 at p<.05). Computer anxiety was present in 12% (n=11) of participants, with those reporting medium and high levels of computer anxiety performing less well than those with low levels (F(1,81)=3.98 at p<.05). Instructional strategies need to account for the presence of mathematical and computer anxiety when planning an educational program to develop competency in dosage calculations.

  15. Computer Architects.

    ERIC Educational Resources Information Center

    Betts, Janelle Lyon

    2001-01-01

    Describes a high school art assignment in which students utilize Appleworks or Claris Works to design their own house, after learning about architectural styles and how to use the computer program. States that the project develops student computer skills and increases student knowledge about architecture. (CMK)

  16. Computer Training for Entrepreneurial Meteorologists.

    NASA Astrophysics Data System (ADS)

    Koval, Joseph P.; Young, George S.

    2001-05-01

    Computer applications of increasing diversity form a growing part of the undergraduate education of meteorologists in the early twenty-first century. The advent of the Internet economy, as well as a waning demand for traditional forecasters brought about by better numerical models and statistical forecasting techniques has greatly increased the need for operational and commercial meteorologists to acquire computer skills beyond the traditional techniques of numerical analysis and applied statistics. Specifically, students with the skills to develop data distribution products are in high demand in the private sector job market. Meeting these demands requires greater breadth, depth, and efficiency in computer instruction. The authors suggest that computer instruction for undergraduate meteorologists should include three key elements: a data distribution focus, emphasis on the techniques required to learn computer programming on an as-needed basis, and a project orientation to promote management skills and support student morale. In an exploration of this approach, the authors have reinvented the Applications of Computers to Meteorology course in the Department of Meteorology at The Pennsylvania State University to teach computer programming within the framework of an Internet product development cycle. Because the computer skills required for data distribution programming change rapidly, specific languages are valuable for only a limited time. A key goal of this course was therefore to help students learn how to retrain efficiently as technologies evolve. The crux of the course was a semester-long project during which students developed an Internet data distribution product. As project management skills are also important in the job market, the course teamed students in groups of four for this product development project. The success, failures, and lessons learned from this experiment are discussed and conclusions drawn concerning undergraduate instructional methods for computer applications in meteorology.

  17. The Ghost of Computers Past, Present, and Future: Computer Use for Preservice/Inservice Reading Programs.

    ERIC Educational Resources Information Center

    Prince, Amber T.

    Computer assisted instruction, and especially computer simulations, can help to ensure that preservice and inservice teachers learn from the right experiences. In the past, colleges of education used large mainframe computer systems to store student registration, provide simulation lessons on diagnosing reading difficulties, construct informal…

  18. Computer Games Created by Middle School Girls: Can They Be Used to Measure Understanding of Computer Science Concepts?

    ERIC Educational Resources Information Center

    Denner, Jill; Werner, Linda; Ortiz, Eloy

    2012-01-01

    Computer game programming has been touted as a promising strategy for engaging children in the kinds of thinking that will prepare them to be producers, not just users of technology. But little is known about what they learn when programming a game. In this article, we present a strategy for coding student games, and summarize the results of an…

  19. Get Your Xmas Cards Here: An Example of Computer Use with Behaviour and/or Learning Disabled Students.

    ERIC Educational Resources Information Center

    Summers, Edward G.; Hagen, Debra

    1987-01-01

    A computer software graphics/text program was used with a group of behavior-disordered and learning-disabled students (ages 10-13) to design and produce Christmas cards and related print products as a class project. Sample lesson plans and products, as well as sample order forms and price lists, are given. (JW)

  20. Customer Service: What I Learned When I Bought My New Computer

    ERIC Educational Resources Information Center

    Neugebauer, Roger

    2009-01-01

    In this article, the author relates that similar to the time he bought his new computer, he had the opportunity to experience poor customer service when he and his wife signed their child up for a preschool program. They learned that the staff at the preschool didn't want parents looking over their shoulders and questioning their techniques. He…

  1. Selecting Software for Students with Learning and Other Disabilities

    ERIC Educational Resources Information Center

    Marino, Matthew T.; Tsurusaki, Blakely K.; Basham, James D.

    2011-01-01

    Have you ever bought a computer program that you thought would be great for your struggling students, only to find that it did not work on your school computers, or that your students found it difficult to use? Selecting science software for students with learning and other disabilities can be a challenge. This Idea Bank provides a list of…

  2. Keewatin Region Educational Authority Pilot Education Project: Computer-Assisted Learning. Preliminary Final Report.

    ERIC Educational Resources Information Center

    Wolter, Heidi; And Others

    A project was conducted to improve and expand academic upgrading, job readiness, and special skill training for adults in the Keewatin Region through the implementation of computer-assisted learning (CAL). It was intended as a response to the special needs of unemployed Inuit who were not reached in the past by traditional training programs and…

  3. Software Quality and Security in Teachers' and Students' Codes When Learning a New Programming Language

    ERIC Educational Resources Information Center

    Boutnaru, Shlomi; Hershkovitz, Arnon

    2015-01-01

    In recent years, schools (as well as universities) have added cyber security to their computer science curricula. This topic is still new for most of the current teachers, who would normally have a standard computer science background. Therefore the teachers are trained and then teaching their students what they have just learned. In order to…

  4. APA Summit on Medical Student Education Task Force on Informatics and Technology: learning about computers and applying computer technology to education and practice.

    PubMed

    Hilty, Donald M; Hales, Deborah J; Briscoe, Greg; Benjamin, Sheldon; Boland, Robert J; Luo, John S; Chan, Carlyle H; Kennedy, Robert S; Karlinsky, Harry; Gordon, Daniel B; Yager, Joel; Yellowlees, Peter M

    2006-01-01

    This article provides a brief overview of important issues for educators regarding medical education and technology. The literature describes key concepts, prototypical technology tools, and model programs. A work group of psychiatric educators was convened three times by phone conference to discuss the literature. Findings were presented to and input was received from the 2005 Summit on Medical Student Education by APA and the American Directors of Medical Student Education in Psychiatry. Knowledge of, skills in, and attitudes toward medical informatics are important to life-long learning and modern medical practice. A needs assessment is a starting place, since student, faculty, institution, and societal factors bear consideration. Technology needs to "fit" into a curriculum in order to facilitate learning and teaching. Learning about computers and applying computer technology to education and clinical care are key steps in computer literacy for physicians.

  5. Distance Learning in a Multimedia Networks Project: Main Results.

    ERIC Educational Resources Information Center

    Ruokamo, Heli; Pohjolainen, Seppo

    2000-01-01

    Discusses a goal-oriented project, focused on open learning environments using computer networks, called Distance Learning in Multimedia Networks that was part of the Finnish Multimedia Program. Describes the combined efforts of Finnish telecommunications companies, content providers, publishing houses, hardware companies, and educational…

  6. A Piagetian Learning Cycle for Introductory Chemical Kinetics.

    ERIC Educational Resources Information Center

    Batt, Russell H.

    1980-01-01

    Described is a Piagetian learning cycle based on Monte Carlo modeling of several simple reaction mechanisms. Included are descriptions of learning cycle phases (exploration, invention, and discovery) and four BASIC-PLUS computer programs to be used in the explanation of chemical reacting systems. (Author/DS)

  7. Teaching and Learning Recursive Programming: A Review of the Research Literature

    ERIC Educational Resources Information Center

    McCauley, Renée; Grissom, Scott; Fitzgerald, Sue; Murphy, Laurie

    2015-01-01

    Hundreds of articles have been published on the topics of teaching and learning recursion, yet fewer than 50 of them have published research results. This article surveys the computing education research literature and presents findings on challenges students encounter in learning recursion, mental models students develop as they learn recursion,…

  8. Active Learning Environments with Robotic Tangibles: Children's Physical and Virtual Spatial Programming Experiences

    ERIC Educational Resources Information Center

    Burleson, Winslow S.; Harlow, Danielle B.; Nilsen, Katherine J.; Perlin, Ken; Freed, Natalie; Jensen, Camilla Nørgaard; Lahey, Byron; Lu, Patrick; Muldner, Kasia

    2018-01-01

    As computational thinking becomes increasingly important for children to learn, we must develop interfaces that leverage the ways that young children learn to provide opportunities for them to develop these skills. Active Learning Environments with Robotic Tangibles (ALERT) and Robopad, an analogous on-screen virtual spatial programming…

  9. Influence of direct computer experience on older adults' attitudes toward computers.

    PubMed

    Jay, G M; Willis, S L

    1992-07-01

    This research examined whether older adults' attitudes toward computers became more positive as a function of computer experience. The sample comprised 101 community-dwelling older adults aged 57 to 87. The intervention involved a 2-week computer training program in which subjects learned to use a desktop publishing software program. A multidimensional computer attitude measure was used to assess differential attitude change and maintenance of change following training. The results indicated that older adults' computer attitudes are modifiable and that direct computer experience is an effective means of change. Attitude change as a function of training was found for the attitude dimensions targeted by the intervention program: computer comfort and efficacy. In addition, maintenance of attitude change was established for at least two weeks following training.

  10. The Efficacy of the LearningRx Cognitive Training Program: Modality and Transfer Effects

    ERIC Educational Resources Information Center

    Hill, Oliver W.; Serpell, Zewelanji; Faison, M. Omar

    2016-01-01

    This article describes two studies testing the efficacy of a commercial one-on-one cognitive training program (LearningRx) and its computer-based version (Brainskills) in laboratory and school settings. Study 1 tested Brainskills in a laboratory setting with 322 middle school students. Paired "t"-tests revealed significant gains on all…

  11. Machine Learning Through Signature Trees. Applications to Human Speech.

    ERIC Educational Resources Information Center

    White, George M.

    A signature tree is a binary decision tree used to classify unknown patterns. An attempt was made to develop a computer program for manipulating signature trees as a general research tool for exploring machine learning and pattern recognition. The program was applied to the problem of speech recognition to test its effectiveness for a specific…

  12. Self-Regulated Learning Using Multimedia Programs in Dentistry Postgraduate Students: A Multimethod Approach

    ERIC Educational Resources Information Center

    Lloret, Miguel; Aguila, Estela; Lloret, Alejandro

    2009-01-01

    The purpose of this study was to study the effect of a multimedia computing program on the production of activities and self-regulated learning processes in 18 students of the Dentistry postdegree (Celaya, Mexico). A multi-method design (quasi-experimental, pretest-post-test and qualitative: Think aloud protocol) was used. Self-regulated…

  13. Learning Problem-Solving through Making Games at the Game Design and Learning Summer Program

    ERIC Educational Resources Information Center

    Akcaoglu, Mete

    2014-01-01

    Today's complex and fast-evolving world necessitates young students to possess design and problem-solving skills more than ever. One alternative method of teaching children problem-solving or thinking skills has been using computer programming, and more recently, game-design tasks. In this pre-experimental study, a group of middle school…

  14. Learning English through Automotive Electronics (Project LETAE), Final Evaluation Report, 1992-93. OREA Report.

    ERIC Educational Resources Information Center

    New York City Board of Education, Brooklyn, NY. Office of Research, Evaluation, and Assessment.

    Learning Through Automotive Electronics (Project LETAE) was a federally funded program serving 77 limited-English-proficient (LEP) students and 5 English-proficient students in an automotive computer electronics course in 1992-93, its third year of operation. The program provided instruction in English-as-a-Second-Language (ESL), native language…

  15. Cognitive Style Factors and Learning from Micro-Computer Based and Programmed Instructional Materials: A Preliminary Analysis.

    ERIC Educational Resources Information Center

    Canelos, James; And Others

    This study examined the effects of two cognitive styles--field dependents-independents and reflectivity-impulsivity--on learning from microcomputer-based instruction. In the first of three experimental designs, a programmed instruction text on the human heart was used which contained both visual and verbal information in an instructional display,…

  16. On the Domain-Specificity of Mindsets: The Relationship between Aptitude Beliefs and Programming Practice

    ERIC Educational Resources Information Center

    Scott, Michael J.; Ghinea, Gheorghita

    2014-01-01

    Deliberate practice is important in many areas of learning, including that of learning to program computers. However, beliefs about the nature of personal traits, known as "mindsets," can have a profound impact on such practice. Previous research has shown that those with a "fixed mindset" believe their traits cannot change;…

  17. Enhancing Practice and Achievement in Introductory Programming with a Robot Olympics

    ERIC Educational Resources Information Center

    Scott, Michael James; Counsell, Steve; Lauria, Stanislao; Swift, Stephen; Tucker, Allan; Shepperd, Martin; Ghinea, Gheorghita

    2015-01-01

    Computer programming is notoriously difficult to learn. To this end, regular practice in the form of application and reflection is an important enabler of student learning. However, educators often find that first-year B.Sc. students do not readily engage in such activities. Providing each student with a programmable robot, however, could be used…

  18. Brave New (Virtual) World: Transforming Language Learning into Cultural Studies through Online Learning Environments (MOOs).

