Learning Object (LO) is one of the main research topics in the e-learning community in the recent years. In this context, granularity is a key factor for LO reuse. This paper presents a methodology to define the learning objects granularity in the computing area as well as a case study in software testing. We carried out five experiments to evaluate the learning potential from the produced learning objects, as well as to demonstrate the possibility of LO reuse. The results show that LOs promote the understanding and application of the concepts. In addition, the set of LOs identified through the proposed methodology allowed its reuse in different contexts.
The rapid development of new technologies requires a new set of skills from all users in operating, using, and maintaining digitised environments. Curriculum design in the field of Information and Communication Technologies (ICT) undergoes a rapid change as technological achievements do influence education.
The aim of the article was to present research results on the mappings of learning outcomes to taxonomies to evolve from requirement-based assessment to competency-based assessment. The research was carried out on the problem-based learning (PBL) module. The article presents a novel PBL model design with activities and evaluation schema. The developed model could be used to guide the curricula design of information technologies for generic competencies, and to foster skills essential for the future ICT sector.
The teaching-learning methodology adopted in the Introduction to Computer Science classes may be a process that makes it difficult to understand the principles of programming language for undergraduate students in Computer Science and related areas, generating high failure and course drop out rates. This paper presents an analysis of the results obtained in the Introduction to Computer Science classes taught in Computer Science and Engineering courses at University of Brasília (UnB). The evaluation questionnaire answered by the undergraduate students in 2017 was analyzed, a validation was performed, and we checked the level of students satisfaction in relation to the evaluated subject and the association among the level of satisfaction, the percentage of practical activities of the discipline, student performance and the level of absenteeism.
The paper focuses on the parallels, which are rooted in the simultaneous development of mathematics and informatics. Both mathematics and informatics are based on problem-solving. However, the approaches to determining problems, solution techniques and interpretation of results are different. The paper shows different approaches of mathematics and informatics for solving a simple problem from the informatics competition. It was presented for students, who would be future informatics teachers, and it has become the beginning of the discovery of unexpected relationships and rules' chain, the source of successive tasks, and various methods of their solution. The paper brings the results of the constructivist teaching of students in the form of a fictional interview of mathematician and informatician. Fictional cooperation of a mathematician and an informatician in analysing and solving problems will allow for a detailed analysis and comparison of both fields, which will lead to determining both common and different elements.
Despite a growing effort to implement computational thinking (CT) skills in primary schools, little research is reported about what CT skills to teach at what age. Therefore, the research questions that guide this study read: (1) How is age related to students' success in computational thinking tasks? (2) How are computational thinking tasks perceived by students? (3) How do students' experience learning with respect to computational thinking? 200 primary school students between the age of 6 and 12 participated in this study. These students got introduced to two CT subjects: abstraction and decomposition. We found that age seems to be related with these concepts, with an interaction effect for gender in the abstraction task. No differences found between young and older students in the constructs perceived difficulty, cognitive load, and flow indicate that young primary school students can engage in learning these CT skills.
The Computer Science Unplugged activities and project has been an influential STEM (Science, Technology, Engineering & Mathematics) initiative, providing enrichment and teaching activities supporting computational thinking. Many of its activities are suitable for children. One of the most popular Unplugged activities is "Kid Krypto", invented by Mike Fellows and Neal Koblitz. Kid Krypto demonstrates the mathematics underlying public-key cryptography without using advanced mathematics. The paper gives an example of a Kid Krypto-style encryption system that is based on disjoint cycles in a graph or network and which is accessible to a very young audience. Also described is the original Kid Krypto system which is based on a version of dominating set called perfect code. The paper urges research scientists to participate in mathematical sciences communication and outreach.
The use of different tools in the field of education has become widespread with the developments in technology. Online student response systems are one of these tools. Online student response systems have been used for many years. In the last couple of years, game items have been added, and game-based online student response systems have started to be used. In this context, this study aims to find out the effects of online student response systems both with and without being based on games on the achievements, engagements, and test anxiety levels of students. The study group consists of 46 seventh grade students (Control, 23; Experimental, 23). This study was conducted by using a quasi-experimental design with pre-test and post-test groups. The topics in the "living democracy" chapter of social studies course were taught for four weeks by using the online student response system named Socrative for the control group and the online game-based student response system called Kahoot for the experimental group. The results of the study showed that game-based student response systems increase the achievement and engagement and decrease the test anxiety level when compared to non-game-based student response systems. In this direction, it may be suggested to use online game-based student response systems on different topics of social studies courses.
The development of computational thinking is a major topic in K-12 education. Many of these experiences focus on teaching programming using block-based languages. As part of these activities, it is important for students to receive feedback on their assignments. Yet, in practice it may be difficult to provide personalized, objective and consistent feedback. In this context, automatic assessment and grading has become important. While there exist diverse graders for text-based languages, support for block-based programming languages is still scarce. This article presents CodeMaster, a free web application that in a problem-based learning context allows to automatically assess and grade projects programmed with App Inventor and Snap!. It uses a rubric measuring computational thinking based on a static code analysis. Students can use the tool to get feedback to encourage them to improve their programming competencies. It can also be used by teachers for assessing whole classes easing their workload.