{"title":"对他的后继者来说,至少有两点:教授计算机和鼓励学生参与克里比奇游戏","authors":"John Kerins","doi":"10.1504/IJTCS.2016.078169","DOIUrl":null,"url":null,"abstract":"During computer science programs students learn to analyse, design and build software solutions that potentially support a wide range of applications. This paper explains how a tutor-developed interactive card game was integrated into evolving repositories of material, including student-developed artefacts, aimed at enhancing learning in three selected undergraduate modules. The solution was used to illustrate key computer programming concepts, to explore the capture and use of knowledge to simulate intelligent behaviour in a limited, comprehensible domain and to stimulate systems design projects. The work is presented within the wider context of actively engaging students in individual and team tasks to foster insight and understanding in systems design and development, and to involve them practically in modelling and building systems. The paper provides evidence of student achievement and suggests that there are mutual benefits for teachers and learners in sharing knowledge in this way.","PeriodicalId":253960,"journal":{"name":"International Journal of Teaching and Case Studies","volume":"8 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Two (at least) for his heels: teaching computing and stimulating student engagement with the game of cribbage\",\"authors\":\"John Kerins\",\"doi\":\"10.1504/IJTCS.2016.078169\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"During computer science programs students learn to analyse, design and build software solutions that potentially support a wide range of applications. This paper explains how a tutor-developed interactive card game was integrated into evolving repositories of material, including student-developed artefacts, aimed at enhancing learning in three selected undergraduate modules. The solution was used to illustrate key computer programming concepts, to explore the capture and use of knowledge to simulate intelligent behaviour in a limited, comprehensible domain and to stimulate systems design projects. The work is presented within the wider context of actively engaging students in individual and team tasks to foster insight and understanding in systems design and development, and to involve them practically in modelling and building systems. The paper provides evidence of student achievement and suggests that there are mutual benefits for teachers and learners in sharing knowledge in this way.\",\"PeriodicalId\":253960,\"journal\":{\"name\":\"International Journal of Teaching and Case Studies\",\"volume\":\"8 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-08-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Teaching and Case Studies\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1504/IJTCS.2016.078169\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Teaching and Case Studies","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1504/IJTCS.2016.078169","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Two (at least) for his heels: teaching computing and stimulating student engagement with the game of cribbage
During computer science programs students learn to analyse, design and build software solutions that potentially support a wide range of applications. This paper explains how a tutor-developed interactive card game was integrated into evolving repositories of material, including student-developed artefacts, aimed at enhancing learning in three selected undergraduate modules. The solution was used to illustrate key computer programming concepts, to explore the capture and use of knowledge to simulate intelligent behaviour in a limited, comprehensible domain and to stimulate systems design projects. The work is presented within the wider context of actively engaging students in individual and team tasks to foster insight and understanding in systems design and development, and to involve them practically in modelling and building systems. The paper provides evidence of student achievement and suggests that there are mutual benefits for teachers and learners in sharing knowledge in this way.