In Education 4.0, a personalized learning process is expected, and that students are the protagonist. In this new education format, it is necessary to prepare students with the skills and competencies of the 21st-Century, such as teamwork, creativity, and autonomy. One of the ways to develop skills and competencies in students can be through block programming, which can be used with emerging technologies such as robotics and IoT and in an interdisciplinary way. Thus, block programming in High School is important because it is possible to work on aspects such as problem-solving, algorithmic thinking, among other skills (Perin et al., 2021), which are necessary in the contemporary world. Thus, our Systematic Mapping Study (SMS) aims to identify which block programming tools support of Education 4.0 in High School. Overall, 46 papers were selected, and data were extracted. Based on the results, a total of 24 identified block programming tools that can be used in high school collaboratively and playfully and with an interdisciplinary methodology. Moreover, it was possible to see that most studies address block programming with high school students, demonstrating a lack of studies that address block programming with teachers. This SMS contributed to identifying block programming tools, emerging technologies, audience (teacher or student), and learning spaces where block programming is being worked on.
The teaching and learning of programming has proven to be a challenge for students of computer courses, since it presents challenges and requires complex skills for the good development of students. The traditional teaching model is not able to motivate students and arouse their interest in the topic. The tool proposed herein, the REA-LP, aims to facilitate the study and retention of content related to the discipline of programming logic at the technical level by presenting its content through various types of media, in addition to allowing students to actively participate in the construction of their knowledge, favoring engagement and motivation. From the results of an empirical study with 39 students, it can be concluded that the tool was very well accepted, being effective in facilitating and assisting participants in their learning, motivation, and interest in classes, mainly due to the way in which the content is presented by REA-LP.
Machine Learning (ML) is becoming increasingly present in our lives. Thus, it is important to introduce ML already in High School, enabling young people to become conscious users and creators of intelligent solutions. Yet, as typically ML is taught only in higher education, there is still a lack of knowledge on how to properly teach younger students. Therefore, in this systematic literature review, we analyze findings on teaching ML in High School with regard to content, pedagogical strategy, and technology. Results show that High School students were able to understand and apply basic ML concepts, algorithms and tasks. Pedagogical strategies focusing on active problem/project-based hands-on approaches were successful in engaging students and demonstrated positive learning effects. Visual as well as text-based programming environments supported students to build ML models in an effective way. Yet, the review also identified the need for more rigorous evaluations on how to teach ML.
This paper presents an educational setting that attempts to enhance students’ understanding and facilitate students’ linking-inferencing skills. The proposed setting is structured in three stages. The first stage intends to explore students’ prior knowledge. The second stage aims to help students tackle their difficulties and misconceptions and deepen their understanding of the topics under study. This is attempted through individual student engagement in suitably-designed activities and relative feedback. As recorded in previous research, students’ difficulties feedback on the material development. The third stage of the educational setting exploits social interaction to help students reorganize their knowledge of the concepts under study. The web-based application of the proposed educational setting indicated improvement in first-year Computer Science (CS) students’ understanding of fundamental Computer Architecture concepts and progress in students’ linking-inference skills. These results encourage integration in the instructional process of interventions designed according to the proposed setting in order to support and enhance students’ understanding of troublesome concepts and their interrelations.
This research discusses the use of a gamified web platform for studying software modeling with Unified Modeling Language (UML). Although UML is constantly being improved and studied, many works show that there is difficulty in teaching and learning the subject, due to the complexity of its concepts and the students' cognitive difficulties with abstraction. There are challenges for instructors to find different pedagogical strategies to teach modeling. The platform proposed allowed students to complement their UML knowledge in an environment with game elements. From the results, it can be concluded that the platform obtained great acceptance and satisfaction of use. Most of the students participating in the research were satisfied with the usability of the platform, reporting a feeling of contribution of the tool to studying the content, in addition to pointing out the satisfaction of using gamification as a pedagogical strategy.
Nowadays, the rapid development of ICT has brought more flexible forms that push the boundaries of classic teaching methodology. This paper is an analysis of online teaching and learning forced by the COVID-19 pandemic, as compared with traditional education approaches. In this regard, we assessed the performance of students studying in the face-to-face, online and hybrid mode for an engineering degree in Computer Science at the Lublin University of Technology during the years 2019-2022. A total of 1827 final test scores were examined using machine learning models and the Shapley additive explanations method. The results show an average increase in performance on final tests scores for students using online and hybrid modes, but the difference did not exceed 10% of the point maximum. Moreover, the students' work had a much higher impact on the final test scores than did the study system and their profile features.
