Teses / dissertações sobre o tema "Programing learning"
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Lundin, Deborah L. "Educational programing planning and transfer of learning strategies : a descriptive study of professional development in grantsmanship". Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1336622.
Texto completo da fonteDepartment of Educational Studies
Léonard, Marielle. "Approche didactique et instrumentale de la pensée informatique : focus sur le concept de motif". Electronic Thesis or Diss., Université de Lille (2022-....), 2024. http://www.theses.fr/2024ULILH034.
Texto completo da fonteIn France, since 2016, introduction to computer programming has been included in compulsory school curricula. The objective of this thesis is to understand the conceptualization process when solving programming puzzles by subjects aged 7 to 15 years old. To this end, we combine the respective contributions of conceptual field theory (Vergnaud, 1991) and the analysis of pupils activity in a TEL environment. We focus on the concept of pattern, in particular during the first confrontations with the loop notion in block programming. We define a pattern as “an entity identifiable within a set because it is repeated identically or with predictable variations” and highlight the essential place of this concept when initiating algorithmic thinking. The didactic approach adopted aims to position the concept of pattern within a conceptual field of basic notions of algorithms, a conceptual field which has as its scope imperative programming in Scratch language at compulsory school level. Within this conceptual field, we deepen the study of programming situations of a virtual robot on a grid which require the use of a loop. Our experimental protocol is backed by the Algoréa online programming competition. We are building methodological tools including a data collection device at three scales, statistical analyzes on large samples, automation of the processing of interaction traces with the EIAH, and qualitative analyzes of screen video recordings. This methodological tool, which makes it possible to combine the precision of qualitative analyzes and statistical robustness, constitutes one of the contributions of this thesis. With this approach, we first carry out an instrumental study of the TEL environmentas defined by Rabardel (1995). Its goal is to distinguish what, in the activity, relates to conceptual mastery and what relates to instrumental mastery of a particular programming environment. We then focus on conceptualization-in-act in the sense of Vergnaud(1991). We identify the schemes implemented by the subject during the programming activity studied, in particular the underlying operational invariants. Our analyzes allow us to identify and document levels of difficulty and recurring errors during the first learning of the loop. One of our research perspectives is to reproduce this approach to carry out investigations on all the concepts covered during the introduction to computer programming at compulsory school level. These results constitute a contribution likely to help elementary and middle school teachers to support their pupils and help them overcome the difficulties encountered when learning fundamental concepts of algorithms
Kažukauskas, Irmantas. "Programinio paketo AUTOCAD brėžimo komandų mokymo ir kontrolės programinių priemonių sudarymas ir tyrimas". Master's thesis, Lithuanian Academic Libraries Network (LABT), 2004. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2004~D_20040526_150546-60807.
Texto completo da fonteAreizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.
Texto completo da fonteSheikholeslami, Sina. "Ablation Programming for Machine Learning". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-258413.
Texto completo da fonteEftersom maskininlärningssystem används i ett ökande antal applikationer från analys av data från satellitsensorer samt sjukvården till smarta virtuella assistenter och självkörande bilar blir de också mer och mer komplexa. Detta innebär att mer tid och beräkningsresurser behövs för att träna modellerna och antalet designval och hyperparametrar kommer också att öka. På grund av denna komplexitet är det ofta svårt att förstå vilken effekt varje komponent samt designval i ett maskininlärningssystem har på slutresultatet.En enkel metod för att få insikt om vilken påverkan olika komponenter i ett maskinlärningssytem har på systemets prestanda är att utföra en ablationsstudie. En ablationsstudie är en vetenskaplig undersökning av maskininlärningssystem för att få insikt om effekterna av var och en av dess byggstenar på dess totala prestanda. Men i praktiken så är ablationsstudier ännu inte vanligt förekommande inom maskininlärning. Ett av de viktigaste skälen till detta är det faktum att för närvarande så krävs både stora ändringar av koden för att utföra en ablationsstudie, samt extra beräkningsoch tidsresurser.Vi har försökt att ta itu med dessa utmaningar genom att använda en kombination av distribuerad asynkron beräkning och maskininlärning. Vi introducerar maggy, ett ramverk med öppen källkodsram för asynkron och parallell hyperparameteroptimering och ablationsstudier med PySpark och TensorFlow. Detta ramverk möjliggör bättre resursutnyttjande samt ablationsstudier och hyperparameteroptimering i ett enhetligt och utbyggbart API.
Wang, Tianze. "Machine Learning for Constraint Programming". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254660.
