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Seyitriza Tigrek

Bio: Seyitriza Tigrek is an academic researcher from University of Colorado Boulder. The author has contributed to research in topics: Extensible programming & Real time Java. The author has an hindex of 2, co-authored 2 publications receiving 22 citations.

Papers
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Proceedings ArticleDOI
21 Jun 2012
TL;DR: A tailored programming introductory course to teach Java programming on Android by incorporating selected efficient methods from extant literature is created to keep students motivated by an active approach based on student-centered learning with collaborative work.
Abstract: Mobile devices are becoming indispensable tools for many students and educators. Mobile technology is starting a new era in the computing methodologies in many engineering disciplines. Students and scientists are becoming more interested in learning how to develop their own applications on mobile platforms. This paper presents an innovation in teaching and learning principals of Android-based Java programming. A course material is developed “Introduction to Programming Java on a Mobile Platform” to teach novice programmers how to create applications in shorter than traditional time. This work also provides techniques for instructors with modest programming background to teach cutting edge technology, which is smartphone programming. Techniques developed in this work minimize unnecessary information carried into current teaching approaches with hands-on practice. It also helps the students with minimal background requirements overcome the barriers that have evolved around computer programming. The motivation of this work is to create a tailored programming introductory course to teach Java programming on Android by incorporating selected efficient methods from extant literature. The proposed mechanism is to keep students motivated by an active approach based on student-centered learning with collaborative work. Teamwork through pair programming is adapted in this teaching process. Bloom's taxonomy, along with a knowledge survey, is used as a guide to classify the information and exercise problems. A prototype curriculum is a main deliverable of this work that is suitable for novice programmers-such as engineering freshmen students.

20 citations

Proceedings ArticleDOI
13 Jun 2011
TL;DR: Design improvements to a remotely controlled system for patients with limited mobility that provides communication and control of the room environment with mouse control that can be adapted to the functional need of the user.
Abstract: Design improvements to a remotely controlled system for patients with limited mobility are described. This system provides communication and control of the room environment with mouse control that can be adapted to the functional need of the user. Analysis is provided on the selection and integration of components within the system as well as an overview of the simulated access times for several key components. Transition to an open source Android operating system is discussed for long-term use in the home environment. Prototype configurations for use in the hospital and home environment are introduced.

3 citations


Cited by
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Proceedings ArticleDOI
08 Jan 2015
TL;DR: This research tries to solve the problem by apply gamification elements in programming language course as a new architecture of Gamification application to increase the effectiveness of learning and enhance the understanding of students.
Abstract: Students sometimes find it hard to learn new programming languages. They often confront unfamiliar programming terms and are required to visualize the processes that happen in the computer memory. Weak students find this a burden and end up memorizing the processes without understanding them and their working. This situation invariably leads students to get low grades in their programming subjects. Some researchers suggested that an enjoyable approach must be adopted in learning difficult subjects. Studies have shown that applying gamification elements in websites engages users. "Gamification" refers to the use of game elements in a non-game context to increase engagement between humans and computers. This research try to solve the problem by apply gamification elements in programming language course as a new architecture of Gamification application to increase the effectiveness of learning and enhance the understanding of students'.

47 citations

Journal ArticleDOI
10 Feb 2019
TL;DR: This study aimed to measure the effectiveness and motivation level of using a Gamification website for programming language learning for first year students and showed that there were significant differences in the overall results of student performance.
Abstract: Computer science novice students find it hard to learn and master programming language subjects. In previous work, an investigation was done to confirm this assumption. The finding showed that students experienced ineffective learning, lacked interest towards this course, and lacked motivation. Previous studies have shown that applying Gamification elements in websites engages users. Gamification refers to the use of game elements in a non-game context in order to increase engagement between human and computer. In priory, a gamification-based learning website for programming language course was developed. This study aimed to measure the effectiveness and motivation level of using a Gamification website for programming language learning for first year students. Quantitative research approach was used. The effectiveness of the gamification website was tested using Quasi experiment. Student motivation was measured using ARCS motivation model. The findings showed that there were significant differences in the overall results of student performance (effectiveness and motivation) between the experimental and control groups.

25 citations

Proceedings ArticleDOI
01 Nov 2017
TL;DR: This study proposed gamification framework that consists of game elements and programming learning requirements and this framework is verified by lecturers and students.
Abstract: Students occasionally find it difficult to learn new programming languages. Previous work showed that students have experienced ineffective learning, lack of interest towards this course and lack of motivation. The rationale for this is that in previous studies, some researchers have mentioned the use of game elements but none have mentioned a gamification framework that integrates the requirements for learning programming language subjects. Therefore, this study proposed gamification framework that consists of game elements and programming learning requirements. This framework is verified by lecturers and students. The findings shown, the mean score of each combination of programming learning requirements and game elements is more than 4.00.

25 citations

Journal ArticleDOI
TL;DR: A group of requirements that should be considered in programming language course are identified based on previous work and verified from two perspectives (experts and students).
Abstract: Students occasionally find it difficult to learn new programming languages. They often confront unfamiliar programming terms and having difficulty to visualize the processes that happen in computer memory. Weak students find this a burden and end up memorizing the processes without understanding them and their workings. This situation invariably leads students to obtain low grades in their programming subjects. The preliminary investigation of survey was produce in previous work; the results showed that students have experienced ineffective learning, lack of interest towards this course and lack of motivation. Therefore, the main objective of this study is to identify programming learning requirements based on previous work and verified from two perspectives (experts and students). Finally, the result was a group of requirements that should be considered in programming language course

14 citations

Proceedings ArticleDOI
22 Feb 2019
TL;DR: This paper proposes teaching Android mobile security through a two-dimensional approach, and describes a set of comprehensive security laboratory courses covering various concepts, ranging from the application development perspective to a deep investigation of the Android Open Source Project and its interaction with the Linux kernel.
Abstract: At present, computer science studies generally offer courses addressing mobile development and they use mobile technologies for illustrating theoretical concepts such as operating system, design patterns, and compilation because Android and iOS use a large variety of technologies for developing applications. Teaching courses on security is also becoming an important concern for academics, and the use of mobile platforms (such as Android) as supporting material is becoming a reasonable option. In this paper, we intend to bridge a gap in the literature by reversing this paradigm: Android is not only an opportunity to learn security concepts but requires strong pedagogical efforts for covering all the aspects of mobile security. Thus, we propose teaching Android mobile security through a two-dimensional approach. The first dimension addresses the cognitive process of the Bloom taxonomy, and the second dimension addresses the technical layers of the architecture of the Android operating system. We describe a set of comprehensive security laboratory courses covering various concepts, ranging from the application development perspective to a deep investigation of the Android Open Source Project and its interaction with the Linux kernel. We evaluated this approach, and our results verify that the designed security labs impart the required knowledge to the students.

12 citations