    ERIC Educational Resources Information Center

    Schneider, Jeffrey; von der Emde, Silke

    2000-01-01

    Describes an online approach through using a MOO, a computer program that allows students to share text-based virtual reality. The goal of the program was to build an environment that both enabled practice in the target language and sustained reflection on the processes of cultural production and reception. (Author/VWL)

  19. Cultural and Pedagogical Implications of a Global E-Learning Programme

    ERIC Educational Resources Information Center

    Selinger, Michelle

    2004-01-01

    An eleven country internal evaluation of the Cisco Networking Academy program across Europe, the Middle East and Africa, revealed a number of issues related to the globalization of e-learning. The Academy program is a 280-hour web-based course that teaches students to install, maintain and troubleshoot computer networks. It was developed in the US…

  20. Nurses' perceptions of online continuing education

    PubMed Central

    2011-01-01

    Background There is increasing attention to online learning as a convenient way of getting professional training. The number and popularity of online nursing continuing education programs are increasing rapidly in many countries. Understanding these may contribute to designing these programs to maximize success. Also, knowing the perceptions and preferences in online learning aids development and orientation of online programs. The aims of this study are to show nurses' perceptions of online continuing education and to determine perceptions of various groups; area groups, working companies, frequency of computer usage and age. Methods The survey method was used in this quantitative study to reveal perception levels and relationship with related variables. Data were collected through an online instrument from a convenience sample of 1041 Registered Nurses (RNs) at an online bachelor's degree program. Descriptive and inferential analysis techniques were performed. Results Nurses generally have positive perceptions about online learning (X = 3.86; SD = 0.48). A significant difference was seen between nurses who used computers least and those with the highest computer usage [F (3, 1033) = 3.040; P < .05]. Neither nurses' ages nor lengths of working experience are significantly related to perceptions of online programs (r = -.013; P > .05 and r = -.036; P > .05, respectively). Nurses' perceptions are significantly different depending on the settings where they work [F (3,989) = 3.193; P < .05]. The difference between perceptions of nurses living in urban areas (X = 3.82; SD = .51) and those living in rural areas (X = 3.88; SD = .47) was not significant [t (994) = -1.570, P > .05]. Conclusions We found that nurses regard online learning opportunities as suitable for their working conditions and needs. Nurses should be provided with continued training through online learning alternatives, regardless of age, working experience or area of residence. PMID:22013974

  1. Learning from graphically integrated 2D and 3D representations improves retention of neuroanatomy

    NASA Astrophysics Data System (ADS)

    Naaz, Farah

    Visualizations in the form of computer-based learning environments are highly encouraged in science education, especially for teaching spatial material. Some spatial material, such as sectional neuroanatomy, is very challenging to learn. It involves learning the two dimensional (2D) representations that are sampled from the three dimensional (3D) object. In this study, a computer-based learning environment was used to explore the hypothesis that learning sectional neuroanatomy from a graphically integrated 2D and 3D representation will lead to better learning outcomes than learning from a sequential presentation. The integrated representation explicitly demonstrates the 2D-3D transformation and should lead to effective learning. This study was conducted using a computer graphical model of the human brain. There were two learning groups: Whole then Sections, and Integrated 2D3D. Both groups learned whole anatomy (3D neuroanatomy) before learning sectional anatomy (2D neuroanatomy). The Whole then Sections group then learned sectional anatomy using 2D representations only. The Integrated 2D3D group learned sectional anatomy from a graphically integrated 3D and 2D model. A set of tests for generalization of knowledge to interpreting biomedical images was conducted immediately after learning was completed. The order of presentation of the tests of generalization of knowledge was counterbalanced across participants to explore a secondary hypothesis of the study: preparation for future learning. If the computer-based instruction programs used in this study are effective tools for teaching anatomy, the participants should continue learning neuroanatomy with exposure to new representations. A test of long-term retention of sectional anatomy was conducted 4-8 weeks after learning was completed. The Integrated 2D3D group was better than the Whole then Sections group in retaining knowledge of difficult instances of sectional anatomy after the retention interval. The benefit of learning from an integrated 2D3D representation suggests that there are some spatial transformations which are better retained if they are learned through an explicit demonstration. Participants also showed evidence of continued learning on the tests of generalization with the help of cues and practice, even without feedback. This finding suggests that the computer-based learning programs used in this study were good tools for instruction of neuroanatomy.

  2. NETS

    NASA Technical Reports Server (NTRS)

    Baffes, Paul T.

    1993-01-01

    NETS development tool provides environment for simulation and development of neural networks - computer programs that "learn" from experience. Written in ANSI standard C, program allows user to generate C code for implementation of neural network.

  3. Mastering cognitive development theory in computer science education

    NASA Astrophysics Data System (ADS)

    Gluga, Richard; Kay, Judy; Lister, Raymond; Simon; Kleitman, Sabina

    2013-03-01

    To design an effective computer science curriculum, educators require a systematic method of classifying the difficulty level of learning activities and assessment tasks. This is important for curriculum design and implementation and for communication between educators. Different educators must be able to use the method consistently, so that classified activities and assessments are comparable across the subjects of a degree, and, ideally, comparable across institutions. One widespread approach to supporting this is to write learning objects in terms of Bloom's Taxonomy. This, or other such classifications, is likely to be more effective if educators can use them consistently, in the way experts would use them. To this end, we present the design and evaluation of our online interactive web-based tutorial system, which can be configured and used to offer training in different classification schemes. We report on results from three evaluations. First, 17 computer science educators complete a tutorial on using Bloom's Taxonomy to classify programming examination questions. Second, 20 computer science educators complete a Neo-Piagetian tutorial. Third evaluation was a comparison of inter-rater reliability scores of computer science educators classifying programming questions using Bloom's Taxonomy, before and after taking our tutorial. Based on the results from these evaluations, we discuss the effectiveness of our tutorial system design for teaching computer science educators how to systematically and consistently classify programming examination questions. We also discuss the suitability of Bloom's Taxonomy and Neo-Piagetian theory for achieving this goal. The Bloom's and Neo-Piagetian tutorials are made available as a community resource. The contributions of this paper are the following: the tutorial system for learning classification schemes for the purpose of coding the difficulty of computing learning materials; its evaluation; new insights into the consistency that computing educators can achieve using Bloom; and first insights into the use of Neo-Piagetian theory by a group of classifiers.

  4. Mastery Learning through Individualized Instruction: A Reinforcement Strategy

    ERIC Educational Resources Information Center

    Sagy, John; Ravi, R.; Ananthasayanam, R.

    2009-01-01

    The present study attempts to gauge the effect of individualized instructional methods as a reinforcement strategy for mastery learning. Among various individualized instructional methods, the study focuses on PIM (Programmed Instructional Method) and CAIM (Computer Assisted Instruction Method). Mastery learning is a process where students achieve…

  5. Student performance in computing education: an empirical analysis of online learning in programming education environments

    NASA Astrophysics Data System (ADS)

    Xia, Belle Selene; Liitiäinen, Elia

    2017-11-01

    The benefits of using online exercises have been analysed in terms of distance learning, automatic assessment and self-regulated learning. In this study, we have not found a direct proportional relationship between student performance in the course exercises that use online technologies and the exam grades. We see that the average submission rate to these online exercises is not positively correlated with the exercise points. Yet, our results confirm that doing exercises along supports student learning and skill accumulation equipping them with the knowledge of programming. While the student performance in programming courses is affected by factors such as prior background in programming, cognitive skills and the quality of teaching, completing the course exercises via learning-by-doing is an indispensable part of teaching. Based on the student feedback from the course survey, the students are highly satisfied with using online technologies as part of learning.

  6. When Children Learn Programming: Antecedents, Concepts and Outcomes.

    ERIC Educational Resources Information Center

    Shneiderman, Ben

    1985-01-01

    Discusses components of an educational plan which supports acquisition of computer programing skills by elementary school children, including antecedent knowledge required (sequencing, similarity, character recognition, part/whole relationships, conditional forms, repetition, and incrementation); initial programing concepts; and outcomes valuable…

  7. Computer-based training for safety: comparing methods with older and younger workers.

    PubMed

    Wallen, Erik S; Mulloy, Karen B

    2006-01-01

    Computer-based safety training is becoming more common and is being delivered to an increasingly aging workforce. Aging results in a number of changes that make it more difficult to learn from certain types of computer-based training. Instructional designs derived from cognitive learning theories may overcome some of these difficulties. Three versions of computer-based respiratory safety training were shown to older and younger workers who then took a high and a low level learning test. Younger workers did better overall. Both older and younger workers did best with the version containing text with pictures and audio narration. Computer-based training with pictures and audio narration may be beneficial for workers over 45 years of age. Computer-based safety training has advantages but workers of different ages may benefit differently. Computer-based safety programs should be designed and selected based on their ability to effectively train older as well as younger learners.

  8. Exploring Students Intentions to Study Computer Science and Identifying the Differences among ICT and Programming Based Courses

    ERIC Educational Resources Information Center

    Giannakos, Michail N.

    2014-01-01

    Computer Science (CS) courses comprise both Programming and Information and Communication Technology (ICT) issues; however these two areas have substantial differences, inter alia the attitudes and beliefs of the students regarding the intended learning content. In this research, factors from the Social Cognitive Theory and Unified Theory of…

  9. Adaptive Decision Aiding in Computer-Assisted Instruction: Adaptive Computerized Training System (ACTS).

    ERIC Educational Resources Information Center

    Hopf-Weichel, Rosemarie; And Others

    This report describes results of the first year of a three-year program to develop and evaluate a new Adaptive Computerized Training System (ACTS) for electronics maintenance training. (ACTS incorporates an adaptive computer program that learns the student's diagnostic and decision value structure, compares it to that of an expert, and adapts the…

  10. Flight Training for a Pilot Program.

    ERIC Educational Resources Information Center

    Gunter, Mary

    1995-01-01

    A computer-based curriculum program called Computers Helping Instruction and Learning Development (Project CHILD) has been tested in 82 classrooms in 10 elementary schools in Okaloosa County, Florida. As part of a sixth-grade follow-up study, students in Project CHILD had a B average in math and language arts versus a C average for students in a…

  11. minimUML: A Minimalist Approach to UML Diagramming for Early Computer Science Education

    ERIC Educational Resources Information Center

    Turner, Scott A.; Perez-Quinones, Manuel A.; Edwards, Stephen H.

    2005-01-01

    In introductory computer science courses, the Unified Modeling Language (UML) is commonly used to teach basic object-oriented design. However, there appears to be a lack of suitable software to support this task. Many of the available programs that support UML focus on developing code and not on enhancing learning. Programs designed for…

  12. Programmed Instruction to Computer-Based Instruction: The Evolution of an Instructional Technology.

    ERIC Educational Resources Information Center

    Lamos, Joseph P.

    This review of the evolution of programmed instruction from Pressey and Skinner to the present suggests that current computer technology will be able to free the learner from the limitations of time and place as Pressey originally proposed. It is noted that Skinner provided the necessary foundation for treating the learning process on an…

  13. A Computer Program To Increase Comprehension of the Cartesian Rectangular Coordinate System in High School Pre-Algebra Students.

    ERIC Educational Resources Information Center

    Exley, I. Sheck

    The high percentage of high school pre-algebra students having difficulty learning the abstract concept of graphing ordered pairs on the Cartesian rectangular coordinate system was addressed by the creation and implementation of a computer-managed instructional program. Modules consisted of a pretest, instruction, two practice sessions, and a…

  14. Graphical qualities of educational technology: Using drag-and-drop and text-based programs for introductory computer science.

    PubMed

    DiSalvo, Betsy

    2014-01-01

    To determine appropriate computer science curricula, educators sought to better understand the different affordances of teaching with a visual programming language (Alice) or a text-based language (Jython). Although students often preferred one language, that language wasn't necessarily the one from which they learned the most.

  15. A Modified Laptop Program: Putting the Carts in the Classrooms

    ERIC Educational Resources Information Center

    Grant, Michael M.; Ross, Steven M.; Wan, Weiping; Potter, Allison; Wilson, Yola

    2004-01-01

    Four fifth grade classrooms embarked on a modified ubiquitous computing initiative in Fall 2003. Two 15-computer wireless laptop carts were shared among the four classrooms in an effort to integrate technology across the curriculum and affect change in student learning and teacher pedagogy. This initiative?in contrast to other 1:1 programs and…

  16. Robotic Challenges: Robots Bring New Life to Gifted Classes, Teach Students Hands-On Problem Solving, Computer Skills.

    ERIC Educational Resources Information Center

    Smith, Ruth Baynard

    1994-01-01

    Intermediate level academically talented students learn essential elements of computer programming by working with robots at enrichment workshops at Dwight-Englewood School in Englewood, New Jersey. The children combine creative thinking and problem-solving skills to program the robots' microcomputers to perform a variety of movements. (JDD)

  17. Instructional Effectiveness of a Computer-Supported Program for Teaching Reading Comprehension Strategies

    ERIC Educational Resources Information Center

    Ponce, Hector R.; Lopez, Mario J.; Mayer, Richard E.

    2012-01-01

    This article examines the effectiveness of a computer-based instructional program (e-PELS) aimed at direct instruction in a collection of reading comprehension strategies. In e-PELS, students learn to highlight and outline expository passages based on various types of text structures (such as comparison or cause-and-effect) as well as to…

  18. The ZAP Project: Designing Interactive Computer Tools for Learning Psychology

    ERIC Educational Resources Information Center

    Hulshof, Casper; Eysink, Tessa; de Jong, Ton

    2006-01-01

    In the ZAP project, a set of interactive computer programs called "ZAPs" was developed. The programs were designed in such a way that first-year students experience psychological phenomena in a vivid and self-explanatory way. Students can either take the role of participant in a psychological experiment, they can experience phenomena themselves,…

  19. The Effect of Employing Self-Explanation Strategy with Worked Examples on Acquiring Computer Programing Skills

    ERIC Educational Resources Information Center

    Alhassan, Riyadh

    2017-01-01

    The purpose of this study was to examine the effect of employing self-explanation learning strategy supported with Worked Examples on acquiring computer programing skills among freshmen high school students. The study adopted a quasi-experimental method, where an experimental group (n = 33) used the self-explanation strategy supported with worked…

  20. Un projet de logiciels d'assistance a l'apprentissage de la lecture en FLE (An Interdisciplinary Research Project Oriented toward Computer Programs for Reading Instruction in French as a Second Language).

    ERIC Educational Resources Information Center

    Challe, Odile; And Others

    1985-01-01

    Describes a French project entitled "Lecticiel," jointly undertaken by specialists in reading, computer programing, and second language instruction to integrate these disciplines and provide assistance for students learning to read French as a foreign language. (MSE)

  1. Navigating the changing learning landscape: perspective from bioinformatics.ca

    PubMed Central

    Ouellette, B. F. Francis

    2013-01-01

    With the advent of YouTube channels in bioinformatics, open platforms for problem solving in bioinformatics, active web forums in computing analyses and online resources for learning to code or use a bioinformatics tool, the more traditional continuing education bioinformatics training programs have had to adapt. Bioinformatics training programs that solely rely on traditional didactic methods are being superseded by these newer resources. Yet such face-to-face instruction is still invaluable in the learning continuum. Bioinformatics.ca, which hosts the Canadian Bioinformatics Workshops, has blended more traditional learning styles with current online and social learning styles. Here we share our growing experiences over the past 12 years and look toward what the future holds for bioinformatics training programs. PMID:23515468

  2. Learning sorting algorithms through visualization construction

    NASA Astrophysics Data System (ADS)

    Cetin, Ibrahim; Andrews-Larson, Christine

    2016-01-01

    Recent increased interest in computational thinking poses an important question to researchers: What are the best ways to teach fundamental computing concepts to students? Visualization is suggested as one way of supporting student learning. This mixed-method study aimed to (i) examine the effect of instruction in which students constructed visualizations on students' programming achievement and students' attitudes toward computer programming, and (ii) explore how this kind of instruction supports students' learning according to their self-reported experiences in the course. The study was conducted with 58 pre-service teachers who were enrolled in their second programming class. They expect to teach information technology and computing-related courses at the primary and secondary levels. An embedded experimental model was utilized as a research design. Students in the experimental group were given instruction that required students to construct visualizations related to sorting, whereas students in the control group viewed pre-made visualizations. After the instructional intervention, eight students from each group were selected for semi-structured interviews. The results showed that the intervention based on visualization construction resulted in significantly better acquisition of sorting concepts. However, there was no significant difference between the groups with respect to students' attitudes toward computer programming. Qualitative data analysis indicated that students in the experimental group constructed necessary abstractions through their engagement in visualization construction activities. The authors of this study argue that the students' active engagement in the visualization construction activities explains only one side of students' success. The other side can be explained through the instructional approach, constructionism in this case, used to design instruction. The conclusions and implications of this study can be used by researchers and instructors dealing with computational thinking.

  3. Cognitive computing and eScience in health and life science research: artificial intelligence and obesity intervention programs.

