Dissertationen zum Thema „Programming in teaching“
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Shinners-Kennedy, Dermot. „Threshold concepts and teaching programming“. Thesis, University of Kent, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.652021.
Der volle Inhalt der QuelleJohansson, Gustav. „Concreteness fading for teaching programming“. Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17372.
Der volle Inhalt der QuelleMARANHÃO, Antonio Augusto Rodrigues de Albuquerque. „Design of a modular multiparadigm programming language for teaching programming concepts“. Universidade Federal de Pernambuco, 2004. https://repositorio.ufpe.br/handle/123456789/2468.
Der volle Inhalt der QuelleA criação de uma linguagem de programação pode ser comparada ao desenvolvimento de um sistema computacional. Sendo assim, o projeto e a implementação da linguagem devem atender a um conjunto de requisitos. Alguns deles estão relacionados às propriedades que a linguagem desenvolvida deve apresentar, como expressividade, capacidade de aprendizagem e produtividade. Outro grupo de requisitos compreende aqueles comuns ao desenvolvimento da maioria dos softwares, como extensibilidade, modularidade e reuso de código. Este segundo grupo de requisitos pode ser obtido através do uso de técnicas modernas de engenharia de software. Neste trabalho, apresentamos o desenvolvimento de uma linguagem multiparadigma modular que faz uso de programação Orientada a Objetos, design patterns e um paradigma de programação mais recente chamado Programação Orientada a Aspectos. A linguagem, que também pode ser vista como um conjunto de linguagens, é desenvolvida de maneira incremental, partindo de uma simples linguagem de expressões até linguagens mais complexas representando alguns dos mais representativos paradigmas de programação, finalizando com o desenvolvimento de linguagens multiparadigmas. Esta família de linguagens é criada através da integração de componentes que representam conceitos de programação. A modularidade obtida através do design proposto possibilita o reuso destes componentes na criação de diferentes linguagens, mesmo que pertencentes a diferentes paradigmas. Adicionalmente, é possível a evolução ortogonal das linguagens, já que a inclusão de novos conceitos é obtida através da simples inclusão dos componentes correspondentes, sem comprometer o funcionamento dos componentes já utilizados. A abordagem proposta para o design e implementação da linguagem também se mostrou bastante útil no ensino de conceitos de programação, já que oferece um ambiente uniforme e extensível para a prática e exploração dos conceitos pelos estudantes. Dessa forma, os estudantes não precisam lidar com diferentes notações e ambientes de desenvolvimento ao abordarem conceitos relacionados a diversos paradigmas
Bruderer, Rolf. „Object-oriented framework for teaching introductory programming“. Zürich : ETH, Eidgenössische Technische Hochschule Zürich, Department of Computer Science, Chair of Software Engineering, 2005. http://e-collection.ethbib.ethz.ch/show?type=dipl&nr=185.
Der volle Inhalt der Quellede, Raadt Michael. „Teaching programming strategies explicitly to novice programmers“. University of Southern Queensland, Faculty of Business, 2008. http://eprints.usq.edu.au/archive/00004827/.
Der volle Inhalt der QuelleChung, Wai Hing. „Teaching computer control applications : a programming approach“. Thesis, University of Edinburgh, 1986. http://hdl.handle.net/1842/19628.
Der volle Inhalt der QuelleRogalli, Moritz. „mJeliot - ICT Support for Interactive Teaching of Programming“. Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-157137.
Der volle Inhalt der QuellePedroni, Michela. „Teaching introductory programming with the inverted curriculum approach“. Zürich : ETH, Eidgenössische Technische Hochschule Zürich, Professur für Software Engineering /Chair of Software Engineering, 2003. http://e-collection.ethbib.ethz.ch/show?type=dipl&nr=198.
Der volle Inhalt der QuelleLiu, Yi. „BoxScript : a language for teaching component-oriented programming /“. Full text available from ProQuest UM Digital Dissertations, 2005. http://0-proquest.umi.com.umiss.lib.olemiss.edu/pqdweb?index=0&did=1276391241&SrchMode=1&sid=8&Fmt=2&VInst=PROD&VType=PQD&RQT=309&VName=PQD&TS=1185305902&clientId=22256.
