In this paper, we present an open-source program visualization tool, Jeliot 3. We discuss the design principles and philosophy that gave rise to this successful e-learning tool and to several other related environments. Beside Jeliot 3, we introduce three different environments, BlueJ, EJE, and JeCo that use Jeliot 3 as a plug-in to allow visualization of the program code. Another system, FADA, is a tool that was derived from Jeliot 3 but serves for different pedagogical goals. A community of users and developers of these projects has been created and supported, that allows for global and iterative improvements of the Jeliot 3 tool. This way, both academic research and feedback from the user community contribute to the development. We compare the presented approach of the tool development to some of the current tools and we discuss several instances evidencing a particular success.
This article gives a general framework for the understanding of the use of ICT in primary, secondary (vocational education excluded) and tertiary education in both Finland and Hong Kong. We describe the quantity and quality of ICT infrastructure and teachers' skills and attitudes towards it. Based on various surveys and scientific research, the pedagogical use of ICT is also studied from the pupils' and teachers' viewpoint. There is also some discussion on developmental challenges.
The main task of this follow-up study was to describe teachers' expectations, experiences and possible changes in the pedagogical use of ICT. As a part of an ICT development project, three sets of data were gathered from a region in Eastern Finland, by means of questionnaire. A total of 156 teachers of primary and early secondary education returned the questionnaire in 1999, 155 teachers in 2001, and 81 in 2004. The results indicate that teachers have increased their use of various ICT applications (especially data processors, web-browsers, e-mails, and CD-ROMs) both in their private lives and in pedagogical practice. Based on their own self-assessment, the teachers' ICT abilities have improved during the project period. Co-operative activities by means of ICT also increased between colleagues. Although teachers saw ICT as helpful for pupils' learning, some sceptical attitudes emerged as well.
The International Olympiad in Informatics (IOI) aspires to be a science olympiad alongside such international olympiads in mathematics, physics, chemistry, and biology. Informatics as a discipline is well suited to a scientific approach and it offers numerous possibilities for competitions with a high scientific standing. We argue that, in its current form, the IOI fails to be scientific in the way it evaluates the work of the contestants.
In this paper, we describe the major ingredients of the IOI to guide further discussions. By presenting the results of an extensive analysis of two IOI competition tasks, we hope to create an awareness of the urgency to address the shortcomings. We offer some suggestions to raise the scientific quality of the IOI.
Mongolia started using Information and Communication Technology (ICT) in secondary education relatively late. The computer training and informatics has been included as a subject in the secondary school curriculum in Mongolia since 1988 and in the university curriculum since 1982. This paper presents current situation of informatics education in Mongolia. SWOT (Strength, Weakness, Opportunity, and Threat) analysis of Informatics Education in Mongolia, conclusions and future recommendations are also presented.
The International Olympiad in Informatics currently provides a model which is imitated by the majority of contests for secondary school students in Informatics or Computer Science. However, the IOI model can be criticized, and alternative contest models exist. To support the discussion about contests in Computer Science, several dimensions for characterizing and classifying contests are suggested.
The paper describes some possible ways how to improve Olympiads in Informatics. Tasks in Olympiads are small models of programming tasks in software industry and in the limited amount of competition time contestants need to complete several software production phases - coding, testing and debugging. Currently, only coding effort is adequately graded, but grading of other activities may be improved. Ways to involve contestants in overall testing process are investigated and ways to improve solution debugging process are described. Possible scoring schemas are discussed. In International Olympiads tasks with real numbers are quite rare. Possible reasons are investigated and a way how to return such tasks back to competition arena is suggested.
Plagiarism in universities has always been a difficult problem to overcome. Various tools have been developed over the past few years to help teachers detect plagiarism in students' work. By being able to categorize the multitude of plagiarism detection tools, it is possible to estimate their capabilities, advantages and disadvantages. In this article I consider modern plagiarism software solutions, paying attention mostly to desktop systems intended for plagiarism detection in program code. I also estimate the speed and reliability of different plagiarism detection systems that are currently available.
The scope of the paper is animation facilities of computer algebra systems (CAS). Animation offers opportunities for visualization of complex mathematical concepts, provides convincing demonstration of ideas and influence of quantities or parameters, helps to generate hypothesis, encourages exploration. Animation can be used to demonstrate many mathematical concepts that are difficult to explain verbally or to show with static pictures. Using animation allows students to explore, experiment and visualize mathematics as a dynamic process. But CAS creates only opportunities. The problem remains for users to realize this potential. So features of CAS such as ease of use, convenience of procedures are important for teaching and learning. The paper deals with animation features of the three most popular CAS - Maple, Matlab, Mathcad and their usefulness in education. The results of practical use of the three CAS in teaching animation procedures are discussed and students' opinion about animation tools of CAS is presented.
This paper summarizes two studies and the contemporary literature on the design and construction of effective and efficient Computer Based Learning (CBL) environments. There is adequate evidence on Distance Learning environments, however CBL environments provide some special characteristics that separate them from their Distance counterparts, while they have to adhere to educational principles, as they are mainly educational environments. So, firstly these similarities and differences are emphasized under the educational view. Secondly, the contemporary educational research on such environments is provided and the studies made in this area are briefly described. The objective of this paper is to conclude to a set of design and construction guidelines for environments of this kind, as they emerged from the studies and contemporary trends in the field. So, these guidelines are presented and some issues of interest for further research on the domain are discussed.