计算机程序设计教学背景下的主动学习:系统回顾

João Henrique Berssanette, A. C. Francisco
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Methodology For this review, an analysis from all studies mentioning active learning in the context of the teaching/learning of computer programming published between 2014 and 2019 was performed, retrieved in WOS, SCOPUS, ScienceDirect, and ACM Digital Library. The selection of studies was based on a set of criteria established to guide the selection process, including alignment with the research questions and evaluating the quality of studies. Contribution This study contributes to an overview of the current scenario, characterizing the research studies that associate the different pedagogical techniques of Active Learning in the Context of the Teaching/Learning of Computer Programming 202 active learning in the context of the teaching/learning of computer programming. Findings The results showed that the studies’ approaches usually occur by intervention/pedagogical experiment or by the development of a tool, instrument or methodology. 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引用次数: 9

摘要

目的/目的本文提出了一项系统文献综述的结果,旨在确定与计算机编程教学/学习背景下发展主动学习的不同教学技术相关的研究,目的是描述这些研究报告的方法、使用的教学技术、应用、贡献和实施困难。文献表明,教师在编程教学方面的成功程度低于他们应该和需要达到的水平,因此学生的辍学率和不及格率仍然很高。从这个意义上说,在这种情况下,关于使用主动学习教学技术的可能性和局限性已经讨论了很多。本综述分析了2014年至2019年间发表的所有涉及计算机编程教学/学习背景下主动学习的研究,并在WOS、SCOPUS、ScienceDirect和ACM数字图书馆中检索。研究的选择是基于一套指导选择过程的标准,包括与研究问题的一致性和评估研究的质量。本研究有助于对当前情况进行概述,描述了在计算机编程教学/学习背景下主动学习的不同教学技术的研究。研究结果表明,研究的方法通常是通过干预/教学实验或工具、仪器或方法的开发来实现的。唇形课堂教学法在研究中得到了显著的重视。主动学习教学技术的使用会导致学生更大的接受度或积极的反馈,增加他们的满意度或动机,以改善学习体验,学习成果或学生的表现。然而,他们需要教师付出更大的努力来计划和/或执行教学/学习过程。应该强调的是,对计算机编程教学过程的贡献主要来自集中在大学背景下的调查,目的是观察这些贡献是否可以在其他教育水平上复制。在计算机编程背景下使用主动学习教学技术的研究中观察到的贡献表明,它们的使用可以对教学/学习过程做出重大贡献,表明它是一种可行的替代方案,并与减少编程学习中的失败相一致。考虑到多年来计算机程序设计的教学过程对学生来说是一个挑战,基于本研究的结果,我们建议教师考虑重组他们传统的计算机程序设计教学实践,利用主动学习的教学技术来获得学生更好的学习效果。对研究人员的建议我们建议学者们考虑调查教师在编程教学过程中遇到的固有困难是如何与学生和内容方面的困难联系起来的,特别是在传统教学实践方面。对社会的影响这项研究补充了之前对文献的系统综述,特别是将主动学习与编程教学/学习的背景联系起来的研究。希望本文的研究结果可以支持其他研究,通过主动学习研究人员可以工作的发达基础,使其发展和深化。未来的研究未来的研究可能会调查使用不同的教学技术进行主动学习的好处,以及这些技术对学习计算机编程带来的更高认知负担所带来的成本。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Active Learning in the Context of the Teaching/Learning of Computer Programming: A Systematic Review
Aim/Purpose This paper presents the results of a systematic literature review that sought to identify the studies that relate the different pedagogical techniques by which active learning is developed in the context of the teaching/learning of computer programming, with the objective to characterize the approaches, the pedagogical techniques used, the application, the contributions, and difficulties of implementation reported by these studies. Background The literature has shown that teachers in teaching programming have been less successful than they should and need to be, so dropout and failure rates for students remain high. In this sense, much has been discussed about the possibilities and limitations of using the active learning pedagogical techniques in this context. Methodology For this review, an analysis from all studies mentioning active learning in the context of the teaching/learning of computer programming published between 2014 and 2019 was performed, retrieved in WOS, SCOPUS, ScienceDirect, and ACM Digital Library. The selection of studies was based on a set of criteria established to guide the selection process, including alignment with the research questions and evaluating the quality of studies. Contribution This study contributes to an overview of the current scenario, characterizing the research studies that associate the different pedagogical techniques of Active Learning in the Context of the Teaching/Learning of Computer Programming 202 active learning in the context of the teaching/learning of computer programming. Findings The results showed that the studies’ approaches usually occur by intervention/pedagogical experiment or by the development of a tool, instrument or methodology. The lipped classroom methodology has obtained a notable prominence in research. The use of active learning pedagogical techniques results in greater acceptance or positive feedback from students, increasing their satisfaction or motivation to improve the learning experience, learning outcomes, or student performance. However, they require a greater effort/work by the teacher to plan and/or execute the teaching/learning process. It should be highlighted that the contributions observed for the teaching/learning process of computer programming derive from investigations mainly concentrated in the university context, aiming to observe if these contributions can be reproduced in other education levels. The contributions observed in the studies regarding the uses of pedagogical techniques of active learning in the context of computer programming indicate that their use can contribute significantly to the teaching/learning process, showing it to be a viable alternative and consistent with the reduction of the failures in the learning of programming. Recommendations for Practitioners Considering that over the years the teaching/learning process of computer programming has been a challenge for students, based on the findings of this research, we recommend that teachers consider restructuring their traditional practices of teaching computer programming, making use of pedagogical techniques of active learning to obtain better learning results of their students. Recommendations for Researchers We recommend that fellow scholars consider investigating how the difficulties inherent to teachers related to the teaching/learning process of programming may relate to difficulties concerning students and content, especially with regard to traditional teaching practices. Impact on Society This study adds to previous systematic reviews of the literature, specifically studies that relate active learning to the context of teaching/learning of programming. It is hoped that the findings of this article can support other research that addresses the topic, enabling its development and deepening, through the developed basis from which active learning researchers can work. Future Research Future studies may investigate the benefits of using different pedagogical techniques for active learning and the costs related to the higher cognitive burden imposed by these techniques for learning computer programming.
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