Background: Petri nets are a formal specification technique for modelling of control processes and modern flexible manufacturing systems. Interpreted Petri nets take into account input and output signals, allowing to apply them in any control system or even in control part of a cyber-physical system. Due to the fact that Petri nets are not used in the industrial practice, the students sometimes lack motivation to learn them. Contributions: In the paper we propose how to help students learn interpreted Petri nets with Minecraft (as a game-based learning). We show how interpreted Petri nets can be modelled in Minecraft and how they communicate with the surrounding environment via input and output signals to visualize control processes. The proposed approach has been validated experimentally among university students. Hypotheses: (1) Creating interpreted Petri net models with Minecraft helps to understand the basic principles; (2) Minecraft makes the course more attractive. Methodology: Students were divided into an experimental group (with game-based learning) and a control group (with traditional learning). The experimental group filled in a knowledge test twice (on the entry and on the exit) and a questionnaire. The control group filled in the same knowledge test at the end of the course. Findings: The observations confirm that the Minecraft-based teaching of interpreted Petri nets allows to gain better results in final tests, making at the same time the course more attractive and enjoyable.
The European Commission Science Hub has been promoting Computational Thinking (CT) as an important 21st century skill or competence. However, "despite the high interest in developing computational thinking among schoolchildren and the large public and private investment in CT initiatives, there are a number of issues and challenges for the integration of CT in the school curricula". On the other hand, the Digital Competence (DC) Framework 2.0 (DigCom) is promoted in the same European Commission Science Hub portal. It shows that both topics have many things in common. Thus, there is the need of research on the relationship between CT and digital competence.
The goal of this paper is to analyse and discuss the relationship between DC and CT, and to help educators as well as educational policy makers to make informed decisions about how CT and DC can be included in their local institutions. We begin by defining DC and CT and then discuss the current state of both phenomena in education in multiple countries in Europe. By analysing official documents, we try to find the underlying commonness in both DC and CT, and discover all possible connections between them. Possible interconnections between the component groups of approaches are presented in Fig.
One of the main goals of many educational courses at various colleges, especially those which focus on applied economics and management, is the development of students' entrepreneurship skills. It is usually accomplished through various project-oriented tasks. The development of the students' entrepreneurship skills is also the primary objective of the E-commerce course offered by our Faculty of Economics. This course combines theoretical knowledge and practical skills. Students work on a number of practical exercises with the aim to create a functional e-shop. They have to look for business opportunities, understand economic processes, work within a team, and be able to promote their ideas, strategies, and procedures. Finally, yet most importantly, they must not be afraid to present and defend their solutions. This study examines whether and to what extent this approach contributes to the development of skills which are usually associated with entrepreneurship. The exploration was performed based on students' evaluation. Means-end chain model and hierarchical value map approach were chosen as a research method. The results of this research show that entrepreneurship skills are being developed except for a motivation of students to accept a risky business competitive environment. However, the propensity to take risk is one of the basic traits of successful entrepreneurs. Our future effort will aim therefore at modifying our educational content. Greater emphasis will be placed on how to teach students to accept competitive environment which is risky and mostly unpredictable.
This work investigates the effect of computer use in the memory process in young and adults under the Perceptual and Memory experimental conditions. The memory condition involved the phases acquisition of information and recovery, on time intervals (2 min, 24 hours and 1 week) on situations of pre and post-test (before and after the participants took part on a Basic Computing course), in which the participants studied the map of Brazil during 7 minutes and the estimates of different areas of Brazilian states were performed according to the magnitude estimation method, without the presence of the map. On the Perceptual condition, the estimates were made in the presence of the Brazilian map. The study made possible to verify that the use of a computer, as a new activity enables a differentiation on the memory process in relation to the different experimental conditions proposed and to the time intervals used between acquisition, processing and information recovery, showing that the use of a computer as a pedagogical tool may promote the improvement of the memory process in academic activities.
Motivation plays a key role in the learning process. This paper describes an experience in the context of undergraduate teaching of Artificial Intelligence at the Computer Science Department of the Faculty of Sciences in the University of Porto. A sophisticated competition framework, which involved Prolog programmed contenders and game servers, including an appealing GUI, was developed to motivate students on the deepening of the topics covered in class. We report on the impact that such a competitive setup caused on students' commitment, which surpassed our most optimistic expectations.