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Journal articles on the topic 'Computer programming, informatic'

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1

Ramadhan, Muhammad Sabir. "PENGEMBANGAN APLIKASI MOBILE LEARNING PADA MATA KULIAH PEMROGRAMAN CLIENT SERVER UNTUK MENINGKATKAN PRESTASI BELAJAR MAHASISWA." JURNAL TEKNOLOGI INFORMASI 3, no. 1 (June 13, 2019): 106. http://dx.doi.org/10.36294/jurti.v3i1.741.

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ABSTRACT- This study aims to design interactive multimedia for computer client server programming with Android-based so that it can be accessed via smartphone. Client server programming course is one of compulsory subjects in Informatics Engineering course. With the realization of multimedia is expected to shorten the learning time of students, and students can more easily understand the material of client server programming rather than through the tutorial tutorial as usual, and is expected to improve learning achievement. This multimedia realization chose to use the Android operating system to be accessible through smartphone that is currently widely used by the students. This interactive multimedia presents theories, simulations and problems as the evaluation of client server programming learning. The results of this interactive multimedia will be tested through the test instrument to the students on the study program of Informatika Technique of Asahan University. Instrument test used to know student achievement. Test instrument used is a questionnaire instrument to determine the quality of interactive multimedia computer network courses. Multimedia is designed using the main software such as Macromedia Flash, Macromedia Director, and Macromedia Authorware and Eclipse 4.2 along with supporting applications. The material to be delivered on interactive multimedia is tailored to the syllabus of client server programming courses on Strata 1 level. The expected research output is in the form of teaching materials for the enrichment of client server programming subjects and multimedia technology and will be socialized through the national seminar in the field of informatic engineering. Keywords - interactive multimedia, Android, client server programming
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Masic, Izet. "The History and New Trends of Medical Informatics." Donald School Journal of Ultrasound in Obstetrics and Gynecology 7, no. 3 (2013): 301–12. http://dx.doi.org/10.5005/jp-journals-10009-1298.

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ABSTRACT The breakthrough of the computer and information technologies in all the segments of the society, led to the needs for the computer and information technologies. The knowledge of information technology is now part of general literacy. The computer literacy does not require comprehensive and detailed knowledge of the electronics or programming. Although with the electronic computer which is the invention of our age, the attempts of the construction of the first machine for the processing of the information reach far in the history of human civilization. The only and global function of a computer data processing can be naturally separated into the series of the other elementary operations, as for examples are: ‘the followup of the data, their registration, reproduction, selection, sorting, and comparison’ and so on. The computers are being classified according to ‘the purpose, type and computer size’. According to the purpose the computers it can be of the general and specific purposes. The computers for the general purpose serve for the commercial applications or any other application that is necessary. If medical informatics is regarded as a scientific discipline dealing with theory and practice of information processes in medicine, comprising data communication by information and communication technologies (ICT), with computers as an especially important ICT, then it can be stated that the history medical informatics is connected with the beginnings of computer usage in medicine. The medical informatics is the foundation for understanding and practice of the up-to-day medicine. Its basic tool is the computer, subject of studying and the means by which the aspects and achieve the new knowledge in the studying of a man, his health and disease, and functioning of the total health activities. Current network system possesses the limited global performance in the organization of health care, and that is especially expressed in the clinical medicine, where the computer technology has not received the wanted applications yet. In front of us lies the brilliant future of the medical informatics. It should expect that the application of terminal and personal computers with more simple manners of operation will enable routine use of computer technology by all health professionals in the fields of telemedicine, distance learning (DL) (web-based medical education), application of ICT, medical robotics, genomics, etc. The development of nature languages for communication with the computers and the identification of input voice will make the work simpler. Regarding the future of medical informatics education there are numerous controversies. Everybody agrees that the medical informatics is very significant for the whole health care and for the needs for personnel. However, there is not yet the general agreement regarding the teaching programs, because the medical informatics is very involved and propulsive, what makes the performance of the stable education programs more difficult. There are also not general agreement in which year of studding should transfer the knowledge from medical informatics. The majority of the experts still agree that the priority should be given in later study years, since more and more students enroll the faculties with prior informatics illiteracy, and the comprehension of some medical informatics fields is not possible without prior clinical knowledge. How to cite this article Masic I. The History and New Trends of Medical Informatics. Donald School J Ultrasound Obstet Gynecol 2013;7(3):301-312.
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Bosova, L. L., and A. V. Kaplan. "THE INTERNATIONAL CONFERENCE ON INFORMATICS IN SCHOOLS ISSEP 2018." Informatics in school, no. 9 (December 20, 2018): 2–6. http://dx.doi.org/10.32517/2221-1993-2018-17-9-2-6.

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The article describes the main areas of work of ISSEP — the international conference on school informatics, which has been held since 2005; in 2018 the conference was frst held inRussia. There is the summary of the main reports by sections: “Sustainable Education in Informatics for Pupils of All Ages. Role of Programming and Algorithmics”, “National Concepts of Teaching Computer Science. Research on Informatics in Schools”, “Teacher Education in Informatics”, “Contests and Competitions in Informatics”, “Socio-Psychological Aspects of Teaching Informatics”, “Computer Tools in Teaching and Studying Informatics”.
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Kuzminskyi, Anatoliy I., Оleksandr V. Kuchai, and Olena A. Bida. "ВИКОРИСТАННЯ ПОЛЬСЬКОГО ДОСВІДУ ПІДГОТОВКИ ФАХІВЦІВ З ІНФОРМАТИКИ В СИСТЕМІ ПЕДАГОГІЧНОЇ ОСВІТИ УКРАЇНИ." Information Technologies and Learning Tools 68, no. 6 (December 27, 2018): 206. http://dx.doi.org/10.33407/itlt.v68i6.2636.

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The authors of the article have determined the content basis of specialist in computer science vocational training which was grounded on the functional approach in the research process. In particular, the content of relevant curricula and programs has been analyzed. The curricula of Poland and Ukraine provide a set of disciplines that ensure the formation of the professional competence of a specialist in computer science. Based on the state standard of a specialist in computer science, we have identified the following teacher of informatics competences: information system, operative-informatics, computer networks, competence in the field of programming. We considered their formation through the prism of the disciplines that they form. The curricula for the training of computer science specialists from Poland and Ukraine have been analyzed. We note that the group of disciplines in the humanities and socio-economic training cycle to a lesser degree, as well as the cycle of educational disciplines of professional and practical training, to a greater extent serve as a fundamental basis for the formation of the professional competence of a specialist in informatics. As for the disciplines of the group of professional and practical training, we note that among the disciplines that contribute to the formation and development of teacher of informatics competence, there are subjects that are characteristic for all higher educational institutions, such as: programming (including systemic, object- oriented, WEB-programming), database design, computer network administration, computer architecture, computer networks, computer graphics, operating systems. Therefore, in higher education institutions which train specialists in computer science, the curriculum provides a large number of disciplines, the content of which is aimed at forming the computer science specialists professional competence. On the basis of the comparative analysis of the training of the future computer science specialists in Poland and Ukraine, the authors have made the conclusion that advanced ideas of the Polish experience of training future specialists of informatics could be used in the Ukrainian system of pedagogical education.
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Et. al., Wilda Susanti,. "An Overviuw Of The Teaching And Learning Process Basic Programming In Algorithm And Programming Courses." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 2 (April 11, 2021): 2934–44. http://dx.doi.org/10.17762/turcomat.v12i2.2332.

