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Say it another way Sam

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Title: Say it another way Sam


1
Say it another way Sam
  • Christopher Carter
  • ?
  • Formerly of
  • Sheffield Hallam University

2
Teaching programming
3
Who are we teaching?
  • 80s
  • mathematically literate
  • highly motivated
  • Some could already program (badly!)
  • 90s
  • Mathematically less able
  • Well motivated
  • Fewer had concept of programming
  • 00s
  • Many have no concept of algebra even
  • Poorly motivated fearful of programming
  • Culture of being cool to skip lectures and
    tutorials
  • Pressure to pass high percentage of students

4
What we aim to teaching them
  • 80s
  • Teach as much as possible
  • Challenge was to wean students off poor habits
  • Discrete mathematical framework
  • 90s
  • Teach concepts rather than techniques
  • Challenge to understand and simplify material
  • Software Engineering context
  • 00s
  • Teaching concept of programming
  • Challenge becomes how to motivate
  • May not gain more than ability in logical thinking

5
How do we teach it?
  • 80s
  • Many programming exercises building up to quite
    advanced programs
  • 90s
  • Algorithm design programming in the large
    team programming modifying existing programs
  • 00s
  • Try to find ways to motivate students reduce
    fear factor - experience they may wish to follow
    up later

6
Why learning paths?
  • Some years ago I noticed that
  • After 50 hours a large minority of students
    seemed not to understand the first thing about
    programming.
  • First 4 weeks of learning seemed crucial.
  • If students didnt get it within that time they
    seemed to mentally switch off for the rest of the
    course (relying on friends for help with tests or
    simply dropping out).
  • Seemed worth making a disproportionate effort to
    get first few weeks right.

7
Strategy
  • Set up BB to get students to share their
    experiences (of Maths and other things)
  • Help students reflect on how they learn
  • Try to overcome problem of getting stuck (and not
    asking for help) by offering alternative routes
    to knowledge.
  • Make first assignment as non-threatening and
    enjoyable as possible

8
First assignment
  • Orally assessed low weighting (5)
  • Credit for learning styles questionnaire.
  • Credit for taking part in BB discussion.
  • Credit for images using Paint (simple interface).
  • Students had to choose a learning method.
  • Get program working (using chosen method).
  • Record position and size of objects on VB form
    and put these numbers into Start Subroutine.

9
Maths in School BB
  • Who likes maths? Def not me
  • At school I struggled with maths, so I had to go
    to extra classes to keep up with the class work ,
    which helped me a lot.
  • I'm glad it's not just me that sometimes
    struggles a bit, I don't feel so alone now )
  • maths was so boring in school, now its even more
    boring!!! But I still go to lesson!!!!
  • i've never been could at maths and don't think
    i'll ever be!!!!
  • I v never been to good at maths but it seems to
    be alright at the movement

10
We already see a problem
  • Students are very careless about way they put
    sentences together even when their peers can read
    their mistakes
  • First thing that typing in other peoples
    programs teaches us
  • Wrong syntax is unforgiving less so in VB!
  • accepts if a 3 or 4 then a 5 and b 5
  • Ouch!!

11
Liking maths vs. progress
12
5 dimensional Felder model
Inductive Deductive (fundamentals first vs.
problem/discovery) Felder says dont need to
consider - all learning should be inductive!
(problem/discovery)
What type of learner do you think you are?
13
Are you Active or Reflective?
  • When I am learning something new, it helps me to
  • talk about it. ACTIVE
  • think about it. REFLECTIVE
  • I would rather first
  • try things out. ACTIVE
  • think about how I'm going to do it. REFLECTIVE

14
Are you Sensing or Intuitive?
  • I would rather be considered
  • realistic. SENSING
  • innovative. INTUITIVE
  • I am more likely to be considered
  • careful about the details of my work. SENSING
  • creative about how to do my work. INTUITIVE

15
Are you Sequential or Global?
  • When I start a homework problem, I am more likely
    to
  • start working on the solution immediately.
    SEQUENTIAL
  • try to fully understand the problem first. GLOBAL
  • I tend to
  • understand details of a subject but may be fuzzy
    about its overall structure. SEQUENTIAL
  • understand the overall structure but may be fuzzy
    about details. GLOBAL

16
Are you Visual or Verbal?
  • I like teachers
  • who put a lot of diagrams on the board. VISUAL
  • who spend a lot of time explaining. VERBAL
  • When I get directions to a new place, I prefer
  • a map VISUAL
  • written instructions. VERBAL

17
Lessons of Learning model
  • Lesson for teachers
  • Does your teaching assume that all learners have
    the same learning style as yourself?
  • Lesson for learners
  • If you are finding a subject difficult or boring
    it may just be you are trying to learn it or
    being taught it in a way that does not suit you.

