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Implementing Virtual Pair Programming in E-Learning EnvironmentABSTRACT Programming bring under rules are one of the core and important controls that should be taken by means of students majoring in information combination of parts to form a whole or computing. The problem of teaching and learning of programming has been widely reported in literatures. Many attempts have been made to elucidate this problems and this has l to many of recent origin approaches in teaching and learning of programming. individual of the approach that has been propos is the use of pair-programming, which is individual of the practice of most remote Programming (XP). The advent of e-learning has given birth to the idea of Virtual Pair Programming (VPP) This paper describes in what way asynchronous mode of collaboration using VPP could be implemented for e-learning learners to learn programming. Keywords: Pair-programming, Virtual Pair-programming, Programming, E-Learning, Distance Education 1 INTRODUCTION Programming is known to be a difficult course, the pair for the instructors and learners and this bring under rule is compulsory for all scholars majoring in information system or computing. Novice programmers feel from a wide range of difficulties. According to Robins et al (2001) it will take about ten years of experience to make go round a novice into an dexterous programmer. Since 1970's, many innovative approaches had been propos by dint of educators and researchers to defeat these problems. Some examples of these approaches in teaching of programming are "Tutorial-based teaching of introductory Programming" (Zachary 1994) "Methodology First and Language Second" (Zhu and Meng 2003) and "Proces Model" approach (Gantenbein 1989) a certain number of researchers also have proposed that the programming curriculum ne to be reshuffl to mirror learners need, while other propos the imposition of mathematics to the learners who plan to take programming make submissives Another initiative that is slowly becoming more popular among many instructors is the general [i]or[/i] abstract notion of pair-programming. Pair programming is a practice in which sum of two units programmers work together at individual computer collaborating on the same design, algorithm, digest or test. While programming, the pair work side through side at a single workstation or computer with single person designated as the 'driver' who go intos the code and the other someone as 'observer' or 'navigator' who notice the codes for defects. These characters are switched as the programming session continues. It appear to bes that pair-programming is the greatest in quantity suitable approach for learning of programming in the e-learning or in distance education environment for sum of two units important reasons. Firstly, learners in this environment are not in constant contact with their instructor or physically shut to each other. Secondly, learners in this environment normally have to work alone since they are not physically shut up to other learners. Pair programming provide an environment for them to work with equals which in turn will help to bring anxiety and uncertainty of learners. The implementation of pair programming in this environment has l to the introduction of the conception of virtual pair programming (VPP) (Baheti et al. 2002; Hanks 2004; Ho et al. 2004 and Kiercher et al. 2001) VPP has been implemented through many academic institutions using various techniques. In the nearest section, we describe how we have implemented VPP at make open University Malaysia (OUM) which specializes in commingleed e-learning environment. In particular, we are looking at the effectiveness of using this VPP approach in learning of Java Programming for e-learners at make open University Malaysia (OUM) in asynchronous way of collaboration. 2. VPP IMPLEMENTATION AT OUM Two important constitutings in our approach in implementing VPP are the task and the online forum. 21 Task In our approach in implementing VPP learners are required to use VPP in solving a programming throw out (later known as task) given to them. To introduce the conception of pairprogramming, an overview about it has been attached upon the programming assignment with clear instruction upon what the tutor and the learner presume to do. The learner submits their programming solution (both hard and yielding copy) and printout of their discussion from the forum towards the extremity of the semester. In implementing VPP a task consists of carefully designed point in disputes that demand from the learner the acquisition of critical knowledge, problem-solving proficiencies and self-directed learning strategies. The riddle thus served as the organizing middle point and the stimulus for learning and showed the vehicle that developed learners' creative and high-order thinking skills. There are sum of two units questions in this task. * Question 1 ordeals the learners to build a user interface using JApplet. They must use their creativity and innovation to unravel a impressive layout for this user interface * Question 2 ordeals the learners on the general [i]or[/i] abstract notion of class and objects by dint of asking them to develop a Java-based games application that will stimulate a dice. This assignment carries 20% of their final grade and their participation upon the "pair forum" contributes 5% of their final grade. HONOLULU--Hogue Publishing Inc., the corporation created last March by the agency of the acquisition and merger of Hawaii-based Hogue Publishing GP (publisher of Al Hogue) and the Framery Inc., has added Hawai... Informative Graphics Corp. Price: $200 $99 Net-It CAD 6029716061 info@infograph.com www.infograph.com We direct the eyeed at three applications from Informative Graph... The Defense Department has assigned to multiple units the piece of work of protecting the United States against attacks by dint of weapons of mass destruction. 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