Der volle Inhalt der QuelleMore, Kristin. „Teaching Debit Card Skills Using General Case Programming“. Scholar Commons, 2018. http://scholarcommons.usf.edu/etd/7198.
Der volle Inhalt der QuelleAffleck, Glenn. „Factors involved in teaching and learning computer programming“. Thesis, University of the West of Scotland, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.730014.
Der volle Inhalt der QuelleWhite, Andrew Computer Science & Engineering Faculty of Engineering UNSW. „Teaching novices to debug“. Publisher:University of New South Wales. Computer Science & Engineering, 2009. http://handle.unsw.edu.au/1959.4/43723.
Der volle Inhalt der QuelleJones, Ann Carolyn. „Empirical studies of novices learning programming“. Thesis, Open University, 1989. http://oro.open.ac.uk/56445/.
Der volle Inhalt der QuelleSaktheeswaran, Ayshwarya. „The Role of Teaching Assistants in Introductory Programming Courses“. Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/71895.
Der volle Inhalt der QuelleMaster of Science
Manniam, Rajagopal Mukund Babu. „Virtual Teaching Assistant to Support Students' Efforts in Programming“. Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/84550.
Der volle Inhalt der QuelleMaster of Science
Holland, Jay. „A Constraint-based ITS for the Java Programming Language“. Thesis, University of Canterbury. Computer Science and Software Engineering, 2009. http://hdl.handle.net/10092/2861.
Der volle Inhalt der QuelleGregg, Elizabeth A. „Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming“. Thesis, Loyola Marymount University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3638178.
Der volle Inhalt der QuelleCritical media literacy (Kellner & Share, 2005) may better equip children to interpret videogame content and to create games that are nonviolent and socially just. Videogames are growing in popularity in classrooms. Yet educators and parents have concerns about the violent and stereotypical content they include. An earlier study based on the curriculum Beyond Blame: Challenging Violence in the Media (Webb, Martin, Afifi, & Kraus, 2009) examined the value of a media awareness curriculum. In this mixed-method study, I explored the effectiveness of a critical media literacy program that incorporated collaboratively creating nonviolent or socially-just games in teaching fourth-grade students the factors of awareness of violence, marketing, and critical media literacy. Qualitative data collected from teacher reflection notes, student journals, Scratch projects, and interviews revealed the positive effects of the program. Quantitative data supported these conclusions. This highlights the need for schools to engage students in computer programming as a means to learn academics, while educating students in critical media literacy to better enable them to navigate wisely the media saturated world in which they live. In learning programming, students engage in collaborative work, their interactions helping them to collectively create meaning for the symbols they create. Set in a framework of critical media literacy and symbolic interactionism (Blumer, 1969; Mead, 1934), this study provides an innovative model for teaching computer programming and critical media literacy skills to students.
Gregg, Elizabeth Anne. „Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming“. Digital Commons at Loyola Marymount University and Loyola Law School, 2014. https://digitalcommons.lmu.edu/etd/199.
Der volle Inhalt der QuelleJones, Michael William. „An extended case study on the introductory teaching of programming“. Thesis, University of Southampton, 2010. https://eprints.soton.ac.uk/166317/.
Der volle Inhalt der QuelleChoi, Sun-Hea. „Facilitating teaching and learning of programming with inter-active multimedia“. Thesis, Edinburgh Napier University, 2004. http://researchrepository.napier.ac.uk/Output/5681.
Der volle Inhalt der QuelleBeug, Anne. „Teaching Introductory Programming Concepts: A Comparison of Scratch and Arduino“. DigitalCommons@CalPoly, 2012. https://digitalcommons.calpoly.edu/theses/778.
Der volle Inhalt der QuelleCilliers, Charmain Barbara. „A comparison of programming notations for a tertiary level introductory programming course“. Thesis, University of Port Elizabeth, 2004. http://hdl.handle.net/10948/d1019679.
Der volle Inhalt der QuelleBevis, Stanley G. „Lingraf: The design of an interactive teaching aid for linear programming“. Ohio University / OhioLINK, 1985. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1183749162.