Texto completo da fonteDet är väl etablerat att det kräver många års erfarenhet av domänexpertis och mycket experimentell felsökning för att utforma en bra sökheuristik för villkorsprogrammeringsmodeller. I denna avhandling beskriver vi genomförandet av en empirisk studie med syftet att utreda potentialen av maskininlärningstekniker för att underlätta framtagandet av villkorsprogrammeringslösare.Mer specifikt undersöker vi maskininlärningsmodellers regressionsförmåga att förutse makespanöch lösningstid för "Job-Shop Scheduling Problem"utan att för den delen lösa den givna "Job-Shop Scheduling Problem"instansen. Flertalet maskininlärningsmodeller testas med manuellt framtagna särdrag som indata. Olika djupmaskininlärningsarkitekturer utforskas med antingen bara "Job-Shop Scheduling Problem-instanser som indata eller med ytterliggare indata i form av de manuellt framtagna särdragen.××Experimentresultaten motiverar användandet av flertalet av de föreslagna maskininlärningsmodellerna för att förutse makespanöch lösningstid. För förutsägandet av makespan"(enhet: maskintidsenhet) uppnår den bästa Random Forestregressionsmodellen ett medelkvadratfel på 0,78 på testdatamängden. Den bästa djupmaskininlärningsmodellen uppnår ett medelkvadratfel på 0,74 på testdatamängden. För förutsägandet av lösningstiden (enhet: millisekund) av "Job-Shop Scheduling Problem"uppnår den bästa Random Forestregressionsmodellen ett medelkvadratfel på 2.12 107 på testdatamängden. Den bästa djupmaskininlärningsmodellen uppnår ett medelkvadratfel på 5.19 107 på testdatamängden.Skillnadsorsakerna rörande de olika maskininlärningsmodellernas prestanda diskuteras i avhandlingen samt framtida forskningsinriktningar.
Sundblad, Graziella. "Virtual Reality and its Impact on Programming Learning Process - Designing VR-based Programming Learning Practices". Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22396.
Texto completo da fonteConti, Matteo. "Machine Learning Based Programming Language Identification". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20875/.
Texto completo da fonteCASTRO, THAIS HELENA CHAVES DE. "SYSTEMATIC APPROACH FOR GROUP PROGRAMMING LEARNING". PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2011. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=18366@1.
Texto completo da fonteA investigação aqui relatada trata da concepção de elementos estruturantes para ampliar as oportunidades de intervenção pelo professor em um contexto de aprendizagem de programação em grupo. A partir de uma série de estudos de caso com turmas de calouros em cursos de computação, foi desenvolvida a sistematização de práticas, metodologias e tecnologias em uma abordagem para apoiar a aprendizagem de programação em grupo, baseada em três frentes de investigação: pressupostos pedagógicos, ferramentas LMS e métodos de colaboração. O eixo teórico referente à aprendizagem é a teoria de desenvolvimento cognitivo de Piaget, aliada a técnicas conhecidas de programação em grupo utilizadas no ensino de graduação em disciplinas introdutórias de programação. As ferramentas computacionais são utilizadas para monitorar e intervir durante o processo de aprendizagem. Nesse contexto, ambientes CSCL incentivam a colaboração e regulam as práticas desejadas. Nesta tese, outras tecnologias, como linguagens para representação de agentes e identificação de padrões são agregadas a eles para melhorar o acompanhamento e facilitar a intervenção. Por fim, como método de colaboração, é proposto um esquema progressivo de aprendizagem de programação em grupo, que auxilia os alunos a gradativamente adotarem práticas colaborativas na resolução de exercícios e que pode ser formalizado para incorporação a plataformas automatizadas.
The research reported here deals with devising structuring elements that may broaden intervention opportunities from the teacher in a context of group programming learning. Based on a set of case studies with freshmen in computing courses a systematization for practices, methods and technologies was developed producing an approach for supporting group programming based in three investigation paths: pedagogical assumptions, CSCL environments and collaboration methods. The main learning rationale is Jean Piaget’s Cognitive Development Theory, used alongside group programming techniques commonly applied in undergraduate introductory programming courses. Computational tools are used to monitor and intervene during learning process and in such context, CSCL environments encourage collaboration and regulate expected practices. In this thesis other technologies like languages for agent representation and patterning identification are also exploited for improving control and facilitate interventions. Finally, as collaboration method, it is proposed a Programming Progressive Learning Scheme that helps students to adopt collaborative practices when solving exercises and that can be formalized to be used with automated platforms.