    PubMed

    Marshall, Thomas; Champagne-Langabeer, Tiffiany; Castelli, Darla; Hoelscher, Deanna

    2017-12-01

    To present research models based on artificial intelligence and discuss the concept of cognitive computing and eScience as disruptive factors in health and life science research methodologies. The paper identifies big data as a catalyst to innovation and the development of artificial intelligence, presents a framework for computer-supported human problem solving and describes a transformation of research support models. This framework includes traditional computer support; federated cognition using machine learning and cognitive agents to augment human intelligence; and a semi-autonomous/autonomous cognitive model, based on deep machine learning, which supports eScience. The paper provides a forward view of the impact of artificial intelligence on our human-computer support and research methods in health and life science research. By augmenting or amplifying human task performance with artificial intelligence, cognitive computing and eScience research models are discussed as novel and innovative systems for developing more effective adaptive obesity intervention programs.

  4. Teaching and Learning at a Distance: What it Takes To Effectively Design, Deliver, and Evaluate Programs.

    ERIC Educational Resources Information Center

    Cyrs, Thomas E., Ed.; Menges, Robert J., Ed.; Svinicki, Marilla D., Ed.

    1997-01-01

    In this volume, experienced distance educators provide insights into new trends in computer-based teaching and learning in postsecondary education. The book is divided into four parts: (1) Issues and Trends; (2) Instructional Design Principles for Distance Learning; (3) Alternative Delivery Systems for Distance Learning; and (4) Administrative…

  5. Teamwork Orientation, Group Cohesiveness, and Student Learning: A Study of the Use of Teams in Online Distance Education

    ERIC Educational Resources Information Center

    Williams, Ethlyn A.; Duray, Rebecca; Reddy, Venkateshwar

    2006-01-01

    This research examines computer-supported collaborative learning. Master's of business administration (MBA) students in an online program were surveyed to examine the extent to which an orientation toward teamwork and the development of group cohesiveness affect overall student learning and the learning that results specifically from team…

  6. CALL Vocabulary Learning in Japanese: Does Romaji Help Beginners Learn More Words?

    ERIC Educational Resources Information Center

    Okuyama, Yoshiko

    2007-01-01

    This study investigated the effects of using Romanized spellings on beginner-level Japanese vocabulary learning. Sixty-one first-semester students at two universities in Arizona were both taught and tested on 40 Japanese content words in a computer-assisted language learning (CALL) program. The primary goal of the study was to examine whether the…

  7. Code to Learn: Where Does It Belong in the K-12 Curriculum?

    ERIC Educational Resources Information Center

    Moreno-León, Jesús; Robles, Gregorio; Román-González, Marcos

    2016-01-01

    The introduction of computer programming in K-12 has become mainstream in the last years, as countries around the world are making coding part of their curriculum. Nevertheless, there is a lack of empirical studies that investigate how learning to program at an early age affects other school subjects. In this regard, this paper compares three…

  8. Connected Code: Why Children Need to Learn Programming. MacArthur Foundation Series on Digital Media and Learning

    ERIC Educational Resources Information Center

    Kafai, Yasmin B.; Burke, Quinn

    2014-01-01

    Coding, once considered an arcane craft practiced by solitary techies, is now recognized by educators and theorists as a crucial skill, even a new literacy, for all children. Programming is often promoted in K-12 schools as a way to encourage "computational thinking"--which has now become the umbrella term for understanding what computer…

  9. Computer Access and Flowcharting as Variables in Learning Computer Programming.

    ERIC Educational Resources Information Center

    Ross, Steven M.; McCormick, Deborah

    Manipulation of flowcharting was crossed with in-class computer access to examine flowcharting effects in the traditional lecture/laboratory setting and in a classroom setting where online time was replaced with manual simulation. Seventy-two high school students (24 male and 48 female) enrolled in a computer literacy course served as subjects.…

  10. Empowering K-12 Students with Disabilities to Learn Computational Thinking and Computer Programming

    ERIC Educational Resources Information Center

    Israel, Maya; Wherfel, Quentin M.; Pearson, Jamie; Shehab, Saadeddine; Tapia, Tanya

    2015-01-01

    This article's focus is on including computing and computational thinking in K-12 instruction within science, technology, engineering, and mathematics (STEM) education, and to provide that instruction in ways that promote access for students traditionally underrepresented in the STEM fields, such as students with disabilities. Providing computing…

  11. Acceptance of e-learning devices by dental students.

    PubMed

    Schulz, Peter; Sagheb, Keyvan; Affeldt, Harald; Klumpp, Hannah; Taylor, Kathy; Walter, Christian; Al-Nawas, Bilal

    2013-01-01

    E-Learning programs and their corresponding devices are increasingly employed to educate dental students during their clinical training. Recent progress made in the development of e-learning software as well as in hardware (computers, tablet PCs, smartphones) caused us to more closely investigate into the habits of dental students in dealing with these learning techniques. Dental students during their clinical training attended a survey compiled in cooperation with biostatisticians. The questionnaire probands were asked to complete based on previous surveys of similar subjects, allowing single as well as multiple answers. The data, which were obtained with respect to the learning devices students commonly employ, were compared with their internet learning activities. The e-learning devices utilized are of heterogeneous brands. Each student has access to at least one hardware type suitable for e-learning. All students held mobile devices, about 90 percent employed laptops, and about 60 percent possess smartphones. Unexceptional all participants of the survey acknowledged an unlimited internet access. In contrast, only 16 percent of students utilized tablet PCs. A detailed analysis of the survey outcome reveals that an increasing use of mobile devices (tablet PC, smartphone) facilitates internet learning activities while at the same time utilization of computers (desktop, laptop) declines. Dental students overwhelmingly accept e-learning during their clinical training. Students report outstanding preconditions to conduct e-learning as both their access to hardware and to the internet is excellent. Less satisfying is the outcome of our survey regarding the utilization of e-learning programs. Depending of the hardware employed only one-third to barely one-half of students comprise learning programs.

  12. Computer-Based Alternatives to Using Animals in Teaching Physiology.

    ERIC Educational Resources Information Center

    Dewhurst, David

    1990-01-01

    Three interactive computer-assisted learning programs are described. The use of tissues from freshly killed frogs is simulated, including the isolated sciatic nerve, the sciatic nerve-gastrocnemius muscle, and the in situ heart. (KR)

  13. Whales and Hermit Crabs: Integrated Programming and Science.

    ERIC Educational Resources Information Center

    Kataoka, Joy C.; Lock, Robin

    1995-01-01

    This article describes an integrated program in marine biology. The program was implemented in a nongraded inclusive setting with second- to fourth-grade students whose abilities ranged from gifted to learning disabled. The program integrated science, art, music, language arts, and research and computer skills. (DB)

  14. The Effects of Study Tasks in a Computer-Based Chemistry Learning Environment

    NASA Astrophysics Data System (ADS)

    Urhahne, Detlef; Nick, Sabine; Poepping, Anna Christin; Schulz, Sarah Jayne

    2013-12-01

    The present study examines the effects of different study tasks on the acquisition of knowledge about acids and bases in a computer-based learning environment. Three different task formats were selected to create three treatment conditions: learning with gap-fill and matching tasks, learning with multiple-choice tasks, and learning only from text and figures without any additional tasks. Participants were 196 ninth-grade students who learned with a self-developed multimedia program in a pretest-posttest control group design. Research results reveal that gap-fill and matching tasks were most effective in promoting knowledge acquisition, followed by multiple-choice tasks, and no tasks at all. The findings are in line with previous research on this topic. The effects can possibly be explained by the generation-recognition model, which predicts that gap-fill and matching tasks trigger more encompassing learning processes than multiple-choice tasks. It is concluded that instructional designers should incorporate more challenging study tasks for enhancing the effectiveness of computer-based learning environments.

  15. A meta-analysis of pedagogical tools used in introductory programming courses

    NASA Astrophysics Data System (ADS)

    Trees, Frances P.

    Programming is recognized as being challenging for teachers to teach and difficult for students to learn. For decades, computer science educators have looked at innovative approaches by creating pedagogical software tools that attempt to facilitate both the teaching of and the learning of programming. This dissertation investigates the motivations for the integration of pedagogical tools in introductory programming courses and the characteristics that are perceived to contribute to the effectiveness of these tools. The study employs three research stages that examine the tool characteristics and their use. The first stage surveys teachers who use pedagogical tools in an introductory programming course. The second interviews teachers to explore the survey results in more detail and to add greater depth into the choice and use of pedagogical tools in the introductory programming class. The third interviews tool developers to provide an explanatory insight of the tool and the motivation for its creation. The results indicate that the pedagogical tools perceived to be effective share common characteristics: They provide an environment that is manageable, flexible and visual; they provide for active engagement in learning activities and support programming in small pieces; they allow for an easy transition to subsequent courses and more robust environments; they provide technical support and resource materials. The results of this study also indicate that recommendations from other computer science educators have a strong impact on a teacher's initial tool choice for an introductory programming course. This study informs present and future tool developers of the characteristics that the teachers perceive to contribute to the effectiveness of a pedagogical tool and how to present their tools to encourage a more efficient and more effective widespread adoption of the tool into the teacher's curriculum. The teachers involved in this study are actively involved in the computer science education community. The results of this study, based on the perceptions of these computer science educators, provide guidance to those educators choosing to introduce a new pedagogical tool into their programming course.

  16. Ecologic study of children's use of a computer nutrition education program.

    PubMed

    Matheson, D; Achterberg, C

    2001-01-01

    The purpose of this research was to describe the context created by students as they worked in groups on a nutrition computer-assisted instruction (CAI) program. Students worked on the program in groups of three. Observational methods were used to collect data from students in two sixth-grade classrooms that were part of an experimental program designed to restructure the educational process. Thirty-two students, from 12 groups, were observed as they completed the program. The groups were assigned by the teachers according to standard principles of cooperative learning. Students completed "Ship to Shore," a program designed specifically for this research. The program required three to five 50-minute classroom periods to complete. The objectives of the program were to change children's knowledge structure of basic nutrition concepts and to increase children's critical thinking skills related to nutrition concepts. We collected observational data focused on three domains: (1) student-computer interaction, (2) student-student interaction, and (3) students' thinking and learning skills. Grounded theory methods were used to analyze the data. Specifically, the constant-comparative method was used to develop open coding categories, defined by properties and described by dimensions. The open coding categories were in turn used in axial coding to differentiate students' learning styles. Five styles of student interaction were defined. These included (1) dominant directors (n = 6; 19%), (2) passive actors (n = 5; 16%), (3) action-oriented students (n = 7; 22%), (4) content-oriented students (n = 8; 25%), and (5) problem solvers (n = 5; 16%). The "student style" groups were somewhat gender specific. The dominant directors and passive actors were girls and the action-oriented and content-oriented students were boys. The problem solvers group was mixed gender. Children's responses to computer-based nutrition education are highly variable. Based on the results of this research, nutrition educators may recommend that nutrition CAI programs be implemented in mixed gender groups.

  17. The Relative Merits of Transparency: Investigating Situations that Support the Use of Robotics in Developing Student Learning Adaptability across Virtual and Physical Computing Platforms

    ERIC Educational Resources Information Center

    Okita, Sandra Y.

    2014-01-01

    This study examined whether developing earlier forms of knowledge in specific learning environments prepares students better for future learning when they are placed in an unfamiliar learning environment. Forty-one students in the fifth and sixth grades learned to program robot movements using abstract concepts of speed, distance and direction.…

  18. Computer Technology Resources for Literacy Projects.

    ERIC Educational Resources Information Center

    Florida State Council on Aging, Tallahassee.

    This resource booklet was prepared to assist literacy projects and community adult education programs in determining the technology they need to serve more older persons. Section 1 contains the following reprinted articles: "The Human Touch in the Computer Age: Seniors Learn Computer Skills from Schoolkids" (Suzanne Kashuba);…

  19. An Amazing Algorithm

    ERIC Educational Resources Information Center

    Snapp, Robert R.; Neumann, Maureen D.

    2015-01-01

    The rapid growth of digital technology, including the worldwide adoption of mobile and embedded computers, places new demands on K-grade 12 educators and their students. Young people should have an opportunity to learn the technical knowledge of computer science (e.g., computer programming, mathematical logic, and discrete mathematics) in order to…

  20. Single-Sex Computer Classes: An Effective Alternative.

    ERIC Educational Resources Information Center

    Swain, Sandra L.; Harvey, Douglas M.

    2002-01-01

    Advocates single-sex computer instruction as a temporary alternative educational program to provide middle school and secondary school girls with access to computers, to present girls with opportunities to develop positive attitudes towards technology, and to make available a learning environment conducive to girls gaining technological skills.…

  1. Applying and evaluating computer-animated tutors

    NASA Astrophysics Data System (ADS)

    Massaro, Dominic W.; Bosseler, Alexis; Stone, Patrick S.; Connors, Pamela

    2002-05-01

    We have developed computer-assisted speech and language tutors for deaf, hard of hearing, and autistic children. Our language-training program utilizes our computer-animated talking head, Baldi, as the conversational agent, who guides students through a variety of exercises designed to teach vocabulary and grammer, to improve speech articulation, and to develop linguistic and phonological awareness. Baldi is an accurate three-dimensional animated talking head appropriately aligned with either synthesized or natural speech. Baldi has a tongue and palate, which can be displayed by making his skin transparent. Two specific language-training programs have been evaluated to determine if they improve word learning and speech articulation. The results indicate that the programs are effective in teaching receptive and productive language. Advantages of utilizing a computer-animated agent as a language tutor are the popularity of computers and embodied conversational agents with autistic kids, the perpetual availability of the program, and individualized instruction. Students enjoy working with Baldi because he offers extreme patience, he doesn't become angry, tired, or bored, and he is in effect a perpetual teaching machine. The results indicate that the psychology and technology of Baldi holds great promise in language learning and speech therapy. [Work supported by NSF Grant Nos. CDA-9726363 and BCS-9905176 and Public Health Service Grant No. PHS R01 DC00236.

  2. An Investigation of the Potential for a Computer-based Tutorial Program Covering the Cardiovascular System to Replace Traditional Lectures.

    ERIC Educational Resources Information Center

    Dewhurst, D. G.; Williams, A. D.

    1998-01-01

    Presents the results of a comparative study to evaluate the effectiveness of two interactive computer-based learning (CBL) programs, covering the cardiovascular system, as an alternative to lectures for first year undergraduate students at a United Kingdom University. Discusses results in relation to the design of evaluative studies and the future…

  3. Arithmetical Computation: Competence after Three Years of Learning under Differing Instructional Programs.

    ERIC Educational Resources Information Center

    Brownell, William A.; And Others

    Reported are the results and conclusions of an arithmetic investigation made in the schools of Scotland in the spring and fall of 1966. The first problem in this investigation was to ascertain which, if either, of two unlike programs of instruction was more effective in developing skill in computation. The second was to determine the value of an…

  4. What Cognitive Science May Learn from Instructional Design: A Case Study in Introductory Computer Programming.

    ERIC Educational Resources Information Center

    van Merrienboer, Jeroen J. G.

