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结对编程是编程教学的重要组织形式,然而实际教学效果受到多种因素制约,存在结对编程教学模式单一、结对合作流于形式等问题,严重影响学生结对行为有效性、合作过程深度性和元认知发展显著性。本研究基于社会调节学习理论,融元认知策略于各调节环节,促进学习者之间的交流互动过程。为此,设计了基于元认知策略的“3阶段—6环节”小学结对编程教学模式,将元认知监控、计划、调节和评价等策略融入结对编程教学中,通过培养学生的元认知意识,提高学生认知控制能力,促进学生对程序知识的理解,以及编程任务的计划和监控。最后,本研究采用准实验法验证了教学模式的有效性,即选取某市某小学四年级两个班级各42人作为实验组和对照组,实验组采用基于元认知策略的小学结对编程教学模式进行教学,对照组采用传统的结对编程教学模式进行教学。实验结果显示,基于元认知策略的结对编程教学模式能促进学生有效结对行为的发生,鼓励学生进行深层次合作,显著提升学生的计算思维和元认知能力,提高学生编程学习的课程表现和学业成绩。 相似文献
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结对编程是敏捷地和基于实践的软件开发方法。在程序设计课程的传统实践教学中,学生之间往往缺乏彼此的有效互动,从而不能完成实践教学的任务,甚至失去对课程的信心。笔者提出一种将结对编程运用于程序设计语言实践教学中的方案,并通过实验证明该方案可以有效提高学生的学习效率。 相似文献
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数控车床编程与操作“项目式”教学改革谈 总被引:1,自引:0,他引:1
本文结合<数控车床编程与操作>课程的教学实践,从指导思想、教学模式、教学内容、教学方法、评价体系等方面,介绍了"项目式"教学模式改革的情况. 相似文献
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结对编程是极限编程的一种重要形式,在计算机软件开发领域具有成功的应用。文章讨论了结对编程在计算机程序设计类课程教学中应用的可行性和实施过程中的一些问题,分析了结对编程对学生学习程序设计的促进作用。 相似文献
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在21世纪,计算思维作为信息科技学科核心素养之一,已成为人才必备的技能和素养。文章旨在探究对等结对编程对高中生计算思维的影响。首先,本研究设计了对等结对编程的教学步骤,并将其应用于高中生信息科技课程教学。接着,本研究对Bebras计算思维三维框架进行调整与优化,更符合高中生计算思维发展的需求。最后,通过对实验班和对照班的Bebras计算思维测试题和调查问题进行统计分析。实验结果表明,对等结对编程对提高高中生的计算思维有着正面的影响,在计算思维的计算概念、计算实践和计算观念各个维度上均表现出显著改善。综上所述,对等结对编程能够有效提升高中生的计算思维能力,从而提高学生的学习效果。 相似文献
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"EDA技术与实践"是一门实践性很强的课程,传统的教学模式不利于人才的培养。基于此,针对传统课程教学模式中存在的教学方式单一乏味、考核方法不合理、实验实践课程不受重视等问题,给出了改进教学方法、改革考核方式、加强实验实践教学等几种措施,以期有助于实现"EDA技术与实践"课程理论与实践的紧密结合。 相似文献
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Paul Brna Alan Bundy Tony Dodd Marc Eisenstadt Chee Kit Looi Helen Pain Dave Robertson Barbara Smith Maarten van Someren 《Instructional Science》1991,20(2-3):111-133
In this paper we introduce the concept of a Prolog programming technique. This concept is then distinguished both from that of an algorithm and that of a programming cliché. We give examples and show how a knowledge of them can be useful in both programming environments and in teaching programming skills. The extraction of the various techniques is outlined. Finally, we discuss the problem of representing techniques where we conclude that the most promising approach is the development of a suitable meta-language. 相似文献
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递归程序设计分析 总被引:1,自引:0,他引:1
刘向阳 《商丘师范学院学报》2004,20(5):87-89,104
递归是解决一类问题的重要方法,通过递归程序设计实例,分析递归程序的时间和空间复杂度。给出递归程序适应的范围. 相似文献
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Renny S. N. Lindberg Teemu H. Laine Lassi Haaranen 《British journal of educational technology : journal of the Council for Educational Technology》2019,50(4):1979-1995
An increasing number of countries have recently included programming education in their curricula. Similarly, utilizing programming concepts in gameplay has become popular in the videogame industry. Although many games have been developed for learning to program, their variety and their correspondence to national curricula remain an uncharted territory. Consequently, this paper has three objectives. Firstly, an investigation on the guidelines on programming education in K-12 in seven countries was performed by collecting curricula and other relevant data official from governmental and non-profit educational websites. Secondly, a review of existing acquirable games that utilize programming topics in their gameplay was conducted by searching popular game stores. Lastly, we compared the curricula and made suggestions as to which age group the identified games would be suitable. The results of this study can be useful to educators and curriculum designers who wish to gamify programming education. 相似文献
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Education and Information Technologies - The abstract structure, logic, negative perceptions, and anxiety of programming are seen as obstacles to novice programmers. The importance of educational... 相似文献
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In this study, we investigated the debugging process that early childhood preservice teachers used during block-based programing. Its purpose was to provide insights into how to prepare early childhood teachers to integrate computer science into instruction. This study reports the types of errors that early childhood preservice teachers commonly made and how they debugged the errors. Findings are discussed in relation to research and practice that could benefit from debugging instruction. This study provides directions for future computer science education research that aims to prepare teachers for programming, computational thinking, and STEM education. Though this study used robotics as a programming context, findings on early childhood preservice teachers’ debugging processes could be applicable to other contexts involving block-based programming. 相似文献
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P. J. van Eijl 《Higher Education》1986,15(5):449-457
A large scale modularisation of curricula in higher education based on relatively large modules is discussed. These modules are flexible courses and not the well known small instructional modules within a course. The idea of these so-called programme modules, together with some applications and implications are discussed in the context of the Dutch higher educational system which is quite similar to that in other Western European countries. One implication is a less static concept of what a curriculum is. This may affect students, teachers, curriculum planners and legislators in their thinking about what kind of education a university can offer (in the near future) to its potential clients. 相似文献
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