Martin, Christopher James. "Designing engaging learning experiences in programming". Thesis, University of Dundee, 2017. https://discovery.dundee.ac.uk/en/studentTheses/069f0e46-ae52-450d-84e1-1ff5c3fed38f.
Texto completo da fonteBearpark, Keith. "Learning and memory in genetic programming". Thesis, University of Southampton, 2000. https://eprints.soton.ac.uk/45930/.
Texto completo da fonteWard, Jeffrey Alan. "Answer set programming with clause learning". Connect to this title online, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1092840020.
Texto completo da fonteTitle from first page of PDF file. Document formatted into pages; contains xv, 170 p. : ill. Advisors: Timothy J. Long and John S. Schlipf, Department of Computer Science and Engineering. Includes bibliographical references (p. 165-170).
Jones, Ann Carolyn. "Empirical studies of novices learning programming". Thesis, Open University, 1989. http://oro.open.ac.uk/56445/.
Texto completo da fonteEckerdal, Anna. "Novice students' learning of object-oriented programming". Licentiate thesis, Uppsala : Univ. : Dept. of Information Technology, Univ, 2006. http://www.it.uu.se/research/publications/lic/2006-006/2006-006.pdf.
Texto completo da fontePreen, Richard John. "Dynamical genetic programming in learning classifier systems". Thesis, University of the West of England, Bristol, 2011. http://eprints.uwe.ac.uk/25852/.
Texto completo da fonteLau, Tessa. "Programming by demonstration : a machine learning approach /". Thesis, Connect to this title online; UW restricted, 2001. http://hdl.handle.net/1773/6949.
Texto completo da fonteLau, Wing-fat, e 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.
Texto completo da fonteLi, 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.
Texto completo da fonteNyligen 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.
Texto completo da fonteDailey, John Charles. "Programming for learning : a discourse analysis of peer communication while programming a computer /". free to MU campus, to others for purchase, 1998. http://wwwlib.umi.com/cr/mo/fullcit?p9924878.
Texto completo da fonteLategano, Antonio. "Image-based programming language recognition". Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/22208/.
Texto completo da fonteKuscu, Ibrahim. "Evolutionary generalisation and genetic programming". Thesis, University of Sussex, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.285062.
Texto completo da fonteLau, 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.
Texto completo da fonteEckerdal, Anna. "Novice Programming Students' Learning of Concepts and Practise". Doctoral thesis, Uppsala universitet, Avdelningen för teknisk databehandling, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-9551.
Texto completo da fonteAffleck, 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.
Texto completo da fonteGathercole, Christopher. "An investigation of supervised learning in genetic programming". Thesis, University of Edinburgh, 1998. http://hdl.handle.net/1842/533.
Texto completo da fonteRainforth, Thomas William Gamlen. "Automating inference, learning, and design using probabilistic programming". Thesis, University of Oxford, 2017. http://ora.ox.ac.uk/objects/uuid:e276f3b4-ff1d-44bf-9d67-013f68ce81f0.
Texto completo da fonteJELILI, GBENGA ALALU. "CHILDREN TELEVISION PROGRAMMING AND CULTURAL LEARNING IN NIGERIA". Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23628.
Texto completo da fonteRivers, Kelly. "Automated Data-Driven Hint Generation for Learning Programming". Research Showcase @ CMU, 2017. http://repository.cmu.edu/dissertations/1055.
Texto completo da fontePettersson, Emil. "Meta-Interpretive Learning Versus Inductive Metalogic Programming : A Comparative Analysis in Inductive Logic Programming". Thesis, Uppsala universitet, Institutionen för informatik och media, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-393291.
Texto completo da fonteAbdul, Rahman Siti Soraya. "Learning programming via worked-examples : the effects of cognitive load and learning styles". Thesis, University of Sussex, 2012. http://sro.sussex.ac.uk/id/eprint/38517/.
Texto completo da fonteMcKee-Scott, Jamie. "A study of an educational game for learning programming". Thesis, University of British Columbia, 2015. http://hdl.handle.net/2429/53704.
Texto completo da fonteGraduate Studies, College of (Okanagan)
Graduate
Clouston, Dorothy Ruth. "Computer programming and kindergarten children in two learning environments". Thesis, University of British Columbia, 1988. http://hdl.handle.net/2429/28596.
Texto completo da fonteEducation, Faculty of
Graduate
Tschorn, Patrick. "Incremental inductive logic programming for learning from annotated copora". Thesis, Lancaster University, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.538607.