    The contributions of instructional design to cognitive science are discussed. It is argued that both sciences have their own object of study, but share a common interest in human cognition and performance as part of instructional systems. From a case study based on experience in teaching introductory computer programming, it is concluded that both…

  5. Learning Computer Programming: Implementing a Fractal in a Turing Machine

    ERIC Educational Resources Information Center

    Pereira, Hernane B. de B.; Zebende, Gilney F.; Moret, Marcelo A.

    2010-01-01

    It is common to start a course on computer programming logic by teaching the algorithm concept from the point of view of natural languages, but in a schematic way. In this sense we note that the students have difficulties in understanding and implementation of the problems proposed by the teacher. The main idea of this paper is to show that the…

  6. Leveraging Cognitive Load Theory, Scaffolding, and Distance Technologies to Enhance Computer Programming for Non-Majors

    ERIC Educational Resources Information Center

    Impelluso, Thomas J.

    2009-01-01

    Cognitive Load Theory (CLT) was used as a foundation to redesign a computer programming class for mechanical engineers, in which content was delivered with hybrid/distance technology. The effort confirmed the utility of CLT in course design. And it demonstrates that hybrid/distance learning is not merely a tool of convenience, but one, which, when…

  7. The Use and Benefits of Computer Aided Learning in the Assessment of the Laboratory Exercise "Enzyme Induction in Escherichia coli".

    ERIC Educational Resources Information Center

    Pamula, F.; And Others

    1995-01-01

    Describes an interactive computer program written to provide accurate and immediate feedback to students while they are processing experimental data. Discusses the problems inherent in laboratory courses that led to the development of this program. Advantages of the software include allowing students to work at their own pace in a nonthreatening…

  8. Playing by Programming: Making Gameplay a Programming Activity

    ERIC Educational Resources Information Center

    Weintrop, David; Wilensky, Uri

    2016-01-01

    Video games are an oft-cited reason for young learners getting interested in programming and computer science. As such, many learning opportunities build on this interest by having kids program their own video games. This approach, while sometimes successful, has its drawbacks stemming from the fact that the challenge of programming and game…

  9. A Computer Science Educational Program for Establishing an Entry Point into the Computing Community of Practice

    ERIC Educational Resources Information Center

    Haberman, Bruria; Yehezkel, Cecile

    2008-01-01

    The rapid evolvement of the computing domain has posed challenges in attempting to bridge the gap between school and the contemporary world of computing, which is related to content, learning culture, and professional norms. We believe that the interaction of high-school students who major in computer science or software engineering with leading…

  10. Program Revitalization Needs Leadership from the Top

    ERIC Educational Resources Information Center

    Corey, Mary Louise

    1974-01-01

    The advent of computer technology has necessitated the revision of bookkeeping and accounting programs. Responsibility for leadership in authorizing the revision and providing the opportunities for teachers to learn automated data processing techniques rests with State and local supervisors of business education programs. (AG)

  11. Program Activity/Training Plans. STIP II (Skill Training Improvement Programs Round II).

    ERIC Educational Resources Information Center

    Los Angeles Community Coll. District, CA.

    Detailed operational guidelines, training objectives, and learning activities are provided for the Los Angeles Community College District's Skill Training Improvement Programs (STIP II), which are designed to train students for immediate employment. The first of four reports covers Los Angeles Southwest College's computer programming trainee…

  12. NATAL-74; Towards a Common Programming Language for CAL.

    ERIC Educational Resources Information Center

    Brahan, J. W.; Colpitts, B. A.

    NATAL-74 is a programing language designed for Canadian computer aided learning (CAL) programs. The language has two fundamental elements: the UNIT provides the interface between the student and the subject matter, and the PROCEDURE element embodies teaching strategy. Desirable features of several programing languages have been adapted to cope…

  13. Effective Compiler Error Message Enhancement for Novice Programming Students

    ERIC Educational Resources Information Center

    Becker, Brett A.; Glanville, Graham; Iwashima, Ricardo; McDonnell, Claire; Goslin, Kyle; Mooney, Catherine

    2016-01-01

    Programming is an essential skill that many computing students are expected to master. However, programming can be difficult to learn. Successfully interpreting compiler error messages (CEMs) is crucial for correcting errors and progressing toward success in programming. Yet these messages are often difficult to understand and pose a barrier to…

  14. Towards optimizing server performance in an educational MMORPG for teaching computer programming

    NASA Astrophysics Data System (ADS)

    Malliarakis, Christos; Satratzemi, Maya; Xinogalos, Stelios

    2013-10-01

    Web-based games have become significantly popular during the last few years. This is due to the gradual increase of internet speed, which has led to the ongoing multiplayer games development and more importantly the emergence of the Massive Multiplayer Online Role Playing Games (MMORPG) field. In parallel, similar technologies called educational games have started to be developed in order to be put into practice in various educational contexts, resulting in the field of Game Based Learning. However, these technologies require significant amounts of resources, such as bandwidth, RAM and CPU capacity etc. These amounts may be even larger in an educational MMORPG game that supports computer programming education, due to the usual inclusion of a compiler and the constant client/server data transmissions that occur during program coding, possibly leading to technical issues that could cause malfunctions during learning. Thus, the determination of the elements that affect the overall games resources' load is essential so that server administrators can configure them and ensure educational games' proper operation during computer programming education. In this paper, we propose a new methodology with which we can achieve monitoring and optimization of the load balancing, so that the essential resources for the creation and proper execution of an educational MMORPG for computer programming can be foreseen and bestowed without overloading the system.

  15. Mobile game development: improving student engagement and motivation in introductory computing courses

    NASA Astrophysics Data System (ADS)

    Kurkovsky, Stan

    2013-06-01

    Computer games have been accepted as an engaging and motivating tool in the computer science (CS) curriculum. However, designing and implementing a playable game is challenging, and is best done in advanced courses. Games for mobile devices, on the other hand, offer the advantage of being simpler and, thus, easier to program for lower level students. Learning context of mobile game development can be used to reinforce many core programming topics, such as loops, classes, and arrays. Furthermore, it can also be used to expose students in introductory computing courses to a wide range of advanced topics in order to illustrate that CS can be much more than coding. This paper describes the author's experience with using mobile game development projects in CS I and II, how these projects were integrated into existing courses at several universities, and the lessons learned from this experience.

  16. Interactive Visualization of Infrared Spectral Data: Synergy of Computation, Visualization, and Experiment for Learning Spectroscopy

    NASA Astrophysics Data System (ADS)

    Lahti, Paul M.; Motyka, Eric J.; Lancashire, Robert J.

    2000-05-01

    A straightforward procedure is described to combine computation of molecular vibrational modes using commonly available molecular modeling programs with visualization of the modes using advanced features of the MDL Information Systems Inc. Chime World Wide Web browser plug-in. Minor editing of experimental spectra that are stored in the JCAMP-DX format allows linkage of IR spectral frequency ranges to Chime molecular display windows. The spectra and animation files can be combined by Hypertext Markup Language programming to allow interactive linkage between experimental spectra and computationally generated vibrational displays. Both the spectra and the molecular displays can be interactively manipulated to allow the user maximum control of the objects being viewed. This procedure should be very valuable not only for aiding students through visual linkage of spectra and various vibrational animations, but also by assisting them in learning the advantages and limitations of computational chemistry by comparison to experiment.

  17. Speech-Enabled Tools for Augmented Interaction in E-Learning Applications

    ERIC Educational Resources Information Center

    Selouani, Sid-Ahmed A.; Lê, Tang-Hô; Benahmed, Yacine; O'Shaughnessy, Douglas

    2008-01-01

    This article presents systems that use speech technology, to emulate the one-on-one interaction a student can get from a virtual instructor. A web-based learning tool, the Learn IN Context (LINC+) system, designed and used in a real mixed-mode learning context for a computer (C++ language) programming course taught at the Université de Moncton…

  18. Embodying Computational Thinking: Initial Design of an Emerging Technological Learning Tool

    ERIC Educational Resources Information Center

    Daily, Shaundra B.; Leonard, Alison E.; Jörg, Sophie; Babu, Sabarish; Gundersen, Kara; Parmar, Dhaval

    2015-01-01

    This emerging technology report describes virtual environment interactions an approach for blending movement and computer programming as an embodied way to support girls in building computational thinking skills. The authors seek to understand how body syntonicity might enable young learners to bootstrap their intuitive knowledge in order to…

  19. NASA Computational Case Study: The Flight of Friendship 7

    NASA Technical Reports Server (NTRS)

    Simpson, David G.

    2012-01-01

    In this case study, we learn how to compute the position of an Earth-orbiting spacecraft as a function of time. As an exercise, we compute the position of John Glenn's Mercury spacecraft Friendship 7 as it orbited the Earth during the third flight of NASA's Mercury program.

  20. Implications of Whole-Brained Theories of Learning and Thinking for Computer-Based Instruction.

    ERIC Educational Resources Information Center

    Torrance, E. Paul

    1981-01-01

    Discusses the implications of theories of hemispheric dominance for computer-assisted instruction, highlights some of the computer's instructional uses, lists specialized functions of the cerebral hemispheres, and lists recommended solutions to CBI program problems which were submitted by gifted children. Thirty-five sources are listed. (FM)

  1. Tutor Training in Computer Science: Tutor Opinions and Student Results.

    ERIC Educational Resources Information Center

    Carbone, Angela; Mitchell, Ian

    Edproj, a project team of faculty from the departments of computer science, software development and education at Monash University (Australia) investigated the quality of teaching and student learning and understanding in the computer science and software development departments. Edproj's research led to the development of a training program to…

  2. Application of Adaptive Decision Aiding Systems to Computer-Assisted Instruction. Final Report, January-December 1974.

    ERIC Educational Resources Information Center

    May, Donald M.; And Others

    The minicomputer-based Computerized Diagnostic and Decision Training (CDDT) system described combines the principles of artificial intelligence, decision theory, and adaptive computer assisted instruction for training in electronic troubleshooting. The system incorporates an adaptive computer program which learns the student's diagnostic and…

  3. Educationally and Cost Effective: Computers in the Classroom.

    ERIC Educational Resources Information Center

    Agee, Roy

    1986-01-01

    The author states that the educational community must provide programs that assure students they will be able to learn how to use and control computers. He discusses micro labs, prerequisites to computer literacy, curriculum development, teaching methods, simulation projects, a systems analysis project, new job titles, and primary basic skills…

  4. SED/Apple Computer, Inc., Partnership Program.

    ERIC Educational Resources Information Center

    Stoll, Peter F.

    1991-01-01

    In 1990, the New York State Education Department (SED), Apple Computer, Inc., Boards of Cooperative Educational Services (BOCES), and school districts formed a partnership to explore the contribution technology can make to schools based on Apple Computer's Learning Society and SED's Long-Range Plan for Technology in Elementary and Secondary…

  5. Metocognitive Support Accelerates Computer Assisted Learning for Novice Programmers

    ERIC Educational Resources Information Center

    Rum, Siti Nurulain Mohd; Ismail, Maizatul Akmar

    2017-01-01

    Computer programming is a part of the curriculum in computer science education, and high drop rates for this subject are a universal problem. Development of metacognitive skills, including the conceptual framework provided by socio-cognitive theories that afford reflective thinking, such as actively monitoring, evaluating, and modifying one's…

  6. Just for Fun: Using Programming Games in Software Programming Training and Education--A Field Study of IBM Robocode Community

    ERIC Educational Resources Information Center

    Long, Ju

    2007-01-01

    Improving learning effectiveness has always been a constant challenge in software education and training. One of the primary tasks educators face is to motivate learners to perform to their best abilities. Using computer games is one means to encourage learners to learn (Klawe, 1994). When games are used in general education, they could enhance…

  7. Does a Combination of Metaphor and Pairing Activity Help Programming Performance of Students with Different Self-Regulated Learning Level?

    ERIC Educational Resources Information Center

    Hui, Tie Hui; Umar, Irfan Naufal

    2011-01-01

    This study aims to investigate the effects of metaphors and pairing activity on programming performance of students with different self-regulated-learning (SRL) level. A total of 84 computing students were involved in this seven-week study, and they were randomly assigned either to a group that received a combination of metaphor and pair…

  8. Advanced Placement Computer Science (with Pascal). Teacher's Guide. Volume 1. Second Edition.

    ERIC Educational Resources Information Center

    Farkouh, Alice; And Others

    The purpose of this guide is to give teachers and supervisors a working knowledge of various approaches to enhancing pupil learning about computer science, particularly through the use of Pascal. It contains instructional units dealing with: (1) computer components; (2) computer languages; (3) compilers; (4) essential features of a Pascal program;…

  9. The Use of Computers in Mathematics Education: A Paradigm Shift from "Computer Assisted Instruction" towards "Student Programming"

    ERIC Educational Resources Information Center

    Aydin, Emin

    2005-01-01

    The purpose of this study is to review the changes that computers have on mathematics itself and on mathematics curriculum. The study aims at investigating different applications of computers in education in general, and mathematics education in particular and their applications on mathematics curriculum and on teaching and learning of…

  10. Clinical laboratory technician to clinical laboratory scientist articulation and distance learning.

    PubMed

    Crowley, J R; Laurich, G A; Mobley, R C; Arnette, A H; Shaikh, A H; Martin, S M

    1999-01-01

    Laboratory workers and educators alike are challenged to support access to education that is current and provides opportunities for career advancement in the work place. The clinical laboratory science (CLS) program at the Medical College of Georgia in Augusta developed a clinical laboratory technician (CLT) to CLS articulation option, expanded it through distance learning, and integrated computer based learning technology into the educational process over a four year period to address technician needs for access to education. Both positive and negative outcomes were realized through these efforts. Twenty-seven students entered the pilot articulation program, graduated, and took a CLS certification examination. Measured in terms of CLS certification, promotions, pay raises, and career advancement, the program described was a success. However, major problems were encountered related to the use of unfamiliar communication technology; administration of the program at distance sites; communication between educational institutions, students, and employers; and competition with CLT programs for internship sites. These problems must be addressed in future efforts to provide a successful distance learning program. Effective methods for meeting educational needs and career ladder expectations of CLTs and their employers are important to the overall quality and appeal of the profession. Educational technology that includes computer-aided instruction, multimedia, and telecommunications can provide powerful tools for education in general and CLT articulation in particular. Careful preparation and vigilant attention to reliable delivery methods as well as students' progress and outcomes is critical for an efficient, economically feasible, and educationally sound program.

  11. Relating Theory and Practice in Laboratory Work: A Variation Theoretical Study

    ERIC Educational Resources Information Center

    Eckerdal, Anna

    2015-01-01

    Computer programming education has practice-oriented as well as theory-oriented learning goals. Here, lab work plays an important role in students' learning. It is however widely reported that many students face great difficulties in learning theory as well as practice. This paper investigates the important but problematic relation between the…

  12. Game-Based Remedial Instruction in Mastery Learning for Upper-Primary School Students

    ERIC Educational Resources Information Center

    Lin, Chun-Hung; Liu, Eric Zhi-Feng; Chen, Yu-Liang; Liou, Pey-Yan; Chang, Maiga; Wu, Cheng-Hong; Yuan, Shyan-Ming

    2013-01-01

    The study examines the effectiveness of using computer games for after-school remedial mastery learning. We incorporated instructional materials related to "area of a circle" into the popular Monopoly game to enhance the performance of sixth-grade students learning mathematics. The program requires that students enter the answers to…

  13. A Computer Model of Simple Forms of Learning.

    ERIC Educational Resources Information Center

    Jones, Thomas L.

