{"title":"An attractive way to teach programming basics based on a graphical display module","authors":"M. Terauds, Tatjana Solovjova","doi":"10.1109/RTUCON48111.2019.8982290","DOIUrl":null,"url":null,"abstract":"This article describes some ideas how to make a C programming course more interesting for students. Nowadays, students prefer classes using modern technologies rather than more traditional way of learning [1]. Interest motivates students to study harder and get better results. This paper describes an example how to learn programming with fun. It is based on the classic Snake game, implemented on an Arduino microcontroller connected to a graphical display. This paper describes the experience at the Riga Technical University and also analyzes the role of educator in adopting programming examples in learning process.","PeriodicalId":317349,"journal":{"name":"2019 IEEE 60th International Scientific Conference on Power and Electrical Engineering of Riga Technical University (RTUCON)","volume":"41 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 IEEE 60th International Scientific Conference on Power and Electrical Engineering of Riga Technical University (RTUCON)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/RTUCON48111.2019.8982290","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
This article describes some ideas how to make a C programming course more interesting for students. Nowadays, students prefer classes using modern technologies rather than more traditional way of learning [1]. Interest motivates students to study harder and get better results. This paper describes an example how to learn programming with fun. It is based on the classic Snake game, implemented on an Arduino microcontroller connected to a graphical display. This paper describes the experience at the Riga Technical University and also analyzes the role of educator in adopting programming examples in learning process.