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.
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.
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.
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.
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.
eLearning is fast progressing scientific field proposing novel and specific approaches in a range of domains. It is well established practice in universities, schools and organizations for delivering interactive, adaptive and flexible training, taking advantage of contemporary and emerging technologies. Informatics is a continuously evolving science presenting its theoretical and practical advances applicable in various research areas, including in eLearning. The paper presents an exploration focused on the symbiotic connection between Informatics and eLearning that leads to contemporary and innovative solutions, facilitating and automating a wide variety of activities at information processing. The term eLearning Informatics is conceptualized and explained as a scientific field outlining the current research achievements and further directions for development. The applied research methodology is based on outlining the main vision in the domain eLearning Informatics through utilization of bibliometric approach and construction of bibliometric networks as well as on detailed examination of topic-related scientific papers.
Although Machine Learning (ML) is integrated today into various aspects of our lives, few understand the technology behind it. This presents new challenges to extend computing education early to ML concepts helping students to understand its potential and limits. Thus, in order to obtain an overview of the state of the art on teaching Machine Learning concepts in elementary to high school, we carried out a systematic mapping study. We identified 30 instructional units mostly focusing on ML basics and neural networks. Considering the complexity of ML concepts, several instructional units cover only the most accessible processes, such as data management or present model learning and testing on an abstract level black-boxing some of the underlying ML processes. Results demonstrate that teaching ML in school can increase understanding and interest in this knowledge area as well as contextualize ML concepts through their societal impact.
The purpose of this systematic literature review is to explore the area of digital Game-Based Learning (GBL) for students with intellectual disabilities as a tool that enables positive impact on learning and mastering specific skills in order to make recommendations for future research. Twenty-one studies were selected from different databases. The results showed that the most common type of game was serious game, and the most common used technology was PC with additional equipment, but tablets were also often used. In addition, the studies were more focused on the development of cognitive abilities rather than of adaptive skills.