    A basic unsolved problem in science is that of understanding learning, the process by which people and machines use their experience in a situation to guide future action in similar situations. The ideas of Piaget, Pavlov, Hull, and other learning theorists, as well as previous heuristic programing models of human intelligence, stimulated this…

  14. Learning Effectiveness and Cognitive Loads in Instructional Materials of Programming Language on Single and Dual Screens

    ERIC Educational Resources Information Center

    Hsu, Jenq-Muh; Chang, Ting-Wen; Yu, Pao-Ta

    2012-01-01

    The teaching and learning environment in a traditional classroom typically includes a projection screen, a projector, and a computer within a digital interactive table. Instructors may apply multimedia learning materials using various information communication technologies to increase interaction effects. However, a single screen only displays a…

  15. Bibliographic Research and the Love of Learning.

    ERIC Educational Resources Information Center

    Weiskel, Timothy C.

    1985-01-01

    Discusses the design and several applications of the computer program, BIBLIO-File. Designed primarily for interactive bibliographic instruction and research, this program allows users to enter, sort, index, search, and print annotated bibliographic information. (MBR)

  16. Programs for attracting under-represented minority students to graduate school and research careers in computational science. Final report for period October 1, 1995 - September 30, 1997

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Turner, James C. Jr.; Mason, Thomas; Guerrieri, Bruno

    1997-10-01

    Programs have been established at Florida A & M University to attract minority students to research careers in mathematics and computational science. The primary goal of the program was to increase the number of such students studying computational science via an interactive multimedia learning environment One mechanism used for meeting this goal was the development of educational modules. This academic year program established within the mathematics department at Florida A&M University, introduced students to computational science projects using high-performance computers. Additional activities were conducted during the summer, these included workshops, meetings, and lectures. Through the exposure provided by this programmore » to scientific ideas and research in computational science, it is likely that their successful applications of tools from this interdisciplinary field will be high.« less

  17. A CAL Program to Teach the Basic Principles of Genetic Engineering--A Change from the Traditional Approach.

    ERIC Educational Resources Information Center

    Dewhurst, D. G.; And Others

    1989-01-01

    An interactive computer-assisted learning program written for the BBC microcomputer to teach the basic principles of genetic engineering is described. Discussed are the hardware requirements software, use of the program, and assessment. (Author/CW)

  18. Acceptance of E-Learning Devices by Dental Students

    PubMed Central

    Sagheb, Keyvan; Affeldt, Harald; Klumpp, Hannah; Taylor, Kathy; Walter, Christian; Al-Nawas, Bilal

    2013-01-01

    Background E-Learning programs and their corresponding devices are increasingly employed to educate dental students during their clinical training. Objective Recent progress made in the development of e-learning software as well as in hardware (computers, tablet PCs, smartphones) caused us to more closely investigate into the habits of dental students in dealing with these learning techniques. Methods Dental students during their clinical training attended a survey compiled in cooperation with biostatisticians. The questionnaire probands were asked to complete based on previous surveys of similar subjects, allowing single as well as multiple answers. The data, which were obtained with respect to the learning devices students commonly employ, were compared with their internet learning activities. Results The e-learning devices utilized are of heterogeneous brands. Each student has access to at least one hardware type suitable for e-learning. All students held mobile devices, about 90 percent employed laptops, and about 60 percent possess smartphones. Unexceptional all participants of the survey acknowledged an unlimited internet access. In contrast, only 16 percent of students utilized tablet PCs. A detailed analysis of the survey outcome reveals that an increasing use of mobile devices (tablet PC, smartphone) facilitates internet learning activities while at the same time utilization of computers (desktop, laptop) declines. Conclusions Dental students overwhelmingly accept e-learning during their clinical training. Students report outstanding preconditions to conduct e-learning as both their access to hardware and to the internet is excellent. Less satisfying is the outcome of our survey regarding the utilization of e-learning programs. Depending of the hardware employed only one-third to barely one-half of students comprise learning programs. PMID:25075241

  19. Social Computing as Next-Gen Learning Paradigm: A Platform and Applications

    NASA Astrophysics Data System (ADS)

    Margherita, Alessandro; Taurino, Cesare; Del Vecchio, Pasquale

    As a field at the intersection between computer science and people behavior, social computing can contribute significantly in the endeavor of innovating how individuals and groups interact for learning and working purposes. In particular, the generation of Internet applications tagged as web 2.0 provides an opportunity to create new “environments” where people can exchange knowledge and experience, create new knowledge and learn together. This chapter illustrates the design and application of a prototypal platform which embeds tools such as blog, wiki, folksonomy and RSS in a unique web-based system. This platform has been developed to support a case-based and project-driven learning strategy for the development of business and technology management competencies in undergraduate and graduate education programs. A set of illustrative scenarios are described to show how a learning community can be promoted, created, and sustained through the technological platform.

  20. The Influence of Computer Technology Learning Program on Attitudes toward Computers and Self-Esteem among Arab Dropout Youth.

    ERIC Educational Resources Information Center

    Romi, Shlomo; Zoabi, Houssien

    2003-01-01

    Describes a study that examined the attitudes of Arab dropout youth in Israel toward the use of computer technology and the influence of this use on their self-esteem. Results supported the assumptions that exposure to computer technology would change the attitudes of dropout adolescents toward computers to positive ones. (Contains 43 references.)…

  1. Learning COMCAT (Computer Output Microform Catalog): Library Training Program for Foreign Students at New York Institute of Technology.

    ERIC Educational Resources Information Center

    Chiang, Ching-hsin

    This thesis reports on the designer's plans and experiences in carrying out the design, development, implementation, and evaluation of a project, the purpose of which was to develop a training program that would enable foreign students at the New York Institute of Technology (NYIT) to use the Computer Output Microform Catalog (COMCAT) and to…

  2. An urban area minority outreach program for K-6 children in space science

    NASA Astrophysics Data System (ADS)

    Morris, P.; Garza, O.; Lindstrom, M.; Allen, J.; Wooten, J.; Sumners, C.; Obot, V.

    The Houston area has minority populations with significant school dropout rates. This is similar to other major cities in the United States and elsewhere in the world where there are significant minority populations from rural areas. The student dropout rates are associated in many instances with the absence of educational support opportuni- ties either from the school and/or from the family. This is exacerbated if the student has poor English language skills. To address this issue, a NASA minority university initiative enabled us to develop a broad-based outreach program that includes younger children and their parents at a primarily Hispanic inner city charter school. The pro- gram at the charter school was initiated by teaching computer skills to the older chil- dren, who in turn taught parents. The older children were subsequently asked to help teach a computer literacy class for mothers with 4-5 year old children. The computers initially intimidated the mothers as most had limited educational backgrounds and En- glish language skills. To practice their newly acquired computer skills and learn about space science, the mothers and their children were asked to pick a space project and investigate it using their computer skills. The mothers and their children decided to learn about black holes. The project included designing space suits for their children so that they could travel through space and observe black holes from a closer proxim- ity. The children and their mothers learned about computers and how to use them for educational purposes. In addition, they learned about black holes and the importance of space suits in protecting astronauts as they investigated space. The parents are proud of their children and their achievements. By including the parents in the program, they have a greater understanding of the importance of their children staying in school and the opportunities for careers in space science and technology. For more information on our overall program, the charter school and their other space science related activities, visit their web site, http://www.tccc-ryss.org/solarsys/solarmingrant.htm

  3. Interactive computer simulations of knee-replacement surgery.

    PubMed

    Gunther, Stephen B; Soto, Gabriel E; Colman, William W

    2002-07-01

    Current surgical training programs in the United States are based on an apprenticeship model. This model is outdated because it does not provide conceptual scaffolding, promote collaborative learning, or offer constructive reinforcement. Our objective was to create a more useful approach by preparing students and residents for operative cases using interactive computer simulations of surgery. Total-knee-replacement surgery (TKR) is an ideal procedure to model on the computer because there is a systematic protocol for the procedure. Also, this protocol is difficult to learn by the apprenticeship model because of the multiple instruments that must be used in a specific order. We designed an interactive computer tutorial to teach medical students and residents how to perform knee-replacement surgery. We also aimed to reinforce the specific protocol of the operative procedure. Our final goal was to provide immediate, constructive feedback. We created a computer tutorial by generating three-dimensional wire-frame models of the surgical instruments. Next, we applied a surface to the wire-frame models using three-dimensional modeling. Finally, the three-dimensional models were animated to simulate the motions of an actual TKR. The tutorial is a step-by-step tutorial that teaches and tests the correct sequence of steps in a TKR. The student or resident must select the correct instruments in the correct order. The learner is encouraged to learn the stepwise surgical protocol through repetitive use of the computer simulation. Constructive feedback is acquired through a grading system, which rates the student's or resident's ability to perform the task in the correct order. The grading system also accounts for the time required to perform the simulated procedure. We evaluated the efficacy of this teaching technique by testing medical students who learned by the computer simulation and those who learned by reading the surgical protocol manual. Both groups then performed TKR on manufactured bone models using real instruments. Their technique was graded with the standard protocol. The students who learned on the computer simulation performed the task in a shorter time and with fewer errors than the control group. They were also more engaged in the learning process. Surgical training programs generally lack a consistent approach to preoperative education related to surgical procedures. This interactive computer tutorial has allowed us to make a quantum leap in medical student and resident teaching in our orthopedic department because the students actually participate in the entire process. Our technique provides a linear, sequential method of skill acquisition and direct feedback, which is ideally suited for learning stepwise surgical protocols. Since our initial evaluation has shown the efficacy of this program, we have implemented this teaching tool into our orthopedic curriculum. Our plans for future work with this simulator include modeling procedures involving other anatomic areas of interest, such as the hip and shoulder.

  4. Put Your Robot In, Put Your Robot Out: Sequencing through Programming Robots in Early Childhood

    ERIC Educational Resources Information Center

    Kazakoff, Elizabeth R.; Bers, Marina Umaschi

    2014-01-01

    This article examines the impact of programming robots on sequencing ability in early childhood. Thirty-four children (ages 4.5-6.5 years) participated in computer programming activities with a developmentally appropriate tool, CHERP, specifically designed to program a robot's behaviors. The children learned to build and program robots over three…

  5. Reviews, Software.

    ERIC Educational Resources Information Center

    Science Teacher, 1988

    1988-01-01

    Reviews two software programs for Apple series computers. Includes "Orbital Mech," a basic planetary orbital simulation for the Macintosh, and "START: Stimulus and Response Tools for Experiments in Memory, Learning, Cognition, and Perception," a program that demonstrates basic psychological principles and experiments. (CW)

  6. Instructor Perspectives of Multiple-Choice Questions in Summative Assessment for Novice Programmers

    ERIC Educational Resources Information Center

    Shuhidan, Shuhaida; Hamilton, Margaret; D'Souza, Daryl

    2010-01-01

    Learning to program is known to be difficult for novices. High attrition and high failure rates in foundation-level programming courses undertaken at tertiary level in Computer Science programs, are commonly reported. A common approach to evaluating novice programming ability is through a combination of formative and summative assessments, with…

  7. Constructing the ScratchJr Programming Language in the Early Childhood Classroom

    ERIC Educational Resources Information Center

    Portelance, Dylan J.; Strawhacker, Amanda L.; Bers, Marina Umaschi

    2016-01-01

    This paper seeks to contribute to the growing literature on children and computer programming by focusing on a programming language for children in Kindergarten through second grade. Sixty-two students were exposed to a 6-week curriculum using ScartchJr. They learned foundational programming concepts and applied those concepts to create personally…

  8. Programming by Choice: Urban Youth Learning Programming with Scratch

    ERIC Educational Resources Information Center

    Maloney, John; Peppler, Kylie; Kafai, Yasmin B.; Resnick, Mitchel; Rusk, Natalie

    2008-01-01

    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…

  9. Nonhomogeneous results in place learning among panic disorder patients with agoraphobia.

    PubMed

    Gorini, Alessandra; Schruers, Koen; Riva, Giuseppe; Griez, Eric

    2010-10-30

    Patients affected by panic disorder with agoraphobia (PDA) often suffer from visuo-spatial disturbances. In the present study, we tested the place-learning abilities in a sample of 31 PDA patients compared to 31 healthy controls (CTR) using the computer-generated arena (C-G Arena), a desktop-based computer program developed at the University of Arizona (Jacobs et al 1997, for further detail about the program, see http://web.arizona.edu/~arg/data.html). Subjects were asked to search the computer-generated space, over several trials, for the location of a hidden target. Results showed that control subjects rapidly learned to locate the invisible target and consistently returned to it, while PDA patients were divided in two subgroups: some of them (PDA-A) were as good as controls in place learning, while some others (PDA-B) were unable to learn the correct strategies to find the target. Further analyses revealed that PDA-A patients were significantly younger and affected by panic disorder from less time than PDA-B, indicating that age and duration of illness can be critical factors that influence the place-learning abilities. The existence of two different subgroups of PDA patients who differ in their spatial orientation abilities could provide new insight into the mechanisms of panic and open new perspectives in the cognitive-behavioral treatment of this diffuse and disabling disorder. Copyright © 2009 Elsevier Ireland Ltd. All rights reserved.

  10. Personal computer versus personal computer/mobile device combination users' preclinical laboratory e-learning activity.

    PubMed

    Kon, Haruka; Kobayashi, Hiroshi; Sakurai, Naoki; Watanabe, Kiyoshi; Yamaga, Yoshiro; Ono, Takahiro

    2017-11-01

    The aim of the present study was to clarify differences between personal computer (PC)/mobile device combination and PC-only user patterns. We analyzed access frequency and time spent on a complete denture preclinical website in order to maximize website effectiveness. Fourth-year undergraduate students (N=41) in the preclinical complete denture laboratory course were invited to participate in this survey during the final week of the course to track login data. Students accessed video demonstrations and quizzes via our e-learning site/course program, and were instructed to view online demonstrations before classes. When the course concluded, participating students filled out a questionnaire about the program, their opinions, and devices they had used to access the site. Combination user access was significantly more frequent than PC-only during supplementary learning time, indicating that students with mobile devices studied during lunch breaks and before morning classes. Most students had favorable opinions of the e-learning site, but a few combination users commented that some videos were too long and that descriptive answers were difficult on smartphones. These results imply that mobile devices' increased accessibility encouraged learning by enabling more efficient time use between classes. They also suggest that e-learning system improvements should cater to mobile device users by reducing video length and including more short-answer questions. © 2016 John Wiley & Sons Australia, Ltd.

