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Open Access
Article
Publication date: 22 November 2019

Wu Chen, Xin Tang and Ting Mou

The purpose of this paper is to provide some references for teachers who use KidsProgram or other graphic programming tools platform for STEAM (science, technology, engineering…

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Abstract

Purpose

The purpose of this paper is to provide some references for teachers who use KidsProgram or other graphic programming tools platform for STEAM (science, technology, engineering, arts and mathematics) education at distance by game-based teaching. From the design of the STEAM class, teachers can know how to stimulate students’ interest in programming and cultivating their ability to innovate and solve practical problems more clearly with KidsProgram.

Design/methodology/approach

This paper will explain the teaching design from ten aspects and implement it in real class to see the result. The ten aspects are situations creation, knowledge popularization, raising problems, analyzing problems, concepts introduction, interface design, logic design, self-evaluation and mutual evaluation, teacher comments and extension and innovation. With the KidsProgram platform, this paper takes “The Missile Convey,” a sub-course of “Discovery Universe” as an example. Through the situation created by the teacher, students brainstorm the dangers that the earth may encounter in the universe and then learn relevant scientific knowledge. Next, students raise and analyze problems according to the situation under the guidance of the teacher. Through the interaction with teachers, students review the programming concepts and the usage of corresponding coding blocks needed for the project, like “random number.” They need to carry out interface design and logic design for the project, and complete the project. After that, the students use the self-evaluation form and the mutual evaluation form to modify and then show and share the projects to the in front of the class. After self-evaluation and peer evaluation, the teacher will make a final summary evaluation and make some suggestions for improvement. From the students’ programming productions and the interviews with them, the teaching result can be known.

Findings

With elaborate teaching design and appropriate teaching strategies, students can flexibly use multi-disciplinary knowledge of science, technology, engineering, art and mathematics to solve problems in the process of creation, which is conducive to the cultivation and improvement of students’ comprehensive quality on KidsProgram classroom, under the guidance of STEAM education. In other words, in this class, students need to use engineering thinking to plan the whole project based on the understanding of scientific principles, design interfaces with artistic ideas, use mathematical knowledge for logical operations, and gradually solve technical problems with the above knowledge or methods in a comprehensive way.

Originality/value

The KidsProgram is a leading graphical programming tool platform in China in recent years. It deeply reconstructs the concept of Scratch designed by MIT. Graphic programming, a method of programming by dragging and dropping blocks containing natural languages, is different from traditional code programming. In this paper, the visualized cases in the class will be demonstrated in the “interface design” and “logic design.” This paper designs a course in STEAM education at distance via KidsProgram, hoping to provide some reference for other research on teaching of graphical programming tools.

Details

Asian Association of Open Universities Journal, vol. 14 no. 2
Type: Research Article
ISSN: 2414-6994

Keywords

Content available

Abstract

Details

Kybernetes, vol. 36 no. 5/6
Type: Research Article
ISSN: 0368-492X

Content available
Article
Publication date: 1 June 1999

62

Abstract

Details

The Bottom Line, vol. 12 no. 2
Type: Research Article
ISSN: 0888-045X

Keywords

Content available
Article
Publication date: 1 October 1998

118

Abstract

Details

Asian Libraries, vol. 7 no. 10
Type: Research Article
ISSN: 1017-6748

Content available
Article
Publication date: 1 September 2004

Alex M. Andrew

132

Abstract

Details

Kybernetes, vol. 33 no. 8
Type: Research Article
ISSN: 0368-492X

Keywords

Content available
Article
Publication date: 1 February 1999

D.M. Hutton

75

Abstract

Details

Kybernetes, vol. 28 no. 1
Type: Research Article
ISSN: 0368-492X

Keywords

Content available
Article
Publication date: 1 December 2003

Marvin Rozner Jr

127

Abstract

Details

Aircraft Engineering and Aerospace Technology, vol. 75 no. 6
Type: Research Article
ISSN: 0002-2667

Keywords

Open Access
Book part
Publication date: 4 May 2018

Aster Aryati Rakhmasari and Dian Anwar

Purpose – The purpose of this study is to analyze and design a virtual collaboration information system of the Jamu supply chain network based on a fair adaptive contract to…

Abstract

Purpose – The purpose of this study is to analyze and design a virtual collaboration information system of the Jamu supply chain network based on a fair adaptive contract to respond to stability challenges in business with an uncertainty environment condition.

Design/Methodology/Approach – System entity approach is used for the purpose of system analysis and then case, sequence diagram, class diagram, graph data modeling, and business process modeling and Notation verse 2 (BPMN2.0) are also used to design the system concept. Each process of the connecting event and gateways was arranged with relevant multicriteria decision approach, whilst an adaptive quantitative formulation based on prescriptive analytics was embedded to ensure a fair contract implementation during the terms for all sphere roles in supply chain.

Findings – The results and implications of this model emphasizes on the knowledge, competence, trust, and fair (KCTF) for actors’ adoption to improve supply chain stability and implementation.

Practical Implications – This led actors to collaborate their business in a more effective way.

Originality/Value – This model can reach more stability in the uncertainty environment.

Content available
Book part
Publication date: 28 August 2018

Abstract

Details

Exploring the Culture of Open Innovation
Type: Book
ISBN: 978-1-78743-789-0

Open Access
Article
Publication date: 1 November 2018

Rania M. Ghoniem, H.A. Abas and H.A. Bdair

Despite the fact that there being a large literature on simulation, there is as yet no generic paradigm or architecture to develop a three-dimensional (3-D) simulator which…

Abstract

Despite the fact that there being a large literature on simulation, there is as yet no generic paradigm or architecture to develop a three-dimensional (3-D) simulator which depends on autonomous intelligent objects. This has motivated us to introduce a 3-D simulation system based on intelligent objects for Physics Experimentation. We formulated the system’s components as an object-orientation model. So, the entities in every experiment’s work cell are modeled by characterizing their properties and functions into classes and objects of the system hierarchy. Intelligent objects are realized by developing a knowledge base (KB) that captures a set of rules/algorithms that operate on 3-D objects. Rules fall into two categories: action and property rules. In the simulation layer, the student is allowed, by using the virtual system, to stroll throughout the Physics laboratory in light of a walking model. Student gets to a simulation region to do an experiment through the detection of mathematical collision. From software engineering perspective, the proposed system facilitates the Physics experiment through making the specification of its applicable parts more modular and reusable. Moreover, a major pedagogical objective is achieved by permitting the student tuning parameters, fixing component of a device then visualizing outputs. This provides student well interpretation by viewing how distinct parameters affect the outcomes of the experiment. With the objective of student performance measuring, we utilized an exploratory group relying upon pre- and post-testing. The application results demonstrate that the simulator contributes positively to student performance in regard to practical Physics.

Details

Applied Computing and Informatics, vol. 16 no. 1/2
Type: Research Article
ISSN: 2634-1964

Keywords

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