25,815 research outputs found

    A Game Based, Financial Literacy Oriented Approach to Improving Programming Education

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    Every year, two thirds of college seniors (about 1.8 million) in the US graduate with significant debts, but most of them are poorly equipped with essential financial knowledge to manage their debts and make intelligent financial decisions. Programming courses are uniquely positioned to offer opportunities to help students improve financial literacy. However, there have been no integrated courses to exploit the synergy. Meanwhile, computing disciplines face continued challenges of getting students interested in computing and finding ways to improve learning effectiveness. To address these challenges, we are developing an innovative teaching strategy that infuses financial literacy into four computing courses and engages students to develop financial literacy games. Students’ interests and learning outcomes will be improved because they enjoy computer games and are motivated when they use computing skills to address issues closely related to their daily lives

    Cracking the Code on Stem: A People Strategy for Nevada\u27s Economy

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    Nevada has in place a plausible economic diversification strategy—and it’s beginning to work. Now, the state and its regions need to craft a people strategy. Specifically, the state needs to boost the number of Nevadans who possess at least some postsecondary training in the fields of science, technology, engineering, or math—the so-called “STEM” disciplines (to which some leaders add arts and design to make it “STEAM”). The moment is urgent—and only heightened by the projected worker needs of Tesla Motors’ planned “gigafactory” for lithium-ion batteries in Storey County. Even before the recent Tesla commitment, a number of the more high-tech industry sectors targeted by the state’s new economic diversification strategy had begun to deliver significant growth. Most notable in fast-growing sectors like Business IT Ecosystems (as defined by the Governor’s Office for Economic Development) and large sectors like Health and Medical Services, this growth has begun to increase the demand in Nevada for workers with at least a modicum of postsecondary training in one or more STE M discipline. However, there is a problem. Even though many available opportunities require no more than the right community college certificate, insufficient numbers of Nevadans have pursued even a little STEM training. As a result, too few Nevadans are ready to participate in the state’s emerging STEM economy. The upshot: Without concerted action to prepare more Nevadans for jobs in STEM-intensive fields, skills shortages could limit growth in the state’s most promising target industries and Nevadans could miss out on employment that offers superior paths to opportunity and advancement. Which is the challenge this report addresses: Aimed at focusing the state at a critical moment, this analysis speaks to Nevada’s STEM challenge by providing a new assessment of Nevada’s STEM economy and labor market as well as a review of actions that leaders throughout the state—whether in the public, private, civic, or philanthropic sectors—can take to develop a workforce capable of supporting continued growth through economic diversification

    Game Changer: Investing in Digital Play to Advance Children's Learning and Health

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    Based on a literature review and interviews with digital learning experts, explores how digital games can foster skills and knowledge for better academic performance and health. Makes recommendations for government research, partnerships, and media

    A Conceptual Framework for Mobile Learning

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    Several technology projects have been launched to explore the opportunities that mobile technologies bring about when tackling issues of democratic participation and social inclusion through mobile learning. Mobile devices are cheaper than for instance a PC, and their affordance, usability and accessibility are such that they can potentially complement or even replace traditional computer technology. The importance of communication and collaboration features of mobile technologies has been stressed in the framework of ICT-mediated learning. In this paper, a theoretical framework for mobile learning and e-inclusion is developed for people outside the conventional education system. The framework draws upon the fields of pedagogy (constructivist learning in particular), mobile learning objects and sociology.Mobile Learning, Digital Divide, Constructivist Pedagogy, Forms Of Capital

    A Learning Game For Youth Financial Literacy Education In The Teen Grid Of Second Life Three-Dimensional Virtual Environment

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    Game-like three-dimensional (3D) virtual worlds have become popular venues for youth to explore and interact with friends. To bring vital financial literacy education to them in places they frequent, a multi-disciplinary team of computer scientists, educators, and financial experts developed a youth-oriented financial literacy education game in the Teen Grid of Second Life 3D online virtual world. This paper presents the design and development process of this financial literacy education game, its learning effectiveness in classrooms, and lessons learned from the process

    Integrating Technology With Student-Centered Learning

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    Reviews research on technology's role in personalizing learning, its integration into curriculum-based and school- or district-wide initiatives, and the potential of emerging digital technologies to expand student-centered learning. Outlines implications

    Maths Apps index #maths4us Project Report

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    This report provides an overview of the Maths Apps index project led by the Association for Learning Technology (ALT) as part of the maths4us initiative during 2012/13

    Making the Grade

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    With its July 2015 announcement of the Second Chance Pell Pilot Program, the U.S. Department of Education ushered in what could be a new era of expanded opportunities for postsecondary education in our nation's prisons. The Second Chance Pell Pilot makes students incarcerated in state and federal prisons eligible for need-based financial aid in a limited number of authorized sites—meaning postsecondary education is likely to become a reality for an increased number of the more than 1.5 million people in prisons nationwide.Research shows that—among other benefits to individuals, families, communities, and prisons—incarcerated people who participate in prison education programs are 43 percent less likely to recidivate than those who do not. This report offers lessons from the field on the implementation of these programs in corrections settings across the country

    Improving a New Digital Content Creation Line of Study in Adult Education College

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    The topic of the research is digitalization and digital competence frameworks and competence in the digitalized world and programming. Research methods in the thesis are the qualitative research, the review of literature and case study. Used methods in case study are interviews, questionnaire and observation. Research group in the case study are the new Digital Content Creation line of study students. The new Digital Content Creation line of study was designed according to the Digital Competence Framework 2.0 from European Commission. With the questionnaires, students evaluated their digital skills in the beginning of the studies, in the middle of the study year and at the end of the studies. Review of literature was made in researching digitalization and digital frameworks and competence in digitalization and programming. The goal of the action research process was to improve the Digital Content Creation line of study curriculum and programming teaching. According to interviews, the students think that their digital skills have improved very much during the study year. Students have gained good basics to begin to learn more about programming. As a conclusion according to the research and the case study, basic civic skills that everyone should master are determined. Determined skills are: understanding technology, digital tools, privacy and security, communicating through digital technologies, problem solving, updating digital skills, computational thinking, searching and filtering digital information and giving specific instructions
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