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Flipped classroom for algorithmic teaching

Published: 27 March 2019 Publication History

Abstract

The field of education has continuously evolved, from the moment the first computers sprang up from the laboratories to massively penetrate the classrooms.
The use of these technologies in training environments allows new approaches to learning to be considered. However, the quality of these approaches depends on their ability to provide learners with pedagogical content adapted to their needs and also to their preferences.
In this work we want to improve algorithmic learning by proposing a system based on a new learning approach. More specifically, we are attempting through this research to make changes in the teaching method of this module.
Since we assume that a misunderstanding of a basic algorithmic notion or a misinterpretation of it necessarily leads to the realization or design of an erroneous algorithm, trying to mitigate the difficulties encountered by any student in learning the algorithm is our main objective.

References

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Bergmann, J., Sams, A. (2012). Flip Your Classroom Class Every Day. USA: ISTE.
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Bhagat, K. K., Chang, C. N., & Chang, C. Y. (2016). The impact of the flipped classroom on mathematics concept learning in high school. Educational Technology & Society, 19(3), 134--142.
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Hamdan, N., McKnight, P., McKnight, K., & Arfstrom, K. M. (2013). The flipped learning model: A white paper based on the literature review titled A Review of Flipped Learning. Arlington: Flipped Learning Network.
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Schultz, D., Duffield, S., Rasmussen, S. C., & Wageman, J. (2014). Effects of the flipped classroom model on student performance for advanced placement high school chemistry students. Journal of Chemical Education, 91(9), 1334--1339.
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Tsai, C. W., Shen, P. D., & Lu, Y. J. (2015). The effects of problem-based learning with flipped classroom on elementary students' computing skills: a case study of the production of ebooks. International Journal of Information and Communication Technology Education, 11(2), 32--40.
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  • (2020)Shall We Play a Game? : Building Capture the Flag Games for Non-Traditional Players2020 Research on Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT)10.1109/RESPECT49803.2020.9272410(1-2)Online publication date: 10-Mar-2020

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NISS '19: Proceedings of the 2nd International Conference on Networking, Information Systems & Security
March 2019
512 pages
ISBN:9781450366458
DOI:10.1145/3320326
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 27 March 2019

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Author Tags

  1. Bloom Taxonomy
  2. Computer Environment for Human Learning
  3. Flipped classroom
  4. Ontology
  5. teaching algorithmics

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  • (2020)Shall We Play a Game? : Building Capture the Flag Games for Non-Traditional Players2020 Research on Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT)10.1109/RESPECT49803.2020.9272410(1-2)Online publication date: 10-Mar-2020

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