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Project-Based Learning of Computer Programming Using an Artificial Market System

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Okamoto, M., Kita, H., Ono, I., Kiga, D., Terano, T., Yamada, T. & Koyama, Y. (2008). Project-Based Learning of Computer Programming Using an Artificial Market System. In J. Luca & E. Weippl (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2008 (pp. 4545-4553). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/29019.

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Conference Information

EDMEDIA

World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2008
Vienna, Austria
June 30, 2008
ISBN 1-880094-65-7
  Joseph Luca & Edgar R. Weippl
AACE

More Information on EDMEDIA

Table of Contents


Authors

Masako Okamoto, Kyoto University, Japan, Japan; Hajime Kita, Kyoto University, Japan; Isao Ono, Daisuke Kiga, Takao Terano, Takashi Yamada, Yusuke Koyama, Tokyo Institute of Technology, Japan

Abstract

Computer programming is one of the key issue in teaching computer science, and it requires comprehensive ability not only knowledge of programming language. Hence, effective pedagogical methods of teaching computer programming are needed. This paper discusses usage of an artificial market system called ‘U-Mart System’ as a material for project-based learning of computer programming. The U-Mart System supports both agent-based simulation played by software agents and gaming simulation played by human. In teaching computer programming and software development, the U-Mart system can be used for programming of software trading agents that play in the virtual market, and for object design of the market server. In the both usage, the learners can easily acquire the requirement by playing the U-Mart by themselves. We evaluate the practice of using the U-Mart for project-based learning of computer programming in a course of a graduate program in Tokyo Institute of Technology in Japan based on the questionnaire survey taken from the students in the course.

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