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.
Introductory programming courses (CS1) are difficult for novices. Inspired by Problem solving followed by instruction and Productive Failure approaches, we define an original “necessity-driven” learning design. Students are put in an apparently well-known situation, but this time they miss an essential ingredient (the target concept) to solve the problem. Then, struggling to solve it, they experience the necessity of that concept. A direct instruction phase follows. Finally, students return to the problem with the necessary knowledge to solve it. In a typical CS1 learning path, we recognise a challenging “rollercoaster of abstraction”. We provide examples of learning sequences designed with our approach to support students when the abstraction changes (both upward and downward) inside the programming language, for example, when a new construct (and the related syntactical, conceptual, and strategic knowledge) is introduced. Also, we discuss the benefits of our design in light of Informatics education literature.
Developing an engaging and positive learning environment for learners, especially in a particular course, is one of the most creative aspects of teaching. Learning design supports the design of interventions, which are pedagogically informed, promote student-centered learning activities and make effective use of appropriate resources and technologies. In the context of this work, a framework is proposed for teaching learning design issues in tertiary education which interweaves teacher-centered activities with student-centered activities. The students are engaged in lab activities and in a learning design peer assessment project. Sustainable feedback practices are considered an integral part of the whole process. Findings drawn from an empirical study carried out during two consecutive academic years reveal that the interweaving of instruction and assessment may contribute to the understanding of the main learning design issues and to the cultivation of skills both in the development of educational applications as well as in the design of technology enhanced learning activities.
Currently virtual learning environments (VLEs) and learning objects (LOs) repositories are under active implementation into general education and vocational training system in Lithuania. The article aims to review LOs interoperability standards development tendencies as well as to compare VLEs under existing well-developed pedagogical and technical evaluation frameworks in order to suggest the most suitable one for wider implementation to support active socio-constructivist pedagogies in in-service teacher training and overall in Lithuanian general education and vocational training systems.