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In this paper, we review the literature related to computer programming learning, where Algorithms and Programming are the topic domains of the Informatics and Computer science clusters. There are 4 competencies in learning outcomes, such as: 1) understand algorithmic concepts; 2) master algorithm concepts and principles; 3) master programming language concepts; and 4) master programming languages and algorithms. The main focus of this review is on beginner programming and topics related to student difficulties in learning programming. Various problems experienced by beginners were identified from the literature to some of the solutions offered by researchers.
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Pavlenko, Maksym, and Tetiana Varava. "Information tools for teaching the basics of programming in high school." Ukrainian Journal of Educational Studies and Information Technology 5, no. 3 (September 30, 2017): 58–72. http://dx.doi.org/10.32919/uesit.2017.03.06.

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The article focuses on the problem of finding methodological approaches to the use of information programming tools in the course of computer science high school. The definition of information tools for teaching as electronic means of storage, processing and transfer of educational information through computers is set out. The authors, based on the analysis of four existing training programs in computer science 5-9 classes, identified the topics for studying students of the middle classes of programming: "Algorithms and Programs", "Algorithms and their Implementers", "Algorithmization and Programming", "Fundamentals of algorithmization and programming". It is revealed that the computer science curriculum for grades 8-9 for general education institutions with in-depth study of individual subjects does not include any programming topics. The analysis of methodological recommendations on informatics teaching in 2016-2018 academic years allowed to determine the competency tasks that students should learn to solve when they study computer science in high school, for example, to develop and run a linear geometric figure drawing algorithm, to recreate the motion of a computer ' object on the plane, including the interception of obstacles, create a simple computer game using variables, analyze the results of the implementation of programs for processing values of numeric type, create a software project and more. The authors analyze the possibilities of such information learning tools as online gaming platforms, Internet resources, online programming learning environments, graphical programming environments, interactive learning environments, and application development environments. The methodical approaches to the use of informational learning tools in the course of computer science high school: the implementation of online online exercises to learn theoretical concepts, solving problems from the basics of algorithmization and programming in the online environment, teaching the stages of creating a program project through the study of online courses, the implementation of tasks for training programming in the online learning environment; learning in action with a graphical programming environment for robots; development of a software project in the programming environment.
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Dyachkova, T. A., O. V. Razumova, E. R. Sadykova, Z. R. Harisova, R. R. Nasibullov, and I. F. Yarullin. "COMPUTER GAMES FOR INTEGRATED INFORMATICS AND MATHEMATICS LESSONS." Informatics in school, no. 4 (June 23, 2019): 37–42. http://dx.doi.org/10.32517/2221-1993-2019-18-4-37-42.

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The article discusses the psychological and pedagogical problems of using computer games in school education. Graphic and animation capabilities of visual programming language Scratch, as well as computer games for educational purposes as a means of increasing cognitive interest and educational motivation of students to study informatics and mathematics are demonstrated.
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Taurusta, Cindy, and Yulian Findawati. "Rancang Bangun Game Simulasi Pemrograman Berbasis Obyek (PBO) Sebagai Media Pembelajaran Mahasiswa Teknik Informatika Universitas Muhammadiyah Sidoarjo." Journal of Animation and Games Studies 4, no. 1 (August 8, 2018): 73–90. http://dx.doi.org/10.24821/jags.v4i1.2026.

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Technological progress is increasing rapidly along with the increasing need for graduates of Informatics Engineering in Higher Education. Many companies and businesses today require graduates who can compete in terms of programming. And the most dominant programming that must be mastered by the graduates of Informatics Engineering is Object-Based Programming (PBO) or commonly known as Java Programming. Where this programming is programming that can generate various applications, both applications in Personal Computer (PC) and in mobile. However, based on analysis conducted by the researcher when teaching object-based programming program (PBO) in Informatics Engineering Faculty of Engineering Muhammadiyah University of Sidoarjo, found the result that there are still many students who still difficulty studying this course, if only taught through theory without any direct practice. So that students interested in studying this subject further and learning not only through theory, a fun learning will researchers do by making the Design of Object-Based Programming Simulation Game (PBO) As Media Student Learning Informatics University of Muhammadiyah Sidoarjo. This game will contain several learning levels packed with animation. Where players are students not only get learning about what components are required in programming Java, but also steps - steps programming Java easily presented with an interesting animation. Not only the curiosity and excitement in playing but understanding and making the program easier. The purpose of making this learning simulation game in order to help Student of Informatics Engineering Muhammadiyah University of Sidoarjo in understanding, likes, and able to make object-based program or Java so as to improve the quality and competitiveness of Informatics Engineering Student University of Muhammadiyah Sidoarjo in the world of work. And in the future, researchers will conduct a survey to prove the effects and results obtained after learning through simulation games. Keywords: Simulation Game, Animation, IT Student, Object-Based Programming, Java
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VERHOEFF, Tom. "Programming, Software Development, and Computer Science – The Golden Triangle." Olympiads in Informatics 13 (July 13, 2019): 157–70. http://dx.doi.org/10.15388/ioi.2019.10.

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I present my thoughts on programming, software development, and computer science (CS), and their inevitable relationship. Originally this was intended to help prepare some CS courses aimed (also) at non-CS university students. But it is also relevant for students in secondary education, especially if they have an interest in participating in the International Olympiad in Informatics.
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Цветкова, Marina Tsvetkova, Кирюхин, and V. Kiryukhin. "Methodology of Training for Academic Olympics at School." Profession-Oriented School 2, no. 2 (April 17, 2014): 15–26. http://dx.doi.org/10.12737/3836.

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The paper considers methods of preparing for participation in Academic Olympics on Informatics in the school setting. The proposed methods pat special attention to revealing and enhancing talents of a school-level student. Age peculiarities in studying Informatics of Academic Olympics level are shown, and among others, those involving Internet-resources. Specially outlined is the role of a teacher in timely revealing and developing talents of students, studying Informatics and Computer Programming.
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Casey, Patrick J. "Computer Programming." Computers in the Schools 13, no. 1-2 (June 18, 1997): 41–51. http://dx.doi.org/10.1300/j025v13n01_05.

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Areshchankau, I. S. "Development of the learning game environment "Bukashka" ("Ladyb ug") Using client web technologies." Informatics in school, no. 6 (September 25, 2021): 32–38. http://dx.doi.org/10.32517/2221-1993-2021-20-6-32-38.

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The theme "Algorithmization and programming" is one of the most difficult in the school informatics course. The computer programs that implement models of microworlds in which virtual actors operate help to explain the basic concepts of this theme for schoolchildren.The best visualization can be achieved using learning environments with drawing actors. The learning environment "Kangaroo Ru" provides the most simple model. It was developed in the early 1990s as a part of an educational project for IBM PS/2 computers running the DOS operating system.The usage of "Kangaroo Ru" is fraught with difficulties on modern computers. This article describes a case of the learning environment that is "Kangaroo Ru" compatible, but is implemented using web technologies HTML, CSS and JavaScript. It is runnable in web browsers of a wide range of hardware platforms.
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DONCHEV, Ivaylo, and Emilia TODOROVA. "Object-Oriented Programming in Bulgarian Universities' Informatics and Computer Science Curricula." Informatics in Education 7, no. 2 (October 15, 2008): 159–72. http://dx.doi.org/10.15388/infedu.2008.10.

