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2012, 2012 International Conference on Information Technology Based Higher Education and Training (ITHET)
The computer science students mostly face with the difficulties in learning the topics of algorithms courses. Only listening the topic from the teacher or just writing makes the learning volatile. Instead of listening or writing, if there is something visual, it would be more permanent to learn because visuality increases the learning potential and the time for learning is minimized. The adversities of classical education techniques were intended to be eliminated in this study via computer games which are becoming more and more popular in this age. An educational convenience is provided for the subject of tree traversal algorithms. Tree traversal algorithms are one of the basic and confused concepts in algorithms and programming courses in computer science. A game called "binary apple tree" was established to teach and learn the subject easier.
Games perform a certain number of educational purposes. In this respect, they aim to motivate students to learn more effectively and encourage them to learn from their mistakes. Subjects of Data Structure and Algorithms course offered to computer science students are very virtual and are very difficult to interpret visually. In this study, we develop a computer game for teaching of basic operations (construction, insertion, deletion) of binary search trees (BST) including rotation operation to convert unbalanced BST to AVL tree. BST operations and rotation are mostly complex concepts encountered by IT students. We test effectiveness of the proposed system by an examination. An examination related to BST operations and rotation is applied to two groups of students in Kocaeli University Computer Engineering Department: one group takes classical education and the other group learns the subject by means of computer games. The findings show that the second group learns BST operations and rotation better than the first group.
Games perform a certain number of educational purposes. In this respect, they aim to motivate students to learn more effectively and encourage them to learn from their mistakes. Subjects of Data Structure and Algorithms course offered to computer science students are very virtual and are very difficult to interpret visually. In this study, we develop a computer game for teaching of basic operations (construction, insertion, deletion) of binary search trees (BST) including rotation operation to convert unbalanced BST to AVL tree. BST operations and rotation are mostly complex concepts encountered by IT students. We test effectiveness of the proposed system by an examination. An examination related to BST operations and rotation is applied to two groups of students in Kocaeli University Computer Engineering Department: one group takes classical education and the other group learns the subject by means of computer games. The findings show that the second group learns BST operations and rotation better than the first group.
International Conference on the Foundations of Digital Games, 2020
Data structures and algorithms are core topics in Computer Science, and they are essential for the development of efficient software. However, data structures and algorithmic concepts are abstract and difficult to relate to previous knowledge. From a constructivist point of view, it is important that new experiences and information link to previous knowledge in order to create new knowledge. This paper presents work-in-progress on the development and evaluation of a serious game for teaching Binary Search Trees (BST) called DS-Hacker (Data Structure Hacker). DS-Hacker aims to introduce BST concepts to college students by means of relating well-known game elements with BST concepts.
2020
Data structures and algorithms are core topics in Computer Science, but they are difficult topics to grasp. Data structures and algorithmic concepts are abstract and difficult to relate to previous knowledge. To facilitate the learning process of these topics, learning tools that link new information with previous knowledge in an active way may be a useful approach to teach data structures and their algorithms. Furthermore, serious games have the potential to serve as a learning tool that accomplishes both objectives: to link new information with previous knowledge and to facilitate active learning. To tackle these issues, we developed DS-Hacker, an action-adventure serious game that utilizes the game elements to represent the Binary Search Tree (BST) properties and structure. In this paper, we report the results of a pilot experiment that compares the learning gains after completing two learning activities: (1) playing a serious game for learning Binary Search Trees, and (2) reading a summary and watching two video tutorials. Additionally, we report the results from a qualitative survey that evaluated the game usability, player satisfaction and the participants' perception about the means used by the game to deliver the BST concepts.
Computer Science Education
Background and Context: Recursion in binary trees has proven to be a hard topic. There was not much research on enhancing student understanding of this topic. Objective: We present a tutorial to enhance learning through practice of recursive operations in binary trees, as it is typically taught post-CS2. Method: We identified the misconceptions students have in recursive operations on binary trees. We designed a code writing exam question to measure those misconceptions. We built a tutorial that trains students on avoiding those misconceptions through the use of a semantic code analyzer that detects misconceptions and provides appropriate feedback. Findings: Our results show an improvement in student performance when using the tutorial along with the practice exercises, and even more improvement when the same exercises are used with a semantic code analyzer. Implications: The best way to use our tutorial to enhance student performance on advanced recursion is to allow students solving the tutorial exercises with the the semantic feedback.
2009
We present EleMental: The Recurrence, a novel game that provides computer science students the opportunity to write code and perform interactive visualizations to learn about recursion through depth-first search of a binary tree. We designed the game to facilitate maximum transfer of learning to writing real programs, while also providing for interactive visualizations. We conducted a study with computer science majors to measure the impact of the game on learning and on attitudes toward educational games. Our results demonstrate the enthusiasm students have for learning games and provide insight into how such games should be constructed.
