12 research outputs found

    Is this thing on? Determining Comfort Level with Communication Skills in a Technical Discipline

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    Students with a technology focus often express and demonstrate that they find it difficult to communicate their ideas and designs. Students in the Rochester Institute of Technology’s School of Interactive Games and Media are further challenged in that in order to be successful in their pursuit of a career in game design and development, they need to effectively convey their game ideas and design specifications while expressing the passion for the ideas that will convince others to climb on board and work on their projects. In this paper, we discuss the way we help our students develop these skills within a course structure. Through several course offerings, the faculty and students anecdotally noted that the students communication skills improved and their comfort in communication improved as well. In order to more accurately determine if this observed improvement was measurable, a survey of comfort with communication skills was created. The paper will present the results of an exploratory study using the instrument, which involved administering the survey to the students in the course as well as students in another course without a focus in development of these skills. The results from both sets of students were analyzed to determine if there was an increase in comfort with communication skills and to begin a process of validating this new instrument

    An Interactive Zoo Guide: A Case Study of Collaborative Learning

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    Real Industry Projects and team work can have a great impact on student learning but providing these activities requires significant commitment from academics. It requires several years planning implementing to create a collaborative learning environment that mimics the real world ICT (Information and Communication Technology) industry workplace. In this project, staff from all the three faculties, namely the Faculty of Health, Engineering and Science, Faculty of Arts, Education and Human Development, and Faculty of Business and Law in higher education work together to establish a detailed project management plan and to develop the unit guidelines for participating students. The proposed project brings together students from business, multimedia and computer science degrees studying their three project-based units within each faculty to work on a relatively large IT project with our industry partner, Melbourne Zoo. This paper presents one multimedia software project accomplished by one of the multi-discipline student project teams. The project was called 'Interactive ZooOz Guide' and developed on a GPS-enabled PDA device in 2007. The developed program allows its users to navigate through the Zoo via an interactive map and provides multimedia information of animals on hotspots at the 'Big Cats' section of the Zoo so that it enriches user experience at the Zoo. A recent development in zoo applications is also reviewed. This paper is also intended to encourage academia to break boundaries to enhance students' learning beyond classroom.Comment: 11 Page

    Embedding creativity in the university computing curriculum

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    We explore the need for embedding creativity in the UK Higher Education computing curriculum and some of the challenges associated with this. We identify some of the initiatives and movements in this area and discuss some of the work that has been carried out. We then describe some of the ways we have tried to meet these challenges and reflect on our degree of success with respect to the goal of producing graduates who are fit for the myriad of job opportunities they will come across in a rapidly changing technology landscape. Finally, we make a number of recommendations

    Student opinions on their development of non-technical skills in IT education

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    It is recognized that non-technical or soft skills are a vital part of the IT curriculum and hence are considered to be core curriculum components, particularly in the USA and Australia and is also an important worldwide issue. An extensive analysis within an Australian university context found a mismatch between employer expectations and the university-based instruction in these skills. However, it was noted that this unpreparedness in soft skills may be because students may not have appreciated the importance of these skills – a result confirmed by this study, which used a questionnaire delivered to project students undertaking a range of IT based courses. Internships are not common in Australia and hence to address this problem guest speakers from industry are now regularly invited to give presentations to project students. Furthermore it was also found that those students who had workplace experience more fully appreciated the role of workplace soft skills than those who did not have such experience. This study clearly indicates the importance of a team based project unit for teaching soft skills. A further implication is that students need to be made aware of the importance of soft skills in the workplace as a part of their studies

    Embedding creativity in the university computing curriculum

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    We explore the need for embedding creativity in the UK Higher Education computing curriculum and some of the challenges associated with this. We identify some of the initiatives and movements in this area and discuss some of the work that has been carried out. We then describe some of the ways we have tried to meet these challenges and reflect on our degree of success with respect to the goal of producing graduates who are fit for the myriad of job opportunities they will come across in a rapidly changing technology landscape. Finally, we make a number of recommendations

    Supporting computer science student reading through multimodal engagement interfaces

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    While many computer science (CS) curricula are increasingly addressing a demand for more communicative and ethical graduates, reports of CS student difficulties with nontechnical subjects, such as Professional Ethics, persist. These seem compounded for students learning through a second or foreign language. This paper explores the impact that multimodal engagement interfaces can have on content comprehension. 30 participants of varying English language ability were asked to engage with four unrelated articles under four different conditions: baseline reading (C1); guided reading (sentence-by-sentence) (C2); audio/listening only (C3); and concurrent (multi-modal) presentation of C2 & C3 (C4). After each engagement, participants were asked to complete a comprehension test on the material that they had just encountered. A subjective survey evaluating the “comfort” and “engagement quality” of each interface was also completed after each interaction. Our results paint a complex picture with the guided reading interface (C2) producing both the best performance, and the poorest subjective evaluation from participants. This result aligns with existing findings identified in the field of reading education. The results highlight how varying language levels in participants impact subjective and performance metrics, suggesting how future interfaces may better support readers, according to their language ability or intended outcomes of reading

    Investigating Pre-Service Teachers’ Perceptions of the Virginia Computer Science Standards of Learning: A Qualitative Multiple Case Study