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McDougall, Anne, and Martin Boyle. "Student Strategies for Learning Computer Programming: Implications for Pedagogy in Informatics." Education and Information Technologies 9, no. 2 (June 2004): 109–16. http://dx.doi.org/10.1023/b:eait.0000027924.69726.b5.

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Klimina, N. V. "An interdisciplinary approach to learning programming through the creation of electronic music in the sonic pi audio programming environment." Informatics in school, no. 2 (April 27, 2020): 5–18. http://dx.doi.org/10.32517/2221-1993-2020-19-2-5-18.

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With the development of computer technologies, there is a rapid development of applied music based on computer technology: music for computer games, for advertising, for voicing household and other equipment, music in movies and animations, TV music, and academic music. This indicates the relevance of such an area of use of information technologies as program (algorithmic) sound synthesis, and the need for schoolchildren to familiarize themselves with this promising IT area. The fact that music and mathematics are interconnected has been known since ancient times. Now we can observe the close connection of music and informatics. And not just the processing of music in synthesis programs, but the programmatic creation of music using code. The article shows the relationship of musical art with the art of programming, considers the concept of the Sonic Pi audio programming environment, demonstrates the main features of this environment, language tools for programming algorithms, data structures and musical compositions in Ruby.
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Rylova, O. G. "Features of training 3d computer modeling and visualization of future teachers of informatics." «System analysis and applied information science», no. 4 (February 6, 2019): 83–88. http://dx.doi.org/10.21122/2309-4923-2018-4-83-88.

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The cognitive, developing, illustrative potential of three-dimensional computer graphics actualizes the training of future teachers in its technologies. The future teacher of computer science should be able to develop three-dimensional models and animations of the studied objects (phenomena and processes) in computer science, physics, mathematics and other academic disciplines, create copyright electronic educational resources with three-dimensional illustrations, apply augmented reality and 3D printing in professional activities.The article describes the features of teaching three-dimensional computer modeling and visualization of future informatics teachers, identified on the basis of an analysis of the training system for students studying in specialty 1–02 05 02 Physics and Informatics at the Maxim Tank Belarusian State Pedagogical University.The main directions for improving the learning process of three-dimensional computer graphics of future informatics teachers are indicated. Questions on three-dimensional computer modeling and visualization will pass through the content line through the content of six academic disciplines («Computer graphics and multimedia», «Computational methods and computer modeling», «Programming Technologies and Algorithmization Methods», «Information Technologies in Education», «Methods teaching informatics» and «Architecture and software of computer systems»). This will ensure consistency in the introduction and study of concepts, the choice of forms and methods of teaching, the development of teaching and methodical support. For the implementation of interdisciplinarity, it is proposed to carry out practice-oriented interdisciplinary educational projects in the framework of the study of academic disciplines in three subject areas «Computer Science», «Physics» and «Mathematics». The development of a methodical system of interdisciplinary education will ensure the formation of readiness to teach three-dimensional graphics at the stage of general secondary education and to realize its didactic possibilities in organizing educational and research activities of students.
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Spirin, Oleg M., and Tetiana A. Vakaliuk. "КРИТЕРІЇ ДОБОРУ ВІДКРИТИХ WEB-OPIЄНТОВАНИХ ТЕХНОЛОГІЙ НАВЧАННЯ ОСНОВ ПРОГРАМУВАННЯ МАЙБУТНІХ УЧИТЕЛІВ ІНФОРМАТИКИ." Information Technologies and Learning Tools 60, no. 4 (September 30, 2017): 275. http://dx.doi.org/10.33407/itlt.v60i4.1815.

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The article presents the criteria for the selection of open web-oriented technologies for the study of the basics of programming of future teachers of computer science. An analysis of available open-source web-based learning technologies for the basics of programming for future IT teachers has allowed them to be divided into: compilers automated programming task control systems, and intelligent maps. Each of them has defined criteria and relevant indicators: for designing and functional criteria for web-oriented compilers and smart cards, designing, informational and communication criteria are allocated for web-oriented automated programming verification tasks. The comparative tables for separate web-oriented technologies for the study of the basics of programming of future teachers of informatics based on certain criteria and indicators are given.
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Stuart, Morgan. "Computer Science in Sport – Research and Practice: A book review." International Journal of Computer Science in Sport 15, no. 1 (July 1, 2016): 59–63. http://dx.doi.org/10.1515/ijcss-2016-0004.

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Abstract Sports informatics and computer science in sport are perhaps the most exciting and fast-moving disciplines across all of sports science. The tremendous parallel growth in digital technology, non-invasive sensor devices, computer vision and machine learning have empowered sports analytics in ways perhaps never seen before. This growth provides great challenges for new entrants and seasoned veterans of sports analytics alike. Keeping pace with new technological innovations requires a thorough and systematic understanding of many diverse topics from computer programming, to database design, machine learning algorithms and sensor technology. Nevertheless, as quickly as the state of the art technology changes, the foundation skills and knowledge about computer science in sport are lasting. Furthermore, resources for students and practitioners across this range of areas are scarce, and the new-release textbook Computer Science in Sport: Research and Practice edited by Professor Arnold Baca, provides much of the foundation knowledge required for working in sports informatics. This is certainly a comprehensive text that will be a valuable resource for many readers.
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Stanojević, Dragana, Aleksandra Rosić, Branislav Ranđelović, and Željko Stanković. "Micro: Bit as a Tool for Improvement of Education." INTERNATIONAL JOURNAL OF MANAGEMENT SCIENCE AND BUSINESS ADMINISTRATION 7, no. 2 (2021): 14–19. http://dx.doi.org/10.18775/ijmsba.1849-5664-5419.2014.72.1002.

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Technical education and Computer science education is easier to understand and more meaningful to learn using new teaching materials. This paper describes the use of miniature Micro: bit computers, developed by the British company BBC, in cooperation with several technology companies, with a purpose to increase the number of technologically educated people. Paper presents possible use of Micro: bit in teaching technical and informatics education and its impact on the development of digital competence. Micro: bit is already used in schools in the UK and part of teachers in Serbia had the opportunity to get acquainted with characteristics of this device. It is shown how students can try out the programming in the Microsoft Block Editor. Another benefit of this mini-computer is getting to know the basics of robotics. The curriculum in primary education enables the use of such tools in teaching process. Use of this tool and others, similar to it, in work with students, creates the atmosphere in school that is oriented towards new technologies. The simplicity of this mini-computer allows the student to become familiar with different professional challenges that can help them with choosing a future profession.
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Leven, F. "Software Engineering Education in Medical Informatics." Methods of Information in Medicine 28, no. 04 (October 1989): 295–303. http://dx.doi.org/10.1055/s-0038-1636805.

