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Učenje izbranih programskih vzorcev z računalniško igro : magistrsko delo
ID Čušin, Luka (Author), ID Rugelj, Jože (Mentor) More about this mentor... This link opens in a new window, ID Zapušek, Matej (Co-mentor)

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Abstract
V magistrskem delu smo se ukvarjali s preučevanjem različnih vidikov uporabe računalniške izobraževalne igre za učenje programskih vzorcev iz uvodnega programiranja. Številni avtorji opozarjajo na težave, ki jih imajo začetniki pri pridobivanju znanja na področju uvodnega programiranja. Te lahko izhajajo tudi iz načinov poučevanja, ki se osredotočajo predvsem na sintakso in semantiko posameznih programskih konstruktov, čeprav jim največji izziv predstavlja znanje, kako te programske konstrukte učinkovito povezati v pravilno rešitev. Programski vzorci predstavljajo obetaven način za predstavitev tega znanja, saj predstavljajo smiselne gradnike pri snovanju rešitve za podan problem. V teoretičnem delu smo se ukvarjali s predstavitvijo vsebinskega okvira uvodnega programiranja, pri čemer smo posebno pozornost posvetili osnovnim algoritmom in konceptom, ki so definirani v dokumentu K-12 Computer Science Framework. Nato smo primerjali razlike v obravnavi vsebin̶ koncepte uvodnega programiranja v različnih učnih načrtih za računalništvo. S tem smo želeli umestiti vsebine, ki so zajete v programskih vzorcih, v formalni okvir. V nadaljevanju smo definirali pojem programskega vzorca z različnih vidikov obravnave tega pojma v literaturi: strukturiranega kognitivnega delčka povezanih vsebin, ki omogoča pristopanje k programiranju na konceptualnem nivoju, enovite entitete, ki povezujejo kontekst, izbiro, implementacijske posebnosti in posledice uporabe vzorca, ter kot rešitve za tipičen algoritmičen podproblem, ki se pogosto pojavi pri programiranju. Nato smo podrobno predstavili programske vzorce, ki smo jih vključili v aktivnosti v okviru izdelane računalniške izobraževalne igre: iskanje ekstrema, linearno iskanje, bisekcija, urejanje s pomočjo zaporednega iskanja ekstremne vrednosti in urejanje z mehurčki. Teoretični uvod smo nadaljevali s predstavitvijo ključnih ugotovitev na področju teorije učenja z igrami in ga zaključili s predstavitvijo metode SADDIE, ki je namenjena razvijanju kompleksnih učnih gradiv in nas vodi skozi različne faze: didaktično specifikacijo, analizo, zasnovo, izdelavo, implementacijo oz. pripravo pedagoškega kompleta in evalvacijo. V empiričnem delu smo predstavili izdelavo računalniške izobraževalne igre po metodi SADDIE in opisali delo, ki smo ga opravili v konkretni fazi. Nato smo predstavili rezultate raziskave, ki smo jo opravili z učenci 9. razreda na Osnovni šoli Koroška Bela Jesenice, pri predmetu računalniška omrežja. Rezultati raziskave so pokazali, da učenci znajo uporabiti konceptualno znanje, ki je zajeto v programskih vzorcih, na praktičnih primerih v okviru aktivnosti v igri, saj so jo vsi rešili uspešno. S primerjavo rezultatov predtesta in potesta, ki sta preverjala znanje o programskih vzorcih, predstavljenih v igri, smo ugotovili, da se je njihovo znanje po aktivnosti z igranjem igre izboljšalo. Z analizo odgovorov v anketi, ki so se nanašala na njihovo motivacijo za učenje z uporabo izobraževalnih iger, pa smo ugotovili, da zase ocenjujejo, da so bili za tovrstno učenje bolj motivirani.

Language:Slovenian
Keywords:programski vzorci, uvodno programiranje, učenje z računalniško igro, motivacija
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:PEF - Faculty of Education
Place of publishing:Ljubljana
Publisher:L. Čušin
Year:2023
Number of pages:X, 95 str.
PID:20.500.12556/RUL-146149 This link opens in a new window
UDC:004(043.2)
COBISS.SI-ID:153028867 This link opens in a new window
Publication date in RUL:21.05.2023
Views:478
Downloads:29
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Secondary language

Language:English
Title:Learning Selected Programming Patterns through a Computer Game
Abstract:
In the master thesis we study different aspects of using a computer educational game to teach programming patterns from introductory programming. This is to address a problem identified by many authors in the field of introductory programming, namely that beginners have difficulty in acquiring this knowledge. This is also due to teaching methods that focus mainly on the syntax and semantics of particular programming constructs, which are not the most difficult for them. The biggest problem for them is knowing how to effectively integrate these programming constructs into a correct solution. Programming patterns are a promising way to demonstrate this knowledge, as they represent meaningful cornerstones in the way how the probem is solved. In the theoretical part, we presented the content framework of introductory programming, paying particular attention to the basic algorithms and concepts defined in the K-12 Computer Science Framework. We then compared the differences in the treatment of content addressing introductory programming concepts in different computer science curricula. In doing so, we aimed to situate the content covered by programming patterns within a formal framework. We then defined the notion of a programming pattern from different perspectives of how the concept is treated in the literature: as a structured cognitive chunk of related content that allows approaching programming at a conceptual level, as a unified entity that links context, choice, implementation features and implications of using a pattern, and as a solution to a typical algorithmic subproblem that often arises in programming. We then presented in detail the programming patterns that we incorporated in the activities of the computer education game we designed: extreme search, linear search, bisection, editing by sequential extreme value search and editing by bubbles. We continued the theoretical introduction by presenting the key findings in the field of game-based learning theory and concluded with a presentation of the SADDIE method, which is designed to develop complex learning materials and guides us through the different phases: didactic specification, analysis, design, construction, implementation or preparation of a pedagogical kit and evaluation. In the empirical part, we present the development of a computer-based educational game using the SADDIE method and describe the work we have done in the concrete phase. Then we present the results of the research we conducted with 9th grade pupils at the Koroška Bela Jesenice Primary School, in the subject of computer networks. The results of the survey showed that the students were able to apply the conceptual knowledge contained in the programming patterns to practical examples in the context of the game activity, as they all solved it successfully. By comparing the results of the pre- and post-tests, which tested their knowledge of the programming patterns presented in the game, we found that their knowledge improved after the game-playing activity. However, by analysing the answers to the questionnaire concerning their motivation to learn using educational games, we found that they rated themselves as more motivated to learn in this way.

Keywords:programming patterns, introductory programming, learning with a computer game, motivation

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