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EVALUATING THE QUALITY OF STUDENTS ACTIONS IN A DISTANCE LEARNING PROGRAMMING LANGUAGE ACADEMIC DISCIPLINE

机译:评估远程学习编程语言学术学科中学生动作的质量

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Online learning (OL) has grown in importance as a direct consequence of the rapid development taking place in information and communication technology (ICT). This development has pushed OL agents into finding new methods of teaching and learning that could explore the technological media to the limits that ICT could actually offer. Due to the evolution of OL, it is difficult to find a precise and current definition. Nichols describes OL as "education that occurs only through the Web, that is, it does not consist of any physical learning materials issued to students or actual face to face contact. Purely online learning is essentially the use of eLearning tools in a distance education mode using the Web as the sole medium for all student learning and contact." Though this statement is still valid, the notion of OL has evolved to include aspects such as collaborative learning, connectivist learning and online participation. This form of teaching and learning is very often based on the principles of student-centered learning; learning flexibility (spatial, temporal); and online interaction, in particular, asynchronous interaction, which blurs the temporal barriers imposed by communicational synchronism, and is consistent with the flexibility principle. Interaction is absolutely fundamental for the teaching-learning process so that students can effectively acquire the corresponding knowledge and skills. It occurs when students are actively participating in learning activities involving peer-to-peer and teacher communication, be it contributing in a discussion, solving an exercise, analyzing a result, simply exchanging views with their colleagues, or clarifying questions with the teacher. When teaching computer science in an online learning environment, we usually face increasing problems promoting student participation, when compared with other teaching fields (e.g. humanities). Students face natural inhibition in presenting publicly questions or issues that they consider to be of lower value or that expose their ignorance on more technical subject matters. Student's participation is often more than communicating a verbal opinion but to demonstrate a very specific technical issue. In fact, experience has shown that discussions are usually dominated by a small core of students with a greater mastery of the subject areas or who are less inhibited, which results in a reduced level of student participation. To teach how to program with an object-oriented language (like C++) is normally not a simple task. It is especially true when the students do not have any programming background or previous experience with any other programming language. Even those students that are used to program in a procedural approach find some difficulty to change the way they reason to solve a problem under the object-oriented paradigm. This reality is quite recurrent in any programming language teaching class anywhere around the world where the students are on-campus studying. Things can become a little bit more complicated when you have to teach object-oriented programming in a totally e-learning environment. Despite recent advances of electronic technologies in e-learning, a consolidated evaluation methodology for e-leaming applications is not available. Maybe the main cause for this is the complexity that the evaluation of an e-leaming environment demands. Many different perspectives and thus dimensions, in the analysis process can be considered, such as the quality of: learning, teaching, learning environment and interaction. Each of these dimensions can be evaluated according a group of pre-defined and chosen indicators. In the case of interaction, we may consider that the quality of students' interaction is one of the most relevant indicators. This article presents the main results obtained through the analysis of the students' actions while interacting and using the object oriented programming discipline available on the Moodle platform of Open University (UAb) of Portugal to the students of the 1st cycle in Computer Science degree. All teaching and learning activities were developed online (emphasis on asynchronous communication) and this discipline is taught in the first year of the graduation (second semester).
机译:在线学习(OL)的重要性日益提高,这是信息和通信技术(ICT)迅速发展的直接结果。这种发展促使OL代理商寻找新的教学方法,可以探索技术媒体达到ICT实际提供的极限。由于OL的发展,很难找到精确的当前定义。 Nichols将OL描述为“仅通过Web进行的教育,也就是说,它不包含发布给学生的任何体育学习材料或实际的面对面接触。纯在线学习本质上是在远程教育模式下使用电子学习工具使用网络作为所有学生学习和联系的唯一媒介。”尽管此说法仍然有效,但“ OL”的概念已演变为包括协作学习,连接主义学习和在线参与等方面。这种教学形式经常基于以学生为中心的学习原则。学习灵活性(空间,时间);在线交互,尤其是异步交互,它模糊了通信同步所施加的时间障碍,并且与灵活性原则相一致。互动对于教学过程绝对是至关重要的,因此学生可以有效地获得相应的知识和技能。当学生积极参与涉及点对点和老师交流的学习活动时,就会发生这种情况,包括参与讨论,解决练习,分析结果,与同事交换意见或与老师澄清问题。与其他教学领域(例如人文学科)相比,在在线学习环境中教授计算机科学时,我们通常面临着越来越多的促进学生参与的问题。学生在公开提出他们认为价值较低或对更多技术主题无知的问题或问题时会受到自然的抑制。学生的参与通常不仅仅只是口头表达,而是要展示一个非常具体的技术问题。实际上,经验表明,讨论通常由较小的核心学生主导,他们对主题领域有较高的掌握或较少受到抑制,这导致学生的参与水平降低。教如何使用面向对象的语言(例如C ++)进行编程通常不是一件容易的事。当学生没有任何编程背景或以前没有使用任何其他编程语言的经验时,尤其如此。即使是那些习惯于使用程序方法进行编程的学生,也很难改变他们在面向对象范式下解决问题的理由。在学生在校园内学习的世界任何地方的任何编程语言教学班中,这种现实都是经常发生的。当您必须在完全电子学习的环境中教授面向对象的编程时,事情可能会变得有些复杂。尽管电子学习中电子技术的最新进展,但尚没有用于电子学习应用程序的综合评估方法。造成这种情况的主要原因可能是评估电子学习环境所需的复杂性。在分析过程中,可以考虑许多不同的观点和维度,例如学习,教学,学习环境和交互的质量。这些维度中的每一个都可以根据一组预先定义和选择的指标进行评估。在互动的情况下,我们可以认为学生互动的质量是最相关的指标之一。本文介绍了通过分析学生的行为而获得的主要结果,这些行为是通过与葡萄牙开放大学(UAb)的Moodle平台进行交互并使用面向对象的编程学科向计算机科学学位的第一个周期的学生提供的。所有的教学活动都是在线开发的(强调异步通信),并且在毕业的第一年(第二学期)教授该学科。

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