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

John Kerins
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引用次数: 0

摘要

在计算机科学课程中,学生学习分析、设计和构建可能支持广泛应用的软件解决方案。本文解释了如何将导师开发的交互式纸牌游戏整合到不断发展的材料库中,包括学生开发的人工制品,旨在加强三个选定的本科模块的学习。该解决方案用于说明关键的计算机编程概念,探索知识的捕获和使用,以模拟有限的,可理解的领域中的智能行为,并刺激系统设计项目。这项工作是在更广泛的背景下提出的,积极参与学生的个人和团队任务,以培养对系统设计和开发的洞察力和理解,并使他们实际参与建模和构建系统。本文提供了学生成绩的证据,并提出以这种方式分享知识对教师和学习者都有好处。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
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