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The Inverted Curriculum in Practice

机译:实践中的反向课程

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摘要

Teaching introductory programming today presents considerable challenges, which traditional techniques do not properly address. Students start with a wide variety of backgrounds and prior computing experience; to retain their attention it is useful to provide graphical interfaces at the level set by video games; and with the ever-increasing presence of computing in society the stakes are higher, requiring a computing curriculum to introduce students early to the issues of large systems. We address these challenges through an "outside-in" approach, or "inverted curriculum", which emphasizes the reuse of existing components in an example domain involving graphics and multimedia, a gentle introduction to formal reasoning thanks to Design by Contract techniques, and an object-oriented method throughout. The new course has now been taught twice, with considerable gathering of student data and feedback; we report on this experience and its continuation.
机译:如今,教学入门编程面临着相当大的挑战,而传统技术无法正确解决这些挑战。学生从各种各样的背景和先前的计算经验开始;为了吸引他们的注意力,在视频游戏设置的级别上提供图形界面非常有用;随着计算机在社会中的出现与日俱增,风险也越来越高,这就要求计算机课程能够尽早地向学生介绍大型系统的问题。我们通过“由内而外”的方法或“倒置的课程”应对这些挑战,该方法强调了在涉及图形和多媒体的示例域中对现有组件的重用,借助按合同设计技术对形式化推理进行了温和介绍,以及贯穿整个面向对象的方法。新课程现已教授两次,并收集了大量的学生数据和反馈。我们将报告这种经验及其延续。

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