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Abstract:Requirements and approaches of Software Engineering education in the field of Medical Informatics are described with respect to the impact of (1) experiences characterizing the “software misery”, (2) status and tendencies in software methodology, and (3) educational status and needs in computer science education influenced by the controversy “theoretical versus practical education”. Special attention is directed toward the growing importance of analysis, design methods, and techniques in the professional spectrum of Medical Informatics, the relevance of general principles of systems engineering in health care, the potential of non-procedural programming paradigms, and the intersection of Artificial Intelligence and education. Realizations of and experiences with programs in the field of Software Engineering are reported with respect to special requirements in Medical Informatics.
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Denisova, L. V., and V. O. Dzhenzher. "AROUND THE SIERPINSKI TRIANGLE. THE CHAOS GAME AND THE SCRATCH PROGRAMMING." Informatics in school, no. 4 (July 3, 2020): 20–26. http://dx.doi.org/10.32517/2221-1993-2020-19-4-20-26.

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The article discusses the experience of studying Sierpinski geometric fractals in circle classes in mathematics and informatics with students of grades 4–6. A versatile approach to the construction of fractal objects is used: a method of cutting out of paper, Chaos Game on transparent films and implementing the studied algorithm in the Scratch programming language. At the same time, some issues related to the occurrence of random events are discussed with the children. After the fractal is obtained on a computer, the research phase of the constructed model follows. In the computer Chaos Game: (1) a small rotation by a specified number of degrees is sequentially added before setting the next point; (2) a turn in front of individual fractal vertices; (3) compression of a fractal to individual vertices. Conclusions are drawn about the self-similarity of the resulting objects. The proposed method allows us to study some properties of fractal sets, by involving visualization, intuition and computer modeling.
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João, Nuno, Fábio, and Ana. "A Cross-analysis of Block-based and Visual Programming Apps with Computer Science Student-Teachers." Education Sciences 9, no. 3 (July 12, 2019): 181. http://dx.doi.org/10.3390/educsci9030181.

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In the last few years, it has been pointed out that teaching programming is a strong strategy to develop pupils’ competences in computational thinking (CT). In the Portuguese context, the curriculum changes in 2018 made programming and CT compulsory for every pupil in primary and secondary education. Nowadays, there is an information and communication technology (ICT) subject, taught by a computer science teacher in each school grade. In Portugal, to become a computer science teacher in primary and secondary education, it is compulsory to have a master’s degree in computer science education. This article reports on a pedagogical activity developed with student-teachers of a Master in Teaching Informatics at the University of Lisbon. Within the activities of the master’s program, we developed a cross-analysis of the core characteristics of 26 block-based and visual programming applications (apps) used to teach computational thinking and programming in school classes. In order to organize the analysis, a framework with several dimensions was developed and used by student-teachers to register the characteristics of each app. The product of this work is a comparative matrix mapping the core characteristics of each of the 26 apps that student-teachers used to select the most appropriate one for teaching programming and computational thinking according to each grade, age group and other characteristics.
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Jones, Russell. "Programming personal computers." Data Processing 27, no. 6 (July 1985): 6–8. http://dx.doi.org/10.1016/0011-684x(85)90260-6.

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Lindfield, G. "Economic modelling and computer programming." Information and Software Technology 31, no. 5 (June 1989): 283. http://dx.doi.org/10.1016/0950-5849(89)90010-4.

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Istiyowati, Lucia Sri, Zulfiati Syahrial, and Suyitno Muslim. "Readiness for the Implementation of Ubiquitous Learning in Programming Course in Higher Education." International Journal of Interactive Mobile Technologies (iJIM) 15, no. 18 (September 20, 2021): 33. http://dx.doi.org/10.3991/ijim.v15i18.24547.

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<p class="0abstract"><span lang="EN-US">The use of information technology in education is inevitable by the increasing utilization of gadgets and the internet. The emergence of generation Z has driven the need for transformation in learning process, including in Higher Education area. Learning programming is important and fundamental for informatics students. Numerous endeavors have been executed to achieve satisfactory results that is absorption of graduates within the society and industry. However, there are still many efforts that must be done to meet the high need for informatics graduates who are experts in programming. Ubiquitous learning (u-learning) is a mean for learning anywhere, anytime and through anything that aims to provide the right information at the right time and place to accommodate a lifestyle by utilizing technology. In order to harmonize the current generation Z learning styles, u-learning is considered suitable to comply with their style. This research is a descriptive study design to describe the current situation as a basis for finding facts. The results showed that the students' perceptions showed that the support of the u-learning environment could support them in improving programming learning outcomes and u-learning could be applied in programming learning.</span></p>
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Aisa, Sitti, Asmah Akhriana, Ahyuna Ahyuna, Andi Irmayana, Irmawati Irmawati, and Nurul Aini. "An Analysis of Students’ Learning Interest in Programming Language Based on Data Mining with Fuzzy C-Means Method." International Journal of Online and Biomedical Engineering (iJOE) 17, no. 09 (September 27, 2021): 4. http://dx.doi.org/10.3991/ijoe.v17i09.24595.

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<p class="0abstract">Students' learning interest and motivation in programming language to date are determined by their scores and abilities to create applications. However, this is not sufficient to identify students' learning interest in programming language because some students got low scores. This study aims to identify students' learning interest in Dipanegara school of informatics management and computer (STMIK), Makassar, in Java programming language. The samples were 65 technical information students and 63 information system students. The data collection technique of this study was questionnaire and processed with data mining technique. Additionally, Fuzzy C-Means clustering method was applied on Java Netbeans programming language to classify the level of students' interest in studying Java programming language. The result of the study was a web-based application that could determine students’ learning interests. It was obtained through questionnaires and resulted as follows: 47 students had high learning interest, 45 students had moderate interest, and 36 students had fair interest out of 128 samples.</p>
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Pinter, Robert, Sanja Maravić Čisar, Attila Kovari, Lenke Major, Petar Čisar, and Jozsef Katona. "Case Study: Students’ Code-Tracing Skills and Calibration of Questions for Computer Adaptive Tests." Applied Sciences 10, no. 20 (October 11, 2020): 7044. http://dx.doi.org/10.3390/app10207044.

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Computer adaptive testing (CAT) enables an individualization of tests and better accuracy of knowledge level determination. In CAT, all test participants receive a uniquely tailored set of questions. The number and the difficulty of the next question depend on whether the respondent’s previous answer was correct or incorrect. In order for CAT to work properly, it needs questions with suitably defined levels of difficulty. In this work, the authors compare the results of questions’ difficulty determination given by experts (teachers) and students. Bachelor students of informatics in their first, second, and third year of studies at Subotica Tech—College of Applied Sciences had to answer 44 programming questions in a test and estimate the difficulty for each of those questions. Analyzing the correct answers shows that the basic programming knowledge, taught in the first year of study, evolves very slowly among senior students. The comparison of estimations on questions difficulty highlights that the senior students have a better understanding of basic programming tasks; thus, their estimation of difficulty approximates to that given by the experts.
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Burkhart, Helmar, Robert Frank, and Guido Hächler. "Structured Parallel Programming: How Informatics Can Help Overcome the Software Dilemma." Scientific Programming 5, no. 1 (1996): 33–45. http://dx.doi.org/10.1155/1996/570310.

