Academic literature on the topic 'Pedagogical programming tools'

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Journal articles on the topic "Pedagogical programming tools"

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Aherrahrou, Meryem. "Pedagogical Tools in the 21st Century." Journal of Quality in Education 5, no. 5BIS (2014): 16. http://dx.doi.org/10.37870/joqie.v5i6.41.

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Neuro-Linguistic Programming has attracted considerable attention in many different areas of life mainly in education. In this context, the major aim of this paper was to explore the implications and effect of Neuro-Linguistic Programming (NLP) techniques in English language Teaching and Learning in the Moroccan context. Qualitative and Quantitative methods are used. In this study, we included 2 teachers with and without NLP experience as well as 2 groups including 43 students. Our results stated that after implementing NLP techniques in the classroom, teacher and learners participate together
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Aherrahrou, Meryem. "Pedagogical Tools in the 21st Century." Journal of Quality in Education 5, no. 5BIS (2014): 16. http://dx.doi.org/10.37870/joqie.v5i5bis.41.

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Neuro-Linguistic Programming has attracted considerable attention in many different areas of life mainly in education. In this context, the major aim of this paper was to explore the implications and effect of Neuro-Linguistic Programming (NLP) techniques in English language Teaching and Learning in the Moroccan context. Qualitative and Quantitative methods are used. In this study, we included 2 teachers with and without NLP experience as well as 2 groups including 43 students. Our results stated that after implementing NLP techniques in the classroom, teacher and learners participate together
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Xia, Belle Selene. "A Pedagogical Review of Programming Education Research." International Journal of Online Pedagogy and Course Design 7, no. 1 (2017): 33–42. http://dx.doi.org/10.4018/ijopcd.2017010103.

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Previous research has shown that especially novice students may find learning programming to be difficult in terms of programming concepts and program design. Many students fail to write correct program codes after the course and achieve the level of skills set by the learning goals of the course. In order to overcome the challenges of learning programming, we are interested in the pedagogical techniques of learning and teaching programming as well as some of the learning tools used to support programming education. This knowledge would help us to better align the design of programming courses
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Leksono, Ibut Priono, and Sri Rahmawati Fitriatien. "Development of Mathematic Learning Set Based On Pedagogical Content Knowledge to Improve Mathematics Problem Solving Ability." Journal of Medives : Journal of Mathematics Education IKIP Veteran Semarang 5, no. 1 (2021): 159. http://dx.doi.org/10.31331/medivesveteran.v5i1.1529.

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This research use development research wich aim to product mathematic learning that include implementation plans and woksheets based on pedagogical content knowledge in order to improve mathematical problem solving ability. The development model that used in this research uses four stages starting with define, then continue with design stage, next the develop stage, and the last stage is disseminate stage, or better known as 4D model. The mathematical problems that used in this research include linear programming problems that are solved with the integer programming method. The results of vali
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Munisamy, Magendran, Siti Zuraidah Md Osman, and Mageswaran Sanmugam. "CODE, CLICK, LEARN: A SYSTEMATIC REVIEW OF ONLINE ASSESSMENT TOOLS IN 21ST CENTURY PROGRAMMING EDUCATION." International Journal of Modern Education 6, no. 20 (2024): 358–77. http://dx.doi.org/10.35631/ijmoe.620027.

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This study investigates the contemporary landscape of 21st-century programming education, recognizing the imperative for adaptive pedagogical approaches. Delving into the evolution and impact of automated assessment tools in programming education, the research identifies the problem of enhancing student proficiency through effective assessment methodologies. The dual purpose of the study is to elucidate diverse teaching methods and strategies, highlighting innovative approaches fostering comprehensive comprehension and skill acquisition and to unravel the transformative role of Technology-Enha
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Patil, Prof Ashwini, Prof Dadaso Mane, and Prof Nitish Shinde. "Incorporating Visualization Tools and Active Learning Approach for Programming Courses." Journal of Engineering Education Transformations 35, S1 (2022): 92–102. http://dx.doi.org/10.16920/jeet/2022/v35is1/22014.

