I am a computer science teacher who often deals with topics that are almost mystical when first encountered yet need to be taught effectively in a few hours.
My principles of teaching are that:
My principles of teaching are that:
- There no point of learning stuff that one will never need in their lives.
- Only about 20% to 30% of knowledge required to acquire basic proficiency in a particular sub-discipline of computing can be taught in class. The learner must learn the rest on their own.
- For one to use the knowledge provided, there must be a certain level of grasp that involves understanding the structure and purpose of the content.
- The learner needs to develop a systematic process of designing and implementing projects that is likely to lead to success.
- Success involves meeting the standards set by the relevant regulatory or professional body as well as the needs of the client and the standards of excellence of the system engineers responsible for executing the project.
The first and second principles leads to a selection process that tries to pick the barest minimum of content that ones needs in order to build a sufficient foundation to learn the rest on their own.
The third principle implies a certain approach to teaching and learning that ensures the learner acquires strategic knowledge about the subject as well as structural knowledge and procedural knowledge. As an example, why was Java developed? What are its outstanding features? In what way is it better than C or C++? The answers to these questions helps the learner to select languages most suitable for a particular project.
On the other hand, procedural knowledge is about how to develop a Java application to solve a particular organizational challenge such as setting up an online store.
Structural knowledge is knowledge about architecture of systems and of individual software programs and their components.
Enough! Let us get on with WebGL.
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