Comparison of health and environmental impact of energy systems (original) (raw)

A NOVEL LEARNER SELF-ASSESSMENT APPROACH - Application to Pratical Works

Proceedings of the 4th International Conference on Computer Supported Education, 2012

This paper presents a novel approach for learner self-Assessment. The aim of this approach is to offer to learners an evaluation tool as a CEHL (Computing Environment for Human Learning) allowing comparing their productions (C++ object-oriented programs) with those elaborated by teacher. Considered as part of our platform E-TéléTP@AALP (Environnement des TéléTP Appliqués A l'Apprentissage des Languages de Programmation), the tool we are developing allows essentially: (1) generating two UML diagrams (UML class diagram and communication diagram) from the learner's program, and (2) applying some matching algorithms for measuring degrees of similarity and dissimilarity between learner's diagrams and teacher's diagrams.

A Tool to Automate Student UML diagram Evaluation

Academic Journal of Nawroz University

Unified modelling language (UML) is the accepted standard and modelling language for modeling in software development process. UML is widely used by most course tutors in teaching modules of software engineering and system analysis and design. Students taking such courses do submit assignments with UML diagrams such as use case, class, sequence, activity and so on. Different versions of such diagrams produced by the students for a given problem have to be assessed by the course tutor which is a challenging and time-consuming task. This paper presents a java-based tool which is developed based on a simple yet effective algorithm developed by the authors that will read student and tutors solution diagrams as inputs and evaluate and grade the diagrams automatically. The output of the tool is the score of the student diagram in respect of lecturer’s final solution. The output is presented in two feedback files, one containing students’ score for the lecturers and the other to be send to...

3De - synergetic Program Visualization: A visual learning-aid tool for novice students

Proceeding of the International Conference on e-Education, Entertainment and e-Management, 2011

coding program is a dominant activity in programming cycle, nevertheless the equal attention must also given upon designing and evaluating the program in order to understanding the whole of the programming tasks. Unfortunately, these issues have not been addressed by current software visualization as a learning-aid tool. The development of 3De intended to help novice students to comprehend the multi forms of program from a higher level to a lower level within integrated environment. The basic idea of the system is to show students about the programming stages starting from designing problem-solving, developing code and validating logical flow of the program through visualizing multi level of program abstraction. Students preferred to construct their

3De - Synergetic Program Visualization: A Visual Learning-aid Tool for Novices Students

coding program is a dominant activity in programming cycle, nevertheless the equal attention must also given upon designing and evaluating the program in order to understanding the whole of the programming tasks. Unfortunately, these issues have not been addressed by current software visualization as a learning-aid tool. The development of 3De intended to help novice students to comprehend the multi forms of program from a higher level to a lower level within integrated environment. The basic idea of the system is to show students about the programming stages starting from designing problem-solving, developing code and validating logical flow of the program through visualizing multi level of program abstraction. Students preferred to construct their problem-solving visually, and 3De will simulate it to explain the program behaviour and data changing. A line-by-line auto generated syntax in C++ form will be produced accordingly and can be run in conventional C++ program developer

On the Design and Development of a UML-Based Visual Environment for Novice Programmers

Journal of Information Technology Education: Research

Few beginners find learning to program easy. There are many factors at work in this phenomenon with some being simply inherent in the subject itself, while others have more to do with deficiencies in learning methods and resources. As a result, many programming environments, software applications, and learning tools have been developed to address the difficulties faced by novice programmers. Of these tools, visual-based tools and the use of visualization have proven to be very effective in helping novices overcome several of these traditional difficulties. In this paper, we first examine the traditional difficulties that novice programmers encounter when take an introductory-level programming course are examined. It is important to gain an understanding of the scope of these difficulties first, as the rest of this paper considers how visual tools, visualization, and UML can be utilized to aid novice developers in these areas of difficulties. Next, we provide an analysis of several modern visual learning tools, including EROSI, AnimPascal, BlueJ, FLINT, BOOST, and SOLVEIT. In particular, we look at how these tools use visualization to help mitigate the difficulties novice programmers face. Each tool is also assessed based on its overall effectiveness of using visual aids and visualization to help the beginning programmer. We then turn our attention to the Unified Modeling Language (UML) and how it can be utilized to help the novice programmer in system design and modeling. The UML specification is carefully discussed, and aspects of the specification that hold the most potential for aiding novice programmers are identified. Finally, we focus on UML modeling and present the theoretical foundation for a new visual learning tool based on the UML standard. This proposed learning environment attempts to combine promising attributes of existing tools we previously examined, along with the potential benefits of UML-based modeling. The proposed tool would provide a superior learning environment for the novice programmer for several reasons. First, it is heavily based in the visual domain. Visual tools have continually proven to be extremely powerful in helping novices in learning abstract computer concepts. In addition, visualization helps novices construct a mental model of concepts, which is pivotal to further comprehension and understanding. Second, the proposed environment would allow for a constructivist learning approach, constraining the UML domain for novices, yet easily expanded for more complex projects as the student progresses. Finally, this tool would naturally aid in solution delivery and documentation of the learner's path to solution.

Work in progress - Comparing the use of a graphical programming language to a traditional text-based language to learn programming concepts

2007 37th annual frontiers in education conference - global engineering: knowledge without borders, opportunities without passports, 2007

Programming has traditionally been taught using a text-based language where the students use an editor to type in language statements. The program is then compiled or interpreted using system commands. In these courses there are programming concepts that we want students to learn, such as declarations, math operations, loops, conditional statements, arrays, file manipulation, functions, etc. This project will attempt to determine the effectiveness of a graphical programming language (icon based) where a computer program is constructed with graphical icons. The test bed for this project will be Engineering H192 (Engineering Fundamentals and Laboratory II) at Ohio State. This course is the second course of a three-course sequence for first-year honors engineering students. The languages for this course are C/C++ and MATLAB. The course is taught to eight sections of 36 students. For a pilot section of H192, the C/C++ problems and the instructor notes will be re-written for the graphical icon development environment. The remaining sections will be the control group. A concept inventory will be completed by all students in the pilot and control sections at the beginning and at the end of the quarter. This work will begin in Winter Quarter 2007 and will be completed at the end of Winter Quarter 2008. This project is being funded by the National Instruments Foundation.

A survey of representations employed in object-oriented programming environments

This document presents an overview of the program visualisations additional to the program code provided by some of the most popular object-oriented programming environments to support tasks involving program comprehension. These representations were compared in terms of the programming aspects they highlight and of their information modality. Those with common characteristics according to these criteria were identified. Finally, a brief analysis of these common representations in terms of Green’s Cognitive Dimensions is presented. Two questions arising from this survey are (a) whether representations additional to the code should be redundant and highlight similar information to the main notation or be complementary and highlight different programming aspects and (b) which factors might increase the cognitive difficulty of co-ordinating these additional representations and the program code. More theoretical knowledge about the way these additional representations influence the comprehension of computer programs seems to be needed.