Abstract:Identifying the set of cognitive processes (CPs) a student can go through during computer programming is an interesting research problem. It can provide a better understanding of the human aspects in computer programming process and can also contribute to the computer programming education in general. The study identified the presence of a set of 42 CPs in computer programming (C language). The study used Verbal Protocol Analysis (VPA) in identifying these CPs. It is a qualitative study on the Verbal Protocols… Show more
“…This paper has argued for the importance of choices and practices informed by reliable analysis of experimental data. Richer insight and deeper understanding could, though, be gained if objective measurements were inspected in light of findings from analysis of qualitative data, such as video recordings, interviews and verbal protocols [Renumol et al 2010].…”
Teaching programming to beginners is a complex task. In this paper, the effects of three factors -choice of programming language, problem-solving training and the use of formative assessment -on learning to program were investigated. The study adopted an iterative methodological approach carried out across four consecutive years. To evaluate the effects of each factor (implemented as a single change in each iteration) on students' learning performance, the study used quantitative, objective metrics. The findings revealed that using a syntactically-simple language (Python) instead of a more complex one (Java) facilitated students' learning of programming concepts. Moreover, teaching problem-solving before programming yielded significant improvements in students' performance. These two factors were found to have variable effects on the acquisition of basic programming concepts. Finally, it was observed that effective formative feedback in the context of introductory programming depends on multiple parameters. The paper discusses the implications of these findings, identifies avenues for further research and argues for the importance of studies in computer science education anchored on sound research methodologies to produce generalizable results.
“…This paper has argued for the importance of choices and practices informed by reliable analysis of experimental data. Richer insight and deeper understanding could, though, be gained if objective measurements were inspected in light of findings from analysis of qualitative data, such as video recordings, interviews and verbal protocols [Renumol et al 2010].…”
Teaching programming to beginners is a complex task. In this paper, the effects of three factors -choice of programming language, problem-solving training and the use of formative assessment -on learning to program were investigated. The study adopted an iterative methodological approach carried out across four consecutive years. To evaluate the effects of each factor (implemented as a single change in each iteration) on students' learning performance, the study used quantitative, objective metrics. The findings revealed that using a syntactically-simple language (Python) instead of a more complex one (Java) facilitated students' learning of programming concepts. Moreover, teaching problem-solving before programming yielded significant improvements in students' performance. These two factors were found to have variable effects on the acquisition of basic programming concepts. Finally, it was observed that effective formative feedback in the context of introductory programming depends on multiple parameters. The paper discusses the implications of these findings, identifies avenues for further research and argues for the importance of studies in computer science education anchored on sound research methodologies to produce generalizable results.
“…The second category explores the tools supporting cognitive processes and it includes the methods for mental effort measurement (Paas, van Merrienboer, & Adam, 1994). The third relates computer programming with different cognitive processes, and focuses on the psychology of programming and its implications (Renumol, Janakiram, & Jayaprakash, 2010). When it comes to IDEs, there are models or frameworks proposed for evaluating programming environments (Green & Petre, 1996).…”
“…Variados autores têm estudado esta problemática e.g. (Bouvier et al, 2016;Piteira & Costa, 2012;Renumol, Janakiram, & Jayaprakash, 2010;Salleh, Shukur, & Judi, 2013) e identificaram nos seus trabalhos alguns aspetos que podem contribuir para a dificuldade e a consequente retenção. Por exemplo, (Lahtinen, Ala-Mutka, & Järvinen, 2005;Schulte & Bennedsen, 2006) referem aspetos como a utilização de métodos tradicionais de ensino baseados em aulas expositivas sobre as sintaxes das linguagens, que não permitem envolver os alunos em atividades de programação com sentido, contribuindo de forma negativa para a motivação dos alunos.…”
Resumo: Atualmente o saber programar é uma das competências mais valorizadas no mercado de trabalho. A gamificação é uma solução emergente que tem vindo a ser adotada na educação e que contribui para incentivar e estimular os estudantes ao estudo da programação. Este estudo propõe um modelo explicativo que incorpora as cinco dimensões da personalidade (CANOE) e o fluxo como determinantes na adoção de um curso online de programação gamificado. O estudo foi conduzido com uma amostra de alunos universitários, e o modelo explicativo foi validado usando a modelação de equações estruturais. Os resultados indicam que o CANOE tem efeitos positivos no prazer de utilização, facilidade de utilização e utilidade percebida. O fluxo tem efeitos positivos no prazer de utilização e no uso. Os resultados são um contributo para a compreensão dos determinantes na adoção de cursos online gamificados.
Palavras-chave:Fluxo, CANOE, Gamificação, Programação, Adoção CANOE e Fluxo: Determinants in the adoption of online course programming Abstract: Currently, program skills are of most value in the labour market. Gamification is an emergent solution, and it has been adopted recently to education to encourage and stimulate students to study programming. This study proposed an explained model that incorporate the five dimensions of personality (CANOE) and flow as determinants in the adoption of one gamified online programming course. The study has been conducted with a university student's sample, and the explained model was validated with structural modulation equation. Results indicate that CANOE as positive effects on enjoyment, perceived ease of use and perceived usefulness. The flow as positive effects on enjoyment and use. The results are a contribution to a better understand of determinants in the adoption of gamified online courses
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