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Employing subgoals in computer programming education
Authors:Lauren E. Margulieux  Richard Catrambone  Mark Guzdial
Affiliation:1. School of Psychology, Georgia Institute of Technology, Atlanta, GA, USA;2. School of Interactive Computing, Georgia Institute of Technology, Atlanta, GA, USA
Abstract:The rapid integration of technology into our professional and personal lives has left many education systems ill-equipped to deal with the influx of people seeking computing education. To improve computing education, we are applying techniques that have been developed for other procedural fields. The present study applied such a technique, subgoal labeled worked examples, to explore whether it would improve programming instruction. The first two experiments, conducted in a laboratory, suggest that the intervention improves undergraduate learners’ problem-solving performance and affects how learners approach problem-solving. The third experiment demonstrates that the intervention has similar, and perhaps stronger, effects in an online learning environment with in-service K-12 teachers who want to become qualified to teach computing courses. By implementing this subgoal intervention as a tool for educators to teach themselves and their students, education systems could improve computing education and better prepare learners for an increasingly technical world.
Keywords:Subgoal learning  online learning  computing education  worked examples  professional development
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