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The state-of-the-art programming of parallel computers is far from being successful. The main challenge today is, therefore, the development of techniques and tools that improve programmers' productivity. Programmability, portability, and reusability are key issues to be solved. In this article we shall report about our ongoing efforts in this direction. After a short discussion of the software dilemma found today, we shall present the Basel approach. We shall summarize our algorithm description methodology and discuss the basic concepts of the proposed skeleton language. An algorithmic example and comments on implementation aspects will explain our work in more detail. We shall summarize the current state of the implementation and conclude with a discussion of related work.
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Maness, Heather T. D., Linda S. Behar-Horenstein, Michael Clare-Salzler, and Srikar Chamala. "Informatics Training for Pathology Practice and Research in the Digital Era." Academic Pathology 7 (January 1, 2020): 237428952091117. http://dx.doi.org/10.1177/2374289520911179.

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Pathology informatics is a relatively new field with limited structured training programs for pathologists, especially for computer programming. Here, we describe our efforts to develop and implement a training program in the department of pathology at the University of Florida to meet these additional needs of current students as well as faculty and staff. Three one-credit courses were created using a flipped classroom design. Each course was assessed with a novel survey instrument, and the impact of the program was further measured 6 months after program completion with interviews of 6 participants and thematic analysis. Course objectives were met but with room for improvement. Major factors that had a positive impact included collaborative learning and real-world practice problems. Also, it improved communication with informatics colleagues as well as job task efficiency and effectiveness. Overall, the program raised awareness of informatics professional development and career path opportunities within pathology.
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Király, Sándor. "How to teach computer programming if our goal is the International Olympiad in Informatics." Teaching Mathematics and Computer Science 9, no. 1 (2011): 13–25. http://dx.doi.org/10.5485/tmcs.2011.0269.

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Gorbunova, Irina B. "The integrative model for the semantic space of music and a contemporary musical educational process." Educação e desafios 6, Especial (December 8, 2020): 2–13. http://dx.doi.org/10.24115/s2446-622020206especial529p.2-13.

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The advent of computer technology has led to the creation and development of new forms of teaching musical art. The emergence of music computer technologies (MCT) was the basis for creating both new forms in the educational process and new subjects, the appearance of new disciplines and new educational trends in the system of a contemporary musical education. These new subjects, such as “Musical Informatics,” “Computer Music Creative Work,” “Computer Arrangement and Composition, Sound and Timbre Programming,” “Electronic Musical Instruments” and many others, fully reflect the essence of the changes that have occurred in approaches to the study of music art. This article analyzes the possibility of including an integrative model for the semantic space of music, developed with the participation of the prominent cybernetics, scientist Mikhail Borisovich Ignatyev, in a contemporary musical educational process.
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Gorbunova, Irina Borisovna. "integrative model for the semantic space of music and a contemporary musical educational process." LAPLAGE EM REVISTA 6 (September 4, 2020): 2–13. http://dx.doi.org/10.24115/s2446-622020206especial940p.2-13.

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The advent of computer technology has led to the creation and development of new forms of teaching musical art. The emergence of music computer technologies (MCT) was the basis for creating both new forms in the educational process and new subjects, the appearance of new disciplines and new educational trends in the system of a contemporary musical education. These new subjects, such as “Musical Informatics,” “Computer Music Creative Work,” “Computer Arrangement and Composition, Sound and Timbre Programming,” “Electronic Musical Instruments” and many others, fully reflect the essence of the changes that have occurred in approaches to the study of music art. This article analyzes the possibility of including an integrative model for the semantic space of music, developed with the participation of the prominent cybernetics, scientist Mikhail Borisovich Ignatyev, in a contemporary musical educational process.
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Lockard, James. "Computer Programming in the Schools:." Computers in the Schools 2, no. 4 (January 20, 1986): 105–14. http://dx.doi.org/10.1300/j025v02n04_14.

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Maddux, Cleborne D. "Computer Programming in Special Education:." Computers in the Schools 3, no. 3-4 (February 2, 1987): 159–72. http://dx.doi.org/10.1300/j025v03n03_17.

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Brush, Denise. "Should I throw out these old COBOL books?" Library Hi Tech News 31, no. 8 (September 30, 2014): 15–18. http://dx.doi.org/10.1108/lhtn-07-2014-0060.

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Purpose – The purpose of this paper is to provide guidance to librarians about whether to keep or withdraw books on pre-Internet computer programming languages. Design/methodology/approach – For each of the programming languages considered, this article provides historical background and an assessment of current academic library collection needs. Findings – Many older languages (COBOL, FORTRAN, C, Lisp, Prolog, and Ada) are still in use and need reliable sources available for reference. Additionally, books about obsolete languages have educational value due to their influence on the development on newer languages such as C++ and Java. Practical applications – This information will be useful to academic librarians who want to make the best choices about keeping or withdrawing computer programming books. Originality/value – Most librarians responsible for managing computer science collections do not have a computer programming background, so they do not know which older languages are still important.
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Khairat, Saif, Ryan Sandefer, David Marc, and Lee Pyles. "A review of biomedical and health informatics education: A workforce training framework." Journal of Hospital Administration 5, no. 5 (July 3, 2016): 10. http://dx.doi.org/10.5430/jha.v5n5p10.

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Objective: The purpose of this paper is to review the current state of health information technology (HIT) training programs and identify limitations in workforce expectations and student/trainee level of preparedness. A framework is proposed to build a more effective training program, differentiate HIT and health informatics, and emphasize the critical role of interprofessional collaboration for informatics-related curriculum. We define interprofessionalism as the multi-sector collaborations among academia, industry (Health Care Organizations), and vendors to produce competent informaticians.Methods: Critical review of published HIT and health informatics curricular competencies was conducted, including those published by the Office of the National Coordinator (ONC) for HIT, the American Medical Informatics Association (AMIA), the International Medical Informatics Association (IMIA), and the Council on Accreditation for Health Informatics and Information Management. A review of literature related to HIT and health informatics education and training was also completed.Results: The paper presents a framework for promoting health informatics training with an interprofessional foundation. The core components of the curricular competencies include understanding the healthcare system, biomedical data, computer programming, data analytics, usability, and technology infrastructure. To effectively deliver the content, programs require collaboration between academic institutions, healthcare organizations, and industry vendors.Conclusions: HIT and health informatics-related training programs, in their current form, are not meeting industry needs. The proposed framework addresses the current limitations by providing unique pathways for content delivery by promoting interprofessional collaboration and partnerships between academia and industry.
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COMBÉFIS, Sébastien, Guillaume DE MOFFARTS, and Mile JOVANOV. "TLCS: A Digital Library with Resources to Teach and Learn Computer Science." Olympiads in Informatics 13 (July 13, 2019): 3–20. http://dx.doi.org/10.15388/ioi.2019.01.

