Use of Learning Objects for Computer Programming-Based Problem Solving
Author(s) -
Abdullah Basuhail
Publication year - 2020
Publication title -
canadian journal of learning and technology
Language(s) - English
Resource type - Journals
eISSN - 1499-6685
pISSN - 1499-6677
DOI - 10.21432/cjlt27882
Subject(s) - computer science , adaptability , simplicity , computer programming , computer graphics , exploit , learning object , artificial intelligence , feature (linguistics) , reusability , human–computer interaction , multimedia , software , programming language , ecology , philosophy , linguistics , computer security , epistemology , biology
This paper presents an approach to implement learning objects for teaching and learning problem-solving techniques based on computer programming. The demonstrated approach exploits computer-based interactive animations and computer graphics. The main feature of this approach is its simplicity for exploring the concepts and structures of the programming that are used to implement a solution for a problem under consideration. The developed learning objects feature the possibility of reusability and adaptability in e-learning settings. Moreover, the learning objects can be utilized as a hands-on experience for the learners of a certain subject matter. The approach applied for the design and implementation of the learning objects for computer programming-based problem solving can be extended to other disciplines of science and technology. As a demonstration of the proposed methodology, we showed an application that utilizes the approach to implement a learning object for solving a well-known statistics and probability problem.
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