Abstract

People with a computer science background would certainly agree that the purpose of programming is to solve problems. Thus, a learner who tries to master programming has to develop not only basic programming skills such as programming language constructs, data structures, but also the ability to develop and implement (correctly) algorithms that solve problems. Many new teaching methods and teaching materials has been developed and applied to Computer Science Education. There are for example, Cooperative Learning, Visual Programming Interfaces, Project-Based Learning, WebQuest-based learning and Software Engineering-based Training of various kinds. Each of these methods can promote the effect of learning in a different aspect. In this thesis, we try to develop and use a methodology that would significantly improve the learning effects of an introductory programming course. We applied ATDE-Styled Teaching and Learning methodology in a first experiment, teaching C. Then, we applied Web Surfing in a second experiment, teaching Java. These two educational experiments were made consecutively during the fall semester of 2005 and the spring semester of 2006. 102 freshman students participated in the experiment. Their performance was contrasted with a group of 83 junior students. The juniors accepted the training in the traditional style during their early years in college. The results of the two experiments were quite encouraging. In the ATDE experiment, the freshman group didn’t outperform the control group (in exam scores). However, the freshman group was almost as good as their junior counterparts in during C programming. In the Web Surfing experiment, the freshman group outperformed their junior counterparts.

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