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Programming languages are a vital domain for Computer and Information Technology engineering. The programming languages like C, C++, Java, Python, Mobile Application Development, and Web Technologies are important programming courses in CSE and IT curriculum. Understanding the programming courses includes a basic understanding of the syntax of programming language, logical & critical thinking to solve the problem, use of various editors to write and execute the program. Effective delivery of the programming course creates a great deal of influence on student’s interest in programming and s
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Bakhranovna, Rakhimkulova Makhbuba. "Formation of orthography competences of primary school students through programming pedagogical tools." ACADEMICIA: An International Multidisciplinary Research Journal 11, no. 7 (2021): 63–68. http://dx.doi.org/10.5958/2249-7137.2021.01715.8.

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Yashina, I. A. "Artificial intelligence in teaching programming to students of pedagogical university." Open Education 28, no. 4 (2024): 23–32. http://dx.doi.org/10.21686/1818-4243-2024-4-23-32.

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The purpose of the study. Modern education is undergoing significant changes. Artificial intelligence technologies are being introduced into the educational practice of universities, including pedagogical universities. These technologies have great opportunities. However, there is a need for a deeper study of the influence and role of artificial intelligence not only in the educational process of the university as a whole, but also in the specifics of teaching individual disciplines, including programming for future teachers of computer science The problem of using artificial intelligence in t
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Kolgatin, Oleksandr, and Yurii Parfonov. "Learning management system as a means of mastering Internet programming technologies." Bulletin of Kharkov National Automobile and Highway University, no. 96 (May 24, 2022): 54. http://dx.doi.org/10.30977/bul.2219-5548.2022.96.0.54.

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Problem. A step towards building an automated system of pedagogical diagnostics and forecasting based on the information system for managing educational activities Moodle has been taken. Goal. The goal of this work is to develop variants for learning the Internet programming, which can be implemented in the information and communication pedagogical environment based on the information system for managing learning activities Moodle. The aim of the discipline is to develop competence in the use of modern Internet programming tools and technologies for developing the server part of web applicatio
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Takács, Viktor László, Katalin Bubnó, and Róbert Szilágyi. "Tools to develop end-user programming skills from primary school to higher education." International Journal of Engineering and Management Sciences 3, no. 1 (2018): 30–40. http://dx.doi.org/10.21791/ijems.2018.1.5.

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Some years ago at the MIDK2013 Conference [16] we presented a concept regarding the use of a new generation of computer programming novice languages (in fact, an environment, called ‘block languages’). We showed how we imagine the use of this kind of language for different ages and at different levels of education. Now we would like to present the results of our projects related to this concept and our psychological and pedagogical experiences. Furthermore we would like to present further tools to develop end-user programming skills from primary school to higher education.
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Dissertations / Theses on the topic "Pedagogical programming tools"

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Vasilopoulos, Ioannis Vasileiou. "The design, development and evaluation of a visual programming tool for novice programmers : psychological and pedagogical effects of introductory programming tools on programming knowledge of Greek students." Thesis, Teesside University, 2014. http://hdl.handle.net/10149/347149.

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This thesis reports a research project that aims to improve the teaching and learning of introductory programming from a pedagogical and psychological viewpoint. Towards this aim, seven principles for designing educational programming tools for novices were identified by reviewing literature regarding novices’ difficulties and using a theoretical framework defined by the psychological theories of Constructivism and Cognitive Load Theory. This set of design principles was not only theoretically identified, but its pedagogical impact was also empirically tested. For this reason, Koios, a new pro
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Sousa, Diogo Alexandre Rodrigues de. "Illustration of Java execution errors for beginner programmers." Master's thesis, 2020. http://hdl.handle.net/10071/22016.

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Programming is a subject that is learned by students all around the world. Many students encounter programming for the first time in introductory classes and face many new concepts they have never seen before. One of the main difficulties they encounter concerns understanding execution errors. Introductory classes do not address execution errors in a clear way that makes it easier for students to comprehend what they mean and how to avoid them. The Java stack trace is not easy to decipher without previous knowledge and experience on what each type of exception means and not specific enou
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Soares, Tiago Filipe Martinho. "Automatic question generation about introductory programming code." Master's thesis, 2021. http://hdl.handle.net/10071/23611.

