Exploring Student Engagement in Programming Sessions Using a Simulator

Olufemi Isiaq, Md Golam Jamil

    Research output: Published contribution to conferencePaper

    Abstract

    The classification of programming as an art brings the importance of creativity as a requirement to become an effective programmer. However, the learning and teaching of programming subjects have been widely perceived to be difficult. Subsequently, students tend to be less engaged in programming classes, which in-turn results in significant dropout rates for programming related courses. This research investigates the use of a simulator for learning and teaching of programming topics with a specific focus on the embodiment of student engagement and disciplinary pedagogies.
    Original languageEnglish
    Pages206-215
    Number of pages10
    Publication statusPublished - 2017

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    programming
    student
    Teaching
    drop-out
    learning
    creativity
    art

    Cite this

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    title = "Exploring Student Engagement in Programming Sessions Using a Simulator",
    abstract = "The classification of programming as an art brings the importance of creativity as a requirement to become an effective programmer. However, the learning and teaching of programming subjects have been widely perceived to be difficult. Subsequently, students tend to be less engaged in programming classes, which in-turn results in significant dropout rates for programming related courses. This research investigates the use of a simulator for learning and teaching of programming topics with a specific focus on the embodiment of student engagement and disciplinary pedagogies.",
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    Exploring Student Engagement in Programming Sessions Using a Simulator. / Isiaq, Olufemi; Jamil, Md Golam.

    2017. 206-215.

    Research output: Published contribution to conferencePaper

    TY - CONF

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    AU - Isiaq, Olufemi

    AU - Jamil, Md Golam

    PY - 2017

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    AB - The classification of programming as an art brings the importance of creativity as a requirement to become an effective programmer. However, the learning and teaching of programming subjects have been widely perceived to be difficult. Subsequently, students tend to be less engaged in programming classes, which in-turn results in significant dropout rates for programming related courses. This research investigates the use of a simulator for learning and teaching of programming topics with a specific focus on the embodiment of student engagement and disciplinary pedagogies.

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