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Assessing Algorithmic Thinking Skills in Relation to Age in Early Childhood STEM Education

Kalliopi Kanaki, Michail Kalogiannakis
2022 Education Sciences  
The research was conducted within the context of the environmental study course, adding to the efforts of infusing CT into STEM fields.  ...  Focusing on contributing to the research area of CT assessment in the first two years of primary school, we investigated the correlation of algorithmic thinking skills, as a fundamental CT competency, with  ...  context of which this study took place i.e., animals' eating habits.  ... 
doi:10.3390/educsci12060380 fatcat:txbh5e26irhtrjefyec2k3e6yq

Fostering computational thinking skills with a tangible blocks programming environment

Tommaso Turchi, Alessio Malizia
2016 2016 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC)  
integral to solving complex problems using a computer, thus widely applicable in our technological society.  ...  with the physical environment are mapped to digital actions performed on the system.  ...  to problems in different contexts, practicing in quickly solving new problems based on previously solved ones (i.e. generalization [5] ).  ... 
doi:10.1109/vlhcc.2016.7739692 dblp:conf/vl/TurchiM16 fatcat:r2mcfxcoa5hcxpuqkwyue5jubu

Data-Driven Game Development: Ethical Considerations [article]

Magy Seif El-Nasr, Erica Kleinman
2020 arXiv   pre-print
Further, black box algorithms create a trust problem due to lack of interpretability and transparency of the results or models developed based on the data, requiring blind faith in the results.  ...  In addition to issues raised by previous work, we also raise issues with algorithms marginalizing certain player groups and flaws in the resulting models due to their inability to reason about situational  ...  To remedy this, several researchers explored the visualization of clusters based on the sequences displayed.  ... 
arXiv:2006.10808v1 fatcat:ejn4ei4hznhizj5wiuutpsk73y

QR code programming tasks with automated assessment

Lasse Hakulinen, Lauri Malmi
2014 Proceedings of the 2014 conference on Innovation & technology in computer science education - ITiCSE '14  
Alternate Reality Games (ARG), are games that blur the line between reality and fiction and typically they involve puzzles and an interactive narrative.  ...  An interest towards the badges correlated with mastery-extrinsic and performance-approach, whereas interest towards the heatmaps correlated with masteryextrinsic and performance-avoidance orientations.  ...  Students were clustered based on their goal orientations in order to find groups of people with similar orientations.  ... 
doi:10.1145/2591708.2591761 dblp:conf/iticse/HakulinenM14 fatcat:tnunlmqsnbasviwkg4xgcx5ona

Interest Based Language Teachings in EFL for 'Yahya' School Teachers: Increasing Communicative Skills and Student-Centered Learning

Sri Wahjuni S.IP
2012 Procedia - Social and Behavioral Sciences  
This study investigates whether Interest Based Language Teaching (IBLT) in EFL for teachers (respondents) can improve their English communicative competence as well as Student Centered Learning (SCL) application  ...  In this context building stage, learners are exposed to visuals (symbols, drawings, unfinished drawings, clustered pictures, photographs with covered parts, etc.) or sounds (animals, elements in nature  ...  a real life reflection [66] -discipline and the ability to work with others through exercised based on their imagination and fantasy [26] [34] .  ... 
doi:10.1016/j.sbspro.2012.11.269 fatcat:ydr6tjecpjdmfmvi5lglusnnpq

Challenge Types in Gaming Validation of Videogame Challenge Inventory (CHA)

Jukka Vahlo, Veli-Matti Karhulahti
2020 International Journal of Human-Computer Studies  
Acknowledgements This work has been supported by Business Finland (864/31/2016), Academy of Finland (Centre of Excellence in Game Culture Studies, 312395/312397/309382) and Kinrate Analytics Ltd, a private  ...  Preferences for Socioemotional challenges predicted strongly a habit of playing role-playing games, simulation games such as life simulations, and less strongly a habit of playing action-adventure games  ...  These preferences were negatively associated with a habit of playing racing games. A preference for Insight challenges was strongly associated with a habit of playing puzzle games.  ... 
doi:10.1016/j.ijhcs.2020.102473 fatcat:jthzh6reojhcvgsp4ezobdesr4

Multiple Media Use in Organizations: Identifying Practices Leading to an Alignment Paradox

Keith Munkejord
2007 Journal of Information, Information Technology, and Organizations  
Three interrelated practices were identified as important for multiple media use patterns: media cycling practices, fluid interdependent media practices, and puzzle zone practices.  ...  He has worked several years as a consultant in organizations with internal communication as his special field of interest.  ...  Puzzle Zone Practices Clusters of members in OPCOM working together to solve emerging challenges are characterized as puzzle zone practices.  ... 
doi:10.28945/141 fatcat:67dd5hcg4vhsbc5ojinngxkc3m

A Study on Preference of Learning Style in Relation to Academic Achievement in Commerce Among Higher Secondary School Students

Mrs. Ananthi, Dr. Eagavalli
2018 International Journal of Trend in Scientific Research and Development  
In students empirical science, academic achievement significant correlation with both input dimension (visual-verbal) and understand dimension global) of learning. I.  ...  INTRODUCTION Learning occupies a very important place in human life. It is a lifelong process. Learning is equivalent to change, modification, development, improvement and adjustment.  ...  With (tea, solving etc.  ... 
doi:10.31142/ijtsrd15689 fatcat:akhr24rhorec7olcqxiglgnlgi