  11. Street Smart: Sidewalk Libraries Open a World of Learning for Urban Youth.

    ERIC Educational Resources Information Center

    Walker, Tim

    2000-01-01

    Describes the street libraries program of the Fourth World Movement, which has been bringing books to children in neighborhoods in New York City, Boston, and New Orleans for more than 15 years. Recently, the program has added computers to their community programs. (SLD)

  12. A Quantitative Study of a Software Tool that Supports a Part-Complete Solution Method on Learning Outcomes

    ERIC Educational Resources Information Center

    Garner, Stuart

    2009-01-01

    This paper reports on the findings from a quantitative research study into the use of a software tool that was built to support a part-complete solution method (PCSM) for the learning of computer programming. The use of part-complete solutions to programming problems is one of the methods that can be used to reduce the cognitive load that students…

  13. Learning with a Missing Sense: What Can We Learn from the Interaction of a Deaf Child with a Turtle?

    ERIC Educational Resources Information Center

    Miller, Paul

    2009-01-01

    This case study reports on the progress of Navon, a 13-year-old boy with prelingual deafness, over a 3-month period following exposure to Logo, a computer programming language that visualizes specific programming commands by means of a virtual drawing tool called the Turtle. Despite an almost complete lack of skills in spoken and sign language,…

  14. Building Interactivity in Higher Education to Support Student Engagement in Spatial Problem Solving and Programming

    NASA Astrophysics Data System (ADS)

    Gulland, E.-K.; Veenendaal, B.; Schut, A. G. T.

    2012-07-01

    Problem-solving knowledge and skills are an important attribute of spatial sciences graduates. The challenge of higher education is to build a teaching and learning environment that enables students to acquire these skills in relevant and authentic applications. This study investigates the effectiveness of traditional face-to-face teaching and online learning technologies in supporting the student learning of problem-solving and computer programming skills, techniques and solutions. The student cohort considered for this study involves students in the surveying as well as geographic information science (GISc) disciplines. Also, students studying across a range of learning modes including on-campus, distance and blended, are considered in this study. Student feedback and past studies reveal a lack of student interest and engagement in problem solving and computer programming. Many students do not see such skills as directly relevant and applicable to their perceptions of what future spatial careers hold. A range of teaching and learning methods for both face-to-face teaching and distance learning were introduced to address some of the perceived weaknesses of the learning environment. These included initiating greater student interaction in lectures, modifying assessments to provide greater feedback and student accountability, and the provision of more interactive and engaging online learning resources. The paper presents and evaluates the teaching methods used to support the student learning environment. Responses of students in relation to their learning experiences were collected via two anonymous, online surveys and these results were analysed with respect to student pass and retention rates. The study found a clear distinction between expectations and engagement of surveying students in comparison to GISc students. A further outcome revealed that students who were already engaged in their learning benefited the most from the interactive learning resources and opportunities provided.

  15. Adoption of computer-assisted learning in medical education: the educators' perspective.

    PubMed

    Schifferdecker, Karen E; Berman, Norm B; Fall, Leslie H; Fischer, Martin R

    2012-11-01

    Computer-assisted learning (CAL) in medical education has been shown to be effective in the achievement of learning outcomes, but requires the input of significant resources and development time. This study examines the key elements and processes that led to the widespread adoption of a CAL program in undergraduate medical education, the Computer-assisted Learning in Paediatrics Program (CLIPP). It then considers the relative importance of elements drawn from existing theories and models for technology adoption and other studies on CAL in medical education to inform the future development, implementation and testing of CAL programs in medical education. The study used a mixed-methods explanatory design. All paediatric clerkship directors (CDs) using CLIPP were recruited to participate in a self-administered, online questionnaire. Semi-structured interviews were then conducted with a random sample of CDs to further explore the quantitative results. Factors that facilitated adoption included CLIPP's ability to fill gaps in exposure to core clinical problems, the use of a national curriculum, development by CDs, and the meeting of CDs' desires to improve teaching and student learning. An additional facilitating factor was that little time and effort were needed to implement CLIPP within a clerkship. The quantitative findings were mostly corroborated by the qualitative findings. This study indicates issues that are important in the consideration and future exploration of the development and implementation of CAL programs in medical education. The promise of CAL as a method of enhancing the process and outcomes of medical education, and its cost, increase the need for future CAL funders and developers to pay equal attention to the needs of potential adopters and the development process as they do to the content and tools in the CAL program. Important questions that remain on the optimal design, use and integration of CAL should be addressed in order to adequately inform future development. Support is needed for studies that address these critical areas. © Blackwell Publishing Ltd 2012.

  16. HyperCard K-12: Classroom Computer Learning Special Supplement Sponsored by Apple Computer.

    ERIC Educational Resources Information Center

    Classroom Computer Learning, 1989

    1989-01-01

    Follows the development of hypertext which is the electronic movement of large amounts of text. Probes the use of the Macintosh HyperCard and its applications in education. Notes programs are stackable in the computer. Provides tool, resource, and stack directory along with tips for using HyperCard. (MVL)

  17. Learning to Teach Computer Science: Qualitative Insights into Secondary Teachers' Pedagogical Content Knowledge

    ERIC Educational Resources Information Center

    Hubbard, Aleata Kimberly

    2017-01-01

    In this dissertation, I explored the pedagogical content knowledge of in-service high school educators recently assigned to teach computer science for the first time. Teachers were participating in a professional development program where they co-taught introductory computing classes with tech industry professionals. The study was motivated by…

  18. Perceptions of a New Medium: Gifted Children Think About Computers

    DTIC Science & Technology

    1999-04-12

    The purpose of this study was to begin to investigate the cognitive and affective attitudes that gifted students have about computers. As a teacher...of gifted students in the field of computer programming, I wanted to learn what these students thought about the machine as a part of their lives. I

  19. Teaching Computer-Aided Design of Fluid Flow and Heat Transfer Engineering Equipment.

    ERIC Educational Resources Information Center

    Gosman, A. D.; And Others

    1979-01-01

    Describes a teaching program for fluid mechanics and heat transfer which contains both computer aided learning (CAL) and computer aided design (CAD) components and argues that the understanding of the physical and numerical modeling taught in the CAL course is essential to the proper implementation of CAD. (Author/CMV)

  20. Music and Computers: Symbiotic Learning.

    ERIC Educational Resources Information Center

    Crenshaw, John H.

    Many individuals in middle school, high school, and university settings have an interest in both music and computers. This paper seeks to direct that interest by presenting a series of computer programming projects. The 53 projects fall under two categories: musical scales and musical sound production. Each group of projects is preceded by a short…

  1. Preservice Teachers' Introduction to Computing: Exploring Utilization of Scratch

    ERIC Educational Resources Information Center

    Cetin, Ibrahim

    2016-01-01

    Computational thinking has been gaining new impetus in the academic community and in K-12 level education. Scratch is a visual programming environment that can be utilized to teach and learn introductory computing concepts. There are some studies investigating the effectiveness of Scratch for K-12 level education. However, studies that have been…

  2. BACLAB: A Computer Simulation of a Medical Bacteriology Laboratory--An Aid for Teaching Tertiary Level Microbiology.

    ERIC Educational Resources Information Center

    Lewington, J.; And Others

    1985-01-01

    Describes a computer simulation program which helps students learn the main biochemical tests and profiles for identifying medically important bacteria. Also discusses the advantages and applications of this type of approach. (ML)

  3. Assessing collaborative computing: development of the Collaborative-Computing Observation Instrument (C-COI)

    NASA Astrophysics Data System (ADS)

    Israel, Maya; Wherfel, Quentin M.; Shehab, Saadeddine; Ramos, Evan A.; Metzger, Adam; Reese, George C.

    2016-07-01

    This paper describes the development, validation, and uses of the Collaborative Computing Observation Instrument (C-COI), a web-based analysis instrument that classifies individual and/or collaborative behaviors of students during computing problem-solving (e.g. coding, programming). The C-COI analyzes data gathered through video and audio screen recording software that captures students' computer screens as they program, and their conversations with their peers or adults. The instrument allows researchers to organize and quantify these data to track behavioral patterns that could be further analyzed for deeper understanding of persistence and/or collaborative interactions. The article provides a rationale for the C-COI including the development of a theoretical framework for measuring collaborative interactions in computer-mediated environments. This theoretical framework relied on the computer-supported collaborative learning literature related to adaptive help seeking, the joint problem-solving space in which collaborative computing occurs, and conversations related to outcomes and products of computational activities. Instrument development and validation also included ongoing advisory board feedback from experts in computer science, collaborative learning, and K-12 computing as well as classroom observations to test out the constructs in the C-COI. These processes resulted in an instrument with rigorous validation procedures and a high inter-rater reliability.

  4. Putting Fun Back into Learning.

    ERIC Educational Resources Information Center

    Rao, Srikumar S.

    1995-01-01

    People will learn better if they like what they are learning. Computers offer an extensive library of cases, examples, and stories that are easy to access, fun to work through, and tell students what they want to know. One example is the ASK system, a 15-module, self-study, multimedia program that is fun for trainees to use, which should enhance…

  5. EU Strategies of Integrating ICT into Initial Teacher Training

    ERIC Educational Resources Information Center

    Garapko, Vitaliya

    2013-01-01

    Education and learning are strongly linked with society and its evolution and knowledge. In the field of formal education, ICTs are increasingly deployed as tools to extend the learner's capacity to perceive, understand and communicate, as seen in the increase in online learning programs and the use of the computer as a learning support tool in…

  6. Redesigning College Algebra: Combining Educational Theory and Web-Based Learning to Improve Student Attitudes and Performance

    ERIC Educational Resources Information Center

    Hagerty, Gary; Smith, Stanley; Goodwin, Danielle

    2010-01-01

    In 2001, Black Hills State University (BHSU) redesigned college algebra to use the computer-based mastery learning program, Assessment and Learning in Knowledge Spaces [1], historical development of concepts modules, whole class discussions, cooperative activities, relevant applications problems, and many fewer lectures. This resulted in a 21%…

  7. Peer-Led Team Learning in Mathematics Courses for Freshmen Engineering and Computer Science Students

    ERIC Educational Resources Information Center

    Reisel, John R.; Jablonski, Marissa R.; Munson, Ethan; Hosseini, Hossein

    2014-01-01

    Peer-led Team Learning (PLTL) is an instructional method reported to increase student learning in STEM courses. As mathematics is a significant hurdle for many freshmen engineering students, a PLTL program was implemented for students to attempt to improve their course performance. Here, an analysis of PLTL for freshmen engineering students in…

  8. Learning from the Periphery in a Collaborative Robotics Workshop for Girls

    ERIC Educational Resources Information Center

    Sullivan, Florence R.; Keith, Kevin; Wilson, Nicholas C.

    2016-01-01

    This study investigates how students who are peripherally positioned in computer science-based, collaborative group work meaningfully engage with the group activity in order to learn. Our research took place in the context of a one-day, all-girl robotics workshop, in which the participants were learning to program robotic devices. A total of 17…

  9. The Ghost in the Machine: Are "Teacherless" CALL Programs Really Possible?

    ERIC Educational Resources Information Center

    Davies, Ted; Williamson, Rodney

    1998-01-01

    Reflects critically on pedagogical issues in the production of computer-assisted language learning (CALL) courseware and ways CALL has affected the practice of language learning. Concludes that if CALL is to reach full potential, it must be more than a simple medium of information; it should provide a teaching/learning process, with the real…

  10. Technology Counts 2011: K-12 Seeks Custom Fit--Schools Test Individualized Digital Learning

    ERIC Educational Resources Information Center

    Education Week, 2011

    2011-01-01

    A growing number of educators around the country are turning to technology and different teaching and learning approaches to give students personalized learning experiences that mirror the customized experiences they take for granted outside of school. To meet students' individual needs, they are putting in place 1-to-1 computing programs and…

  11. CAI: A Model for the Comparison and Selection of Integrated Learning Systems in Large School Districts.

    ERIC Educational Resources Information Center

    Resta, Paul E.; Rost, Paul

    The Albuquerque (New Mexico) Public Schools conducted a three-year study of integrated computer-based learning systems, including WICAT, Dolphin, PLATO, CCC, and DEGEM. Through cooperation with the Education Consolidation Improvement Act Chapter 1 program, four large integrated learning systems (ILS) were purchased and studied. They were installed…

  12. Object-oriented design and implementation of CFDLab: a computer-assisted learning tool for fluid dynamics using dual reciprocity boundary element methodology

    NASA Astrophysics Data System (ADS)

    Friedrich, J.

    1999-08-01

    As lecturers, our main concern and goal is to develop more attractive and efficient ways of communicating up-to-date scientific knowledge to our students and facilitate an in-depth understanding of physical phenomena. Computer-based instruction is very promising to help both teachers and learners in their difficult task, which involves complex cognitive psychological processes. This complexity is reflected in high demands on the design and implementation methods used to create computer-assisted learning (CAL) programs. Due to their concepts, flexibility, maintainability and extended library resources, object-oriented modeling techniques are very suitable to produce this type of pedagogical tool. Computational fluid dynamics (CFD) enjoys not only a growing importance in today's research, but is also very powerful for teaching and learning fluid dynamics. For this purpose, an educational PC program for university level called 'CFDLab 1.1' for Windows™ was developed with an interactive graphical user interface (GUI) for multitasking and point-and-click operations. It uses the dual reciprocity boundary element method as a versatile numerical scheme, allowing to handle a variety of relevant governing equations in two dimensions on personal computers due to its simple pre- and postprocessing including 2D Laplace, Poisson, diffusion, transient convection-diffusion.

  13. PixelLearn

    NASA Technical Reports Server (NTRS)

    Mazzoni, Dominic; Wagstaff, Kiri; Bornstein, Benjamin; Tang, Nghia; Roden, Joseph

    2006-01-01

    PixelLearn is an integrated user-interface computer program for classifying pixels in scientific images. Heretofore, training a machine-learning algorithm to classify pixels in images has been tedious and difficult. PixelLearn provides a graphical user interface that makes it faster and more intuitive, leading to more interactive exploration of image data sets. PixelLearn also provides image-enhancement controls to make it easier to see subtle details in images. PixelLearn opens images or sets of images in a variety of common scientific file formats and enables the user to interact with several supervised or unsupervised machine-learning pixel-classifying algorithms while the user continues to browse through the images. The machinelearning algorithms in PixelLearn use advanced clustering and classification methods that enable accuracy much higher than is achievable by most other software previously available for this purpose. PixelLearn is written in portable C++ and runs natively on computers running Linux, Windows, or Mac OS X.