Proceedings of IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE) 2012, 2012
Artificial Intelligence curriculum comprises some difficult concepts for a student to grasp and traditional teaching methods are proven to be ineffective and unable to motivate them. A basic AI concept is Constraint Satisfaction (CS), which is acknowledged by most tutors to be a hard domain for teachers to teach and student to understand. To solve a CS problem (CSP), a CS algorithm should be used. In this paper we present a game based approach, to be used as an assistant tool in an AI course, to assist students in understanding CS algorithms in an easy, interactive and motivating way. The game is based on a classical CSP, the map coloring problem. Preliminary evaluation results are quite encouraging.
A framework for the development, design and deployment of customisable mobile and hand held device based serious games.
The MAPLE Game Playing System is a web application and website that allows students to design and program game playing agents using the Python programming language. The system provides a platform for assignments in introductory computer science courses and senior and graduate-level A.I. courses. The website allows users to upload, use, and share agents that play games such as the Prisoner's Dilemma, Stag Hunt, and Matching Pennies. In this paper, we discuss the features and functionality of the system and suggest possible assignments within A.I. or introductory programming courses.
2008
In this paper we investigate the worthiness of on-line educational games during synchronous virtual classrooms in Higher Education. An educational game was embedded in one of a series of synchronous Tutoring Tele-Meetings (TTMs) for complementing face-to-face classroom instruction in conventional higher education with methods and tools of Open and Distance Education. Virtual classrooms and educational games provided synchronous tele-educational service complementary to f2f lecturing during the course “Algorithms with C” which is a compulsory (first semester) course of Department of Applied Informatics at the University of Macedonia, Greece. Virtual Classrooms were implemented on CENTRA Symposium platform, through the server of the Hellenic Open University. Educational games were created on the Online Educational Games Central (EGC) of TELUQ University of Quebec, Canada. Thirty three (33) undergraduates of first semester “played” the web-based educational game “Recursive Algorithms”,...
2010 Seventh International Conference on Information Technology: New Generations, 2010
Data structures and algorithms are important foundation topics in computer science education. However, they are often complex and hard to understand. Therefore, we introduce a new learning strategy that benefits from computer games' popularity and engagement to help students understand algorithms better by designing computer games that visualize algorithms. To teach an algorithm, an educational computer game, namely an algorithm game, must have a game-play that simulates the behavior of the visualized algorithm and graphics depict the features of its data structure.
2012
Multimedia technology is becoming increasingly popular in the field of education. The use of 3-D visualization in teaching and learning has proven its benefits, where it allows learners to learn and grasp the lessons being taught much faster than in a normal classroom. This is where visualization plays an interesting dimension in development of courseware. This paper reports on our approach in using 3-D visualization as a method for designing interactive multimedia courseware as an effective way of learning .The topic of binary tree in Data Structure was selected as the module content in this application. The nature of this subject which is complex and rather difficult to comprehend was an inspiration for choosing this topic as a domain in this study. This paper looks into the designing aspect of the 3-D animated multimedia application, the prototype and finally, the strength and weaknesses of the application.
2012 Third International Conference on Intelligent Systems Modelling and Simulation, 2012
Multimedia technology is becoming increasingly popular in the field of education. The use of 3-D visualization in teaching and learning has proven its benefits, where it allows learners to learn and grasp the lessons being taught much faster than in a normal classroom. This is where visualization plays an interesting dimension in development of courseware. This paper reports on our approach in using 3-D visualization as a method for designing interactive multimedia courseware as an effective way of learning .The topic of binary tree in Data Structure was selected as the module content in this application. The nature of this subject which is complex and rather difficult to comprehend was an inspiration for choosing this topic as a domain in this study. This paper looks into the designing aspect of the 3-D animated multimedia application, the prototype and finally, the strength and weaknesses of the application.
Education. An educational game was embedded in one . Thirty three (33) undergraduates of first semester "played" the web-based educational game "Recursive Algorithms", were created based on "Snakes and Ladders" shell. We investigated the easy use of the EGC platform, the students' motivation and their perceptions and attitudes after their experience in blended learning using educational game. Finally, we became conscious of the changes in tutor's role as advisory instructor in a virtual classroom. Regarding the motivational aspects, the first results have been encouraging. Students' effort to win increased their interest for the course and helped them realise misunderstandings and misconceptions on algorithms concepts. Powerful clues revealed that incorporation of games in educational process triggers students learning competitively and enhances their learning cooperatively in a pleasant learning environment. Furthermore, both from students' and teachers' points of view, positive perceptions regarding the effective use of computer games with educational features in education have been raised.