Texto completo da fonteGandhi, Sachin. "Learning from a Genetic Algorithm with Inductive Logic Programming". Ohio University / OhioLINK, 2005. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1125511501.
Texto completo da fonteHoff, Carl C. "Pattern Recognition via Machine Learning with Genetic Decision-Programming". Wright State University / OhioLINK, 2005. http://rave.ohiolink.edu/etdc/view?acc_num=wright1133882117.
Texto completo da fonteAkdag, Fusun Semiha. "The effects of computer programming on young children's learning". The Ohio State University, 1985. http://rave.ohiolink.edu/etdc/view?acc_num=osu1399480316.
Texto completo da fonteYaman, Sibel. "A multi-objective programming perspective to statistical learning problems". Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/26470.
Texto completo da fonteCommittee Chair: Chin-Hui Lee; Committee Member: Anthony Yezzi; Committee Member: Evans Harrell; Committee Member: Fred Juang; Committee Member: James H. McClellan. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Santos, Aécio Solano Rodrigues. "Learning to schedule web page updates using genetic programming". Universidade Federal de Minas Gerais, 2013. http://hdl.handle.net/1843/ESBF-97GJSQ.
Texto completo da fonteUm dos principais desafios enfrentados durante o desenvolvimento de políticas de escalonamento para atualizações de páginas web é estimar a probabilidade de uma página que já foi coletada previamente ser modificada na Web. Esta informação pode ser usada pelo escalonador de um coletor de páginas web para determinar a ordem na qual as páginas devem ser recoletadas, permitindo ao sistema reduzir o custo total de monitoramento das páginas coletadas para mantê-las atualizadas. Nesta dissertação é apresentada uma nova abordagem que usa aprendizado de máquina para gerar funções de score que produzem listas ordenadas de páginas com relação a probabilidade de terem sido modificadas na Web quando comparado com a última versão coletada. É proposto um arcabouço flexível que usa Programação Genética para evoluir funções que estimam a probabilidade de a página ter sido modificada. É apresentado ainda uma avaliação experimental dos benefícios de usar o arcabouço proposto em relação a cinco abordagens estado-da-arte. Considerando a métrica Change Ratio, os valores produzidos pela melhor função gerada pelo arcabouço proposto mostram uma melhora de 0.52 para 0.71, em média, em relação aos baselines.
Bajwa, Ayesha R. (Ayesha Raji). "Analyzing student learning trajectories in an introductory programming MOOC". Thesis, Massachusetts Institute of Technology, 2019. https://hdl.handle.net/1721.1/123002.
Texto completo da fonteThesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2019
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 73-75).
Understanding student learning and behavior in Massive Open Online Courses (MOOCs) can help us make online learning more beneficial for students. We investigate student learning trajectories on the individual problem level in an MITx MOOC teaching introductory programming in Python, considering simple features of the student and problem as well as more complex keyword occurrence trajectory features associated with student code submissions. Since code is so problem-specific, we develop gold standard solutions for comparison. Anecdotal observations on individual student trajectories reveal distinct behaviors which may correlate with prior experience level. We build models to correlate these trajectories with student characteristics and behaviors of interest, specifically prior experience level and video engagement. Generative modeling allows us to probe the space of submitted solutions and trajectories and explore these correlations.
by Ayesha R. Bajwa.
M. Eng.
M.Eng. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
Teague, Madonna Margaret. "Pedagogy of introductory computer programming : a people-first approach". Thesis, Queensland University of Technology, 2011. https://eprints.qut.edu.au/46255/1/Donna_Teague_Thesis.pdf.
Texto completo da fonte徐琨閔. "An Integrated MOOCs Environment for Learning Java Programing". Thesis, 2015. http://ndltd.ncl.edu.tw/handle/84053864522511074445.
Texto completo da fonte逢甲大學
資訊工程學系
103
In recent years, MOOCs is getting more and more popular, many schools in Taiwan plan to offer courses on MOOCs platform. With the convenience of online learning, students can take courses on the network; this will make a big difference on traditional education. Therefore, how to make MOOCs education also set the benefits of the traditional education is the challenge we will take. Many MOOCs provide simulation tools to help experiments. Thus, students can use browser to access course materials and make experiment on the MOOCs environment. For programming courses, students will take a better learning experience if the environment can provide the online programing environment. In this thesis we propose an integrated environment in Open edX MOOCs platform for learning java programing. With the browser-based code editor and the compiler service which is based on REST architecture, students can develop software program on browsers. With integrating the JUnit in our environment teachers can write a test code to assess students’ programs on the course.