Der volle Inhalt der QuelleSmith, William A. „Teaching Object-Oriented Programming with Modeling Tools: Effects on Cognitive Load“. NSUWorks, 2002. http://nsuworks.nova.edu/gscis_etd/848.
Der volle Inhalt der QuelleRamirez, Uresti Jorge Adolfo. „Expertise, motivation and teaching in learning companion systems“. Thesis, University of Sussex, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.310875.
Der volle Inhalt der QuelleLau, Wing-fat, und 劉永發. „Exploring the relationships among gender, learning style, mentalmodel, and programming performance: implications for learning and teaching of computer programming“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2009. http://hub.hku.hk/bib/B41633945.
Der volle Inhalt der QuelleNordström, Marie. „Object oriented quality in introductory programming education“. Doctoral thesis, Umeå universitet, Institutionen för datavetenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-38009.
Der volle Inhalt der QuelleExempel är viktiga när man ska lära sig något nytt och det gäller även när man ska lära sig programmera. Att lära sig problemslösning och programmering är erkänt svårt och det har föranlett många förslag på vad som är ett bra sätt. Under 1990-talet skedde en större omläggning i programmeringsundervisningen världen över. Från att ha introducerat programmering i det imperativa/procedurella paradigmet övergick man till att använda objektorientering som första paradigm. Inledningsvis trodde man inte att det skulle skilja sig på något avgörande sätt från tidigare erfarenheter om hur programmering skulle undervisas. Detta visade sig vara en naiv föreställning. Mycket av den kunskap som ackumulerats kring den imperativa programmeringsundervisningen visade sig svår att överföra till objekt orientering. Omställningen har varit mödosam och är fortfarande inte genomförd fullt ut. Programmering är centralt i datavetenskap, eftersom olika aspekter av programvarukonstruktion genomsyrar det mesta av verksamheten kring datorer. Utbildningsmässigt är en inledande kurs i problemlösning och programmering förutsättningen för vidare studier i ämnet. Detta gör att en hel del uppmärksamhet har riktats mot problemlösning och programmering. Det mesta av den forskning som finns gjord i anslutning till objekt orienterad problemlösning och programmering har varit fokuserad på nybörjares lärande och problem att komma in i programmerandet. Mycket lite finns gjort när det gäller själva utgångspunkten för undervisningen om objektorientering, nämligen vad som är centralt i objektorientering och på vilket sätt det ska manifestera sig i undervisningen. I det här arbetet har två huvudaspekter av objektorientering i undervisningssammanhang undersökts: definitionen av objektorienterad kvalité, specifikt i exempel för nybörjare, samt vilken syn lärare har på olika aspekter av objektorientering. För att möjliggöra detta har vi undersökt hur objektorientering beskrivs i litteraturen och i vedertagna design-principer som används i programvaruutvecklingssammanhang. Baserat på resultatet av den undersökningen har vi använt en uppsättning koncept och designprinciper för att definiera vad som är karakteristiskt för objektorientering. Med detta som utgångspunkt har vi applicerat definitionen av objektorientering till undervisningssammanget och definierat ett antal heuristiker specifikt för konstruktion av objektorienterade exempel för nybörjare. Parallellt med detta arbete deltog vi i utvecklingen av ett utvärderingsverktyg för att värdera objektorienterade exempel för nybörjare. Detta verktyg har använts för en större utvärdering av exempel hämtade från populära läroböcker. Resultaten från denna studie visar att exempel generellt sett håller låg objektori enterad kvalitet. Vi har också visat att exempel som värderas högt, uppfyller våra heuristiker och att exempel som värderas lågt strider mot desamma. För att utforska hur lärare ser på objektorientering och hur de resonerar kring strategier för att lära ut objektorientering, har vi gjort tio intervjuer med lärare i gymnasieskolan och på universitetsnivå. Resultaten visar att den konceptuella modellen för objektorientering är mycket enkel i förhållande till den komplexitet som ofta anses känneteckna paradigmet. Dessutom, ges i stort sett inget stöd för nybörjaren vad gäller att förstå och lära sig problemlösningsansatsen, som ofta upplevs som väsensskild från hur man i normala fall löser problem.
