TY - GEN
T1 - The interest-driven creator theory and computational thinking
AU - Liu, Bowen
AU - Li, Ping
AU - Kong, Siu Cheung
AU - Lo, Sing Kai
PY - 2016/12
Y1 - 2016/12
N2 - There is a growing interest for Computational Thinking (CT) for the last decade. Most studies focus on teaching CT skills in K-12 level. In higher education, applying CT methods over all disciplines still needs cross institute movement, proper teaching tools and assessment procedure. In this paper we discuss the potential of applying CT methods in the mathematics courses at university level. With the inspiration of the Interest-Driven Creator (IDC) theory, we suggest that applying CT methods in mathematics benefits students' understanding of concepts and overcomes the drawbacks of traditional pedagogy. We study the case of introducing the limit of a sequence, which is a fundamental concept in calculus. An algorithm, inspired by the ϵ-N definition, is designed to find suitable N given a specific ϵ with exhaustion methods. Based on the algorithm designed, a game that help to introduce the ϵ-N definition of the limit of a sequence is presented as an example. The game would be developed on mobile devices for easy accessibility and for catering the trend of mobile device.
AB - There is a growing interest for Computational Thinking (CT) for the last decade. Most studies focus on teaching CT skills in K-12 level. In higher education, applying CT methods over all disciplines still needs cross institute movement, proper teaching tools and assessment procedure. In this paper we discuss the potential of applying CT methods in the mathematics courses at university level. With the inspiration of the Interest-Driven Creator (IDC) theory, we suggest that applying CT methods in mathematics benefits students' understanding of concepts and overcomes the drawbacks of traditional pedagogy. We study the case of introducing the limit of a sequence, which is a fundamental concept in calculus. An algorithm, inspired by the ϵ-N definition, is designed to find suitable N given a specific ϵ with exhaustion methods. Based on the algorithm designed, a game that help to introduce the ϵ-N definition of the limit of a sequence is presented as an example. The game would be developed on mobile devices for easy accessibility and for catering the trend of mobile device.
KW - Computational Thinking
KW - Higher education
KW - Interest-Driven Creator (IDC)
UR - http://www.scopus.com/inward/record.url?scp=85019001940&partnerID=8YFLogxK
M3 - Conference article published in proceeding or book
AN - SCOPUS:85019001940
T3 - ICCE 2016 - 24th International Conference on Computers in Education: Think Global Act Local - Main Conference Proceedings
SP - 335
EP - 339
BT - ICCE 2016 - 24th International Conference on Computers in Education
A2 - Wong, Su Luan
A2 - Barrera, Alba Garcia
A2 - Mitsuhara, Hiroyuki
A2 - Biswas, Gautam
A2 - Jia, Jiyou
A2 - Yang, Jie-Chi
A2 - Banawan, Michelle P.
A2 - Demirbilek, Muhammet
A2 - Gaydos, Matthew
A2 - Lin, Chui-Pin
A2 - Shon, Jin Gon
A2 - Iyer, Sridhar
A2 - Gulz, Agneta
A2 - Holden, Chris
A2 - Kessler, Greg
A2 - Rodrigo, Ma. Mercedes T.
A2 - Sengupta, Pratim
A2 - Taalas, Peppi
A2 - Chen, Weiqin
A2 - Murthy, Sahana
A2 - Kim, Beaumie
A2 - Ochoa, Xavier
A2 - Sun, Daner
A2 - Baloian, Nelson
A2 - Hoel, Tore
A2 - Hoppe, Ulrich
A2 - Hsu, Ting-Chia
A2 - Kukulska-Hulme, Agnes
A2 - Chu, Hui-Chun
A2 - Gu, Xiaoqing
A2 - Chen, Weiqin
A2 - Huang, Jun Song
A2 - Jan, Ming-Fong
A2 - Wong, Lung-Hsiang
A2 - Yin, Chengjiu
PB - Asia-Pacific Society for Computers in Education
T2 - 24th International Conference on Computers in Education, ICCE 2016
Y2 - 28 November 2016 through 2 December 2016
ER -