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.
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2008
June 30, 2008
Joseph Luca & Edgar R. Weippl
More Information on EDMEDIA
Table of Contents
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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