Seghers, Patricia. „Deconstructing television teaching adults to mediate violent programming for the young child /“. Click here for text online. The Institute of Clinical Social Work Dissertations website, 2003. http://www.icsw.edu/_dissertations/seghers_2003.pdf.
Der volle Inhalt der QuelleA dissertation submitted to the faculty of the Institute of Clinical Social Work in partial fulfillment for the degree of Doctor of Philosophy.
Lord, David. „The acquisition of programming skills : effects of learning style and teaching method“. Thesis, Lancaster University, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.389938.
Der volle Inhalt der QuelleHiltunen, T. (Tuomas). „Learning and teaching programming skills in finnish primary schools:the potential of games“. Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201605221873.
Der volle Inhalt der QuelleBerry, Michael. „The design and implementation of a notional machine for teaching introductory programming“. Thesis, University of Kent, 2015. https://kar.kent.ac.uk/54854/.
Der volle Inhalt der QuelleVašák, Michal. „Preparation of a hands-on tutorial teaching basics of Mainframe ISPF programming“. Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-82046.
Der volle Inhalt der QuelleLau, Wing-fat. „Exploring the relationships among gender, learning style, mental model, and programming performance implications for learning and teaching of computer programming /“. Click to view the E-thesis via HKUTO, 2009. http://sunzi.lib.hku.hk/hkuto/record/B41633945.
Der volle Inhalt der QuelleGoold, Annegret, und mikewood@deakin edu au. „Factors affecting success in undergraduate computer programming“. Deakin University. School of Management Information Systems, 1999. http://tux.lib.deakin.edu.au./adt-VDU/public/adt-VDU20051111.120545.
Der volle Inhalt der QuelleWilson, Nancy C. „THE BENEFITS OF INTERSECTING FOREIGN AND PROGRAMMING LANGUAGE ACQUISITION PEDAGOGICAL METHODS“. Thesis, School of Information and Library Science, 2006. http://hdl.handle.net/1901/321.
Der volle Inhalt der QuelleMwansa, Patrick. „Perceptions of computer programming students on interactive environments for teaching object-oriented concepts using Java“. Thesis, Cape Peninsula University of Technology, 2017. http://hdl.handle.net/20.500.11838/2536.
Der volle Inhalt der QuelleThe skill of programming necessitates knowing programming tools, problem solving and effective techniques of program design and implementation. Most students are incapable of fully understanding and utilising the feature set of Integrated Development Environments (IDEs). The feature set of certain IDEs comes with a lot of functionalities and students have to spend a lot of their time studying the features of the IDE without paying much attention to the syntax and semantics of the programming language. The main objective of this study was to examine the perceptions of students on interactive environments for teaching Object-Oriented concepts using the Java programming language in two integrated development environments. This was done by adopting the ISO 9126 model to select generic external system quality characteristics and sub-characteristics that might influence student evaluation of an IDE. The proposed model was applied on NetBeans and JCreator LE 5.0 as IDEs for teaching Java programming using OOP concepts. The study adopted a mixed method research approach using interviews and questionnaires. A single-case study was used for data collection and analysis. The approaches collected data from two groups of students using either NetBeans or JCreator and who were learning OOP concepts. The study further looked at the students’ class tests and exam results in an effort to have an objective overview of how students performed. These groups of students were at two different campuses of the selected University. Each group had already been exposed to the Java syntax. The result from this study was general guidelines to establish an interactive OOP development environment for teaching and learning of Java programming that enhances OOP comprehension. This research study involved human subjects. It was, therefore, a requirement to seek ethics approval. Additionally, the objects involved were students of a selected University and as such a consent letter was sought from the University.
Pinkney, James Bassey. „The design of an intuitive teaching interface for robot programming by human demonstration“. Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/42822.
Der volle Inhalt der QuelleIncludes bibliographical references (leaves 99-100).