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Many students who learn to program end up writing code they do not understand. Most of the available code evaluation systems evaluate the submitted solution functionally and not the knowledge of the person who submitted it. This dissertation proposes a system that generates questions about the code submitted by the student, analyses their answers and returns the correct answers. In this way, students reflect about the code they have written and the teachers of the programming courses can better pinpoint their difficulties. We carried out an experiment with undergraduate and master's student
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Soares, Tiago Filipe Martinho. "Automatic question generation about introductory programming code." Master's thesis, 2021. http://hdl.handle.net/10071/23706.

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Many students who learn to program end up writing code they do not understand. Most of the available code evaluation systems evaluate the submitted solution functionally and not the knowledge of the person who submitted it. This dissertation proposes a system that generates questions about the code submitted by the student, analyses their answers and returns the correct answers. In this way, students reflect about the code they have written and the teachers of the programming courses can better pinpoint their difficulties. We carried out an experiment with undergraduate and master’s stu
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Alfredo, Francisco Miguel da Anunciação. "Avaliador pedagógico da qualidade de código." Master's thesis, 2020. http://hdl.handle.net/10071/22052.

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When it comes to learning how to program, during introductory programming courses, students tend to form misconceptions regarding certain code aspects, that they aren’t aware of. These misconceptions can result in code quality issues, which don’t affect a program execution, but are considered bad practices and should be avoided. Most often, they will stay unaware of such issues until an intervention is made, by a third-party agent, such as a professor. There are already a few tools that focus on this type of issues, by highlighting the code quality issues and supplying a quick fix for th
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Books on the topic "Pedagogical programming tools"

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Léonard, Jérémie, and Charles Hirlimann, eds. Ultrafast Laser Technologies and Applications. EDP Sciences, 2022. http://dx.doi.org/10.1051/978-2-7598-2719-0.

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This Book gathers original tutorials delivered as lectures by the authors at the international Femto-UP 2020 School, which took place online from 8th to 29th of March 2021 and gathered 600 participants worldwide. Like the previous occurrences of the Femto-UP School, the 2020 edition and this Book do target a multidisciplinary public of scientists at various points of their carrier from undergraduate and graduate students to senior researchers and technical staff. The aim is to provide generic scientific knowledge on ultrafast laser technologies including, generation, amplification, manipulatio
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Greenberg, Jayne D., Nichole D. Calkins, and Lisa S. Spinosa. Designing and Teaching Fitness Education Courses. Human Kinetics, 2022. http://dx.doi.org/10.5040/9781718222755.

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Fitness education is often overlooked for various reasons: no equipment, no weight room, large class size, or lack of professional development. Designing and Teaching Fitness Education Courses provides real solutions for all these issues. This book offers secondary-level physical educators innovative ideas, practical answers, and guidance in implementing fitness education programming that will meet the needs of all students. Designing and Teaching Fitness Education Courses is packed with highly useful tools and resources: • 211 instructional photos showing exercises and stretches that require
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Book chapters on the topic "Pedagogical programming tools"

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Rūdolfa, Arta, and Linda Daniela. "Learning Platforms in the Context of the Digitization of Education: A Strong Methodological Innovation. The Experience of Latvia." In Makers at School, Educational Robotics and Innovative Learning Environments. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77040-2_28.

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AbstractThe modernization of the education system, the digitalization of the educational environment and learning management systems (LMS), where one of the solutions is learning platforms, are the most urgent directions today’s pedagogical work is taking to reap the benefits of the digital environment. Education quality can be improved in different ways: by changing the content of learning, forms of learning, learning methods and teaching aids; promoting the use of learning platforms in schools; introducing programming and robotics; using learning management systems and other systems. Technol
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Altiok, Serhat, and Erman Yükseltürk. "Analyzing Current Visual Tools and Methodologies of Computer Programming Teaching in Primary Education." In Advances in Early Childhood and K-12 Education. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3200-2.ch011.

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In our age, computational thinking that involves understanding human behavior and designing systems for solving problems is important as much as reading, writing and arithmetic for everyone. Computer programming is one of the ways that could be promote the process of developing computational thinking, in addition to developing higher-order thinking skills such as problem solving, critical and creative thinking skills etc. However, instead of focusing on problems and sub-problems, algorithms, or the most effective and efficient solution, focusing on programming language specific needs and probl
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Altiok, Serhat, and Erman Yükseltürk. "Analyzing Current Visual Tools and Methodologies of Computer Programming Teaching in Primary Education." In Research Anthology on Computational Thinking, Programming, and Robotics in the Classroom. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-2411-7.ch030.