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Nowadays, teaching and learning computer science is done at various ages, for several topics and for different reasons. Depending on the country, it can start from the primary school and it finishes at the higher education level, or even later if we take continuing education into consideration. Topics to be learned can be as simple as binary representation or basic programming concepts that can be taught to children to introduce them to computer science. It is also possible to teach and learn advanced data structures or algorithms optimisation, which are interesting skills for Olympiad in Informatics contestants, for example. Recently, there is a prominent number of websites and applications that have been created to help the teaching and learning of many informatics concepts. This paper presents a platform that has been designed to browse a database of resources that can be used to teach or to learn computer science. This digital library contains freely accessible resources and can be searched efficiently thanks to the proposed structure for its content. It has been designed to maximise the user’s experience and to fit modern models of digital libraries. For each resource, a detailed information sheet has been produced, containing among other things pedagogical information to help teachers and learners use the resources as best as possible. This platform can also be used to train candidates to Olympiad in Informatics and other related and similar competitions.
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COMBÉFIS, Sébastien, Guillaume DE MOFFARTS, and Mile JOVANOV. "TLCS: A Digital Library with Resources to Teach and Learn Computer Science." Olympiads in Informatics 13 (July 13, 2019): 3–20. http://dx.doi.org/10.15388/10.15388/ioi.2019.01.

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Nowadays, teaching and learning computer science is done at various ages, for several topics and for different reasons. Depending on the country, it can start from the primary school and it finishes at the higher education level, or even later if we take continuing education into consideration. Topics to be learned can be as simple as binary representation or basic programming concepts that can be taught to children to introduce them to computer science. It is also possible to teach and learn advanced data structures or algorithms optimisation, which are interesting skills for Olympiad in Informatics contestants, for example. Recently, there is a prominent number of websites and applications that have been created to help the teaching and learning of many informatics concepts. This paper presents a platform that has been designed to browse a database of resources that can be used to teach or to learn computer science. This digital library contains freely accessible resources and can be searched efficiently thanks to the proposed structure for its content. It has been designed to maximise the user’s experience and to fit modern models of digital libraries. For each resource, a detailed information sheet has been produced, containing among other things pedagogical information to help teachers and learners use the resources as best as possible. This platform can also be used to train candidates to Olympiad in Informatics and other related and similar competitions.
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Karimi, Zahra, Ahmad Baraani-Dastjerdi, Naser Ghasem-Aghaee, and Stefan Wagner. "Using Personality Traits to Understand the Influence of Personality on Computer Programming." Journal of Cases on Information Technology 18, no. 1 (January 2016): 28–48. http://dx.doi.org/10.4018/jcit.2016010103.

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Computer programming is complex and all personality factors might influence it. Personality factors are comprehensive but broad and, therefore, lower level traits may help understanding the influence of personality on computer programming. The objective of this paper is to extend the empirical knowledge in software psychology by using narrow personality traits as well as broad personality traits to explain the influence of personality. The authors surveyed 68 programming students developing software projects to investigate the influence of personality on performance in computer programming. They measured five broad personality factors, 17 personality facets, prior experience, attitude and self-assessed survey performance. They also used the grade students achieved in the software projects as an indicator of software quality. It was found that prior programming experience, attitude towards programming, academic performance, Openness to Experience, Conscientiousness, Extraversion and Agreeableness have a positive effect on performance in computer programming. However, one facet of Openness to Experience and facets of Neuroticism revealed negative effect. The authors found an indication that different aspects of personality factors have different influences on computer programming. Personality facets show larger effect than personality and help explaining the influence of personality. More studies are needed to strengthen the findings and clarify the situation.
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Shuvalova, Oljgha. "METHODS OF TEACHING HTML AND CSS STYLES IN THE DISCIPLINE OF INFORMATICS FOR STUDENTS OF PEDAGOGICAL INSTITUTES." OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY, no. 10 (2021): 241–53. http://dx.doi.org/10.28925/2414-0325.2021.1020.

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The paper analyzes the methods of teaching HTML, CSS, JavaScript. The expediency of learning these technologies by students of pedagogical universities is substantiated. The essence of the new method of teaching HTML and CSS is that the emphasis in the content component is shifted to the study of: 1 - visual objects of a hypertext document; 2 - rules of their unique identification; 3 - setting the basic properties and styling properties of these objects; 4 - modeling of hypertext page design based on instances of block objects; 5 - consolidation of knowledge of HTML, CSS languages through the use of these technologies in the formation of reporting sites for laboratory work; 6 - formation of the basis for mastering the technologies of dynamic adjustment of styles by means of JavaScript language. The new methodology involves the use of visual objects of a hypertext document to generate reports to the thematic sections of the course Computer Science such as Office Software, Mathematical Packages, Computer Graphics, etc. Internet hosting is a learning tool for new methods. It is recommended to use this tool to highlight the results of students’ laboratory work. The technique was experimentally implemented using distance learning tools. Analysis of the results of the pedagogical experiment confirmed the feasibility of introducing the new methodology. The conclusions of the work are that the introduction of this technique increases the effectiveness of training. The basis for the positive result is: 1) providing an individualized approach to teaching Computer Science; 2) creating conditions for mastering the concept of modeling through practical application; 3) the formation of understanding of the object-oriented essence of the language of HTML and CSS styles; 4) assistance in mastering modern network technologies; 5) increasing the importance of programming in mastering Informatics. This technique forms the basis for mastering the technologies of object-oriented programming in JavaScript and becomes the basis for further mastering of technologies for the development of Web-oriented information systems. The prospects of this study are seen in the formation of a holistic perception of computer science as a science through the study of Web-programming.
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Rochmah, Irma Nuur, Rosihan Ari Yuana, and Dwi Maryono. "Making of Evalution’s Information System of Lecturer's Lecture and Major’s Service-Based Web in PTIK Major FKIP UNS." IJIE (Indonesian Journal of Informatics Education) 1, no. 1 (December 1, 2017): 151. http://dx.doi.org/10.20961/ijie.v1i2.14718.

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<div align="center"><table width="100%" border="0" cellspacing="0" cellpadding="0"><tbody><tr><td valign="bottom" width="627"><p>The quality of education of a study program can be measured from the level of customer satisfaction with the existing service. In accordance with ISO 9001: 2008, an organization should measure and obtain information related to customers and customers. Measurements and information that can be done survey data on customer satisfaction. From this survey data, Informatics and Computer Education Study Program can follow which aspect need improvement for program quality. One way to get survey data by doing the evaluation. In the Study Program of Informatics and Computer Engineering, evaluation using application form online form. The study program does not yet have its own evaluation information system. Therefore, the purpose of this research is to produce information technology and pelaynaan web-based program in the Study Program (Prodi) Educational Engineering and Computer Informatics and to determine the level of the feasibility of information. In this study used research and development model with the first phase of the preliminary study, the second stage of product development and the last stage. At the product development stage is done by using software development model. From the stages of inputs obtained from the assessment of students on lecturers' lectures and prodi services in Education Program Informatics and Computer Engineering. The result of evaluation of lecturers' lectures and prodi services by selected students with their rena as output that can be seen by lecturer and admin. A system that can be used to help the services that have been given to the students, both in lecturers' lectures and prodi services. The results of this study, first, has created information and web-based programming services in Informatics and Computer Engineering Education Program, FKIP, UNS. Second, the feasibility of information and product and service development, Informatics and Computer Engineering Education Study Program, FKIP, UNS conducted by expert system with percentage 89,34% and get very eligible category, from material expert gets 91,76% with category very eligible and from the students get the percentage of 83.32% with very decent category.</p></td></tr><tr><td valign="bottom" width="627"><p><strong>Keywords:</strong> information system, lecturer lecture evaluation and prodi service, web</p></td></tr></tbody></table></div>
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Tse, William T., Kevin K. Duh, and Morris Kletzel. "A Low-Cost, Open-Source Informatics Framework for Clinical Trials and Outcomes Research." Blood 118, no. 21 (November 18, 2011): 4763. http://dx.doi.org/10.1182/blood.v118.21.4763.4763.