  14. A Graduate Professional Program in Translation.

    ERIC Educational Resources Information Center

    Waldinger, Renee

    1987-01-01

    The City University of New York Graduate School's professional program in translation combines high-level, specialized language learning in French, German, and Spanish with related graduate work in such disciplines as international affairs, finance, banking, jurisprudence, literature, and computer science. (CB)

  15. WinHPC System Programming | High-Performance Computing | NREL

    Science.gov Websites

    Programming WinHPC System Programming Learn how to build and run an MPI (message passing interface (mpi.h) and library (msmpi.lib) are. To build from the command line, run... Start > Intel Software Development Tools > Intel C++ Compiler Professional... > C++ Build Environment for applications running

  16. Notional Machines and Introductory Programming Education

    ERIC Educational Resources Information Center

    Sorva, Juha

    2013-01-01

    This article brings together, summarizes, and comments on several threads of research that have contributed to our understanding of the challenges that novice programmers face when learning about the runtime dynamics of programs and the role of the computer in program execution. More specifically, the review covers the literature on programming…

  17. An Antibiotic Resource Program for Students of the Health Professions.

    ERIC Educational Resources Information Center

    Tritz, Gerald J.

    1986-01-01

    Provides a description of a computer program developed to supplement instruction in testing of antibiotics on clinical isolates of microorganisms. The program is a simulation and database for interpretation of experimental data designed to enhance laboratory learning and prepare future physicians to use computerized diagnostic instrumentation and…

  18. ALCF Data Science Program: Productive Data-centric Supercomputing

    NASA Astrophysics Data System (ADS)

    Romero, Nichols; Vishwanath, Venkatram

    The ALCF Data Science Program (ADSP) is targeted at big data science problems that require leadership computing resources. The goal of the program is to explore and improve a variety of computational methods that will enable data-driven discoveries across all scientific disciplines. The projects will focus on data science techniques covering a wide area of discovery including but not limited to uncertainty quantification, statistics, machine learning, deep learning, databases, pattern recognition, image processing, graph analytics, data mining, real-time data analysis, and complex and interactive workflows. Project teams will be among the first to access Theta, ALCFs forthcoming 8.5 petaflops Intel/Cray system. The program will transition to the 200 petaflop/s Aurora supercomputing system when it becomes available. In 2016, four projects have been selected to kick off the ADSP. The selected projects span experimental and computational sciences and range from modeling the brain to discovering new materials for solar-powered windows to simulating collision events at the Large Hadron Collider (LHC). The program will have a regular call for proposals with the next call expected in Spring 2017.http://www.alcf.anl.gov/alcf-data-science-program This research used resources of the ALCF, which is a DOE Office of Science User Facility supported under Contract DE-AC02-06CH11357.

  19. 77 FR 27015 - Distance Learning and Telemedicine Grant Program

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-05-08

    ... aforementioned Notice, which have been evaluated and scored, represent exemplary projects in their use of telecommunications, computer networks, and related advanced technologies to encourage and improve telemedicine services and distance learning services in rural areas. Only a limited number of these projects, however...

  20. Distance Learning and the Information Highway [and] Comments on Burgstahler.

    ERIC Educational Resources Information Center

    Burgstahler, Sheryl; And Others

    1995-01-01

    Two University of Washington programs that demonstrate the use of the Internet for distance learning in rehabilitation are described: Project DO-IT (Disabilities, Opportunities, Internetworking, and Technology) and an adaptive computer technology course. Comments by Oestreich and Adams follow the article. (SK)

  1. Running a Research Marathon

    ERIC Educational Resources Information Center

    Maaravi, Yossi

    2018-01-01

    In the current article, I describe a case of experiential learning that can be used to enhance learning, students' research skills and motivation in academic institutions. We used the already existing process of hackathons--intense computer programming events--and conducted a social science research marathon. Fifty-two graduate students…

  2. A remote sensing computer-assisted learning tool developed using the unified modeling language

    NASA Astrophysics Data System (ADS)

    Friedrich, J.; Karslioglu, M. O.

    The goal of this work has been to create an easy-to-use and simple-to-make learning tool for remote sensing at an introductory level. Many students struggle to comprehend what seems to be a very basic knowledge of digital images, image processing and image arithmetic, for example. Because professional programs are generally too complex and overwhelming for beginners and often not tailored to the specific needs of a course regarding functionality, a computer-assisted learning (CAL) program was developed based on the unified modeling language (UML), the present standard for object-oriented (OO) system development. A major advantage of this approach is an easier transition from modeling to coding of such an application, if modern UML tools are being used. After introducing the constructed UML model, its implementation is briefly described followed by a series of learning exercises. They illustrate how the resulting CAL tool supports students taking an introductory course in remote sensing at the author's institution.

  3. Using Computer Simulations to Integrate Learning.

    ERIC Educational Resources Information Center

    Liao, Thomas T.

    1983-01-01

    Describes the primary design criteria and the classroom activities involved in "The Yellow Light Problem," a minicourse on decision making in the secondary school Mathematics, Engineering and Science Achievement (MESA) program in California. Activities include lectures, discussions, science and math labs, computer labs, and development…

  4. Before They Can Speak, They Must Know.

    ERIC Educational Resources Information Center

    Cromie, William J.; Edson, Lee

    1984-01-01

    Intelligent relationships with people are among the goals for tomorrow's computers. Knowledge-based systems used and being developed to achieve these goals are discussed. Automatic learning, producing inferences, parallelism, program languages, friendly machines, computer vision, and biomodels are among the topics considered. (JN)

  5. Blended Learning Experience in a Programming Language Course and the Effect of the Thinking Styles of the Students on Success and Motivation

    ERIC Educational Resources Information Center

    Yagci, Mustafa

    2016-01-01

    High-level thinking and problem solving skill is one requirement of computer programming that most of the students experience problems with. Individual differences such as motivation, attitude towards programming, thinking style of the student, and complexity of the programming language have influence on students' success on programming. Thus,…

  6. Testing and Validating Machine Learning Classifiers by Metamorphic Testing☆

    PubMed Central

    Xie, Xiaoyuan; Ho, Joshua W. K.; Murphy, Christian; Kaiser, Gail; Xu, Baowen; Chen, Tsong Yueh

    2011-01-01

    Machine Learning algorithms have provided core functionality to many application domains - such as bioinformatics, computational linguistics, etc. However, it is difficult to detect faults in such applications because often there is no “test oracle” to verify the correctness of the computed outputs. To help address the software quality, in this paper we present a technique for testing the implementations of machine learning classification algorithms which support such applications. Our approach is based on the technique “metamorphic testing”, which has been shown to be effective to alleviate the oracle problem. Also presented include a case study on a real-world machine learning application framework, and a discussion of how programmers implementing machine learning algorithms can avoid the common pitfalls discovered in our study. We also conduct mutation analysis and cross-validation, which reveal that our method has high effectiveness in killing mutants, and that observing expected cross-validation result alone is not sufficiently effective to detect faults in a supervised classification program. The effectiveness of metamorphic testing is further confirmed by the detection of real faults in a popular open-source classification program. PMID:21532969

  7. Computing Across the Physics and Astrophysics Curriculum

    NASA Astrophysics Data System (ADS)

    DeGioia Eastwood, Kathy; James, M.; Dolle, E.

    2012-01-01

    Computational skills are essential in today's marketplace. Bachelors entering the STEM workforce report that their undergraduate education does not adequately prepare them to use scientific software and to write programs. Computation can also increase student learning; not only are the students actively engaged, but computational problems allow them to explore physical problems that are more realistic than the few that can be solved analytically. We have received a grant from the NSF CCLI Phase I program to integrate computing into our upper division curriculum. Our language of choice is Matlab; this language had already been chosen for our required sophomore course in Computational Physics because of its prevalence in industry. For two summers we have held faculty workshops to help our professors develop the needed expertise, and we are now in the implementation and evaluation stage. The end product will be a set of learning materials in the form of computational modules that we will make freely available. These modules will include the assignment, pedagogical goals, Matlab code, samples of student work, and instructor comments. At this meeting we present an overview of the project as well as modules written for a course in upper division stellar astrophysics. We acknowledge the support of the NSF through DUE-0837368.

  8. Lessons learned in creating spacecraft computer systems: Implications for using Ada (R) for the space station

    NASA Technical Reports Server (NTRS)

    Tomayko, James E.

    1986-01-01

    Twenty-five years of spacecraft onboard computer development have resulted in a better understanding of the requirements for effective, efficient, and fault tolerant flight computer systems. Lessons from eight flight programs (Gemini, Apollo, Skylab, Shuttle, Mariner, Voyager, and Galileo) and three reserach programs (digital fly-by-wire, STAR, and the Unified Data System) are useful in projecting the computer hardware configuration of the Space Station and the ways in which the Ada programming language will enhance the development of the necessary software. The evolution of hardware technology, fault protection methods, and software architectures used in space flight in order to provide insight into the pending development of such items for the Space Station are reviewed.

  9. Multilinear Computing and Multilinear Algebraic Geometry

    DTIC Science & Technology

    2016-08-10

    landmark paper titled “Most tensor problems are NP-hard” (see [14] in Section 3) in the Journal of the ACM, the premier journal in Computer Science ...Higher-order cone programming,” Machine Learning Thematic Trimester, International Centre for Mathematics and Computer Science , Toulouse, France...geometry-and-data-analysis • 2014 SIMONS INSTITUTE WORKSHOP: Workshop on Tensors in Computer Science and Geometry, University of California, Berkeley, CA

  10. Meeting the Challenge.

    ERIC Educational Resources Information Center

    Palestis, Ernest

    1997-01-01

    Describes the award-winning technology endeavors and parent involvement programs developed in the Mine Hill School District (New Jersey). Topics include the multiyear plan, community and board of education support, funding, measuring student learning outcomes, and evening computer education programs for parents and children. (LRW)

  11. Effectiveness of a Case-Based Computer Program on Students' Ethical Decision Making.

    PubMed

    Park, Eun-Jun; Park, Mihyun

    2015-11-01

    The aim of this study was to test the effectiveness of a case-based computer program, using an integrative ethical decision-making model, on the ethical decision-making competency of nursing students in South Korea. This study used a pre- and posttest comparison design. Students in the intervention group used a computer program for case analysis assignments, whereas students in the standard group used a traditional paper assignment for case analysis. The findings showed that using the case-based computer program as a complementary tool for the ethics courses offered at the university enhanced students' ethical preparedness and satisfaction with the course. On the basis of the findings, it is recommended that nurse educators use a case-based computer program as a complementary self-study tool in ethics courses to supplement student learning without an increase in course hours, particularly in terms of analyzing ethics cases with dilemma scenarios and exercising ethical decision making. Copyright 2015, SLACK Incorporated.

  12. Computer-assisted learning in human and dental medicine.

    PubMed

    Höhne, S; Schumann, R R

    2004-04-01

    This article describes the development and application of new didactic methods for use in computer-assisted teaching and learning systems for training doctors and dentists. Taking the Meducase project as an example, didactic models and their technological implementation are explained, together with the limitations of imparting knowledge with the "new media". In addition, legal concepts for a progressive, pragmatic, and innovative distribution of knowledge to undergraduate students are presented. In conclusion, potential and visions for the wide use of electronic learning in the German and European universities in the future are discussed. Self-directed learning (SDL) is a key component in both undergraduate education and lifelong learning for medical practitioners. E-learning can already be used to promote SDL at undergraduate level. The Meducase project uses self-directed, constructive, case- and problem-oriented learning within a learning platform for medical and dental students. In the long run, e-learning programs can only be successful in education if there is consistent analysis and implementation of value-added factors and the development and use of media-didactic concepts matched to electronic learning. The use of innovative forms of licensing - open source licenses for software and similar licenses for content - facilitates continuous, free access to these programs for all students and teachers. These legal concepts offer the possibility of innovative knowledge distribution, quality assurance and standardization across specializations, university departments, and possibly even national borders.

  13. Self-Efficacy Beliefs and Their Sources in Undergraduate Computing Disciplines: An Examination of Gender and Persistence

    ERIC Educational Resources Information Center

    Lin, Guan-Yu

    2016-01-01

    This study has two central purposes: First, it examines not only the roles of gender and persistence in undergraduate computing majors' learning self-efficacy, computer self-efficacy, and programming self-efficacy but also Bandura's hypothesized sources of self-efficacy; second, it examines the influence of sources of efficacy on the three…

  14. Chemical Equilibrium, Unit 2: Le Chatelier's Principle. A Computer-Enriched Module for Introductory Chemistry. Student's Guide and Teacher's Guide.

    ERIC Educational Resources Information Center

    Jameson, A. Keith

    Presented are the teacher's guide and student materials for one of a series of self-instructional, computer-based learning modules for an introductory, undergraduate chemistry course. The student manual for this unit on Le Chatelier's principle includes objectives, prerequisites, pretest, instructions for executing the computer program, and…

  15. A Comparison of Computer-based and Instructor-led Training for Long-term Care Staff.

    ERIC Educational Resources Information Center

    Harrington, Susan S.; Walker, Bonnie L.

    2002-01-01

    Fire safety training was provided to long-term care staff by computer (n=47) or a print-based, instructor-led program (n=47). Compared to 47 controls, both treatment groups significantly increased knowledge. The computer-trained staff were enthusiastic about the learning method and expressed greater interest in additional safety topics. (SK)

  16. A Study of Attrition and the Use of Student Learning Communities in the Computer Science Introductory Programming Sequence

    ERIC Educational Resources Information Center

    Howles, Trudy

    2009-01-01

    Student attrition and low graduation rates are critical problems in computer science education. Disappointing graduation rates and declining student interest have caught the attention of business leaders, researchers and universities. With weak graduation rates and little interest in scientific computing, many are concerned about the USA's ability…

  17. Analysis of Introducing Active Learning Methodologies in a Basic Computer Architecture Course

    ERIC Educational Resources Information Center

    Arbelaitz, Olatz; José I. Martín; Muguerza, Javier

    2015-01-01

    This paper presents an analysis of introducing active methodologies in the Computer Architecture course taught in the second year of the Computer Engineering Bachelor's degree program at the University of the Basque Country (UPV/EHU), Spain. The paper reports the experience from three academic years, 2011-2012, 2012-2013, and 2013-2014, in which…

  18. A Computer Based Program to Improve Reading and Mathematics Scores for High School Students.

    ERIC Educational Resources Information Center

    Bond, Carole L.; And Others

    A study examined the effect on reading achievement, mathematics achievement, and ACT scores when computer based instruction (CBI) was compressed into a 6-week period of time. In addition, the effects of learning style and receptive language deficits on these scores were studied. Computer based instruction is a primary source of instruction that…

  19. A Project-Based Learning Approach to Programmable Logic Design and Computer Architecture

    ERIC Educational Resources Information Center

    Kellett, C. M.

