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Article
Publication date: 15 February 2024

Xuanyan Zhong and Zehui Zhan

The purpose of this study is to develop an intelligent tutoring system (ITS) for programming learning based on information tutoring feedback (ITF) to provide real-time guidance…

96

Abstract

Purpose

The purpose of this study is to develop an intelligent tutoring system (ITS) for programming learning based on information tutoring feedback (ITF) to provide real-time guidance and feedback to self-directed learners during programming problem-solving and to improve learners’ computational thinking.

Design/methodology/approach

By analyzing the mechanism of action of ITF on the development of computational thinking, an ITF strategy and corresponding ITS acting on the whole process of programming problem-solving were developed to realize the evaluation of programming problem-solving ideas based on program logic. On the one hand, a lexical and syntactic analysis of the programming problem solutions input by the learners is performed and presented with a tree-like structure. On the other hand, by comparing multiple algorithms, it is implemented to compare the programming problem solutions entered by the learners with the answers and analyze the gaps to give them back to the learners to promote the improvement of their computational thinking.

Findings

This study clarifies the mechanism of the role of ITF-based ITS in the computational thinking development process. Results indicated that the ITS designed in this study is effective in promoting students’ computational thinking, especially for low-level learners. It also helped to improve students’ learning motivation, and reducing cognitive load, while there’s no significant difference among learners of different levels.

Originality/value

This study developed an ITS based on ITF to address the problem of learners’ difficulty in obtaining real-time guidance in the current programming problem-solving-based computational thinking development, providing a good aid for college students’ independent programming learning.

Details

Interactive Technology and Smart Education, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1741-5659

Keywords

Abstract

Details

Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks
Type: Book
ISBN: 978-1-80071-505-9

Book part
Publication date: 9 December 2016

Theodosios Sapounidis, Ioannis Stamelos and Stavros Demetriadis

This chapter examines the existing work on tangible user interfaces (TUIs) and focuses on tangible programming with the scope to enlighten the opportunities for innovation and…

Abstract

Purpose

This chapter examines the existing work on tangible user interfaces (TUIs) and focuses on tangible programming with the scope to enlighten the opportunities for innovation and entrepreneurship in this particular domain.

Methodology/approach

In the first section, we start by presenting in short the history of TUIs and then focus on tangible programming presenting the different design approaches. Then we present the opportunities for innovation and guidelines for future products.

In the second section, we review the entrepreneurial activities that combine educational toys and TUIs.

Findings

The main finding of this chapter is that although TUI design and research are still in its infancy and more design guidelines and research are required to further bridge the digital and the physical world, the first signs of entrepreneurship promise a bright future.

Research limitations

Limitations arise from the fact that many companies keep many of their financial data confidential. Thus, it was impossible to include and validate all the information that we intended to present.

Practical implications

Initially, this chapter motivates and challenges scientist to find novel innovative solutions in the field. Then, reveals the entrepreneurial opportunities and potential customers. Finally, shows the funding sources and how tangible products are offered in the market.

Social implications

We propose a new kind of toys that might alter and expand science, technology, engineering, and mathematics (STEM) in education.

Originality/value

This chapter appears to be unique in the sense that is the first that reports simultaneously on TUIs, entrepreneurship, and innovation.

Details

Innovation and Entrepreneurship in Education
Type: Book
ISBN: 978-1-78635-068-8

Keywords

Book part
Publication date: 8 April 2010

Gregory G. Justis and Steven Chermak

Purpose – The CSI effect, as it is referenced in mainstream media, is a purported effect on public perceptions caused by the portrayal of forensics and investigations in popular…

Abstract

Purpose – The CSI effect, as it is referenced in mainstream media, is a purported effect on public perceptions caused by the portrayal of forensics and investigations in popular entertainment programming. Despite the obvious popularity of the programs – a common source of blame for such effects and the focus of limited prior research – impacts on perceptions by way of media content must be viewed as a product of multiple internal and external factors, rather than a result of popularity and viewership alone.

Methodology – By examining the portrayal of programming within the context of contemporary news publications, this project focuses on the value and context of presentations of forensics television programming across media genres, highlighting the bidirectional flow of popular media cues through various influential media outlets and outlining the potential for resulting public effects.

Findings – The authors find that an increase in the overall media visibility of entertainment images of forensic science, coupled with news media's tendency to tie such images to real-world forensics on the local and national scenes given an absence of alternative sources for news-oriented stories, speak to the importance of the holistic examination of the role of CSI-related programming in influencing popular perceptions.

Details

Popular Culture, Crime and Social Control
Type: Book
ISBN: 978-1-84950-733-2

Abstract

Details

Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks
Type: Book
ISBN: 978-1-80071-505-9

Book part
Publication date: 6 September 2021

Kim McNeil Capers, Jill Anderson and Nili Ness

Queens Public Library expanded its library service in two local correctional facilities: the Queensboro Correctional Facility prison and the Rikers Island jail complex. Our…

Abstract

Queens Public Library expanded its library service in two local correctional facilities: the Queensboro Correctional Facility prison and the Rikers Island jail complex. Our expanded programming included creatively oriented programming, which was broadly concentrated on three themes: our Creative Outlet series, hip hop and other musical programming, and literacy, meditation, and mindfulness programming. These types of programs can create goodwill toward the library by: offering effective programming; generating trust between the library and the facility; and providing opportunities for presenters. After discussing the specifics of this programming, this chapter provides tips for a library to create their own expanded services in a correctional facility and then presents the participant, staff, and presenter responses to Queens Public Library’s expanded programming.

