The goal of this literature study is to give some preliminary answers to the questions that aim to uncover the Pedagogical Content Knowledge (PCK) of Informatics Education, with focus on Programming. PCK has been defined as the knowledge that allows teachers to transform their knowledge of the subject into something accessible for their students. The core questions to uncover this knowledge are: what are the reasons to teach programming; what are the concepts we need to teach programming; what are the most common difficulties/misconceptions students encounter while learning to program; and how to teach this topic. Some of the answers found are, respectively: enhancing students' problem solving skills; programming knowledge and programming strategies; general problems of orientation; and possible ideal chains for learning computer programming. Because answers to the four questions are in a way not connected with each other, PCK being an unexplored field in Informatics Education, we need research based efforts to study this field.
When first introduced to the analysis of algorithms, students are taught how to assess the best and worst cases, whereas the mean and amortized costs are considered advanced topics, usually saved for graduates. When presenting the latter, aggregate analysis is explained first because it is the most intuitive kind of amortized analysis, often involving enumerative combinatorics. We show how the aggregate analysis of functional queues can be carried out accurately and graphically, without combinatorics nor analytical tools like asymptotics, hence making it amenable to undergraduates. Our presentation is independent of any programming language.
Automated assessment technologies have been used in education for decades (e.g., computerised multiple choice tests). In contrast, Automated Essay Grading (AEG) technologies: have existed for decades; are `good in theory' (e.g., as accurate as humans, temporally and financially efficient, and can enhance formative feedback), and yet; are ostensibly used comparatively infrequently in Australian universities. To empirically examine these experiential observations we conducted a national survey to explore the use of automated assessment in Australian universities and examine why adoption of AEG is limited. Quantitative and qualitative data were collected in an online survey from a sample of 265 staff and students from 5 Australian universities. The type of assessment used by the greatest proportion of respondents was essays/reports (82.6%), however very few respondents had used AEG (3.8%). Recommendations are made regarding methods to promote technology utilisation, including the use of innovative dissemination channels such as 3D Virtual Worlds.
This paper investigates the motivation of teachers of primary education to be trained by means of ODL (Open and Distance Learning). The survey took place during a professional training period and aimed to investigate initially the awareness of the teachers as regards the possibility to apply an ODL-model for this training, and secondly their estimations for the success of such an approach. Those questions are however considered through a motivational perspective, as the ARCS model of motivation expresses it. Results showed that a percentage of 20% of the teachers were not aware of the potential of a distance learning in general, while the rest of them appeared to be motivated to participate, yet they showed some hesitation for the outcomes of this ``new'' educational method.
Over the last decade there is an intensive discussion within the Information Systems (IS) and Informatics community about the characteristics and identity of the discipline. Simultaneously with the discussion, there is an ongoing debate on essential skills and capabilities of IS and Business Informatics graduates as well as the profile of IS programs. With this paper we recognize the need for different IS perspectives resulting in diverse study profiles. We developed a framework for structuring information systems study programs and characterized some of the differences in study programs. The results from this study are based on a survey and workshops with domain exerts, both from academia and practice. The descriptive results from the survey are presented, and show the diversity of study programs, both on master and bachelor level. As an example for an IS profile we summarize a reference structure for Business Informatics study programs, which aims to provide guidance for curriculum development and to stimulate further debate on IS curriculum development.
In this paper, a client/server information system for the management of data and its extraction from a database containing information for diploma works of students is proposed. The developed system provides users the possibility of accessing information about different characteristics of the diploma works, according to their specific interests. The client/server architecture of the system is described as well as the services offered. The author presents the structure of the created database that stores the necessary information. A client application ADP (access data project) is implemented, providing the possibility for insertion, updating and searching, as well as a client application is fulfilled with Java for discovering the constraint-based association rules.
The utilization of hypertext educational material is going to be solved in this paper as a source using which the effectiveness of education the technical subjects at the 7th grade of elementary school can be increased. As a comparison between reached results in the control and experimental groups of pupils we used final didactical examination, which was evaluated using statistical methods. As a necessity for the pedagogical experiment we verified our hypotheses.
In their paper the authors deal with the vital issues of creation and application of electronic teaching materials for natural science subjects teaching. They describe an experimental examination of qualitative impact of these aids on education. The authors present a part of research results, which they obtained in a major research focused on possibilities to influence students` attitudes and approaches to particular subjects, mainly the less favorite ones. To be more specific they deal with possibilities to eliminate students` very negative attitude to physics. Their target group were 17-19 aged students and the means applied to change the attitudes of this group to physics were specially designed multimedia education materials and interactive flash animations Principles of Geometry Optics covering basic topics from geometry optics.
There are multiple reasons that justify teaching computer game design. Its multi-aspectual nature creates opportunity to develop, at the same time, creativity, technical skills and ability to work in team. Thinking of game design classes, one needs direction on what to focus on so that the students could benefit the most. In this paper, we present results of a survey on both the students' and working professionals' expectations from game design course and opinions on game designer job. Although sometimes consistent, the answers from the two groups often reveal significant discrepancies. We believe that the results presented in this paper can help improve the quality of computer game design courses and make their learning outcomes more compatible with the needs of the computer game industry.
Each of the 16 federal states of Germany has its own school system and also its own policy to integrate informatics, computer science or ICT into this system. Till present there aren't any tests of students' knowledge on a nation-wide level. Therefore nation-wide or international contests currently offer the only opportunities to compare the knowledge of the participating students on a large scale level. By evaluating the overall performance of the students of different federal states, we were able to compare the effectiveness of different approaches of teaching Informatics at secondary schools.