Abstract
The paper analyzes three major problems encountered by our team as we endeavored to turn problem solving examples in the domain of programming into highly reusable educational activities, which could be included as first class objects in various educational digital libraries. It also suggests three specific approaches to resolving these problems, and reports on the evaluation of the suggested approaches. Our successful experience presented in the paper demonstrates how to make program examples self-sufficient, how to provide students with personalized guidance to the most appropriate examples, and how to increase the volume of annotated examples.
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