Kuo, Cheng-Chang, e 郭正昌. "A Study of a Game-based Learning with the Concept of Social Learning 2.0 - An Example of Object-Oriented Programing Learning". Thesis, 2010. http://ndltd.ncl.edu.tw/handle/29347764483557969950.
Texto completo da fonte中原大學
資訊管理研究所
98
The purpose of this paper is to study and to actually practice a Game-based Learning with the concepts of Social Learning 2.0 in order to provide a different learning method to learners. The learning method will be evaluated if the motivations, interactions, and satisfactions of learners are enhanced or improved. The learners will have chance to experience a different learning method from the traditional Lecture-based-learning. Game-based learning is the most attractive learning method which can arouse learner's motivation and concentration. For example, Singapore had funding 600 million SGD in 2009 for developing the digital learning games which are not only used for educating purposes but also for national defense, healthcare and other areas of learning. Therefore, it is not difficult to understand the Game-based learning has great effects and values on learning. As a result, the contents of this paper will focus on creating a system model which consolidates the concepts of social learning and related technologies by narrowing the concepts of social learning 2.0 and studying game-based Learning. The learners will be expected to enhance their motivations and have great effects on their studying through this kind of learning environment and methods.
PENG, TZU-MIN, e 彭資閔. "Augmented Reality Combine Graphic Programing to Evaluate the Effectiveness of the Impact on Children's Learning". Thesis, 2016. http://ndltd.ncl.edu.tw/handle/49718983193704857827.
Texto completo da fonte國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
104
The rapid development of digital technology has affected all our lives in many dramatic ways. Digital games, devised for educational purposes, are taking the place of traditional teaching methods. These digital waves not only affect the educational circle by adding digital content to teaching techniques, but digital games, purely for entertainment, have recently undergone a huge surge in popularity and use. While much of this is digital education and can have positive effect, children exposed to the Internet can often become distracted and even addicted. Smartphones and Tablets are now available to almost everyone and e-learning allows people to accumulate new knowledge at a rapid rate. There are thousands of online learning programs and downloadable stand-alone software that makes it possible to say good-bye to traditional reading. In this study our goal was to achieve learning through games, logical thinking, and the popularization of virtual reality through a study of robots. In this study, an educational software program “Play a Big Robot”, was used to augment reality in a way that would allow children to develop logical skill in a practical way. The children followed a narrative that guided them into the plot of the story and provided a clear concept of the definition of a robot.
Kuo, Wen-Ming, e 郭文明. "The Effect of Advance Organizer on Learning Attitude and Achievement for Third Graders in Scratch Programing Classes". Thesis, 2015. http://ndltd.ncl.edu.tw/handle/90025173129902401190.
Texto completo da fonte淡江大學
教育科技學系碩士在職專班
103
The major purpose of this study is to investigate the effect of advance organizer strategy on third graders’ learning attitude and learning effectiveness in Scratch programming classes. This study adopted quasi experimental design to conduct a learning experiment for Scratch programming. The subjects are third graders from two classes in Taipei City, and they were divided into the experiment group (n=27) and the control group (n=27). The experiment group accepted the instructionwithan advance organizer strategy, and the control group accepted the instruction with a traditional expository strategy. The experiment lasted for eight weeks. All participants used the same Scratch projects designed by the researcher to learn the fundamental Scratch commands and how to implement a Scratch project. In the end of the experiment, the results were analyzed in accordance with t-test and two-Way ANOVA. The conclusions were as the followings. 1. No significant differences on third graders’ learning effectiveness were found in both the group instructed with advance organizer strategy and the groupwith the traditional expository strategy. 2. The researcher divided the students into three levels of learning achievement (i.e. higher-level, medium-level, and lower-level) based on their four Scratch performance test results. The results showed that the high-level students made better achievements in Scratch learning than the medium-level students, and the medium-level students also made better achievements than the lower-level students. In addition, the achievements of the higher-level students were significantly betterthan the lower-level students. 3. As to learning attitudes towards Scratch learning, the experiment groupmade better achievements than the control group. 4. The experiment group also made better achievements than the control group on the questionnaire of satisfaction and interest on learning attitudes towards Scratch learning. However, there is no significant gender difference on the questionnaire of usefulness, confidence and cooperation.
