Guidelines for teaching object orientation with Java
Proceedings of the 6th annual conference on Innovation and technology in computer science education
Java How to Program
DrJava: a lightweight pedagogic environment for Java
SIGCSE '02 Proceedings of the 33rd SIGCSE technical symposium on Computer science education
Teaching a Java-based CS1 course in an academically-diverse environment
SIGCSE '02 Proceedings of the 33rd SIGCSE technical symposium on Computer science education
Design guidelines for the lab component of objects-first CS1
SIGCSE '02 Proceedings of the 33rd SIGCSE technical symposium on Computer science education
Active Learning in the Digital Age Classroom
Active Learning in the Digital Age Classroom
Frames and folders: a teachable memory model for Java
Journal of Computing Sciences in Colleges
Alternative pacing in an introductory java sequence
CITC5 '04 Proceedings of the 5th conference on Information technology education
An approach to teaching object oriented design in CS2
Journal of Computing Sciences in Colleges
Learning programming by programming: a case study
Proceedings of the 6th Baltic Sea conference on Computing education research: Koli Calling 2006
Designing an understanding and debugging tool (UDT) for object-oriented programming language
AIKED'05 Proceedings of the 4th WSEAS International Conference on Artificial Intelligence, Knowledge Engineering Data Bases
Extreme apprenticeship method in teaching programming for beginners
Proceedings of the 42nd ACM technical symposium on Computer science education
Extreme apprenticeship method: key practices and upward scalability
Proceedings of the 16th annual joint conference on Innovation and technology in computer science education
Management, structures and tools to scale up personal advising in large programming courses
Proceedings of the 2011 conference on Information technology education
Evaluation of a hands-on approach to learning mobile and embedded programming
International Journal of Mobile Learning and Organisation
Hi-index | 0.00 |
This paper describes how the use of computers in the classroom (using studio teaching) can help students to better understand Java programming concepts during classroom presentations. Students learn by three methods: auditory, visual, and kinetic. Studio teaching uses all three methods, but relies mostly on the kinetic method. Students actually practice the programming concepts in the classroom on the computer as the instructor presents them. The studio teaching method helps the average-to-poor scholastic achievers the most, while high-achieving students seemed to do just as well with the typical lecture-style format. The disadvantage of studio teaching is that it is expensive to equip labs with computers, and more time is needed to present the material to the students. Also, it takes time for students to practice programming concepts on the computer in class.