2016
DOI: 10.1002/cae.21768
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Teaching and learning data structure concepts via Visual Kinesthetic Pseudocode with the aid of a constructively aligned app

Abstract: Data Structures is an integral topic for any Computer Science or Software Engineering degree, identified as a Core Tier-1 topic of the ACM/IEEE Computer Science Curricula. The underlying concepts are inherently abstract, making them especially difficult to understand for novice programmers. This paper proposes a cognitively challenging technique to help students understand the thought process that the learning outcomes of fundamental data structure units aim to achieve. The development of this thought process … Show more

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Cited by 8 publications
(10 citation statements)
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“…In the last 5 years, we have seen some good apps being developed and used as instructional aid for teaching various engineering courses. We believe that more such apps will be developed and used in the near future as envisioned by Odisho et al. (2016).…”
Section: Resultsmentioning
confidence: 99%
See 3 more Smart Citations
“…In the last 5 years, we have seen some good apps being developed and used as instructional aid for teaching various engineering courses. We believe that more such apps will be developed and used in the near future as envisioned by Odisho et al. (2016).…”
Section: Resultsmentioning
confidence: 99%
“…The apps can be classified into those supporting simulation and those facilitating experimentation (Figure 2). The simulation-related apps help students to design solutions of problems (Chuda et al., 2015) and visualize algorithms (Boticki et al., 2013; Odisho et al., 2016). Alternatively, an app may assist students in performing experiments (Crespo et al., 2016; Gómez-Tejedor et al., 2015; Rodriguez-Sanchez et al., 2015; Zhao et al., 2017) or provide information that helps them to perform experiments (Guerrero et al., 2016; Monroy Reyes et al., 2016).…”
Section: Discussionmentioning
confidence: 99%
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“…In Végh and Takáč (2017)'s study, the constructive learning theory was used to make a design decision to select interactive activities. On the other hand, several studies have used cognitivism to support their design decision for constructing an artifact or for the purposes of analysis (Hall et al, 2013;Moreno et al, 2014;Odisho et al, 2016). Instead, to get the largest benefit of SV for the students, they should be more actively engaged with the technology.…”
Section: Education Theoriesmentioning
confidence: 99%