e-Learning Objects Designing Approach for Programming-Based Problem Solving
Saved in:
| Title: | e-Learning Objects Designing Approach for Programming-Based Problem Solving |
|---|---|
| Language: | English |
| Authors: | Basuhail, Abdullah |
| Source: | International Journal of Technology in Education. Fall 2019 2(1):32-41. |
| Availability: | International Society for Technology, Education, and Science. ISTES Organization, Monument, CO 80132. e-mail: istesorganization@gmail.com; e-mail: ijteoffice@gmail.com; Web site: https://www.ijte.net/index.php/ijte/about |
| Peer Reviewed: | Y |
| Page Count: | 11 |
| Publication Date: | 2019 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Postsecondary Education |
| Descriptors: | Electronic Learning, Programming, Problem Solving, Postsecondary Education, Resource Units, Educational Technology, Animation, Computer Graphics, Curriculum Development, Curriculum Implementation, Teaching Methods |
| ISSN: | 2689-2758 |
| Abstract: | Problem solving techniques are one of the primary topics introduced to the computing and information technology students in tertiary education. In general, those techniques are presented using a collection of traditional tools, such as texts, graphs, illustrations, procedural steps, pseudocodes, algorithms, and flowcharts. In many cases, there is no direct link between problem-solving from one side and the techniques and the programming structures used from the other side. This paper presents an approach that exploits computer interactive animations and graphics to implement learning objects for teaching and learning problem-solving based on computer programming. The main feature of this approach is its smoothness in associating the programming concepts and structures provided to the solution of a designated problem. Moreover, the developed learning objects are featured by the characteristic of reusability and possibility of inclusion in e-learning systems. The designed learning object can function as a workable hands-on model for the learners to get experience in programming. The technique we developed for the design and implementation of the learning objects for programming-based problem-solving can be utilized in other problem-solving disciplines. |
| Abstractor: | As Provided |
| Entry Date: | 2020 |
| Accession Number: | EJ1264148 |
| Database: | ERIC |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1264148 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
|---|---|
| Header | DbId: eric DbLabel: ERIC An: EJ1264148 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
| IllustrationInfo | |
| Items | – Name: Title Label: Title Group: Ti Data: e-Learning Objects Designing Approach for Programming-Based Problem Solving – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Basuhail%2C+Abdullah%22">Basuhail, Abdullah</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22International+Journal+of+Technology+in+Education%22"><i>International Journal of Technology in Education</i></searchLink>. Fall 2019 2(1):32-41. – Name: Avail Label: Availability Group: Avail Data: International Society for Technology, Education, and Science. ISTES Organization, Monument, CO 80132. e-mail: istesorganization@gmail.com; e-mail: ijteoffice@gmail.com; Web site: https://www.ijte.net/index.php/ijte/about – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 11 – Name: DatePubCY Label: Publication Date Group: Date Data: 2019 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Electronic+Learning%22">Electronic Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Programming%22">Programming</searchLink><br /><searchLink fieldCode="DE" term="%22Problem+Solving%22">Problem Solving</searchLink><br /><searchLink fieldCode="DE" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink><br /><searchLink fieldCode="DE" term="%22Resource+Units%22">Resource Units</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Technology%22">Educational Technology</searchLink><br /><searchLink fieldCode="DE" term="%22Animation%22">Animation</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Graphics%22">Computer Graphics</searchLink><br /><searchLink fieldCode="DE" term="%22Curriculum+Development%22">Curriculum Development</searchLink><br /><searchLink fieldCode="DE" term="%22Curriculum+Implementation%22">Curriculum Implementation</searchLink><br /><searchLink fieldCode="DE" term="%22Teaching+Methods%22">Teaching Methods</searchLink> – Name: ISSN Label: ISSN Group: ISSN Data: 2689-2758 – Name: Abstract Label: Abstract Group: Ab Data: Problem solving techniques are one of the primary topics introduced to the computing and information technology students in tertiary education. In general, those techniques are presented using a collection of traditional tools, such as texts, graphs, illustrations, procedural steps, pseudocodes, algorithms, and flowcharts. In many cases, there is no direct link between problem-solving from one side and the techniques and the programming structures used from the other side. This paper presents an approach that exploits computer interactive animations and graphics to implement learning objects for teaching and learning problem-solving based on computer programming. The main feature of this approach is its smoothness in associating the programming concepts and structures provided to the solution of a designated problem. Moreover, the developed learning objects are featured by the characteristic of reusability and possibility of inclusion in e-learning systems. The designed learning object can function as a workable hands-on model for the learners to get experience in programming. The technique we developed for the design and implementation of the learning objects for programming-based problem-solving can be utilized in other problem-solving disciplines. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2020 – Name: AN Label: Accession Number Group: ID Data: EJ1264148 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1264148 |
| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 11 StartPage: 32 Subjects: – SubjectFull: Electronic Learning Type: general – SubjectFull: Programming Type: general – SubjectFull: Problem Solving Type: general – SubjectFull: Postsecondary Education Type: general – SubjectFull: Resource Units Type: general – SubjectFull: Educational Technology Type: general – SubjectFull: Animation Type: general – SubjectFull: Computer Graphics Type: general – SubjectFull: Curriculum Development Type: general – SubjectFull: Curriculum Implementation Type: general – SubjectFull: Teaching Methods Type: general Titles: – TitleFull: e-Learning Objects Designing Approach for Programming-Based Problem Solving Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Basuhail, Abdullah IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2019 Identifiers: – Type: issn-electronic Value: 2689-2758 Numbering: – Type: volume Value: 2 – Type: issue Value: 1 Titles: – TitleFull: International Journal of Technology in Education Type: main |
| ResultId | 1 |