This thesis deals with the design and implementation of an intuitive, lightweight, compact, low-cost human interface for robot programming by human demonstration. The key feature of this robotic teaching device is its ability to allow the operator to transfer manual manipulation skills to a robot for the completion of contact tasks. The prototype incorporates 6 degree of freedom force and position sensing with tactile and grip position sensing. Total mass was a low 850 grams. Preliminary experimental results proved ease of use and very low error: 20.3 grf. average force error for a 1 Kgf. applied load, and 16.6 grf. average force error for a 3 Kgf. grip force.
by James Bassey Pinkney.
M.S.
Selby, Cynthia Collins. „How can the teaching of programming be used to enhance computational thinking skills?“ Thesis, University of Southampton, 2014. https://eprints.soton.ac.uk/366256/.
Der volle Inhalt der QuelleChambers, Cynthia R. „POP Arts: Inclusive Performance Arts Programming“. Digital Commons @ East Tennessee State University, 2013. https://dc.etsu.edu/etsu-works/3868.
Der volle Inhalt der QuelleChambers, Cynthia R. „Performing Together through Inclusive Arts Programming“. Digital Commons @ East Tennessee State University, 2012. https://dc.etsu.edu/etsu-works/3869.
Der volle Inhalt der QuelleKölling, Michael. „The design of an object-oriented environment and language for teaching“. Thesis, University of Kent, 1999. https://kar.kent.ac.uk/21868/.
Der volle Inhalt der QuelleFaubion, Donna Elizabeth. „Early childhood special needs 0-5 programming“. CSUSB ScholarWorks, 1997. https://scholarworks.lib.csusb.edu/etd-project/1298.
Der volle Inhalt der QuelleFung, Pat. „An application of formal semantics to student modelling : an investigation in the domain of teaching Prolog“. Thesis, Open University, 1989. http://oro.open.ac.uk/54182/.
Der volle Inhalt der QuelleLi, Jinlei. „Developing an online learning module for C programming and Lego robot EV3 programming“. Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-279419.
Der volle Inhalt der QuelleNyligen föreslog Skolan för elektroteknik och datavetenskap (EECS) på KungligaTekniska Högskolan (KTH) att införa en ny inlärningsmodul för kursen Engineering Methods - II1300. Modulen ska introducera både C-programmeringoch LEGO-robot EV3-programmering, för att hjälpa eleverna att slutföra ett kursprojekt. En litteraturstudie genomfördes först för att undersöka hur en inlärningsmodul ska utformas och vilken information som behövs. Data från en undersökningsom rutinmässigt utförts av institutionen och en annan i detta arbete samlades in. Uppgifterna visade en stor variation i bakgrundskunskaper blandde studenter som deltog i kursen. Många studenter trodde att de inte fick tillräckligt med läromedel för att slutföra C-uppgifterna eller tillräckliga instruktionerför att programmera LEGO-roboten. Baserat på dataanalyserna och styrs med Constructive Alignment metoden och Scaffoldning teorin skapades en specifikation och den önskade inlärningsmodulen utvecklades. Modulen innehåller nödvändiga instruktioner, bra kodexempel och relevanta resurser som kan behövas. Det ordnar en balanserad mängd lärande aktiviteter. Det förväntas vägleda inlärningsprocessen och förbättra inlärningseffektiviteten och underlätta undervisningsprocessen och minska arbetsbelastningen. Lärningsmodulen belyser ett strukturerat och modulärt sätt att undervisa i grunderna i C-programmering med hjälp av undervisningsmetoden Scaffolding i samband med Constructive Alignment. Modulen kan återanvändas med små ändringar för liknande kurser genom att ersätta innehållet. Dessutom är strategin och metoderna, som projektet antog för att utveckla modulen, ganska allmän och är i princip tillämpliga för de flesta online kursutveckling.
Böhlmark, Gustav. „Developing an online learning module for C programming and Lego robot EV3 programming“. Thesis, KTH, Skolan för kemi, bioteknologi och hälsa (CBH), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-284235.
Der volle Inhalt der QuelleSilva, Isabel Huet e. „Teaching and academic success in higher education: case study: teaching and learning of programming at the Universities of Aveiro and Strathclyde“. Doctoral thesis, Universidade de Aveiro, 2005. http://hdl.handle.net/10773/4559.