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Abstract Abstract 4763 Data collection and analysis in clinical studies in hematology often require the use of specialized databases, which demand extensive information technology (IT) support and are expensive to maintain. With the goal of reducing the cost of clinical trials and promoting outcomes research, we have devised a new informatics framework that is low-cost, low-maintenance, and adaptable to both small- and large-scale clinical studies. This framework is based on the idea that most clinical data are hierarchical in nature: a clinical protocol typically entails the creation of sequential patient files, each of which documents multiple encounters, during which clinical events and data are captured and tagged for later retrieval and analysis. These hierarchical trees of clinical data can be easily stored in a hypertext mark-up language (HTML) document format, which is designed to represent similar hierarchical data on web pages. In this framework, the stored clinical data will be structured according to a web standard called Document Object Model (DOM), for which powerful informatics techniques have been developed to allow efficient retrieval and collation of data from the HTML documents. The proposed framework has many potential advantages. The data will be stored in plain text files in the HTML format, which is both human and machine readable, hence facilitating data exchange between collaborative groups. The framework requires only a regular web browser to function, thereby easing its adoption in multiple institutions. There will be no need to set up or maintain a relational database for data storage, thus minimizing data fragmentation and reducing the demand for IT support. Data entry and analysis will be performed mostly on the client computer, requiring the use of a backend server only for central data storage. Utility programs for data management and manipulation will be written in Javascript and JQuery, computer languages that are free, open-source and easy to maintain. Data can be captured, retrieved, and analyzed on different devices, including desktop computers, tablets or smart phones. Encryption and password protection can be applied in document storage and data transmission to ensure data security and HIPPA compliance. In a pilot project to implement and test this informatics framework, we designed prototype programming modules to perform individual tasks commonly encountered in clinical data management. The functionalities of these modules included user-interface creation, patient data entry and retrieval, visualization and analysis of aggregate results, and exporting and reporting of extracted data. These modules were used to access simulated clinical data stored in a remote server, employing standard web browsers available on all desktop computers and mobile devices. To test the capability of these modules, benchmark tests were performed. Simulated datasets of complete patient records, each with 1000 data items, were created and stored in the remote server. Data were retrieved via the web using a gzip compressed format. Retrieval of 100, 300, 1000 such records took only 1.01, 2.45, and 6.67 seconds using a desktop computer via a broadband connection, or 3.67, 11.39, and 30.23 seconds using a tablet computer via a 3G connection. Filtering of specific data from the retrieved records was equally speedy. Automated extraction of relevant data from 300 complete records for a two-sample t-test analysis took 1.97 seconds. A similar extraction of data for a Kaplan-Meier survival analysis took 4.19 seconds. The program allowed the data to be presented separately for individual patients or in aggregation for different clinical subgroups. A user-friendly interface enabled viewing of the data in either tabular or graphical forms. Incorporation of a new web browser technique permitted caching of the entire dataset locally for off-line access and analysis. Adaptable programming allowed efficient export of data in different formats for regulatory reporting purposes. Once the system was set up, no further intervention from IT department was necessary. In summary, we have designed and implemented a prototype of a new informatics framework for clinical data management, which should be low-cost and highly adaptable to various types of clinical studies. Field-testing of this framework in real-life clinical studies will be the next step to demonstrate its effectiveness and potential benefits. Disclosures: No relevant conflicts of interest to declare.
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Osadcha, Kateryna, and Angelica Babich. "Use of Mobile Technologies in the Process of Information Technologies Training in the Secondary School." Ukrainian Journal of Educational Studies and Information Technology 5, no. 4 (December 29, 2017): 1–13. http://dx.doi.org/10.32919/uesit.2017.04.01.

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The article actualizes the problem of improving the process of teaching informatics in a secondary comprehensive school. It was noted that the technology of using mobile learning tools was covered by scientists J. Attewell, K. L. Buhaichuk, I. O. Zolotareva, V. V. Osadchyi, D. L. Revenaugh, A. M. Trush and others. V. O. Kuklev, Ye. D. Patrakin, A. A. Fedosieiev, B. Banister and others highlighted prospects and possibilities of mobile learning in their works. M. Yu. Novikov raised the question of possibility to use mobile technologies in the school curriculum of informatics in senior classes. However, the use of mobile technologies by secondary school students while studying informatics has been hardly covered in home researches. Having analyzed scientific methodological literature and the Internet resources there was generalized the experience of introducing mobile technologies into the process of teaching informatics in a secondary school. There were given the definitions of notions “mobile technologies”, “mobile learning technologies”, “mobile informational and communicative technologies”. The authors understand mobile technologies as learning technologies based on the use of mobile devices (Mobile phones, smart phones, communicators, pocket computers, tablet computers), mobile attachments (programs for mobile devices), services (receiving, storage, processing, search, transfer of data and others with the help of a mobile device), and mobile communication facilities (GSM, WAP, GPRS, Bluetooth, WiFi, IMax) in the process of learning. There was analyzed the existing program software for operational systems Windows 10 Mobile, Android, iOS intended for education. On the basis of this there were singled out mobile attachments to be used at informatics lessons from the 5th to the 9th grades according to curriculum topics. In particular, while learning the topic “Algorithms and their performers” to study basic algorithmic structures (sequence, repetition, branching, conditions, functions, cycles, repairing) it’s offered to use such mobile attachments as Coddy, Lightbot, Robozzle. In the 8th grade in order to make acquaintance with the programming environment and to study the ways of creating a software project, the topic “Basis of event-driven and object-oriented programming” should be learnt with the help of such programs as AIDE-IDE for Android Java C++, Java Editor, Pocket Code, Scratch, iBlocks Blocky, CB1 Blockly, MIT AI2 Companion. The authors draw to the conclusion that every topic in informatics in a secondary school can be learnt with the help of mobile attachments. Given examples of using mobile attachments (Robozzle Droid, «Kahoot!») at informatics lessons in the 6th and the 8th grade demonstrate various possibilities of mobile software in studying informatics. Survey results of effectiveness of mobile technologies while learning informatics in a secondary school which were provided prove the reasons of using mobile technologies at informatics lessons and while doing home tasks.
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Ovsyak, V. K., O. V. Ovsyak, and J. V. Petruszka. "ORDER AND ORDERING IN DISCRETE MATHEMATICS AND INFORMATICS." Ukrainian Journal of Information Technology 3, no. 1 (2021): 37–43. http://dx.doi.org/10.23939/ujit2021.03.037.

