Teaching programming is a complex process requiring learning to develop different skills. To minimize the challenges faced in the classroom, instructors have been adopting active methodologies in teaching computer programming. This article presents a Systematic Mapping Study (SMS) to identify and categorize the types of methodologies that instructors have adopted for teaching programming. We evaluated 3,850 papers published from 2000 to 2022. The results provide an overview and comprehensive view of active learning methodologies employed in teaching programming, technologies, programming languages, and the metrics used to observe student learning in this context. In the results, we identified thirty-seven different ALMs adopted by instructors. We realized that seventeen publications describe teaching approaches that combine more than one ALM, and the most reported methodologies in the studies are Flipped Classroom and Gamification-Based Learning. In addition, we are proposing an educational and collaborative tool called CollabProg, which summarizes the primary active learning methodologies identified in this SMS. CollabProg will assist instructors in selecting appropriate ALMs that align with their pedagogical requirements and teaching programming context.
This study aims to explain the relationships between secondary school students' digital literacy, computer programming self-efficacy and computational thinking self-efficacy. The study group consists of 204 secondary school students. A relational survey model was used in the research method and three different data collection tools were used to collect data. The structural equation model was used in data analysis to reveal a model that explains and predicts the relationships between variables. According to the results of the research, it was determined that digital literacy of secondary school students affected their computer programming self-efficacy, digital literacy affected their computational thinking self-efficacy, and computer programming self-efficacy affected their computational thinking self-efficacy. It was also found that digital literacy skills have an indirect effect on secondary students' computational thinking self-efficacy on computational thinking self-efficacy.
In programming problem solving activities, sometimes, students need feedback to progress in the course, being positively affected by the received feedback. This paper presents an overview of the state of the art and practice of the feedback approaches on introductory programming. To this end, we have carried out a systematic literature mapping to understand and discuss the main approaches for providing and evaluating feedback used in the learning of novice programmers in the problem solving activity. Thus, according to a formal protocol, an automatic search was performed for papers from 2016 to 2021. As a result, 39 studies were selected for the final analysis. As a result, we propose three different categorizations: the main approaches to providing feedback, the main methods used in the evaluation and the main aspects and effects of the evaluated feedback.
The article examines update of modules of general IT (Informatics) studies under changes in secondary school programs. It is proposed to create distance-learning courses and use ``tools set'' principles. It will allow broadening the choice of study subjects and will create possibility for students from different faculties to choose the subjects and realization tools that better meet their needs and fields of studies. The developed materials will be available to all students and staff willing to improve IT skills through distance learning. Tasks and knowledge control will be unified in the whole University. The materials of updated Informatics courses will be presented in a virtual learning environment WebCT, including self-control tasks and tests. This will also be very useful for correspondence students.
Many factors influence teaching nowadays. Numbers of students are increasing, some students pay for studies and require more flexible teaching, more students have access to Internet, the learning material is changing rapidly (especially of subjects, related to information technologies), publishing industry is slow and expensive. All that stimulates usage of modern technologies in education. Virtual Learning Environments (VLEs) is one of the forms of e-learning. They open new ways of teaching and communication such as management of online learning, course delivery mechanism, communication and assessment tools, student tracking, access to electronic resources, etc. All these means correspond to the needs of contemporary teachers and students. VLEs have primarily been used for distance education but they are being used increasingly as supplement of traditional classroom based education. The author is interested in this latter aspect of VLEs.
The paper briefly reviews main types of Virtual Learning Environments and analyses the use of VLEs in Lithuania. The results of the investigation of two different learning environments - traditional (Web CT) and collaborative (FLE3) at the Vilnius Pedagogical University are also discussed in the article.