Connecting theory and practice in teaching is sometimes difficult, as it requires expensive or delicate equipment, thus limiting the teacher to giving demonstrations in which students are passive participants. Numerical mathematics, as an applied discipline, should be taught on real world examples. By using inexpensive Arduino hardware, we can create simple experiments that are easily reproduced by students. Furthermore, the experiments generate tangible data, which can be processed numerically. The choice of the software used for numerical processing is also an important issue. We present several exercises in numerical mathematics that are based on experiments in electrical engineering with Arduino, and show how to turn them into motivational examples. We also present our experiences in teaching using the developed exercises, as well as some important points and conclusions, which stem from discussions with the participating students and teachers.
Control systems are becoming ever more commonly used in everyday life. This is true both in industry and in the domestic domain, in the form of e.g., smart home systems. The quality of such systems can be increased by using formal verification methods, such as the model checking technique, to make sure that the designed system fulfills all user requirements. The requirements are usually written as temporal logic formulas. However, the technical skills of future users or the mathematical background knowledge of the developers are not always sufficient to support the essential stage of verification. In the paper we propose to use the Scratch-based user-friendly approach to define our own scenarios for a control system, in order to avoid focusing on the mathematical notation of temporal requirements. The specified properties can then be transformed into temporal logic formulas and used directly in the model checking process. Hence, the verification phase is simplified and more team members can participate in the engineering of requirements. An empirical study with students has shown that the proposed approach can be used in practice.
This research discusses the use of Augmented Reality, Virtual Reality and Mixed Reality technology applications in the learning process of relevant content to the Computer Science area. This systematic review aims to identify applications that use technologies to represent virtual environments and support the teaching and learning of Computer Science subjects. A protocol was elaborated and executed, resulting in the final selection of 14 papers from four databases, published from 2010 to 2018. The examined papers presented information that categorized technology applications in terms of tools used. Contents addressed to the identification of applied instructional strategies and techniques, and the recognition of effects on the learning process. As a result, we found virtual environments that show potential to teaching basic content in courses related to Computer Science. In addition, the application of virtual environments in this educational scenario has provided positive effects on the learning process, such as increased interactivity, easier content absorption, increased motivation and interest in the subjects, providing greater understanding and improving efficiency in content transmission.
Considerable effort has been invested in innovative practices about teaching programming. Although the usefulness of metacognition in learning process is acknowledged, evidence demonstrating how metacognitive strategies effect in the programming classrooms is still very scarce. Given the importance of metacognitive strategies, this study seeks to examine the effect of the strategies to students’ performances in programming courses. The qualitative techniques were used to determine the participants’ programming performances and explicate their experiences about the role of the strategies. The results indicated that while almost half of the students’ programming performances were multistructural the other half was prestructural and unistructural categories of Solo taxonomy. The quality of the programming problems is found to have an important role in the development of both cognitive knowledge and cognitive regulation strategies. Furthermore, the cognitive potentials and problem solving habits of the students were also found to be effective on their metacognitive development. The implications of notable findings and directions for future studies were also discussed.
Most countries attempt to catch up with technological progress and digitise their educational environment, but still there are few teachers that integrate ICT in education adequately. Several factors may hinder this process, whose exploration is important because only after learning about these barriers can efficient counteractions be taken.
One of the goals of our surveys in 2009, 2013 and 2016 realised through own-produced, online questionnaires was to disclose the disadvantages of using ICT in school from the perspective of teachers and what these teachers needed to ensure progress, that is, a more frequent and more efficient use of ICT.
According to the altogether 1260 respondents, besides a basic lack of devices, Debrecen teachers’ use of the new technologies is increasingly hindered by their fear of an attention gap exhibited by students and the related problems. This acts as a kind of cognitive barrier to using the technologies, even though teachers regard these new solutions with less and less animosity.
Mark Weiser coined the term Ubiquitous Computing (UbiComp) describing a future in which everyday life-objects would have embedded computers providing services anytime and anywhere. This paradigm is theme recurrent in many graduate courses of Computer Science around the world. To better understand the challenge of teaching Ubiquitous Computing (UbiComp), we surveyed 15 professors and 60 graduate and undergraduate students from 16 universities. According to this survey, the two most challenging Ubicomp concepts to explain in a lecture are context-awareness and middleware platforms. Results also showed professors’ difficulty in finding tools to assist the practical teaching of UbiComp’s concepts. Current UbiComp tools require high programming skills or they are not designed for educational purposes. Therefore, this work presents the design, development, and evaluation of LUCy (Learning Ubiquitous Computing Easily), a Virtual Learning Environment which aids UbiComp practical classes. LUCy has two main elements: a Web tool and an Android mobile app. The former provides UbiComp theory materials, videos, practices, and simulations. The latter uses smartphones features and sensors to run simulations of UbiComp concepts. We evaluated LUCy during Context-Awareness classes in UbiComp courses, at the same university, along with three distinct semesters. In different three sessions, we gathered information about LUCy’s pedagogical and usability issues. Then, we performed a quasi-experiment using a pretest and posttest design methodology with twenty-seven students. Results showed LUCy practices significantly improves students reasoning about Context-Aware concepts.
Computer science concepts have an important part in other subjects and thinking computationally is being recognized as an important skill for everyone, which leads to the increasing interest in developing computational thinking (CT) as early as at the comprehensive school level. Therefore, research is needed to have a common understanding of CT skills and develop a model to describe the dimensions of CT. Through a systematic literature review, using the EBSCO Discovery Service and the ACM Digital Library search, this paper presents an overview of the dimensions of CT defined in scientific papers. A model for developing CT skills in three stages is proposed: i) defining the problem, ii) solving the problem, and iii) analyzing the solution. Those three stages consist of ten CT skills: problem formulation, abstraction, problem reformulation, decomposition, data collection and analysis, algorithmic design, parallelization and iteration, automation, generalization, and evaluation.
This paper introduces constructivist dialogue mapping (CDM), a new type of concept mapping. CDM encodes what people learn during a non-goal directed learning activity. CDM is a practical means to outline the mini theories users fluidly construct as they explore open-ended learning environments. To demonstrate the method, in this paper we use CDM to track how two modelers elaborate understandings during use of a constructionist learning game, Ant Adaptation. Using the method, we show how two users contest and construct their idea of self-organization in ant colonies. The method is rooted in constructionism, constructivism, concept mapping, and conceptual change.
In this study we investigate the effects of long-term technology enhanced learning (TEL) in mathematics learning performance and fluency, and how technology enhanced learning can be integrated into regular curriculum. The study was conducted in five second grade classes. Two of the classes formed a treatment group and the remaining three formed a control group. The treatment group used TEL in one mathematics lesson per week for 18 to 24 months. Other lessons were not changed. The difference in learning performance between the groups tested using a post-test; for that, we used a mathematics performance test and a mathematics fluency test. The results showed that the treatment group using TEL got statistically significantly higher learning performance results compared to the control group. The difference in arithmetic fluency was not statistically significant even though there was a small difference in favor of the treatment group. However, the difference in errors made in the fluency test was statistically significant in favor of the treatment group.
Computational thinking abilities development is a recent popular research topic. Teachers need support and examples of suiTable STEAM activities that focuses on CT implementation. For this purpose, possible class activities were presented for CT abilities development purpose. Teachers from different disciplines identified possible interconnections between presented activities and CT abilities. The case study results showed that primary assumptions were quite different from teachers believes as assumptions weakly correlate with five teachers opinions. The implication of these results is that it provides a better understanding of CT integration in education and is particularly useful for researchers interested in CT and its applications in different subjects.