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 language | English |
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Pages | 206-215 |
Number of pages | 10 |
Publication status | Published - 2017 |