In this paper, we describe a study designed to examine the types of projects college students prefer in an introductory programming course. For three assignments in a course, students were given a choice among three project types: a game, a "choose your own adventure" story, and a more traditional project (such as a problem from the text book). During the semester, 35 of 49 projects submitted by students were the game option (71.4%), with only two projects submitted that were stories. A statistical analysis revealed that student choices on assignments did not appear to be related to their overall performance in the course. On an end of term survey, students commented that they often chose projects that had all requirements clearly explained, and avoided assignments that were open-ended in nature.
在本文中,我们描述了一项旨在检查大学生在编程入门课程中喜欢的项目类型的研究。对于课程中的三个作业,学生可以在以下三种项目类型中进行选择:游戏,“选择自己的冒险”故事以及更为传统的项目(例如教科书中的问题)。在学期中,学生提交的49个项目中有35个为游戏选项(占71.4%),只有两个项目是故事。统计分析表明,学生对作业的选择似乎与他们在课程中的整体表现无关。在期末调查中,学生评论说,他们经常选择对所有要求都清楚解释的项目,并避免进行开放式的作业。 P>
机译:体育教学,传统游戏和体育中的理解:两个故事的故事
机译:体育教学,传统游戏和体育教育的理解:两个故事的故事
机译:游戏,故事或其他更传统的内容:大学生喜欢的作业类型
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机译:艺术,生活,故事:台湾传统和非传统次生艺术教师的信仰之间的关系
机译:体育教学传统游戏和体育中的理解:两个故事的故事
机译:体育教学,传统游戏和体育中的理解:两个故事的故事