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    Computer science education is being recognized globally as necessary to better prepare students in all grade levels, K-12, for future success. As a result of this focus on computer science education in the United States and around the world, there is an increased demand for highly qualified teachers with content and pedagogical knowledge to successfully support student learning. As a result, there is a call to include and improve the computer science training offered to pre-service teachers in their educator preparation programs from methods courses to practicum and student teaching experiences. Thus, it is important to understand how pre-service teachers view content, classroom practices, and teaching and learning methodologies and theories to inform teacher educators about best practices for integrating computer science. This multi-case study investigated pre-service teachers’ perceived abilities and intent to integrate the Virginia Computer Science Standards of Learning into future content area instruction, as well as any shifts that occurred in these pre-service teachers’ perceptions as a result of their student teaching experience. Five elementary pre-service teachers enrolled in a teacher preparation program at a large, public research university in the Mid-Atlantic region of the United States comprised the cases in this research study. Data were collected during the participants’ student teaching experience and final semester in their respective programs and was comprised of the following: pre-, mid-, and post-questionnaires, meeting transcriptions (2), semi-structured individual phone interview transcriptions (2), and written/posted exchanges on an online discussion board. Data representing each case were analyzed using a qualitative general inductive approach as outlined by Thomas. A within-case analysis was performed to develop main categories and identify central themes for each case, and a cross-case analysis was then conducted using the NVivo Qualitative Data Analysis Software. The findings revealed similarities and differences across the cases, as well as perceived challenges and benefits to incorporating computer science and the Virginia Computer Science Standards of Learning into future content area lessons as determined by elementary pre-service teachers. Findings from this study can be used to inform and improve pre-service teacher education as well as provide insight to school administrators

    An investigation into internetworking education

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    Computer network technology and the Internet grew rapidly in recent years. Their growth created a large demand from industry for the development of IT and internetworking professionals. These professionals need to be equipped with both technical hands-on skills and non-technical or soft skills. In order to supply new professionals to the industry, educational institutions need to address these skills training in their curricula. Technical hands-on skills in internetworking education can be emphasised through the practical use of equipment in classrooms. The provision of the networking equipment to the internetworking students is a challenge. Particularly, university students in developing countries may find that this equipment is ineffectively provided by their teaching institutions, because of the expense. Modern online learning tools, such as remote access laboratories, may be used to address this need. However, the provision of such tools will also need to concentrate upon the pedagogical values. In addition, traditional remote access laboratories provide only text-based access, which was originally designed for highly professional use. Novice students may struggle with learning in these virtual environments, especially when the physical equipment is not available locally. Furthermore, non-technical skills or soft skills are social skills that should not be neglected in graduates’ future workplaces. A traditional model of developing soft skills that was used in face-to-face classroom may not be as effective when applied in an online classroom. Research on students’ opinions about their soft skills development during attending internetworking courses is needed to be conducted. In order to address both research needs, this study was focused on two research aspects related to online learning in internetworking education. The first focus was on research into providing a suitable technical learning environment to distance internetworking students. The second focus was on the students’ opinions about their non-technical skills development. To provide a close equivalent of a face-to-face internetworking learning environment to remote students in Thailand, a transformation of a local internetworking laboratory was conducted. A new multimedia online learning environment integrated pedagogically-rich tools such as state model diagrams (SMDs), a real-time video streaming of equipment and a voice communication tool. Mixed research data were gathered from remote online and local student participants. The remote online participants were invited to use the new learning environment developed in this study. Qualitative research data were collected from twelve remote online students after their trial usage. Concurrently, another set of research data were collected from local students asking their opinion about the development of soft skills in the internetworking course. There were sixty six participants in this second set of research data. Although the research data was limited, restricting the researcher’s ability to generalise, it can be concluded that the provision of multimedia tools in an online internetworking learning environment was beneficial to distant students. The superiority of the traditional physical internetworking laboratory cannot be overlooked; however, the remote laboratory could be used as a supplementary self-practice tool. A concrete learning element such as a real-time video stream and diagrams simplified students learning processes in the virtual environment. Faster communication with the remote instructors and the equipment are also critical factors for a remote access network to be successful. However, unlike the face-to-face laboratory, the future challenge of the online laboratory will creating materials which will encourage students to build soft skills in their laboratory sessions

    Self-Flipped Classroom Reuse of Student-Produced Videos for Flipped Classrooms

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    Ph. D. ThesisThe cultures of social media and prosumerism enter the domain of modern education and power a shift towards learner-centred active learning with a focus on learning through making in nearly every subject, discipline and level of teaching. Keeping pace with these changes requires pedagogical innovation and motivates us to develop and evaluate a new instructional and learning approach that is built on the reuse of student-produced content. This research has defined such a pedagogical approach, the Self-Flipped Classroom, built on the synergy of Flipped Classroom and learning through making pedagogies. In the proposed approach, the self- part of the name refers to materials that students produce as part of their own learning; and the -flip part of the name refers to reuse of these materials by instructors for teaching other students in the flipped classroom pedagogical model. This thesis presents the Self-Flipped Classroom both from theoretical and practical viewpoints, and discusses the experience of implementing the approach in courses related to Human-Computer Interaction discipline in two universities (Newcastle University, UK and Uppsala University, Sweden). The main contribution of this work is twofold. First, theoretical – in terms of the positioning of the new pedagogy within existing theories and pedagogical approaches. Second, practical – in presenting the testing and evaluation of two variants of the approach (the Distributed and the Enclosed Self-Flipped Classrooms) in real case studies. Anyone who is interested in trying the approach in their own practice will find the results of the presented case studies to be informative from two perspectives: a) student attitudes to and experiences of the Self-Flipped Classroom; b) associated benefits and challenges of the Self-Flipped Classroom for instructors. As part of the investigation of student experiences of the presented approach, this thesis explores lifelong learning skills development (media literacy, collaboration, attribution and others) that are found amid other benefits for students who engage with the Self-Flipped Classroom. The presented research has been conducted in the context of Computer Science education, however, the presented results, and particularly the proposed Self-Flipped Classroom approach, can be applicable to other disciplines.Newcastle Universit
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