The purpose of this study is to reveal the status of scientific publications on learning analytics from the past to the present in terms of bibliometric indicators. A total of 659 publications on the subject between the years 2011-2021 were found in the search using keywords after various screening processes. Publications were revealed through descriptive and bibliometric analyses. In the study, the distribution of publications by years and citation numbers, the most published journals on the subject, the most frequently cited publications, the most prolific countries, institutions and authors were examined. In addition, the cooperation between the countries, authors and institutions that publish on the subject was mentioned and a network structure was created for the relations between the keywords. It has been determined that research in this field has progressed and the number of publications and citations has increased over the years. As a result of the bibliometric analysis, it was concluded that the most influential countries in the field of learning analytics are the USA, Australia and Spain. The University of Edinburgh and Open University UK ranked first in terms of the number of citations and Monash University as the most prolific institutions in terms of the number of publications. According to the keyword co-occurrence analysis, educational data mining, MOOCS, learning analytics, blended learning, social network analysis keywords stand out in the field of learning analytics.
We live in a digital age, not least accelerated by the COVID-19 pandemic. It is all the more important in our society that students learn and master the key competence of algorithmic thinking to understand the informatics concepts behind every digital phenomena and thus is able to actively shape the future. For this to be successful, concepts must be identified that can convey this key competence to all students in such a way that algorithmic thinking is integrated in the subject of informatics - beyond a pure programming course. Furthermore, based on the Legitimation Code Theory, semantic waves provide a way to develop and review lesson plans. Therefore, we planned a workshop, that follow the phases of a semantic wave addressing algorithmic problems using a blockbased programming language. Considering this, we suggest the so-called SWAT concept (Semantic Wave Algorithmic Thinking concept), which is carried out and analyzed in a workshop with students. The workshop was carried out in online format in an 8th grade of a high school during a coronavirus lockdown. The level of algorithmic thinking was measured using a pretest and posttest both in the treatment group and in a control group and with the help of the approximate adjusted fractional Bayes factors for testing informative hypotheses statistically and through a reductive, qualitative content analysis of the students’ work results (worksheets and created programs) evaluated. The semantic wave concept was measured using several cognitive load ratings of the students during the workshop and also statistically evaluated with the approximate adjusted fractional Bayes factors for testing informative hypotheses, as well as a qualitative content analysis of the worksheets. Results of this pilot study provide first insights, that the SWAT-concept can be used in combination of unplugged and plugged parts.
Nowadays, SPOCs (Small Private Online Courses) have been used as complementary methods to support classroom teaching. SPOCs are courses that apply the usage of MOOCs (Massive Open Online Courses), combining classroom with online education, making them an exciting alternative for contexts such as emergency remote teaching. Although SPOCs have been continuously proposed in the software engineering teaching area, it is crucial to assess their practical applicability via measuring the effectiveness of this resource in the teaching-learning process. In this context, this paper aims to present an experimental evaluation to investigate the applicability of a SPOC in a Verification, Validation, and Software Testing course taught during the period of emergency remote education during the COVID-19 pandemic in Brazil. Therefore, we conducted a controlled experiment comparing alternative teaching through the application of a SPOC with teaching carried out via lectures. The comparison between the teaching methods is made by analyzing the students’ performance during the solving of practical activities and essay questions on the content covered. In addition, we used questionnaires to analyze students’ motivation during the course. Study results indicate an improvement in both motivation and performance of students participating in SPOC, which corroborates its applicability to the software testing teaching area.
Nowadays, few professionals understand the techniques and testing criteria to systematize the software testing activity in the software industry. Towards shedding some light on such problems and promoting software testing, professors in the area have established Massive Open Online Courses as educational initiatives. However, the main limitation is the professor’s lack of supervision of students. A conversation agent called TOB-STT has been defined in trying to avoid the problem. A previous study introduced TOB-STT; however, it did not analyze its efficacy. This article addresses a controlled experiment that analyzed its efficacy and revealed it was not expressive in its current version. Therefore, we conducted an in-depth analysis to find what caused this result and provided a detailed discussion. The findings contribute to the TOB-STT since the experimental results show that improvements need to be made in the conversational agent before we use it in Massive Open Online Courses.