    2012-01-01

    This paper describes a course in programmable logic design and computer architecture as it is taught at the University of Newcastle, Australia. The course is designed around a major design project and has two supplemental assessment tasks that are also described. The context of the Computer Engineering degree program within which the course is…

  20. Bringing Mohamed to the Mountain: Situated Professional Development in a Ubiquitous Computing Classroom

    ERIC Educational Resources Information Center

    Swan, Karen; Kratcoski, Annette; Mazzer, Pat; Schenker, Jason

    2005-01-01

    This article describes an ongoing situated professional development program in which teachers bring their intact classes for an extended stay in a ubiquitous computing environment equipped with a variety of state-of-the-art computing devices. The experience is unique in that it not only situates teacher learning about technology integration in…

  1. Computer Assisted Learning. Book 1, The Teletype; Book 2, BASIC 1; Book 3, BASIC 2.

    ERIC Educational Resources Information Center

    Gawronski, Jane Donnelly

    A series of three booklets provides elementary and secondary students who are participating in the Southeast Alternatives Program run by Special School District Number 1 in Minneapolis with some fundamental information about computers and their use. The first volume offers some general background on computers and describes the use of the teletype…

  2. Education:=Coding+Aesthetics; Aesthetic Understanding, Computer Science Education, and Computational Thinking

    ERIC Educational Resources Information Center

    Good, Jonathon; Keenan, Sarah; Mishra, Punya

    2016-01-01

    The popular press is rife with examples of how students in the United States and around the globe are learning to program, make, and tinker. The Hour of Code, maker-education, and similar efforts are advocating that more students be exposed to principles found within computer science. We propose an expansion beyond simply teaching computational…

  3. Accelerating k-NN Algorithm with Hybrid MPI and OpenSHMEM

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Lin, Jian; Hamidouche, Khaled; Zheng, Jie

    2015-08-05

    Machine Learning algorithms are benefiting from the continuous improvement of programming models, including MPI, MapReduce and PGAS. k-Nearest Neighbors (k-NN) algorithm is a widely used machine learning algorithm, applied to supervised learning tasks such as classification. Several parallel implementations of k-NN have been proposed in the literature and practice. However, on high-performance computing systems with high-speed interconnects, it is important to further accelerate existing designs of the k-NN algorithm through taking advantage of scalable programming models. To improve the performance of k-NN on large-scale environment with InfiniBand network, this paper proposes several alternative hybrid MPI+OpenSHMEM designs and performs a systemicmore » evaluation and analysis on typical workloads. The hybrid designs leverage the one-sided memory access to better overlap communication with computation than the existing pure MPI design, and propose better schemes for efficient buffer management. The implementation based on k-NN program from MaTEx with MVAPICH2-X (Unified MPI+PGAS Communication Runtime over InfiniBand) shows up to 9.0% time reduction for training KDD Cup 2010 workload over 512 cores, and 27.6% time reduction for small workload with balanced communication and computation. Experiments of running with varied number of cores show that our design can maintain good scalability.« less

  4. A Combination of Hand-held Models and Computer Imaging Programs Helps Students Answer Oral Questions about Molecular Structure and Function: A Controlled Investigation of Student Learning

    PubMed Central

    Peck, Ronald F.; Colton, Shannon; Morris, Jennifer; Chaibub Neto, Elias; Kallio, Julie

    2009-01-01

    We conducted a controlled investigation to examine whether a combination of computer imagery and tactile tools helps introductory cell biology laboratory undergraduate students better learn about protein structure/function relationships as compared with computer imagery alone. In all five laboratory sections, students used the molecular imaging program, Protein Explorer (PE). In the three experimental sections, three-dimensional physical models were made available to the students, in addition to PE. Student learning was assessed via oral and written research summaries and videotaped interviews. Differences between the experimental and control group students were not found in our typical course assessments such as research papers, but rather were revealed during one-on-one interviews with students at the end of the semester. A subset of students in the experimental group produced superior answers to some higher-order interview questions as compared with students in the control group. During the interview, students in both groups preferred to use either the hand-held models alone or in combination with the PE imaging program. Students typically did not use any tools when answering knowledge (lower-level thinking) questions, but when challenged with higher-level thinking questions, students in both the control and experimental groups elected to use the models. PMID:19255134

  5. A phenomenographic study of the ways of understanding conditional and repetition structures in computer programming languages

    NASA Astrophysics Data System (ADS)

    Bucks, Gregory Warren

    Computers have become an integral part of how engineers complete their work, allowing them to collect and analyze data, model potential solutions and aiding in production through automation and robotics. In addition, computers are essential elements of the products themselves, from tennis shoes to construction materials. An understanding of how computers function, both at the hardware and software level, is essential for the next generation of engineers. Despite the need for engineers to develop a strong background in computing, little opportunity is given for engineering students to develop these skills. Learning to program is widely seen as a difficult task, requiring students to develop not only an understanding of specific concepts, but also a way of thinking. In addition, students are forced to learn a new tool, in the form of the programming environment employed, along with these concepts and thought processes. Because of this, many students will not develop a sufficient proficiency in programming, even after progressing through the traditional introductory programming sequence. This is a significant problem, especially in the engineering disciplines, where very few students receive more than one or two semesters' worth of instruction in an already crowded engineering curriculum. To address these issues, new pedagogical techniques must be investigated in an effort to enhance the ability of engineering students to develop strong computing skills. However, these efforts are hindered by the lack of published assessment instruments available for probing an individual's understanding of programming concepts across programming languages. Traditionally, programming knowledge has been assessed by producing written code in a specific language. This can be an effective method, but does not lend itself well to comparing the pedagogical impact of different programming environments, languages or paradigms. This dissertation presents a phenomenographic research study exploring the different ways of understanding held by individuals of two programming concepts: conditional structures and repetition structures. This work lays the foundation for the development of language independent assessment instruments, which can ultimately be used to assess the pedagogical implications of various programming environments.

  6. Student Performance in Computing Education: An Empirical Analysis of Online Learning in Programming Education Environments

    ERIC Educational Resources Information Center

    Xia, Belle Selene; Liitiäinen, Elia

    2017-01-01

    The benefits of using online exercises have been analysed in terms of distance learning, automatic assessment and self-regulated learning. In this study, we have not found a direct proportional relationship between student performance in the course exercises that use online technologies and the exam grades. We see that the average submission rate…

  7. Credit Recovery Hits the Mainstream

    ERIC Educational Resources Information Center

    Carr, Sarah

    2014-01-01

    In communities including New Orleans, Los Angeles, and Chicago, educators are creating alternative schools for struggling students that employ online credit-recovery programs as a core portion, or all, of their curriculum. The growth in online learning generally, including blended learning, has fueled the proliferation of computer-based credit…

  8. Toward a 24/7 Learning Community.

    ERIC Educational Resources Information Center

    Revenaugh, Mickey

    2000-01-01

    Although nearly two-thirds of family households have computers and 46 percent have Internet connections, troubling income-related gaps persist. Parents want interactive connections with teachers, homework hotlines, and tutoring services more than school web sites. Web-quest models, laptops, and computer donation programs are promising…

  9. Multiplayer Activities That Develop Mathematical Coordination.

    ERIC Educational Resources Information Center

    Bricker, Lauren J.; Tanimoto, Steven L.; Rothenberg, Alex I.; Hutama, Danny C.; Wong, Tina H.

    Four computer applications are presented that encourage students to develop "mathematical coordination"--the ability to manipulate numerical variables in cooperation with other students so as to achieve a definite goal. The programs enable a form of computer-supported cooperative learning (CSCL). This paper describes the rationale and…

  10. Concurrent extensions to the FORTRAN language for parallel programming of computational fluid dynamics algorithms

    NASA Technical Reports Server (NTRS)

    Weeks, Cindy Lou

    1986-01-01

    Experiments were conducted at NASA Ames Research Center to define multi-tasking software requirements for multiple-instruction, multiple-data stream (MIMD) computer architectures. The focus was on specifying solutions for algorithms in the field of computational fluid dynamics (CFD). The program objectives were to allow researchers to produce usable parallel application software as soon as possible after acquiring MIMD computer equipment, to provide researchers with an easy-to-learn and easy-to-use parallel software language which could be implemented on several different MIMD machines, and to enable researchers to list preferred design specifications for future MIMD computer architectures. Analysis of CFD algorithms indicated that extensions of an existing programming language, adaptable to new computer architectures, provided the best solution to meeting program objectives. The CoFORTRAN Language was written in response to these objectives and to provide researchers a means to experiment with parallel software solutions to CFD algorithms on machines with parallel architectures.

  11. Effect of Robotics on Elementary Preservice Teachers' Self-Efficacy, Science Learning, and Computational Thinking

    NASA Astrophysics Data System (ADS)

    Jaipal-Jamani, Kamini; Angeli, Charoula

    2017-04-01

    The current impetus for increasing STEM in K-12 education calls for an examination of how preservice teachers are being prepared to teach STEM. This paper reports on a study that examined elementary preservice teachers' ( n = 21) self-efficacy, understanding of science concepts, and computational thinking as they engaged with robotics in a science methods course. Data collection methods included pretests and posttests on science content, prequestionnaires and postquestionnaires for interest and self-efficacy, and four programming assignments. Statistical results showed that preservice teachers' interest and self-efficacy with robotics increased. There was a statistically significant difference between preknowledge and postknowledge scores, and preservice teachers did show gains in learning how to write algorithms and debug programs over repeated programming tasks. The findings suggest that the robotics activity was an effective instructional strategy to enhance interest in robotics, increase self-efficacy to teach with robotics, develop understandings of science concepts, and promote the development of computational thinking skills. Study findings contribute quantitative evidence to the STEM literature on how robotics develops preservice teachers' self-efficacy, science knowledge, and computational thinking skills in higher education science classroom contexts.

  12. Approximate kernel competitive learning.

    PubMed

    Wu, Jian-Sheng; Zheng, Wei-Shi; Lai, Jian-Huang

    2015-03-01

    Kernel competitive learning has been successfully used to achieve robust clustering. However, kernel competitive learning (KCL) is not scalable for large scale data processing, because (1) it has to calculate and store the full kernel matrix that is too large to be calculated and kept in the memory and (2) it cannot be computed in parallel. In this paper we develop a framework of approximate kernel competitive learning for processing large scale dataset. The proposed framework consists of two parts. First, it derives an approximate kernel competitive learning (AKCL), which learns kernel competitive learning in a subspace via sampling. We provide solid theoretical analysis on why the proposed approximation modelling would work for kernel competitive learning, and furthermore, we show that the computational complexity of AKCL is largely reduced. Second, we propose a pseudo-parallelled approximate kernel competitive learning (PAKCL) based on a set-based kernel competitive learning strategy, which overcomes the obstacle of using parallel programming in kernel competitive learning and significantly accelerates the approximate kernel competitive learning for large scale clustering. The empirical evaluation on publicly available datasets shows that the proposed AKCL and PAKCL can perform comparably as KCL, with a large reduction on computational cost. Also, the proposed methods achieve more effective clustering performance in terms of clustering precision against related approximate clustering approaches. Copyright © 2014 Elsevier Ltd. All rights reserved.

  13. What Works: The Results of Evaluations on Two Interactive Multimedia Programs.

    ERIC Educational Resources Information Center

    Schmidt, Kathy J.

    The American Institute for Learning (AIL) has developed two interactive multimedia drug-awareness programs for secondary students who have used substances experimentally or are being challenged by others to experiment with drugs. The first, "Addiction and Its Processes," is an awareness program with video and computer capabilities and an…

  14. A Service-Based Program Evaluation Platform for Enhancing Student Engagement in Assignments

    ERIC Educational Resources Information Center

    Wu, Ye-Chi; Ma, Lee Wei; Jiau, Hewijin Christine

    2013-01-01

    Programming assignments are commonly used in computer science education to encourage students to practice target concepts and evaluate their learning status. Ensuring students are engaged in such assignments is critical in attracting and retaining students. To this end, WebHat, a service-based program evaluation platform, is introduced in this…

  15. Computer Assisted Instruction: Two Decades in Perspective.

    DTIC Science & Technology

    1987-09-01

    educators who had learned how to program . -Not all of these efforts, including those produced by J. educators, were beneficial due to their rudimentary...the same time, other new programs seemed to be written by teachers who had just 1earned how to program and wanted to use their newly acquired skills to

  16. Enhancing Self-Motivation in Learning Programming Using Game-Based Simulation and Metrics

    ERIC Educational Resources Information Center

    Jiau, H. C.; Chen, J. C.; Ssu, Kuo-Feng

    2009-01-01

    Game-based assignments typically form an integral component of computer programming courses. The effectiveness of the assignments in motivating students to carry out repetitive programming tasks is somewhat limited since their outcomes are invariably limited to a simple win or loss scenario. Accordingly, this paper develops a simulation…

  17. Visual Teaching Model for Introducing Programming Languages

    ERIC Educational Resources Information Center

    Shehane, Ronald; Sherman, Steven

    2014-01-01

    This study examines detailed usage of online training videos that were designed to address specific course problems that were encountered in an online computer programming course. The study presents the specifics of a programming course where training videos were used to provide students with a quick start path to learning a new programming…

  18. Learning Communities in Teacher Education: The impact of e-competence

    NASA Astrophysics Data System (ADS)

    Elster, Doris

    2010-11-01

    The present article reports on the results of a three-year German-wide program Biology in Context (bik). In this program teachers and researchers worked together in 10 learning communities with the goal of enhancing the quality of teaching and learning in biology classrooms as mandated by the recently passed National Educational Standards for the lower secondary level. In addition to face-to-face meetings, computers were used as the tools for communication and collaboration. Computers enabled the mutual sharing of information among the participants, as well as the planning and documenting of tasks and teaching units. Furthermore, they promoted the reflection of the process and the refinement of the products. Data were collected from questionnaires and structured interviews with teachers, researchers, and coordinators. The analysis identified teacher profiles with regard to their attitudes towards implementing the bik concept, their use of computers, and the change of classroom activities. The results exposed several main tendencies. (1) The participant teachers largely utilized Information and Communication Technology (ICT) tools for the construction of tasks and units and for collaboration with each other. (2) These tools were, however, less useful for instructional purposes, learning, and knowledge creation. (3) ICT tools were hardly used for reflection of professional experiences. (4) Teacher use of ICT tools increased from the first to the third year. The study concludes that information literacy skills have a strong impact on the persistence of learning communities. Further research should be conducted to adopt a mixed form (blended form) of learning.

  19. Denuded Data! Grounded Theory Using the NUDIST Computer Analysis Program: In Researching the Challenge to Teacher Self-Efficacy Posed by Students with Learning Disabilities in Australian Education.

    ERIC Educational Resources Information Center

    Burroughs-Lange, Sue G.; Lange, John

    This paper evaluates the effects of using the NUDIST (Non-numerical, Unstructured Data Indexing, Searching and Theorising) computer program to organize coded, qualitative data. The use of the software is discussed within the context of the study for which it was used: an Australian study that aimed to develop a theoretical understanding of the…

  20. PCACE-Personal-Computer-Aided Cabling Engineering

    NASA Technical Reports Server (NTRS)

    Billitti, Joseph W.

    1987-01-01

    PCACE computer program developed to provide inexpensive, interactive system for learning and using engineering approach to interconnection systems. Basically database system that stores information as files of individual connectors and handles wiring information in circuit groups stored as records. Directly emulates typical manual engineering methods of handling data, thus making interface between user and program very natural. Apple version written in P-Code Pascal and IBM PC version of PCACE written in TURBO Pascal 3.0

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