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The available means of ordering and sorting in some important sections of discrete mathematics and computer science are studied, namely: in the set theory, classical mathematical logic, proof theory, graph theory, POST method, system of algorithmic algebras, algorithmic languages of object-oriented and assembly programming. The Cartesian product of sets, ordered pairs and ordered n-s, the description by means of set theory of an ordered pair, which are performed by Wiener, Hausdorff and Kuratowski, are presented. The requirements as for the relations that order sets are described. The importance of ordering in classical mathematical logic and proof theory is illustrated by the examples of calculations of the truth values of logical formulas and formal derivation of a formula on the basis of inference rules and substitution rules. Ordering in graph theory is shown by the example of a block diagram of the Euclidean algorithm, designed to find the greatest common divisor of two natural numbers. The ordering and sorting of both the instructions formed by two, three and four ordered fields and the existing ordering of instructions in the program of Post method are described. It is shown that the program is formed by the numbered instructions with unique instruction numbers and the presence of the single instruction with number 1. The means of the system of algorithmic algebras, which are used to perform the ordering and sorting in the algorithm theory, are illustrated. The operations of the system of algorithmic algebras are presented, which include Boolean algebra operations generalized to the three-digit alphabet and operator operations of operator algebra. The properties of the composition operation are described, which is intended to describe the orderings of the operators of the operator algebra in the system of algorithmic algebras. The orderings executed by means of algorithmic programming languages are demonstrated by the hypothetical application of the modern object-oriented programming language C#. The program must contain only one method Main () from which the program execution begins. The ARM microprocessor assembly program must have only one ENTRY directive from which the program execution begins.
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Al-Tahat, Khalid. "The Impact of a 3D Visual Programming Tool on Students' Performance and Attitude in Computer Programming." Journal of Cases on Information Technology 21, no. 1 (January 2019): 52–64. http://dx.doi.org/10.4018/jcit.2019010104.

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Learning programming can be challenging, particularly object-oriented programming (OOP). However, using visualization could be useful in enhancing students' learning OOP concepts. In this study, the impact of using a 3D visual programming tool – Alice 2 – on student performance and attitude was explored in an introductory computer programming course using Java. Research participants were undergraduate computing students at Arab Open University – Jordan branch. Quasi-experimental design was adopted in this research, where two groups of students were chosen. The findings of this research showed that using Alice has positively impacted on students' performance and attitude towards computer programming and learning OOP concepts. The study suggests the incorporation of Alice in teaching introductory programming courses.
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Veksler, V. A. "CONSTRUCTION OF NEURAL NETWORKS IN ONLINE ENVIRONMENTS WHEN STUDYING THE CONTENT LINE "MODELING AND FORMALIZATION" IN THE LESSONS OF INFORMATICS AT SCHOOL." Informatics in school 1, no. 7 (October 30, 2020): 21–24. http://dx.doi.org/10.32517/2221-1993-2020-19-7-21-24.

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Modeling as a universal approach to the study of the structure and behavior of complex objects is used in many academic disciplines, as it is a general didactic means of acquiring knowledge. A promising direction in the development of mathematical modeling is modeling the behavior of intelligent systems, which is being improved due to the introduction of new information technologies, telecommunication systems and the massive use of computer technology. Modeling takes on the functionality of a powerful and effective tool for researching a variety of intelligent systems from various fields of human activity. One of the most popular methods for studying the functioning of intelligent systems are machine learning methods for processing large amounts of data, in particular, the apparatus of neural networks. The article discusses the features of constructing the simplest neural networks by using the Teachable Machine online system and online compilers of programming languages in the classroom on computer modeling at school. Detailed examples of building neural network models in Python and C ++ programming languages are given.
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Edwards, Richard L., Jennifer K. Stewart, and Mexhid Ferati. "Assessing the effectiveness of distributed pair programming for an online informatics curriculum." ACM Inroads 1, no. 1 (March 2010): 48–54. http://dx.doi.org/10.1145/1721933.1721951.

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Burton, John K., and Sue Magliaro. "Computer Programming and Generalized Problem-Solving Skills:." Computers in the Schools 4, no. 3-4 (August 9, 1988): 63–90. http://dx.doi.org/10.1300/j025v04n03_10.

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P. Rose, Simon, M. P. Jacob Habgood, and Tim Jay. "Designing a Programming Game to Improve Children’s Procedural Abstraction Skills in Scratch." Journal of Educational Computing Research 58, no. 7 (June 23, 2020): 1372–411. http://dx.doi.org/10.1177/0735633120932871.

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The recent shift in compulsory education from ICT-focused computing curricula to informatics, digital literacy and computer science, has resulted in children being taught computing using block-based programming tools such as Scratch, with teaching that is often limited by school resources and teacher expertise. Even without these limitations, Scratch users often produce code with ‘code smells’ such as duplicate blocks and long scripts which impact how they understand and debug projects. These code smells can be removed using procedural abstraction, an important concept in computer science rarely taught to this age group. This article describes the design of a novel educational block-based programming game, Pirate Plunder, which concentrates on how procedural abstraction is introduced and reinforced. The article then reports an extended evaluation to measure the game’s efficacy with children aged 10 and 11, finding that children who played the game were then able to use procedural abstraction in Scratch. The article then uses game analytics to explore why the game was effective and gives three recommendations for educational game design based on this research: using learning trajectories and restrictive success conditions to introduce complex content, increasing learner investment through customisable avatars and suggestions for improving the evaluations of educational games.
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Malovichko, Oksana, and Serhii Koniukhov. "Using the Specialized Pedagogical Software for Studying Programming in the Eighth Grade." Ukrainian Journal of Educational Studies and Information Technology 5, no. 4 (December 29, 2017): 38–55. http://dx.doi.org/10.32919/uesit.2017.04.04.

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Abstract:
The current state of school computer science is characterized by a predominant attention to the study of information technology and the weakening of the fundamental component. This situation has negative consequences for the general education of schoolchildren, as well as their career guidance. Researchers see the ways of leaving it in providing a rational combination of fundamental and applied components, improving the methodical system of teaching computer science, creating additional special courses, increasing the importance of informatics through the introduction of external testing and taking into account its results when entering the IT specialty of higher education, improving the quality of teacher training in Universities and institutes of postgraduate education, etc. The course content of the computer science of the main school covers three content lines: theoretical informatics; the basics of algorithmization and programming; information and communication technologies. The most difficult for both students and teachers is the study of the section "Algorithms and Programs". In the process of experimental and experimental work, we have found that the important task of the teacher in the process of teaching programming is to organize the verification of the correctness of the work written by students of the program, that is, the conformity of the solution to the conditions of the problem and the stability of functioning for any set of input data. This work takes a lot of time (since it is necessary to enter different data for a single student several times and analyze the result obtained) and the availability of several sets of test data, so during the lesson full validation is almost impossible. A successful way to solve this problem is to use a specialized software environment in which a student can write, compile, and run a program, which automatically checks the program on different sets of test data. In this regard, the main task of the developed pedagogical software complex is the formation and consolidation of practical skills of structural programming in C++. The pedagogical program complex contains tasks with the themes envisaged by the program of the 8th form. The software product consists of a teacher program, a student program and a database. The complex is intended for use in the lessons of assimilation of new material, the formation of skills and abilities, the consolidation of skills and abilities, verification of knowledge, skills and abilities, as well as for the organization of independent work of students. Further research is planned to be aimed at improving the pedagogical software complex by expanding its functionality.
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