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In our age, computational thinking that involves understanding human behavior and designing systems for solving problems is important as much as reading, writing and arithmetic for everyone. Computer programming is one of the ways that could be promote the process of developing computational thinking, in addition to developing higher-order thinking skills such as problem solving, critical and creative thinking skills etc. However, instead of focusing on problems and sub-problems, algorithms, or the most effective and efficient solution, focusing on programming language specific needs and probl
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"PROGRAMMING FUNDAMENTALS." In Intelligent Shields: Artificial Intelligence and Machine Learning for Cybersecurity. Iterative International Publishers (IIP), Selfypage Developers Pvt Ltd., 2025. https://doi.org/10.58532/nbennurasai1.

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This chapter examines the foundational principles of programming essential for computer science education, focusing on language types, paradigms, and structured methodologies. It contrasts compiled languages (e.g., C++) with interpreted languages (e.g., Python), emphasizing their performance trade-offs and development workflows [1]. Core programming paradigms-object-oriented (OOP) and functional (FP)-are analyzed for their roles in modular design and immutable data handling [2]. The discussion underscores structured programming principles, advocating for modular code organization and avoidance
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Poitras, Eric, Brent Glen Charles Crane, David Dempsey, Angela A. Siegel, and Christine Farion. "Programming Language Learning in K-12 Education." In Advances in Educational Technologies and Instructional Design. IGI Global, 2024. https://doi.org/10.4018/979-8-3693-9806-7.ch010.

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This chapter provides a comprehensive review and analysis of recent advancements in both theory and practice concerning programming language learning, specifically within the K-12 educational environment. We synthesize the relevant research literature across the domains of reading, writing, and emerging work integrating both perspectives. Evidence-based pedagogical approaches are reviewed alongside the instructional capabilities offered by educational technology. The chapter concludes by reflecting on the challenges and opportunities of generative artificial intelligence tools. These insights
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Cartelli, Antonio. "The Implementation of Practices with ICT as a New Teaching-Learning Paradigm." In Encyclopedia of Information Communication Technology. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-59904-845-1.ch055.

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Information and communication technology (ICT) is today influencing many aspects of our lives from administration to economy from culture and entertainment to work, and so forth. Education is receiving from IT and ICT a great deal of suggestions just from their first beginning. It is well known, for example, that Taylor (1980) outlined three metaphors for computer use in education: tutor, tool, and tutee: first, tutor (by looking at the possible use of computer to support or to substitute teachers); second, tool (by using suitable editing tools to support students’ autonomous learning); and la
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Paes, Thiago Lipinski, Renato Simões Moreira, and Danielle Aparecida Trinkel Cherion. "The use of informatics as a mediator and facilitator of the pedagogical process in the teaching of biology." In PATHWAYS TO KNOWLEDGE: EXPLORING THE HORIZONS OF EDUCATION. Seven Editora, 2023. http://dx.doi.org/10.56238/ptoketheeducati-013.

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Educational practices in general have proven to be an interesting alternative in the teaching and learning process. Among these practices, the use of various dynamics and games stands out. However, despite the advancement of information technology in education, games and practices for biology teaching have had limited migration to this technological realm. To address this issue, this study aimed to survey mobile applications and electronic games focused on biology education. Additionally, several useful scientific software tools for biology studies were identified, encompassing areas such as m
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Spînu, Stela. "NEURO-LINGUISTIC PROGRAMMING IN SUPPORT OF MEDICAL STUDENTS." In Values, education, responsibility. Pedagogical research. Editura Eikon, 2024. https://doi.org/10.56177/epvl.ch4.2024.en.

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Currently, to achieve success both professionally and personally, it is necessary to master not only your chosen field but also the art of communication. In this context, Neuro-Linguistic Programming (NLP) is a valuable tool for doctors and medical students, developed by R. Bandler and J. Grinder through the combination of knowledge from neurology, linguistics, and psychology. In the medical field, the ability to communicate clearly and empathetically is vital as it improves collegial relationships among employees, strengthens dialogue between patients and doctors, medical institutions, and so
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"A Pedagogical Experiment in the Italian School." In Advances in Early Childhood and K-12 Education. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-5718-1.ch010.

