National Repository of Grey Literature 20 records found  1 - 10next  jump to record: Search took 0.00 seconds. 
Karel 3D - Application for Teaching of Programming
Čoupek, Vojtěch ; Regéciová, Dominika (referee) ; Křivka, Zbyněk (advisor)
The work provides a survey of the tools available for the teachers of Informatics who teach students the basics of programming. The main aim is to create the implementation of Karel pedagogic language inspired by the work of Andrej Blaho and his colleagues for MS-DOS platform. The new web application is introduced that expands the functionality of the original language with variables and includes the up-to-date elements of the user interface, such as block programming, highlighting the language syntax, syntax checking and 3D graphics. The application also provides a set of basic examples for teachers and allows them to create their own tasks.
Automatic Creation of Multi-Choice Tests for ISJ
Bambas, Tomáš ; Kouřil, Jan (referee) ; Smrž, Pavel (advisor)
This bachelor's thesis is concerned with a tests creation for the ISJ course. The aim of this work is the implementation of the application which serves for an automatic intelligent creation of tests relating to scripting languages Ruby and Python and regular expressions with support of an automatic evaluating of answers.
Learning Software for Visual and Text-Based Programming in Lua/LÖVE
Medek, Petr ; Křivka, Zbyněk (referee) ; Rychlý, Marek (advisor)
This thesis pertains visual programming in Lua language with LÖVE framework. Within this thesis was created web application for teaching programming in Lua/LÖVE. Application supports both block and text based programming. Created games can be easily launched on Android platfrom using the Android app that was created in this thesis. The web app also includes tutorials that are well suited for education in schools.
Using Version Control Systems to Support Learning
Pokorný, Milan ; Jeřábek, Tomáš (advisor) ; Štípek, Jiří (referee)
The thesis examines version control systems (VCs) and the possibilities of their use in information technology classes. At first, various solutions for version management are evaluated. As a result, a decentralized system called Git is deemed the most appropriate to be used in education. The text further explains the details of how Git works while also introducing some of the relevant training software and Git extensions. The thesis continues by exploring the role of version control systems in education, their teaching, and use as a didactic tool. The final chapters are practically oriented and include the description of processes which allow source code version control to be used within a student group environment. The thesis concludes with an overall evaluation of the use of version management systems in teaching, including practical recommendations and examples.
Problems of teaching object-oriented programming in programming courses in tertiary education
REMEŠ, Radim
Teaching programming with a focus on object-oriented programming in various computer science disciplines at universities is one of the basic but challenging disciplines. The presented research dealt with the problem of how beginner students understand the basic concepts of object-oriented approach in programming. The research identified the threshold concepts of this approach to programming that are difficult for students, but overcoming them is the key to good mastery of object-oriented programming, and addressed the question of what strategies students use in teaching programming to overcome these difficult concepts. We used a phenomenographical framework; using deductive and inductive content analysis with open coding, we identified the concepts of object-oriented programming and their properties according to the theory of threshold concepts. We conducted semi-structured interviews that helped us gain insight into how students understand and use the various concepts of object-oriented programming in the tasks assigned in the research. We also used the method of evaluating the understanding of concepts using conceptual maps and evaluating the tasks and results of student solutions using SOLO taxonomy of cognitive processes. Based on the use of these methods, we identified two threshold concepts in the teaching of object-oriented programming: "Interface" and "Event (or Delegate)". To successfully master the object-oriented approach in programming, it is necessary to master both threshold concepts, however, mastering each of them means a significant shift ("opening the portal") in the ability to solve more complex program tasks using an object-oriented paradigm. Both of these concepts also belong to the abstract level of SOLO metrics of cognitive processes, i.e. the ability to process abstract concepts and ideas. This is the key in the design and implementation of complex information systems.
Verification of educational materials for teaching computational thinking in the Unreal Engine 4 environment
PACLT, Dominik
As part of my bachelor's degree, a set for teaching programming in the Unreal Engine 4 development environment was created. The main goal of this work is to verify whether the work is suitable for teaching programming or not. The theoretical part deals with the basic description of the Unreal Engine 4. It also deals with the description of the term "computer thinking" and its components. Subsequently, the principle of Action Research is discussed, through which the work is tested and assessment of whether the tasks support computer thinking. The practical part contains the results of action research both in terms of meeting the objectives of teaching in individual lessons, and in terms of leading to computer thinking. The appendix contains Tested worksheets for students and the projects solved by students in u nreal Engine 4. Within the GAJU STEM project, this work is u sed mainly in the technical field, as the individual lessons support algorithmic thinking, which is one of the foundations of technical fields. Furthermore, interdisciplinary relationships are strongly evident in the tasks, especially in mathematics and physics, because simple mathematics is evident in the tasks and the whole environment is situated in the simulation of the real world (from the point of view of Physics).
Creation projects for programming education in Unreal Engine 4 environmen
PACLT, Dominik
The bachelor thesis deals with the methodology of teaching the basics of programming at the second stage of elementary school through the environment Unreal Engine 4. The theoretical part deals with the description of the Unreal Engine 4 environment, together with the way of working in it. Furthermore, this environment is compared in terms of suitability for teaching programming with Scratch and MakeCode. The practical part contains the procedure by which I created and verified a set of tasks, according to which students learn the basics of programming and basic orientation in the Unreal Engine 4. The work also contains methodological materials for the teacher, including notes on the tasks. The attachment contains worksheets for students for individual lessons, a project in which students program with the help of worksheets and a sample project for the teacher with developed parts of the code.
Learning Software for Visual and Text-Based Programming in Lua/LÖVE
Medek, Petr ; Křivka, Zbyněk (referee) ; Rychlý, Marek (advisor)
This thesis pertains visual programming in Lua language with LÖVE framework. Within this thesis was created web application for teaching programming in Lua/LÖVE. Application supports both block and text based programming. Created games can be easily launched on Android platfrom using the Android app that was created in this thesis. The web app also includes tutorials that are well suited for education in schools.
Development of algorithmic thinking in upper secondary education using programmable robotic systems
Černý, Ondřej ; Jeřábek, Tomáš (advisor) ; Štípek, Jiří (referee)
Obsah Použité zkratky ...................................................................................................................... 9 Úvod .................................................................................................................................... 10 Výzkumný problém a cíle práce...................................................................................... 11 Využité metody práce...................................................................................................... 12 1 Teoretická východiska................................................................................................. 13 1.1 Informatické myšlení ............................................................................................ 14 1.2 Algoritmické myšlení ........................................................................................... 18 1.2.1 Algoritmus..................................................................................................... 19 1.2.2 Vlastnosti algoritmů ...................................................................................... 20 1.2.3 Způsoby zápisu algoritmů ............................................................................. 22 1.2.4 Základní algoritmické konstrukce...
Karel 3D - Application for Teaching of Programming
Čoupek, Vojtěch ; Regéciová, Dominika (referee) ; Křivka, Zbyněk (advisor)
The work provides a survey of the tools available for the teachers of Informatics who teach students the basics of programming. The main aim is to create the implementation of Karel pedagogic language inspired by the work of Andrej Blaho and his colleagues for MS-DOS platform. The new web application is introduced that expands the functionality of the original language with variables and includes the up-to-date elements of the user interface, such as block programming, highlighting the language syntax, syntax checking and 3D graphics. The application also provides a set of basic examples for teachers and allows them to create their own tasks.

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