Der volle Inhalt der QuelleO Departamento de Ciências da Educação, juntamente com o Departamento de Informática e Telecomunicações da Universidade de Aveiro, tem vindo a desenvolver um trabalho de parceria com o Departamento de Informação e Ciências da Computação da Universidade de Strathclyde (UK) com o objectivo de fomentar o ensino e aprendizagem de cursos introdutórios à programação. Ambas as instituições pertencem ao Consórcio Europeu de Universidades Inovadoras (ECIU), tendo como linhas orientadoras o desenvolvimento e implementação de novas formas de ensino, a formação e investigação; a afirmação de uma cultura inovadora nas universidades; a experimentação de novas formas de gestão e administração e a promoção do pensamento crítico (Menges, 1991). A presente tese discute o impacto que diferentes abordagens de ensino e organizações de curso podem ter nas práticas pedagógicas. Por outro lado, apresenta também uma meta-análise dos resultados relacionados com a prática pedagógica para a promoção das aprendizagens e do sucesso académico. No decorrer dos últimos três anos recolheram-se dados de origem qualitativa e quantitativa, nomeadamente, através de entrevistas, de questionários e de observação não participativa. Os diversos dados pretendem contribuir para uma melhor compreensão da organização dos diferentes cursos de introdução à programação e das abordagens de ensino e aprendizagem subjacentes. O estudo contou com a colaboração de vários docentes que contribuíram activamente para este, participando em reuniões e seminários, com o objectivo de promover a reflexão sobre aspectos relacionados com o ensino e aprendizagem, contribuindo, assim, para um aumento do sucesso académico. Durante este processo, investigadora e docentes foram reflectindo sobre métodos e estratégias de ensino, partilhando sugestões para uma reformulação dos cursos de introdução à programação. A percepção dos estudantes foi essencial para uma diferente visão, mais enriquecida, acerca desta temática.
The Department of Educational Sciences and the Department of Electronic & Telecommunications at the University of Aveiro (Portugal) have been working together with the Department of Computer & Information Sciences at the University of Strathclyde (UK), with the aim of improving the teaching and learning of introductory programming courses. Both institutions belong to the ‘European Consortium of Innovative Universities’ (ECIU), with a commitment to ‘developing and implementing new forms of teaching, training, and research; to assuring an innovative culture within their walls; to experimenting with new forms of management and administration; and to sustaining and nurturing internationally-minded staff’ (Menges, 1991, p. 86). Over the past three years, data has been collected through interviews, questionnaires and class observation, to better understand the organisation of the different courses and approaches to teaching and learning. Members of academic staff have been actively involved in trying to enhance the students’ learning experience through reflection on teaching methods and trying new ideas to aid student success. During this process we have assimilated insights on teaching philosophies, methods and suggestions for course redesign. As an important piece of the ‘puzzle’, students also provided useful feedback on differing aspects of teaching and course organisation. This thesis discusses the impact that teaching philosophies and course organisation may have on best teaching practices. In addition, it presents a meta-analysis of the findings on the relevance of teaching practices for promoting students’ learning.
FCT
SPASHE - POCTI /CED/42716/2001
Fundação Calouste Gulbenkian
White, Garry L. „Cognitive characteristics for learning Java, an object oriented programming language“. Access restricted to users with UT Austin EID, 2001. http://wwwlib.umi.com/cr/utexas/fullcit?p3036612.
Der volle Inhalt der QuelleKille, Nicola. „Achieving intercultural knowledge through global awareness programming at liberal arts college“. Scholarly Commons, 2012. https://scholarlycommons.pacific.edu/uop_etds/835.
Der volle Inhalt der QuelleSeyam, Mohammed Saad. „Multifaceted Approach for Teaching Mobile Software Development: Class Experiences With Lectures, Tutorials, and Pair Programming“. Diss., Virginia Tech, 2017. http://hdl.handle.net/10919/85330.
Der volle Inhalt der QuellePh. D.
Chambers, Cynthia R. „Community and School-Based Inclusive Book Club Programming“. Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/etsu-works/3865.
Der volle Inhalt der Quelle