Gotowa bibliografia na temat „Computer learning program”

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Artykuły w czasopismach na temat "Computer learning program"

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Sánchez-Carracedo, Fermín, and David López. "A Service-Learning Based Computers Reuse Program." Sustainability 13, no. 14 (2021): 7785. http://dx.doi.org/10.3390/su13147785.

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Higher Education Institutions are facing a challenging situation: how to introduce concepts such as Sustainability or the Circular Economy into their curricula. This study presents how to organize a Computer Reuse Program, an educational proposal for the Reuse, Repair, Refurbishment, Remanufacture and Recycling of computers into a Curriculum and a case study. The proposal is based in the Service-Learning methodology, by which students develop technical and professional skills while undertaking a project that has a direct and real impact on society. Students work on old or broken computers prov
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Owen, Charles B., Laura Dillon, Alison Dobbins, Matthew Rhodes, Madeline Levinson, and Noah Keppers. "Computer literacy through dance: the dancing computer project." International Journal of Pervasive Computing and Communications 13, no. 1 (2017): 26–40. http://dx.doi.org/10.1108/ijpcc-02-2017-0012.

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Purpose The purpose of this paper is to present the design and evolution of the Dancing Computer project. Dancing Computer is an ongoing research project at the Michigan State University, which is developing a system that aims to increase computer literacy in elementary-aged children by teaching them first to read code before they write it. The main objective is to educate children on basic concepts of computer science. Design/methodology/approach Children are given tablet computers that present a simple program line-by-line that they execute as they pretend to be a computer. The programs are
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GOLDBERG, HENRY I., SEAN FELL, H. JOSEPH MYERS, and ROBERT C. TAYLOR. "A Computer-Assisted, Interactive Radiology Learning Program." Investigative Radiology 25, no. 8 (1990): 947–51. http://dx.doi.org/10.1097/00004424-199008000-00013.

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Albury, David. "Learning to program." Data Processing 27, no. 7 (1985): 48. http://dx.doi.org/10.1016/0011-684x(85)90109-1.

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Van Merriënboer, Jeroen J. G., and Marcel B. M. De Croock. "Strategies for Computer-Based Programming Instruction: Program Completion vs. Program Generation." Journal of Educational Computing Research 8, no. 3 (1992): 365–94. http://dx.doi.org/10.2190/mjdx-9pp4-kfmt-09pm.

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Two instructional strategies were implemented in a two-and-a-half hour computer-based training program that was designed to teach elementary turtle graphics programming techniques to novice undergraduate students ( N = 40). Learning activities that either emphasized the completion of existing programs or the generation of new programs were studied for the two strategies. In the completion group, the information needed to perform the program completion tasks appeared to be largely available in the to-be-completed programs; in the generation group, students frequently had to search for useful ex
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YANG, XIAOLI, YIFAN CAI, and CHARLES TSENG. "AN INTERACTIVE COMPUTER FRAMEWORK FOR LEARNING GENETICS." International Journal of Information Acquisition 09, no. 03n04 (2013): 1350019. http://dx.doi.org/10.1142/s0219878913500198.

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To enhance the effectiveness of learning genetics, we have developed a series of individual computer programs integrating interactivity with animated processes. It was noted that, although the content of the programs varied, the programs all contained a number of common features, including the ability to display text and images, present animated content, and interact with the user. These common features led us to the development of an innovative and unified framework of integrated functions for modeling and simulations. The framework, named "GeneAct" was developed to standardize and accelerate
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Liang, Hui Yi, and Chih Chien Yang. "Computer Assisted Language Learning and Gray Model for Promoting Phonics Learning in Continuing Education." Applied Mechanics and Materials 284-287 (January 2013): 3554–58. http://dx.doi.org/10.4028/www.scientific.net/amm.284-287.3554.

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This study uses quantitative methods to rate content and teaching on a phonics program delivered by computer assisted language learning (CALL). Data was obtained by Questionnaire and analysed using GM (0,N) model of Grey Theory. Results showed a high effectiveness rating and underlined the value of computer assisted language learning in the continuing education programs in the subject University.
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Johnson, Claire. "Learning to program with Game Maker." International Journal of Computer Science Education in Schools 1, no. 2 (2017): 17. http://dx.doi.org/10.21585/ijcses.v1i2.5.

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Game Maker is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using Game Maker can support the learning of basic programming concepts in a mainstream UK secondary setting.  The research draws on the learning theory of constructionism, which asserts the importance of pupils using computers as ‘building material’ to create digital artefacts (Papert, 1980; Harel and Papert, 1991), and considers the extent to which a constructionist approach is suitable for introd
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Kallio, Leena Hannele, and Markku Pellervo Peltoniemi. "A Computer Program for Learning Basic Refraction Seismology." Journal of Geological Education 43, no. 1 (1995): 11–14. http://dx.doi.org/10.5408/0022-1368-43.1.11.

