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  1. Home
  2. Proceedings
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  4. INSAN JUNIOR RESEARCHERS INTERNATIONAL CONFERENCE (iJURECON)
  5. 2020 iJURECON
  6. A Preliminary Study in Identifying Cognitive Level in Understanding Programming Subject
 
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A Preliminary Study in Identifying Cognitive Level in Understanding Programming Subject

Journal
Junior Researcher International Conference (iJURECON)
Date Issued
2021-02-18
Author(s)
Siti Munirah Mohd,
Nurul Fatiha Abdul Rahman,
Nurhidaya Mohamad Jan,
Shafinah Kamarudin
Abstract
STEM is an acronym for science, technology, engineering and mathematics. STEM is an approach and a way of thinking for educators to help students integrate knowledge across subjects by encouraging them to think more logically and holistically to be equipped with 21st century skills. The study that has been done identified the requirements and specifications of the module-based science, technology, engineering and mathematics (STEM) for teaching and learning approaches. Generally, teaching introductory to computing courses to beginners involves an introduction to many interrelated areas of computer science and setting the corresponding learning objectives. These subjects may become very difficult and exasperating at the early of the level, and this will result in shallow knowledge and understanding by the students. Students are uninterested in learning programming due to lack of motivation, and lack of exposure is a big reason as to why students never developed an interest in the
subject. Therefore, this study is done to measure the cognitive level among gifted student in learning and understanding Python programming. This study has been done by giving question paper based on taxonomy bloom that divided into three stages which are C1 (remembering), C2 (understanding) and C3 (applying). The result has shown that the programming subject is moderately hard to learn. In this case of study, it enables the teachers to set an examination paper that is well-balanced based on
taxonomy bloom to test the different cognitive level of thinking.
Subjects

programming,

education,

gamification,

python

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