基于问题的学习方法在大一编程教学中的应用

Q2 Social Sciences
João Paulo Aires, S. B. K. Aires, M. Pereira, Luís M. Alves
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引用次数: 0

摘要

这项工作记录了一项教学策略的初步结果,该策略是在具有较高计算机学位的学生进入算法学科时实施的。这项针对一年级学生的纪律规定记录了退学和逃学的案例。因此,有必要实施教学策略,以提供参与,兴趣和动机的主题工作。主要目标是在程序设计教学中应用积极的基于问题的学习方法。本研究共参与了2019-2学年(47)、2020-1/2020-2学年(83)、2021-2学年(47)第一期课程的177名学生。本研究采用的研究方法包括:使用问卷测量计算概念的先验知识;小组讨论问卷中记录的答案;智能手机APP的开发;使用PBL(基于问题的学习)方法作为学习策略。这是一项与基于问题的学习的主动教学方法相关的活动,在上课的第一天以最多五个学生为一组进行开发。该策略包括两个步骤:1)回答一份与日常计算元素相关的问卷;2)即使没有提出编程概念,小组也要开发一个智能手机应用程序。每一组都收到一份包含19个问题的问卷,分为四个部分。从这项工作的完成可以看出,学生们的热情,动力和参与,即使他们是新来的,他们组织自己成小组,研究必要的策略来完成挑战。当测量通过应用与内容相关的问卷获得的知识时(62%的学生参与),发现81%的参与者获得了批准该内容所需的分数。遵循积极的学习和教学方法的策略,有利于学生的主角和自主性,我们得出结论,策略对学生有益,教师在教学过程中充当向导,指导应该研究什么来找到解决方案,并在解决所提出的问题时充当导师。初步研究的部分内容已在第二届国际计算机编程教育会议上发表。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Using the Methodology Problem-Based Learning to Teaching Programming to Freshman Students
This work registers the initial results of a teaching strategy implemented with students entering the Algorithms discipline with a higher degree in Computing. This discipline offered to first-year students records cases of dropout and evasion. Thus, it is necessary to implement teaching strategies to provide engagement, interest, and motivation with the subjects worked on. The main objective is apply an active methodology problem-based learning in programming teaching. In this work participated 177 students in the years 2019-2 (47), 2020-1/2020-2 (83), and 2021-2 (47), enrolled in the first period of the course. The methodology adopted for the development of this study consisted of: use of questionnaires to measure prior knowledge about computing concepts; group discussion of the answers recorded in the questionnaire; development of an APP for smartphone; use of the PBL (Problem-based learning) methodology as a learning strategy. It is an activity related to the active teaching and learning methodology of problem-based learning that is being developed on the first day of class in groups of up to five students. The strategy consisted of two actions: 1) answering a questionnaire associating everyday computing elements; and 2) even though the programming concepts were not presented, the groups were challenged to develop a smartphone application. Each group received a questionnaire containing 19 questions divided into four blocks. What can be seen from the completion of this work was the enthusiasm, motivation, and engagement of the students, who, even though they were newcomers, organized themselves into groups and researched the necessary strategies to complete the challenge. When measuring the knowledge obtained through the application of a questionnaire relating to the content (with the participation of 62% of students), it was found that 81% of the participants obtained the necessary grade for approval of that content. Following the strategy of an active methodology of learning and teaching that favors the protagonism and autonomy of the student, we concluded that strategy was benefic for to the students, and the teacher acted as a guide in the teaching process, directing what should be researched to find the solution and serving as a tutor in the resolution of the problem presented. Preliminarily, part of this study was presented at the 2nd International Computer Programming Education Conference.
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来源期刊
CiteScore
2.80
自引率
0.00%
发文量
120
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