18
How I compare with my students
Key Me my profile f/t full time students p/t
part time students
Results for students are similar to those
reported in the literature e.g.
http//www.eng.monash.edu.au/uicee/gjee/vol6no1/Zy
wno.pdf
19
Choosing a first program
  • Football seems very popular with both sexes
  • Action programs Visual more fun than static ones
  • Football penalty program allows us to introduce
    elements that are fundamental to good programming.

20
Different Learning paths
  • Type it all in and get it working
  • Learning by repetition!
  • Experimentation
  • For those who dont like discipline?
  • Theory first
  • For those who like to read the instructions.
  • Step by step
  • For cautious people who like to understand one
    thing before going on to the next.

21
Type it in method
  • Name and place all the Controls
  • Set the properties such as Style Color
  • Note Top Left Height and Width of each Control
  • Add code for Start button BUT
  • Substitute dimension values recorded above.
  • Add code for Hit Ball button
  • Explanation of how it all works (pseudo-code)
  • Add Text Box explain and run program.
  • 10 exercises on changing the program and
    explaining what the effect is.

22
Exercises after typing in
  • Position the ball closer to the striker
  • Position the Goalie in front of the goal
  • Make Striker head ball by changing Top
  • Stop Label from moving
  • Make ball move backwards
  • Make ball move down instead of up

23
Experimentation
  • Dont bother changing default names
  • Start with clickable image move 300 units.
  • After certain point image moves down instead.
  • Call click routine recursively.
  • Introduce loop instead of above recursion.
  • Add Command Button.
  • Explain need for more disciplined approach.
  • Start again correctly naming project etc.

24
Strengths and weaknesses
  • Consider Experimenter personality type
  • Strength
  • Willing to try things if instructions dont work
  • Weakness
  • May not be very disciplined (sloppy control names
    ?)
  • Taking strengths and weaknesses into account
  • particularly emphasise the importance/advantages
    of taking care over naming controls etc.
  • take for granted they will be willing to try
    things out.

25
Theory First
  • Explain Boolean logic / defensive programming
    (Enabled property)
  • Mention States of the program and which controls
    are enabled in which states
  • Introduce code to implement states
  • Add user instructions
  • Pseudo-code of iteration then implement
  • Assignment statements etc.

26
Learn by Doing
  • Make ball jump from left to right suddenly.
  • Make ball move in steps (repeated code).
  • Using a loop to make it move smoothly.
  • Making player move up to ball etc.
  • Resetting things to start positions.
  • Add user instructions.
  • Preventing unwanted user input.

27
Methods vs. Personality
  • Type it get it working
  • Highly Active
  • Rather Sensing
  • Rather Verbal
  • Rather Global
  • Experimentation
  • Highly Active
  • Highly Intuitive
  • Rather Verbal
  • Rather Global
  • Theory first
  • Highly Reflective
  • Rather Intuitive
  • Visual Verb neutral
  • Rather Sequential
  • Step by step
  • Highly Active
  • Highly Visual
  • Visual Verb neutral
  • Highly Sequential

28
Methods chosen by students
29
Student feedback ()
30
Programming - Hidden benefits
  • Second Semester spent considerable time with
    individuals trying to explain (for example)
  • Why their code wont do anything
  • If a 0 and a 3000 then
  • Or if 5 questions can be answered correctly,
    incorrectly or not at all. What was wrong with
  • if 5 are right and 1 is wrong then
  • if 4 are right and 2 are wrong then
  • Doing programming is obviously useful in helping
    students to think logically!

31
Summary
  • Teaching programming is a challenge.
  • Football penalty program a good model.
  • Learning paths are worth the effort even if not
    fully appreciated by the students.
  • Students do use a range of methods
  • Half of them tried all four possible methods!
  • Concept of leaning styles seems useful
  • but I am not sure exactly why.
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