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Author Harley, Hope D. ♦ Seals, Cheryl D. ♦ Rosson, Mary Beth
Source ACM Digital Library
Content type Text
Publisher Association for Computing Machinery (ACM)
File Format PDF ♦ HTM / HTML
Language English
Abstract Advances in computing have awakened a century old teaching philosophy: learner-centered education. This philosophy is founded on the premise that people learn best when engrossed in the topic, participating in activities that motivate learning and help them to synthesize their own understanding. We consider how the object-oriented design (OOD) learning tools developed by Rosson and Carroll [5] facilitate active learning of this sort. We observed sixteen students as they worked through a set of user interaction scenarios about a blackjack game. We discuss how the features of these learning tools influenced the students' efforts to learn the basic constructs of OOD.
Age Range 18 to 22 years ♦ above 22 year
Educational Use Research
Education Level UG and PG
Learning Resource Type Article
Publisher Date 2003-03-01
Publisher Place New York
Journal Crossroads (CROS)
Volume Number 5
Issue Number 1
Page Count 7
Starting Page 9
Ending Page 15


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Source: ACM Digital Library