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This chapter will summarize the extensive and multi-year experimentation carried out in many Italian secondary and primary schools, of the pedagogical-didactic proposal developed in the previous chapters. The teaching/learning of computer-based mathematics, as a programming tool, with software appropriate to the context, named MatCos, is given. In particular, the organization of the experimentation will be described, and the various phases will be illustrated. The results with the relative evaluation method will also be considered. Finally, works prepared independently by some participating st
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Chahal, Kuljit Kaur, Amanpreet Kaur, and Munish Saini. "Empirical Studies on Using Pair Programming as a Pedagogical Tool in Higher Education Courses:." In Research and Evidence in Software Engineering. Auerbach Publications, 2021. http://dx.doi.org/10.1201/9781003168393-13.

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Conference papers on the topic "Pedagogical programming tools"

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Razumowsky, A. I. "The Evolution of Programming Education in the Digital Age." In International Conference on Finance, Economics, Management and IT Business (FEMIB 2024). Crossref, 2025. https://doi.org/10.63550/iceip.2025.20.79.001.

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With all the changes taking place in the contemporary world, including the field of higher education, it is not necessary to prove that we are witnessing an undeniable revolution of “pedagogical practices” in light of the various didactic transformations that characterize our times, especially with the accelerating evolution of new technologies and the development of digital convergence. The paper focuses on the added value that information and communication technologies (ICTs) can bring, while it becomes inevitable to update current tools and practices for teaching programming, requiring inte
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Serafimov, Lyubomir. "HTML5 SUPPORT IN MLEARNING TOOLS." In eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-137.

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Considered a new concept about a decade ago, mobile learning is now regarded as a natural and, in some circumstances, an essential learning technology. The key factors that made this development possible are the continuously decreasing prices and increasing capabilities of the mobile devices and infrastructure, as well as the growing need to be connected and learn anywhere and anytime. The great variety of mobile devices leads to various issues, both pedagogical and technical. One of the main technical issues is the need learning content to be made available for different devices, which may be
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Hassad, Rossi. "Perspectives on Curricular Priorities for Big Data Analytics: A Qualitative Study of Educators and Practitioners." In Bridging the Gap: Empowering and Educating Today’s Learners in Statistics. International Association for Statistical Education, 2022. http://dx.doi.org/10.52041/iase.icots11.t4a2.

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Big Data is a universal concept that has become a metaphor for innovation and discovery; however, deriving this benefit requires going beyond traditional tools and expertise. The aim of this qualitative study (N=38) was to explore perspectives on curricular priorities for Big Data analytics from educators and practitioners. Nine themes were derived: computational and programming literacy, integrated and multidisciplinary curriculum, data quality and methodological standards, collaboration and domain-specific expertise, statistical literacy, basic statistics (probability and inference), ethico-
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Mata, Jaqueline Sales da, and Miguel Bonafe Barbosa. "Digital games in physics teaching: the study of a nuclear power plant through scratch." In II INTERNATIONAL SEVEN MULTIDISCIPLINARY CONGRESS. Seven Congress, 2023. http://dx.doi.org/10.56238/homeinternationalanais-008.

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Abstract This study presents a game developed through the Scratch programming language, making it possible to be an educational support tool for the teacher. In an increasingly technological world, it is natural that this resource can also be inserted in schools, however, teachers need pedagogical tools to help them in the classroom. Thus, the objective of this work was to develop, using Scratch, a quiz that could facilitate the study of nuclear energy production. For this, the work was developed in three moments: 1) a bibliographic survey was carried out to evaluate how Scratch is used in phy
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Olivares, Daniel, Jakob Kubicki, and Katie Imhof. "A framework for developing collaborative community building tools for novice Computer Science students." In 2024 AHFE International Conference on Human Factors in Design, Engineering, and Computing (AHFE 2024 Hawaii Edition). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1005761.

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Students enrolled in introductory computer science courses tend towards individual work because of pedagogical practices discouraging collaboration and a focus on individual assignments. This can discourage new computer science students and may negatively affect persistence in computer science. In contrast, social learning theory research suggests a connection between student success and their level of involvement with peers, instructors, and in the greater learning community. Motivated by these contrasting conclusions, the research presented in this paper puts forth a framework based on socia
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Chirila, Ciprianbogdan. "A SURVEY ON GENERATIVE LEARNING OBJECTS." In eLSE 2015. Carol I National Defence University Publishing House, 2015. http://dx.doi.org/10.12753/2066-026x-15-175.

