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An activity systems view of learning programming skills in a virtual lab: A case of University of Jos, Nigeria

It is difficult to learn professional courses such as Computer Science without hands-on activities with appropriate technical support. Computer Science programming courses are the core of a Computer Science qualification and some of the learning outcomes of a Computer Science programming course are...

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Main Author: Gogwim, Joel
Other Authors: Ng'ambi, Dick
Format: Thesis
Language:English
Published: School of Education 2018
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access_status_str Open Access
author Gogwim, Joel
author2 Ng'ambi, Dick
author_browse Gogwim, Joel
Ng'ambi, Dick
author_facet Ng'ambi, Dick
Gogwim, Joel
author_sort Gogwim, Joel
collection Thesis
description It is difficult to learn professional courses such as Computer Science without hands-on activities with appropriate technical support. Computer Science programming courses are the core of a Computer Science qualification and some of the learning outcomes of a Computer Science programming course are writing program code, program testing and debugging. Inadequate computers in the computer laboratory and policies that restrict the concept of 'Bring Your Own Technology' (BYOT) inside the computer laboratory posed a challenge to hands-on programming activities. However, students in the Computer Science department at the University of Jos learn computer-coding theory, but unable to have hands-on experience due to several reasons. This research investigates how use of virtual lab on Moodle Learning Management System (LMS) could enhance students' acquisition of Java programming skills. The virtual lab provides a lab environment for students to practice programming and experiment concepts learned. Activity Theory was used as a theoretical framework to analyse the activity of Java programming on the virtual lab. Seven participants including the lecturer were enrolled on the Java Programming Language virtual lab practical sessions for this research work. The research activity system focuses on Java hands-on programming tasks for a period of three weeks and after that data was collected using interview and content generated from the virtual lab activities' chats and forum. Interview questions were developed and administered to students, while a semistructured interview with the lecturer was conducted. The data collected from the interviews and the contents collated from chats and forum activities were coded using ICT data analysis tool Nvivo, based on thematic analysis. The data was thoroughly reviewed, explained, interpreted, and analysed using the theoretical framework, activity theory. The results show that the virtual lab helped students perform practical programming activities, where students accessed and used the virtual lab concurrently at any time and place. The participants used their private computers, mobile devices in the hostels, at home, or at hotspots to access the virtual lab. However, accessing the virtual lab required adequate Internet connection. The virtual lab programming activity system promoted student-centred learning, self-paced practice, and enabled students to repeat or revisit incorrect assignments multiple times. The activity system's subject (lecturer, students) interacts with the mediating tools (mobile devices, virtual lab) to perform the object (Java programming), which enhanced the achievement of the outcome (programming skills). Therefore, it can be said that the virtual lab mediated hands-on programming activities.
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institution University of Cape Town (South Africa)
language eng
last_indexed 2026-06-10T12:50:34.147Z
license_str Not specified — see source repository
provenance_str_mv Harvested via OAI-PMH from UCTD — University of Cape Town Open Access Repository
publishDate 2018
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source_str UCTD — University of Cape Town Open Access Repository
spelling oai:open.uct.ac.za:11427/27110 An activity systems view of learning programming skills in a virtual lab: A case of University of Jos, Nigeria Gogwim, Joel Ng'ambi, Dick Information and Communication Technologies It is difficult to learn professional courses such as Computer Science without hands-on activities with appropriate technical support. Computer Science programming courses are the core of a Computer Science qualification and some of the learning outcomes of a Computer Science programming course are writing program code, program testing and debugging. Inadequate computers in the computer laboratory and policies that restrict the concept of 'Bring Your Own Technology' (BYOT) inside the computer laboratory posed a challenge to hands-on programming activities. However, students in the Computer Science department at the University of Jos learn computer-coding theory, but unable to have hands-on experience due to several reasons. This research investigates how use of virtual lab on Moodle Learning Management System (LMS) could enhance students' acquisition of Java programming skills. The virtual lab provides a lab environment for students to practice programming and experiment concepts learned. Activity Theory was used as a theoretical framework to analyse the activity of Java programming on the virtual lab. Seven participants including the lecturer were enrolled on the Java Programming Language virtual lab practical sessions for this research work. The research activity system focuses on Java hands-on programming tasks for a period of three weeks and after that data was collected using interview and content generated from the virtual lab activities' chats and forum. Interview questions were developed and administered to students, while a semistructured interview with the lecturer was conducted. The data collected from the interviews and the contents collated from chats and forum activities were coded using ICT data analysis tool Nvivo, based on thematic analysis. The data was thoroughly reviewed, explained, interpreted, and analysed using the theoretical framework, activity theory. The results show that the virtual lab helped students perform practical programming activities, where students accessed and used the virtual lab concurrently at any time and place. The participants used their private computers, mobile devices in the hostels, at home, or at hotspots to access the virtual lab. However, accessing the virtual lab required adequate Internet connection. The virtual lab programming activity system promoted student-centred learning, self-paced practice, and enabled students to repeat or revisit incorrect assignments multiple times. The activity system's subject (lecturer, students) interacts with the mediating tools (mobile devices, virtual lab) to perform the object (Java programming), which enhanced the achievement of the outcome (programming skills). Therefore, it can be said that the virtual lab mediated hands-on programming activities. 2018-01-30T10:28:34Z 2018-01-30T10:28:34Z 2017 Master Thesis Masters MPhil http://hdl.handle.net/11427/27110 eng application/pdf School of Education Faculty of Humanities University of Cape Town
spellingShingle Information and Communication Technologies
Gogwim, Joel
An activity systems view of learning programming skills in a virtual lab: A case of University of Jos, Nigeria
thesis_degree_str Master's
title An activity systems view of learning programming skills in a virtual lab: A case of University of Jos, Nigeria
title_full An activity systems view of learning programming skills in a virtual lab: A case of University of Jos, Nigeria
title_fullStr An activity systems view of learning programming skills in a virtual lab: A case of University of Jos, Nigeria
title_full_unstemmed An activity systems view of learning programming skills in a virtual lab: A case of University of Jos, Nigeria
title_short An activity systems view of learning programming skills in a virtual lab: A case of University of Jos, Nigeria
title_sort activity systems view of learning programming skills in a virtual lab a case of university of jos nigeria
topic Information and Communication Technologies
url http://hdl.handle.net/11427/27110
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