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Underwood, John, Keith Cameron, Theo Bongaerts, Pieter de Haan, Sylvia Lobbe, and Herman Wekker. "Computer Assisted Language Learning: Program Structure and Principles." Modern Language Journal 74, no. 4 (1990): 511. http://dx.doi.org/10.2307/328534.

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Rozprawy doktorskie na temat "Computer learning program"

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Friis, Nicolai. "Computer game based learning - SimComp." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9207.

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<p>This report is the result of a computer architecture simulation game development project. The goals of the project were to develop conceptual ideas for a game that could be used in teaching computer architecture at a university level and develop a prototype of game. The game should be based on simulation and the BSPlab simulator. Two types of simulation games were identified; observer and participant. The observer type puts the player outside the simulation and the participant type puts the player inside the simulation. The observer type of simulation game was selected as best suited for
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李偉柏 and Wai-pak Li. "Learning algebra with computer-assisted learning program in a primary school." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31256399.

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Winitwatjana, Winit. "A computer aided learning program for pharmaceutical care teaching." Thesis, King's College London (University of London), 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.265079.

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Beaumont, Helen Marie. "Investigations of learning Z with computer support." Thesis, De Montfort University, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.390982.

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Agrawal, Punit. "Program navigation analysis using machine learning." Thesis, McGill University, 2009. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=32599.

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Developers invest a large portion of their development time exploring program source code to find task-related code elements and to understand the context of their task. The task context is usually not recorded at the end of the task and is forgotten over time. Similarly, it is not possible to share the task context with other developers working on related tasks. Proposed solutions to automatically record the summary of the code investigation suffer from methodological limitations related to the technique
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Chen, Mei 1962. "The characterization of learning environments and program structures of instructional programs produced using Logo /." Thesis, McGill University, 1992. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=56930.

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A methodology was developed in this study for identifying the cognitive, pedagogical, and computational characteristics of computer-based learning environments. The characterization of the cognitive and pedagogical features was achieved by decomposing the learning environments into episodes which were composed of sequences of "views". Each "view" was described in terms of the different types of knowledge presented, the pedagogical strategies used to present the knowledge, and the forms and functions of user-computer interactions elicited. The computational characteristics were described in ter
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Koh, Kyu Han Seals Cheryl D. "PineHill a novel approach to computer aided language learning /." Auburn, Ala., 2007. http://hdl.handle.net/10415/1365.

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Shamsapour, Ali A. "HyperCard-based learning environment for DIADES." PDXScholar, 1990. https://pdxscholar.library.pdx.edu/open_access_etds/4128.

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This thesis is an attempt to create a HyperCard-based learning environment to teach DIADES and other related material. It is a departure from the classical Computer Aided Instruction methods towards a more flexible and user-controlled design. The goal was to set the foundation of a new CAI design which would closely resemble a Hyper- Text system. These systems are characterized as having interconnections between related concepts in the CAI environment.
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Quentin-Baxter, Megan. "Developing and evaluating a hypermedia computer based learning program in biology." Thesis, Leeds Beckett University, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.360894.

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Chan, Chi-hown Johnny. "Implementation of computer simulation software in learning low-level computer language : a case study /." Hong Kong : University of Hong Kong, 2001. http://sunzi.lib.hku.hk/hkuto/record.jsp?B24700770.

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Książki na temat "Computer learning program"

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Johnston, Howard. Learning to program. Prentice/Hall International, 1985.

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Learning C. McGraw-Hill, 1992.

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Learning C++. McGraw-Hill, 1991.

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Learning C. McGraw-Hill, 1992.

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Michael, Fitzgerald. Learning XSLT. O'Reilly, 2004.

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Learning XSLT. O'Reilly, 2003.

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Aitken, Peter G. Learning C. SAMS, 1991.

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Dann, Wanda. Learning to program with Alice. Pearson/Prentice Hall, 2007.

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Stephen, Cooper, and Pausch Randy, eds. Learning to program with Alice. Pearson Education, 2008.

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Stephen, Cooper, and Pausch Randy, eds. Learning to program with Alice. Pearson Prentice Hall, 2006.

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Części książek na temat "Computer learning program"

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Wang, Xinyu, Greg Anderson, Isil Dillig, and K. L. McMillan. "Learning Abstractions for Program Synthesis." In Computer Aided Verification. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96145-3_22.

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Badre, Albert, Margaret Beranek, J. Morgan Morris, and John Stasko. "Assessing program visualization systems as instructional aids." In Computer Assisted Learning. Springer Berlin Heidelberg, 1992. http://dx.doi.org/10.1007/3-540-55578-1_60.