Proceedings of the 8th International Conference on Computer Supported Education, 2016
Search algorithms constitute an important topic in the Artificial Intelligence curriculum and are acknowledged by most tutors to be a hard and complex domain for teachers to teach and students to deeply understand. In this paper, we present an educational computer game, designed to teach search algorithms, based on the popular Pacman game. The purpose of the educational Pacman game is to assist students to understand the artificial intelligence topic of search algorithms in an entertaining, interactive and motivating way. During their experience with the game, students can examine the behaviour of various search algorithms and a graphical annotated depiction of them through suitable visualizations. Visualizations can demonstrate the operational functionality of algorithms and are designed in line with the principles of student's active learning. Various learning activities were designed and request students to apply specific search algorithms in various example cases with or without the assistance and feedback of the game. An evaluation study was conducted in real classroom conditions and revealed quite satisfactory results. The results indicate that the educational Pacman game is an effective way to enhance students' engagement and help them to deeper understand the AI search algorithms.
Procedia - Social and Behavioral Sciences, 2013
Computer technologies have the ability to transmit theoretical and conceptual processes for greater understanding of the education environment. Todays' computer animated instruction not only popular for getting an interactive education lesson, but it also has a new interesting visualization for both teaching and learning process. This paper discusses the preliminary analysis and research methodology in the development of 3-D courseware. The research done in the form of 3-d static and 3-d animated and both visualization will be investigating the effect in learning style. The topic of binary tree in Data Structure selected as module content for a multimedia prototype because it's well-known as a difficult subject. This is proved by the preliminary analysis done at the UiTM Sarawak campus. Recently there has been appearance of interest in 3 dimensions (3-D) because this technology offers a great variety of opportunities for showing concepts and processes. Visualization plays stimulating element in multimedia for delivering the information. Until now less of research done for 3-D visualization especially in a science subject, for this reason 3-D visualization used to provide a bridge between students' existing ideas and the learning of new knowledge. The paper shares the aspect of constraints found during the development of application prototype.
This project focused on designing educational games for teaching stack and link-list which are the most challenging and difficult aspect of Data structure and Algorithm. Due to the nature of the course, and from research findings, it was observed that most students find it difficult to understand stack and linked list despite the effort of the lecturer. Therefore, the introduction of this educational game will enable the student to learn fast and understand the major content of the course. This application was developed to eradicate the abstractness of teaching stack and link-list and make the learning an interactive one, it is application software that can be installed java mobile environment for the use of students most especially those in the higher institutions. This application can be installed in a JAVA environment just like any other app and can be updated from time to time which makes the application accessible on the mobile device for students. It’s also help in the simplification of the teaching of stack and link-list in tertiary institutions most especially for Computer Science students.
A tree is a non-linear data structure for fast storing and retrieval of data in primary memory. It represents data in the form of hierarchical form. Data are stored in a tree i.e. called as a node, in which topmost node is called root and each node has one or more nodes lying on the left or right side of a tree. Except for root node each node has a parent node. The information can be extracted from a tree through various traversal algorithms. Tree traversal means visiting the nodes of a tree at once. In this paper, we are studying different algorithms for tree traversal
This article introduces the basic concepts of binary trees, and then works through a series of practice problems with solution code in C/C++ and Java. Binary trees have an elegant recursive pointer structure, so they are a good way to learn recursive pointer algorithms.
This paper presents the design and the features of a Web-based micro-world -the SORTING micro-world - constructed for the learning of sorting algorithms by secondary level education students. The design of this microworld has been based on modern constructivist and social theories of learning. SORTING is an interactive environment that can support learners: a) to express their own sorting procedures in multiple representation systems (MRS), b) to express their own approaches to typical sorting algorithms, c) to correct their sorting actions while actually sorting entities using typical sorting algorithms by receiving immediate feedback by the system, d) to explore typical sorting algorithms in MRS when these algorithms are automatically performed by the system, and e) to give different meanings to a sorting algorithm when it is represented in different RS so as to acquire a broader view of this algorithm. The typical sorting algorithms in focus are: Bubble-sort, Quick-sort and Selection-sort. The Representation Systems (RS) provided are: i) real object-based simulations: the learner can sort simulations of real objects by using hands-on experience, ii) free-text RS: the learner can reflect on their hands-on experience and then express their sorting approach using natural language in the form of free-text, iii) pseudo-code RS: the learner can express their sorting approach using pseudo-code, and c) flow-chart based RS. Animations are also provided to visualize the sorting of elements using the sorting algorithms mentioned above. These elements are simulations of objects taken from the real lives of learners. Moreover, interactive animations demonstrating all steps performed in sorting the said elements are provided. These animations are also interlinked with the corresponding pseudo-code and flow-charts. Thus, learners have the opportunity to explore the algorithm execution in a variety of RS. The system is also more adaptive to integrating sorting algorithms than those previously mentioned.
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