Simulation and visualization tools for teaching parallel merge sort
SIGCSE '93 Proceedings of the twenty-fourth SIGCSE technical symposium on Computer science education
Simulation game for teaching communications protocols
SIGCSE '97 Proceedings of the twenty-eighth SIGCSE technical symposium on Computer science education
Simulating requirements gathering
SIGCSE '97 Proceedings of the twenty-eighth SIGCSE technical symposium on Computer science education
Java class visualization for teaching object-oriented concepts
SIGCSE '98 Proceedings of the twenty-ninth SIGCSE technical symposium on Computer science education
Conceptual models and cognitive learning styles in teaching recursion
SIGCSE '98 Proceedings of the twenty-ninth SIGCSE technical symposium on Computer science education
Concrete teaching: hooks and props as instructional technology
ITiCSE '98 Proceedings of the 6th annual conference on the teaching of computing and the 3rd annual conference on Integrating technology into computer science education: Changing the delivery of computer science education
Using visualization to teach parallel algorithms
SIGCSE '99 The proceedings of the thirtieth SIGCSE technical symposium on Computer science education
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Mindstorms: children, computers, and powerful ideas
Mindstorms: children, computers, and powerful ideas
Proceedings of the 37th SIGCSE technical symposium on Computer science education
Making CS0 fun: an active learning approach using toys, games and Alice
Journal of Computing Sciences in Colleges
Hi-index | 0.00 |
Teaching students a computer language is not just about teaching them the syntax of a language. It is the underlying concepts behind the language features that are important. In our School, Java is offered as an introductory subject and is becoming the official of students for all our I.T. students. Due to the diversity of students in the first year, it is a challenge to bring all these students to the same level of understanding in some of the issues are theories. It is especially hard when some of the issues are not popular in the physical world. Having said that, our understanding of the environment comes from our interaction with the physical objects around us. We are accustomed to use these concrete items to help comprehend and develop more advanced knowledge. Hence, it is hypothesed that the use of physical props in teaching programming language is beneficial to students in constructing mental models of the abstract programming concepts. The mental model allows them to simulate and to experiment relevant issues without the actual coding. An experiment was designed to interplay the program codes in both the real world and the virtual environment. This approach proved to be very effective to facilitate students in building mental models during the learning process.