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Oakes, William, and Carla Zoltowski. "EPICS Program." In Service-Learning in the Computer and Information Sciences. John Wiley & Sons, Inc., 2012. http://dx.doi.org/10.1002/9781118319130.ch2.

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Kaminski, Donna M. "A knowledge base approach to learning to program in Prolog." In Computer Assisted Learning. Springer Berlin Heidelberg, 1992. http://dx.doi.org/10.1007/3-540-55578-1_80.

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Gonzalez, Joan C., Joan J. Sancho, Joan M. Carbó, Alex Patak, and Ferran Sanz. "Intelligent tutorial system in medicine through an interactive testing program: HyperMIR." In Computer Assisted Learning. Springer Berlin Heidelberg, 1992. http://dx.doi.org/10.1007/3-540-55578-1_72.

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Chen, Yanju, Chenglong Wang, Osbert Bastani, Isil Dillig, and Yu Feng. "Program Synthesis Using Deduction-Guided Reinforcement Learning." In Computer Aided Verification. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-53291-8_30.

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Singh, Gagandeep, Markus Püschel, and Martin Vechev. "Fast Numerical Program Analysis with Reinforcement Learning." In Computer Aided Verification. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96145-3_12.

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Si, Xujie, Aaditya Naik, Hanjun Dai, Mayur Naik, and Le Song. "Code2Inv: A Deep Learning Framework for Program Verification." In Computer Aided Verification. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-53291-8_9.

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Blum, Manuel. "Program error detection/correction: Turning PAC learning into Perfect learning." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 1997. http://dx.doi.org/10.1007/3-540-63577-7_31.

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Yu, Zhiwen, Xingshe Zhou, and Zhiyi Yang. "A Hybrid Learning Approach for TV Program Personalization." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-30132-5_87.

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Streszczenia konferencji na temat "Computer learning program"

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McGowan, Aidan, Philip Hanna, Des Greer, and John Busch. "Learning to Program." In ITiCSE '17: Innovation and Technology in Computer Science Education. ACM, 2017. http://dx.doi.org/10.1145/3059009.3059020.

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Schweitzer, Dino. "Designing computer graphics courses for distance learning." In ACM SIGGRAPH 2005 Educators program. ACM Press, 2005. http://dx.doi.org/10.1145/1187358.1187410.

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Luxton-Reilly, Andrew. "Learning to Program is Easy." In ITiCSE '16: Innovation and Technology in Computer Science Education Conference 2016. ACM, 2016. http://dx.doi.org/10.1145/2899415.2899432.

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Alberti, Eduardo, Adriano Targa, Glavio Paura, and Alessandro Brawerman. "EVALUATING ACTIVE LEARNING METHODOLOGIES IN A COMPUTER ENGINEERING PROGRAM." In 12th International Technology, Education and Development Conference. IATED, 2018. http://dx.doi.org/10.21125/inted.2018.2036.

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Franco, Jorge Ferreira, Sandra Regina da Cruz, and Roseli de Deus Lopes. "Computer graphics, interactive technologies and collaborative learning synergy supporting individuals' skills development." In ACM SIGGRAPH 2006 Educators program. ACM Press, 2006. http://dx.doi.org/10.1145/1179295.1179338.

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Feng, Jin. "Computer simulation technology and teaching and learning interior lighting design." In Educators program from the 30th annual conference. ACM Press, 2003. http://dx.doi.org/10.1145/965106.965113.

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Heo, Kihong, Woosuk Lee, Pardis Pashakhanloo, and Mayur Naik. "Effective Program Debloating via Reinforcement Learning." In CCS '18: 2018 ACM SIGSAC Conference on Computer and Communications Security. ACM, 2018. http://dx.doi.org/10.1145/3243734.3243838.

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"LAYOUT FOR LEARNING - Designing an Interface for Students Learning to Program." In 3rd International Conference on Computer Supported Education. SciTePress - Science and and Technology Publications, 2011. http://dx.doi.org/10.5220/0003346403240332.

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"LEARNING TO PROGRAM - From Pear-Shaped to Pairs." In International Conference on Computer Supported Education. SciTePress - Science and and Technology Publications, 2009. http://dx.doi.org/10.5220/0001855901510158.

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Christolouka, Ioanna, Fotini Paraskeva, Aikaterini Alexiou та Aikaterini-Maria Souki. "Α SRL-LAB INTERVENTION PROGRAM IN MOODLE FOR COMPUTER SCIENCE STUDENTS". У 13th International Conference on Education and New Learning Technologies. IATED, 2021. http://dx.doi.org/10.21125/edulearn.2021.2469.

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