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Dragan Trninic

dblp:21/9545 · DBLP profile ↗
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7ranked-venue papers
1as first author
0since 2021 · last 2020
0000-0002-5948-2441ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Applied, interdisciplinary, general and emerging computing · 4 · 1 first-authorArtificial intelligence and machine learning · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 3

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 77% Wearable and physiological sensing · 23%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Wearable and physiological sensing › motion capture
hand motion tracking
0.012011
The mathematical imagery trainer: from embodied interaction to conceptual learning · CHI 2011

Methods — techniques the papers use, named apart from their topics

design-based research · 0.1clinical interviews · 0.1
YearPublicationVenuePosition
2020 Syntax Exercises in CS1
abstract
This paper investigates the idea of teaching programming language syntax before problem solving in Introductory Computer Programming (CS1). Theories of procedural skill acquisition imply that syntax should be taught with a pedagogy and curriculum quite different from that used in teaching problem solving. We draw from this literature to propose a practice-based pedagogy and curriculum to teach students syntax before they learn its application, something we call a "syntax-first" pedagogy, which uses skilled performance in syntax to scaffold learning of problem solving. We report results of a controlled study investigating whether learning syntax using pedagogy suitable for procedural skill acquisition (e.g. repetitive practice) prior to learning problem solving influences student performance. A syntax-first pedagogy is complementary to almost any other teaching approach: in our study, simply adding carefully designed syntax exercises to an existing CS1 course resulted in higher exam scores, lower student attrition, and evidence that plagiarism rates may be lower.
John Edwards 0002, Joseph Ditton, Dragan Trninic, Hillary Swanson, Shelsey Sullivan, Chad D. Mano
ICER3
2019 Impact of Explicit Failure and Success-driven Preparatory Activities on Learning
Tanmay Sinha, Manu Kapur, Robert West 0001, Michele Catasta, Matthias Hauswirth, Dragan Trninic
CogSci6
2019 The Disappearing "Advantages of Abstract Examples in Learning Math"
Dragan Trninic, Manu Kapur, Tanmay Sinha
CogSci1
2014 The Implications of Embodiment for Mathematics and Computing Education
David Landy, Dragan Trninic, Firat Soylu, Joselle Kehoe, Paul A. Fishwick
CogSci2
2011 Toward an embodied-interaction design framework for mathematical concepts
abstract
Recent, empirically supported theories of cognition indicate that human reasoning, including mathematical problem solving, is based in tacit spatial-temporal simulated action. Implications of these findings for the philosophy and design of instruction may be momentous. Here, we build on design-based research efforts centered on exploring the potential of embodied interaction (EI) for mathematics learning. We sketch two emerging, reciprocal contributions: (1) a sociocognitive view on the role of automated feedback in building the perceptuomotor schemes that undergird conceptual development; and (2) a heuristic EI design framework. We ground these ideas in vignettes of children engaging an EI design for proportion. Increasing ubiquity and access to mobile devices geared to avail of EI principles suggests the feasibility of mass-disseminating materials evolving from this line of research.
Dor Abrahamson, Dragan Trninic
IDC2
2011 The mathematical imagery trainer: from embodied interaction to conceptual learning
abstract
We introduce an embodied-interaction instructional design, the Mathematical Imagery Trainer (MIT), for helping young students develop grounded understanding of proportional equivalence (e.g., 2/3 = 4/6). Taking advantage of the low-cost availability of hand-motion tracking provided by the Nintendo Wii remote, the MIT applies cognitive-science findings that mathematical concepts are grounded in mental simulation of dynamic imagery, which is acquired through perceiving, planning, and performing actions with the body. We describe our rationale for and implementation of the MIT through a design-based research approach and report on clinical interviews with twenty-two 4th-6th grade students who engaged in problem-solving tasks with the MIT.
Mark Howison, Dragan Trninic, Daniel L. Reinholz, Dor Abrahamson
CHI2
2011 Evocation and Enactment: Understanding Trajectories of Conceptual Development in Artifact-Mediated Situations
abstract
When instructional designers develop content-targeted pedagogical situations, their practice can be theorized as engineering students‘ development of conceptual schemes. To account for the contributions of students‘ prior schemes and situated experiences towards the development of conceptual schemes, we suggest a distinction between the evocation of schemes and enactment of situations. The former suggests that the design of an instructional situation can activate students‘ prior schemes. The latter suggests that the structure of students‘ activity in an instructional situation determines the nature of newly constructed schemes. We contextualize our views using empirical data from case studies involving students‘ interactions with educational technology designed for embodying and grounding the concept of proportionality.
Timothy Charoenying, Dragan Trninic
ICCE2