A recommender of physical games for learning programming and computational thinking / Mohammad Ahsan Habib

Keeping students engaged while teaching programming courses is a big challenge for instructors in general, even with the availability of all modern facilities in a classroom. There are numerous approaches to teaching programming such as through online and offline software applications, digital games...

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Main Author: Mohammad Ahsan , Habib
Format: Thesis
Published: 2019
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Online Access:http://studentsrepo.um.edu.my/10750/1/Mohammad_Ahsan.pdf
http://studentsrepo.um.edu.my/10750/2/Mohammad_Ahsan_%E2%80%93_Dissertation.pdf
http://studentsrepo.um.edu.my/10750/
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Institution: Universiti Malaya
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spelling my.um.stud.107502020-01-18T02:21:12Z A recommender of physical games for learning programming and computational thinking / Mohammad Ahsan Habib Mohammad Ahsan , Habib QA75 Electronic computers. Computer science Keeping students engaged while teaching programming courses is a big challenge for instructors in general, even with the availability of all modern facilities in a classroom. There are numerous approaches to teaching programming such as through online and offline software applications, digital games, Lego bricks, and robotic aids as well as physical activities such as board games, dancing, and unplugged computational thinking (CT) activities. This type of activities is called active learning approach. The objective of the present research is to design, develop, and evaluate a programming and computational thinking assistive tool to bridge the gap through physical and tactile games. The research methodology starts with qualitative preliminary study that was conducted by observing 121 students on different stages and arranged semi-structured interview sessions for 18 randomly selected students. In this study, CT elements are identified and have been mapped to programming codes. Following that, a prototype called Code Analyzer was developed which consists of four main components. i.e. user interface, Control, CT element calculator, and Instructors’ window components. This prototype tool is intended to guide instructors to choose suitable physical or tactile activities by analysing students’ code in relation to CT elements. 2019-04 Thesis NonPeerReviewed application/pdf http://studentsrepo.um.edu.my/10750/1/Mohammad_Ahsan.pdf application/pdf http://studentsrepo.um.edu.my/10750/2/Mohammad_Ahsan_%E2%80%93_Dissertation.pdf Mohammad Ahsan , Habib (2019) A recommender of physical games for learning programming and computational thinking / Mohammad Ahsan Habib. Masters thesis, University of Malaya. http://studentsrepo.um.edu.my/10750/
institution Universiti Malaya
building UM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaya
content_source UM Student Repository
url_provider http://studentsrepo.um.edu.my/
topic QA75 Electronic computers. Computer science
spellingShingle QA75 Electronic computers. Computer science
Mohammad Ahsan , Habib
A recommender of physical games for learning programming and computational thinking / Mohammad Ahsan Habib
description Keeping students engaged while teaching programming courses is a big challenge for instructors in general, even with the availability of all modern facilities in a classroom. There are numerous approaches to teaching programming such as through online and offline software applications, digital games, Lego bricks, and robotic aids as well as physical activities such as board games, dancing, and unplugged computational thinking (CT) activities. This type of activities is called active learning approach. The objective of the present research is to design, develop, and evaluate a programming and computational thinking assistive tool to bridge the gap through physical and tactile games. The research methodology starts with qualitative preliminary study that was conducted by observing 121 students on different stages and arranged semi-structured interview sessions for 18 randomly selected students. In this study, CT elements are identified and have been mapped to programming codes. Following that, a prototype called Code Analyzer was developed which consists of four main components. i.e. user interface, Control, CT element calculator, and Instructors’ window components. This prototype tool is intended to guide instructors to choose suitable physical or tactile activities by analysing students’ code in relation to CT elements.
format Thesis
author Mohammad Ahsan , Habib
author_facet Mohammad Ahsan , Habib
author_sort Mohammad Ahsan , Habib
title A recommender of physical games for learning programming and computational thinking / Mohammad Ahsan Habib
title_short A recommender of physical games for learning programming and computational thinking / Mohammad Ahsan Habib
title_full A recommender of physical games for learning programming and computational thinking / Mohammad Ahsan Habib
title_fullStr A recommender of physical games for learning programming and computational thinking / Mohammad Ahsan Habib
title_full_unstemmed A recommender of physical games for learning programming and computational thinking / Mohammad Ahsan Habib
title_sort recommender of physical games for learning programming and computational thinking / mohammad ahsan habib
publishDate 2019
url http://studentsrepo.um.edu.my/10750/1/Mohammad_Ahsan.pdf
http://studentsrepo.um.edu.my/10750/2/Mohammad_Ahsan_%E2%80%93_Dissertation.pdf
http://studentsrepo.um.edu.my/10750/
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