Development & Evaluation of E-Learning Module Based on Visual and Global Preferences Using a User-Centered Design Approach

Harry Budi Santoso, Panca O. Hadi Putra, Febrian Fikar Farras Hendra S
2021 International Journal of Emerging Technologies in Learning (iJET)  
Students develop various learning styles based on their preferences and learning habits.  ...  Due to a lack of e-Learning content for visual and global preferences in the Felder-Silverman learning styles, User-Centered Design is chosen as the basis to design the e-Learning module.  ...  In the evaluation step, users are presented with the interface design based on their needs, and they complete tasks based on their habits of using e-Learning.  ... 
doi:10.3991/ijet.v16i15.24163 fatcat:vnopufsd25gmvehhehiubkujoe


Ilze Miķelsone
2014 Mokslas: Lietuvos Ateitis  
One of the ways to look at it realistically is to analyze the visually represented main hegemonic values and processes in society.  ...  Thus regional spatial identity has mostly failed following any professional standards, but has rather developed as clusters with residential function, mostly under the strong impact of the market economy  ...  and states with the everyday life of people in cities.  ... 
doi:10.3846/mla.2014.41 fatcat:7jxivdf47vaqle4shsqow53awy

Adoption-Driven Data Science for Transportation Planning: Methodology, Case Study, and Lessons Learned

Eduardo Graells-Garrido, Vanessa Peña-Araya, Loreto Bravo
2020 Sustainability  
In this context, this paper proposes a methodology toward bridging two disciplines, data science and transportation, to identify, understand, and solve transportation planning problems with data-driven  ...  However, even though a massive data set analyzed with data science methods may provide a powerful and cost-effective solution to a problem, its adoption by relevant stakeholders is not guaranteed due to  ...  We also thank Francisca Arévalo for help in organizing and designing the pilot workshops and Karina Flores for interviewing experts in the last stages of the research.  ... 
doi:10.3390/su12156001 fatcat:szqab2agmvaefhbqel6q3pvy6e

Processpatching, Defining New Methods in aRtD

Anne Nigten
2009 Leonardo: Journal of the International Society for the Arts, Sciences and Technology  
Problem solving, or puzzle solving as Kuhn refers to it, in science ( computer sciences.  ...  Kuhn refers to the Puzzle Solving approach, as the main motivator for engineering practice.  ...  Presentation by Brigit Lichtenegger Perception of 3-d and 2-d visualizations for virtual environments: 'DataCloud' and Amicitia Brigit Lichtenegger These days we have to deal with large amounts of data  ... 
doi:10.1162/leon.2009.42.5.478 fatcat:kjfy6uktcfaabamfkrovvyczbe

Learning Standards Must Be Scrupulously Implemented, Not Improved Reflections on The End of Compulsory Education? by Oleg Lebedev
Стандарты надо неукоснительно выполнять, а не корректировать Размышления по прочтении статьи О. Е. Лебедева «Конец системы обязательного образования?»

Lev Lyubimov
2017 Educational Studies Moscow  
He also cites the experience of the HSE University-School Cluster, which has been solving the pedagogical tasks stipulated by the learning standards. dozens of other researchers have long arrived at the  ...  conclusion that critical (higher-order) thinking, metacognition, problem-solving skills, and analytical thinking can only be taught by teachers who are experts in specific subjects, i. e.  ...  A bank of literary works, audiobooks and visual tools has long been developed by the schools in the cluster to be shared with parents and used for such intrafamily practices.  ... 
doi:10.17323/1814-9545-2017-2-258-282 fatcat:qvfitda2ubgyxfxb4zxqhuc3hi

Empirical Taxonomies of Gameplay Enjoyment

John M. Quick, Robert K. Atkinson, Lijia Lin
2012 International Journal of Games Based Learning  
A survey study was conducted to better understand how gameplay enjoyment relates to players' personality traits and video game preferences.  ...  Whereas video game research has historically emphasized either games or players in isolation (Juul, 2010) , this study is an initial effort towards a holistic approach that considers how design features and  ...  objects. • Director: leads others and manages ingame events. • Craftsman: solves puzzles and creates ingame objects.  ... 
doi:10.4018/ijgbl.2012070102 fatcat:iwvvboysgvhvhliow4rql6rmyy

Transferring an automated test generation tool to practice

Nikolai Tillmann, Jonathan de Halleux, Tao Xie
2014 Proceedings of the 29th ACM/IEEE international conference on Automated software engineering - ASE '14  
Moles, a tool associated with Pex, was shipped as Fakes with Visual Studio since August 2012, benefiting a huge user base of Visual Studio around the world.  ...  In this paper, we report experiences on successful technology transfer of Pex and its relatives (tools derived from or associated with Pex) from Microsoft Research and lessons learned from more than eight  ...  Acknowledgments We thank people from Microsoft Research and product teams along with academic collaborators for their assistance on the Pex project.  ... 
doi:10.1145/2642937.2642941 dblp:conf/kbse/TillmannHX14 fatcat:wuqhf4pugfgi5aunuvmtwe4pnq
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