{"title":"通过创造力让学生参与计算机科学:走向更好的理解和改进的方法","authors":"Sofia Papavlasopoulou","doi":"10.1109/ICALT.2016.53","DOIUrl":null,"url":null,"abstract":"Interactive ways of learning and creative activities in teaching methods of Computer Science (CS) have drawn great interest in the last years. The goal of this PhD project is to focus on the main research question: How could practices for computer science education become more attractive and effective for students and especially female students? Initially the project will define the existing teaching practices of CS being used inside and outside school environment. Next, empirical tests will evaluate the effectiveness of proposed learning practices based on learning activities of different types, e.g. collaborative games, supervised or unsupervised project work). Qualitative and quantitative methodology will investigate among other the learning success, growth in competences and students' understanding of computer science.","PeriodicalId":188900,"journal":{"name":"2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT)","volume":"57 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Engaging Students with Computer Science through Creativity: Toward Better Understanding and Improved Methods\",\"authors\":\"Sofia Papavlasopoulou\",\"doi\":\"10.1109/ICALT.2016.53\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Interactive ways of learning and creative activities in teaching methods of Computer Science (CS) have drawn great interest in the last years. The goal of this PhD project is to focus on the main research question: How could practices for computer science education become more attractive and effective for students and especially female students? Initially the project will define the existing teaching practices of CS being used inside and outside school environment. Next, empirical tests will evaluate the effectiveness of proposed learning practices based on learning activities of different types, e.g. collaborative games, supervised or unsupervised project work). Qualitative and quantitative methodology will investigate among other the learning success, growth in competences and students' understanding of computer science.\",\"PeriodicalId\":188900,\"journal\":{\"name\":\"2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT)\",\"volume\":\"57 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-07-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICALT.2016.53\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICALT.2016.53","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Engaging Students with Computer Science through Creativity: Toward Better Understanding and Improved Methods
Interactive ways of learning and creative activities in teaching methods of Computer Science (CS) have drawn great interest in the last years. The goal of this PhD project is to focus on the main research question: How could practices for computer science education become more attractive and effective for students and especially female students? Initially the project will define the existing teaching practices of CS being used inside and outside school environment. Next, empirical tests will evaluate the effectiveness of proposed learning practices based on learning activities of different types, e.g. collaborative games, supervised or unsupervised project work). Qualitative and quantitative methodology will investigate among other the learning success, growth in competences and students' understanding of computer science.