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Learning objects (LOs) is a field of e-learning which is open for research and has a lot of potential in the creation, adaptation, testing, generation of learning content. There are standards that describe LOs in a general manner like IEEE LOM, SCORM or Dublin Core. Among these LOs there is a special kind of LOs named generative learning objects (GLOs) which present a higher degree of reuse and are considered to be the second generation LOs. The principles behind the GLO concept are taken from software engineering namely design for reuse and design with reuse. There are several approaches rega
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Fiene, Jonathan P. "The M1: A Custom Mechatronics Platform for Robotics Education." In ASME 2010 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2010. http://dx.doi.org/10.1115/detc2010-29136.

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This paper presents the details of a compact embedded-computing module designed to meet a variety of pedagogical objectives within mechatronics, controls, and robotics. Built around an ATmega32U4 microcontroller, the 1.8 × 4.0 centimeter module has flash memory for program and data storage, 25 general-purpose input/output lines, four timer/counters, 12 channels of 10-bit analog-to-digital conversion, and support for a variety of serial communications protocols, including USB. The unit adapts easily to a solderless breadboard for quick prototyping, and requires only an external 5-volt power sou
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Azcona, David, Owen Corrigan, Philip Scanlon, and Alan F. Smeaton. "Innovative Learning Analytics Research at a data-driven HEI." In Third International Conference on Higher Education Advances. Universitat Politècnica València, 2017. http://dx.doi.org/10.4995/head17.2017.5245.

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A university campus is comprised of Schools and Faculties attended by students whose primary intention is to learn and ultimately graduate with their desired qualification. From the moment students apply to a university and thereafter gain acceptance and attend the campus they create a unique digital footprint of themselves within the university IT systems. Students’ digital footprints are a source of data that is of interest to groups including teachers, analysts, administrators and policy makers in the education, sociology, and pedagogy domains. Learning analytics can offer tools to mine suc
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Brackett, Robert. "Architecture Revisits Math & Science: Computation in a Visual Thinking Pedagogy." In Schools of Thought Conference. University of Oklahoma, 2020. http://dx.doi.org/10.15763/11244/335059.

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This paper makes a case for the greater integration of computational logic and principles in core undergraduate architectural design courses as visual thinking pedagogy. Math and computation present abstract problems that may seem at odds with the real-world design concepts with which students are familiar. Because architecture students are typically strong visual thinkers, abstract mathematical language can be difficult to learn, but these concepts can be used as a pedagogical interface to support visual problem-solving in the design process. Building on the work of Christopher Alexander in N
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Short, Michael, and Steven H. Meller. "Elements of Comprehensive Pipeline Optimization." In 1996 1st International Pipeline Conference. American Society of Mechanical Engineers, 1996. http://dx.doi.org/10.1115/ipc1996-1934.

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It is well known that algorithms exist for reducing pipeline operating costs. These algorithms are exact for ideal pipelines and need to be modified to provide solutions for the real world. The issues include pipeline configurations, utility cost structures, and quantification of hydraulic safety. Successful modification requires understanding of the pipeline operating environment (on-line operations) and must be linked to pipeline operating conditions. Many of the optimization tools available to the pipeline industry today are based upon a dynamic programming algorithm attributed to Bellman.
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Reports on the topic "Pedagogical programming tools"

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Моісеєнко, Наталя Володимирівна, Михайло Вікторович Моісеєнко, Владислав Сергійович Кузнецов, Богдан Альбертович Ростальний, and Арнольд Юхимович Ків. Teaching computer game development with Unity engine: a case study. CEUR Workshop Proceedings, 2023. http://dx.doi.org/10.31812/123456789/8486.

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Computer game development is a popular and engaging topic that can motivate students to learn various aspects of software engineering, such as design, programming, testing, and teamwork. However, there is a lack of research on how to effectively teach this topic in the context of secondary education. In this paper, we present our experience of designing and delivering a course on computer game development for master’s students in the specialty 014.09 Secondary education (Informatics) at the Kryvyi Rih State Pedagogical University. We describe the objectives, content, software tools, and teachi
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