2012
DOI: 10.1002/cae.21561
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Teaching and learning computer science sorting algorithms with mobile devices: A case study

Abstract: ABSTRACT:In this article, we present a semester-long study on using smartphone devices in computing engineering education. We developed Sortko, an Android-based smartphone application for learning sorting algorithms, an important undergraduate computer science topic. The application consists of four main components-the module for interactive sorting, the scaffolding module, the motivational module, and the graphical user interface module, each with a distinct role of helping students in learning sorting algori… Show more

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Cited by 51 publications
(34 citation statements)
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“…In recent years, there has been a growing interest in using smartphones in undergraduate teaching experiments [3][4][5][6][7][8]. In line with this, we present here an Android application to measure the fundamental frequency of a sound wave with very high precision and also capable to record and export the output values of the frequency versus time to an ASCII file for further processing.…”
Section: Introductionmentioning
confidence: 81%
“…In recent years, there has been a growing interest in using smartphones in undergraduate teaching experiments [3][4][5][6][7][8]. In line with this, we present here an Android application to measure the fundamental frequency of a sound wave with very high precision and also capable to record and export the output values of the frequency versus time to an ASCII file for further processing.…”
Section: Introductionmentioning
confidence: 81%
“…The same as before, Sortko system is a mobile app for android that is also developed for learning sorting algorithm [24]. Different with previous, this app uses switching method for interactivity.…”
Section: Sortko System Modelmentioning
confidence: 99%
“…Este paradigma proporciona aos estudantes o senso de liberdade para estudar em qualquer lugar e a qualquer momento através de conteúdos multimídia (como áudios, imagens e vídeos), que estão associados ao aspecto lúdico da aprendizagem. Os dispositivos móveis têm sido usados em diferentes áreas da educação, incluindo ciências para crianças (Hwang et al, 2011), conteúdo de matemática do ensino médio (Abu-al-aish et al, 2012), e cursos de computação na universidade (Boticki et al, 2013).…”
Section: Introductionunclassified