Details

Exploring the Roles and Practices of Libraries in Prisons: International Perspectives
Type: Book
ISBN: 978-1-80043-861-3

Keywords

Article
Publication date: 29 February 2004

Peter Brusilovsky, Olena Shcherbinina and Sergey Sosnovsky

Mini‐languages for teaching principles of programming ‐ such as Karel the Robot ‐ were once used in top computer science departments to provide a “gentle introduction” to…

Abstract

Mini‐languages for teaching principles of programming ‐ such as Karel the Robot ‐ were once used in top computer science departments to provide a “gentle introduction” to programming for computer science majors. The paper builds a case for the use of mini‐languages in the context of introductory programming courses for non‐computer science major. We present a study that explored the use of Karel to teach introductory programming for information science majors.

Details

Interactive Technology and Smart Education, vol. 1 no. 1
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 1 January 1994

GREGORY M. PERKINSON, VICTOR E. SANVIDO and FRANCOIS GROBLER

This paper presents a conceptual framework to store, manage and retrieve facility programming information called a Facility Programming Product Model (FPPM). The FPPM represents…

Abstract

This paper presents a conceptual framework to store, manage and retrieve facility programming information called a Facility Programming Product Model (FPPM). The FPPM represents an ‘open’ information framework that members of the facility team (owner, planner, designer, constructor and operator) can utilize to satisfy their individual information needs as providers or users of the facility. The FPPM is a systematized approach to creating, organizing, and presenting facility programming information. The framework allows the owner's representative to review the programming product (the programme) for completeness by establishing a structure designed to access programming criteria at varying levels of abstraction, during any phase of the building life cycle. The result is a programme which can be used as a tool to assist decision making and to evaluate objectively performance criteria during the life of a project.

Details

Engineering, Construction and Architectural Management, vol. 1 no. 1
Type: Research Article
ISSN: 0969-9988

Keywords

Book part
Publication date: 30 May 2017

Clóvis Reis

This research analyzes how ad formats are incorporated into the structure of radio programming and provides a scheme for classifying advertisements in light of the overall…

Abstract

This research analyzes how ad formats are incorporated into the structure of radio programming and provides a scheme for classifying advertisements in light of the overall organization of the radio programming schedule.

This chapter consists of three parts. The first part presents the main ad formats aired on the radio. The second discusses the challenges for classifying ad formats based on the characteristics usually employed in most studies. Finally, the third part of the chapter proposes a new taxonomic basis for the classification of radio advertising. Scholars from Spain and the United States provide the theoretical framework that serves as a main foundation for this work. However, Brazilian data forms the empirical basis for the classification of the ad formats in this research.

The approach moves the description of ad formats from an individual definition of each type of announcement – the ad formats – toward a broad analysis of radio advertisements, which groups the set of compositions in ad meta formats. The meta formats are distinguishable by the distribution mode or insertion mode of the ads in the radio programming.

The chapter presents an original taxonomy, which allows the development of a general framework regarding the advertising typology aired on the radio.

Future research could use this taxonomy to attend to the new landscape created by the changing electronic media and its influence on the analog radio programming.

Open Access
Article
Publication date: 13 October 2022

Niklas Humble and Peter Mozelius

The conducted examination of programming affordances and constraints had the purpose of adding knowledge and value that facilitate the on-going national curricula revision;…

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Abstract

Purpose

The conducted examination of programming affordances and constraints had the purpose of adding knowledge and value that facilitate the on-going national curricula revision; knowledge that also could be of general interest outside the Swedish K-12 context.

Design/methodology/approach

With a qualitative approach, the study was conducted as a document analysis where submitted lesson plans were the base for a directed content analysis.

Findings

This study presents findings on how the involvement of programming in mathematics and technology have potential to foster engagement and motivation among students. Findings also indicate that the implementation of programming can develop important general skills that go beyond the boundaries of mathematics and technology. Moreover, the identified constraints could be valuable to improve the on-going curriculum development for K-12 mathematics and technology.

Research limitations/implications

This qualitative study was conducted on a relatively small number of teachers where the majority has taken the courses on a voluntary basis. An important complement would be to conduct a larger quantitative study with data from a more general sample of K-12 teachers.

Practical implications

Results and discussions provide guidance for K-12 teachers and other stakeholders who want to introduce programming as a complementary tool in teaching and learning activities.

Social implications

The study has a contribution to the on-going implementation of the Swedish national curricula for K-12 mathematics and technology.

Originality/value

During the last years, many studies have been published on teacher training in programming, and how the training can be improved. This study goes beyond the actual teacher training and examine aspects teachers translate to theirs daily work after completing the training.

Details

The International Journal of Information and Learning Technology, vol. 40 no. 1
Type: Research Article
ISSN: 2056-4880

Keywords

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