LIN, HSING-HSUAN, e 林欣璇. "The Effect of Applying Peer Tutoring to Programing Teaching on 7th Grader’s Computational Thinking Ability and Learning Achievement". Thesis, 2018. http://ndltd.ncl.edu.tw/handle/j9t7z7.
Texto completo da fonte臺北市立大學
資訊科學系
106
Abstract Coding education becomes a big trend in compulsory education all over the world recently. How to promote the effect of programming learning is valuable. Peer tutoring strategy has the potential for enhancing the learning achievement and attitudes. As a result, the main purpose of this study was to investigate the learning effects of peer-tutoring strategy on Scratch programming learning. The study adopted quasi experiment design for conducting a learning experiment. The subjects are seventh graders in a junior high school in Taipei city, divided into experimental group (n=56) and control group (n=110). The experimental group accepted peer tutoring strategy while control group accepted general teaching method. The eight instruments were employed for measuring the learning effect including computer attitudes, self-efficacy for general learning, self-efficacy for programming learning, Scratch learning attitudes, Scratch learning achievement, Scratch programming skill test, and Bebras computational thinking test I and II. The learning experiment lasted for one and half month, and the collected data were analyzed by descriptive statistics, one-way ANCOVA, one-way ANOVA, and t test. The results showed as follows: (1) peer tutoring strategy has significant positive impact on Scratch achievement, but its impact on other effects are not significant including Scratch learning attitudes, self-efficacy for programming learning, Scratch programming skill test. (2) Programming learning can enhance the students’ computational thinking abilities by peer tutoring or general teaching method significantly, but the difference of computational thinking abilities between experimental group and control group are not significant. (3) There are no significant difference on all measurement between genders. (4) Computer attitudes significantly affect the students’ Scratch attitudes, self-efficacy for programming learning, and Scratch achievement in both group, but do not affect other measurement. (5) general learning self-efficacy significantly affect the students’ Scratch attitudes, self-efficacy for programming learning in experimental group, but do not affect other measurement. On the other hand, general learning self-efficacy significantly affect the students’ Scratch attitudes, Scratch achievement, computational thinking test, and self-efficacy for programming learning in control group, but do not affect other measurement. Keywords: peer tutoring, Scratch programming, computational thinking, learning effect, junior high school
Lin, Chih-Yuan, e 林志垣. "Adaptive Programming Learning Environment". Thesis, 2010. http://ndltd.ncl.edu.tw/handle/49992715977488559003.
Texto completo da fonte雲林科技大學
資訊管理系碩士班
98
In a traditional programming language course, the instructor provides one set of exercises for all the students, not considering the background and portfolio of each student. Resulting in many students with good capabilities wasting unnecessary time on some basic questions lengthening the language learning time, and reduces learning performance. This study provides an adaptive programming learning environment that allows students to join a course, according to their background ability. Adaptive analysis and determination system automatically provides students with different levels of questions according to student’s learning performance, and no longer require all students to practicing the same set of exercises. This study, takes 76 students from the Department of Information Management of National Yunlin University of Science and Technology as samples. They use an adaptive programming learning environment to learn Java programming language, and use post-test analysis to study the effect of adaptive learning and traditional learning. Our study shows that adaptive learning and traditional learning no significant difference in their effectiveness.
Tran, Dustin. "Probabilistic Programming for Deep Learning". Thesis, 2020. https://doi.org/10.7916/d8-95c9-sj96.
Texto completo da fonteBennett, Kristin P. "Machine learning via mathematical programming". 1993. http://catalog.hathitrust.org/api/volumes/oclc/30652338.html.
Texto completo da fonteTypescript. eContent provider-neutral record in process. Description based on print version record. Includes bibliographical references (leaves 153-160).
Liu, Wei-Shung, e 劉偉晟. "Dialogue Assisted Programming Learning System". Thesis, 2013. http://ndltd.ncl.edu.tw/handle/31990736661833210752.
Texto completo da fonte崑山科技大學
數位生活科技研究所
101
With the popularization of information technology, program coding and modifying capabilities gradually become the fundamentals of IT industry's job requirement. Meanwhile, the programming has become one of necessary courses in the department of computer science. However, during the process of teaching programming, the arrangement is not really suited for the novice students. If we simply forced learners to complete lots of programs without sufficient practice or time, they may hate to program and this phenomenon may cause learning obstacles or fear. In order to enhance the effectiveness of student learning program design, this study developed a conversational-assisted learning systems. Through the use of conversational way to enable users to understand their content strategies to enhance students' willingness to learn and improve learning.