APPLICATION OF MODERN TECHNOLOGIES IN THE FIELD OF INTERACTIVE LEARNING PROGRAMMING TRENDS AND PERSPECTIVES
DOI: 10.23951/1609-624X-2017-5-134-140
This paper analyses the problem of improving the methods of teaching and learning programming in university and school. The authors justify the need for new methods and forms of education related to the teamwork of students, multimedia content, and other virtual spaces. The article analyzes the programming of teaching practice in leading foreign universities and proposes the main ways of improving the teaching of programming in Russian schools. The article provides an overview of the educational content of the Internet, which allows us to state that the most wide spread spectrum of creative approaches to teaching programming, as well as high efficiency of teaching are the United States and European universities. Many of the leading Western universities successfully collect and develop methods from other regions of the world: Russia, USA, China, India, Asia and Africa. The authors analyze their own experience in teaching programming and suggest starting the transformation of traditional approaches to teaching programming and methods of teaching computer science in pedagogical universities, hoping that progressive teaching practices from teachers’ universities will spread to the school.
Keywords: programming, teaching methods, project activity, teamwork, interactive technologies, Internet platform, teacher training, robotics, mobile applications, algorithm, program, electronic educational resource
References:
1. Dann W., Copper S., Pausch R. Learning to program with Alice. Upper Saddle River, NJ: Prentice Hall, 2006.
2. Kelleher C., Pausch R. Lowering the barriers to programming: A taxonomy of programming environment and languages for novice programmers. ACM Computing Surveys, 37(2), pp. 83–137, March 28, 2008.
3. Strijbos J.-W. The effect of roles on computer-supported collaborative learning. Doctoral dissertation. Heerlen, The Netherlands: Open University of the Netherlands, 2014.
4. Daly T. Minimizing to maximize: An initial attempt at teaching introductory programming using Alice // Journal of Computer Science in Colleges, 26 (5), pp. 23–30., May, 2011.
5. Tillmann N., Halleux J.D., Xie T. Pex4Fun // Teaching and Learning Computer Science via Social Gaming, in 2012 IEEE 25th Conference on Software Engineering Education and Training (CSEE&T), Nanjing, pp. 90–91, 2012.
6. Pilar S-T., Rubén F-F. Learning teamwork skills in university programming courses // Computers & Education 53, pp. 517–531, 2009.
7. Liu M., Williams D., Pedersen, S. Alien rescue: A problem-based hypermedia learning environment for middle school science // Journal of Educational Technology Systems, 30 (3), pp. 255–270, 2002.
8. Kirsti Ala-Mutka. Problems in learning and teaching programming a literature study for developing visualizations in the Codewitz-Minerva project // Institute of Software Systems, Tampere University of Technology, Finlandi, 2008.
9. William L. Honig Teaching and Assessing Programming Fundamentals for Non Majors with Visual Programming // Computer Science: Faculty Publications and Other Works Faculty Publications, Loyola University Chicago, 7, 2013.
10. Jordine T., Liang Y., Ihler E. A mobile-device based serious gaming approach for teaching and learning Java programming // IEEE Frontiers in Education Conference (FIE), pp. 1–5, Madrid, 2014.
11. Werner M. Teaching graphics programming on mobile devices // Journal of Computing Sciences in Colleges, pp. 125–131, 2013.
Issue: 5, 2017
Series of issue: Issue 5
Rubric: TEACHING TO PROGRAMMIING
Pages: 134 — 140
Downloads: 877