4,433 research outputs found

    Construct-it: A board game to enhance built environment students’ understanding of the property life cycle

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    This article investigates the development of a board game entitled ‘Construct-it’ as an innovative pedagogical approach (as proof of concept) to augmenting the applied knowledge and understanding of built environment students studying property life cycle analysis. A largely qualitative and inductive methodological approach is conducted to identify and investigate the various pertinent theoretical frameworks that could be adopted; conduct a critical synthesis of extant literature; and develop Construct-it, a game intuitively grounded in practice-based knowledge. The study reveals that games provide a fun, engaging and challenging means of educating students at higher education institutions. It also notes a significant dearth of literature in terms of applying games to students enrolled on built environment programmes. Construct-it can enhance the student’s learning experience and knowledge of pertinent industry practice and standards and can complement traditional classroom teaching approaches. The study concludes with directions for the future work required to enhance the development of the novel pedagogical proof of concept presented. Such work will require robust testing and validation of the game to measure its impact on the student learning experience. </jats:p

    Computational Fluency: The Key to Multiplicative Success

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    Integrating Creative Writing and Computational Thinking to Develop Interdisciplinary Connections

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    A typical college curriculum does not make it easy for students to establish connections between required general education courses and courses in their majors. Intentional linking of courses from different disciplines using interdisciplinary pedagogical strategies allows students to make those connections while developing the interdisciplinary skills which will benefit their college and post-college careers. In addition to communication, critical thinking and reasoning, and collaborative skills, it has been recently argued that computational thinking (i.e., the application of computing concepts and methods to solve problems) should also be a part of a twenty-first century liberal education for a broad range of college students, including those not majoring in computing. Computational thinking concepts and skills can help students frame problems in a variety of fields and disciplines (not just STEM disciplines) using novel strategies, and, in so doing, to become better problem solvers in their professions. At our institution, many students not majoring in computing (or a STEM discipline) take a first-year problem-solving with computer programming course (PS), which is designed for Computer Science majors, to satisfy the computer literacy/fluency requirement in their degree or to learn computational thinking concepts and skills. However, since PS is a gateway course for Computer Science majors, it is even more challenging for non-majors, resulting in high non-passing and withdrawal rates. To integrate computational thinking in required liberal arts courses, we created a general education interdisciplinary course, Programming Narratives: Computer Animated Storytelling, aimed at non-computer majors, which emphasizes creative writing and computational thinking. In this interdisciplinary course, students learn the structure of narrative, concepts of problem solving, and the logic of computer programming languages as they develop a narrative-driven video game prototype. This process helps students achieve the college-wide learning goal of making meaningful and multiple connections among the liberal arts majors, as well as between the liberal arts and the areas of study leading to a major or profession. Our findings suggest that the learning objectives and the pedagogical approaches used in the course are adequate for a broad range of non-computer majors. Performance on writing and computing assessments as well as final grades (75% of students obtained a grade of C or better) indicated that a vast majority of students successfully achieved the learning objectives. These results were consistent with student perceptions as reflected in an end-of-course survey. There is also evidence that students satisfactorily integrated creative writing and computer programming to develop their video game prototypes, making in-depth interdisciplinary connections along the way. We believe that this intentional emphasis on connections between disciplines develops the interdisciplinary skills and perspectives which are important for graduation, and it lays the groundwork for interdisciplinary thinking in the workplace

    Effective Computation Resilience in High Performance and Distributed Environments

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    The work described in this paper aims at effective computation resilience for complex simulations in high performance and distributed environments. Computation resilience is a complicated and delicate area; it deals with many types of simulation cores, many types of data on various input levels and also with many types of end-users, which have different requirements and expectations. Predictions about system and computation behaviors must be done based on deep knowledge about underlying infrastructures, and simulations' mathematical and realization backgrounds. Our conceptual framework is intended to allow independent collaborations between domain experts as end-users and providers of the computational power by taking on all of the deployment troubles arising within a given computing environment. The goal of our work is to provide a generalized approach for effective scalable usage of the computing power and to help domain-experts, so that they could concentrate more intensive on their domain solutions without the need of investing efforts in learning and adapting to the new IT backbone technologies

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Towards a global participatory platform: Democratising open data, complexity science and collective intelligence

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    The FuturICT project seeks to use the power of big data, analytic models grounded in complexity science, and the collective intelligence they yield for societal benefit. Accordingly, this paper argues that these new tools should not remain the preserve of restricted government, scientific or corporate élites, but be opened up for societal engagement and critique. To democratise such assets as a public good, requires a sustainable ecosystem enabling different kinds of stakeholder in society, including but not limited to, citizens and advocacy groups, school and university students, policy analysts, scientists, software developers, journalists and politicians. Our working name for envisioning a sociotechnical infrastructure capable of engaging such a wide constituency is the Global Participatory Platform (GPP). We consider what it means to develop a GPP at the different levels of data, models and deliberation, motivating a framework for different stakeholders to find their ecological niches at different levels within the system, serving the functions of (i) sensing the environment in order to pool data, (ii) mining the resulting data for patterns in order to model the past/present/future, and (iii) sharing and contesting possible interpretations of what those models might mean, and in a policy context, possible decisions. A research objective is also to apply the concepts and tools of complexity science and social science to the project's own work. We therefore conceive the global participatory platform as a resilient, epistemic ecosystem, whose design will make it capable of self-organization and adaptation to a dynamic environment, and whose structure and contributions are themselves networks of stakeholders, challenges, issues, ideas and arguments whose structure and dynamics can be modelled and analysed. Graphical abstrac

    An interview based study of pioneering experiences in teaching and learning Complex Systems in Higher Education

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    Due to the interdisciplinary nature of complex systems as a field, students studying complex systems at University level have diverse disciplinary backgrounds. This brings challenges (e.g. wide range of computer programming skills) but also opportunities (e.g. facilitating interdisciplinary interactions and projects) for the classroom. However, there is little published regarding how these challenges and opportunities are handled in teaching and learning Complex Systems as an explicit subject in higher education, and how this differs in comparison to other subject areas. We seek to explore these particular challenges and opportunities via an interview-based study of pioneering teachers and learners (conducted amongst the authors) regarding their experiences. We compare and contrast those experiences, and analyse them with respect to the educational literature. Our discussions explored: approaches to curriculum design, how theories/models/frameworks of teaching and learning informed decisions and experience, how diversity in student backgrounds was addressed, and assessment task design. We found a striking level of commonality in the issues expressed as well as the strategies to handle them, for example a significant focus on problem-based learning, and the use of major student-led creative projects for both achieving and assessing learning outcomes.Comment: 16 page

    Serious Toys: Teaching Computer Science Concepts to Pre-Collegiate Students

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    Advancements in science and engineering have driven innovation in the United States for more than two centuries. The last several decades have brought to the forefront the importance of such innovation to our domestic and global economies. To continue to succeed in this information-based, technologically advanced society, we must ensure that the next generation of students are developing computational thinking skills beyond what was acceptable in past years. Computational thinking represents a collection of structured problem solving skills that cross-cut educational disciplines. There is significant future value in introducing these skills as early as practical in students\u27 academic careers. Over the past four years, we have developed, piloted, and evaluated a series of outreach modules designed to introduce fundamental computing concepts to young learners. Each module is based on a small embedded device a \u27serious toy\u27 designed to simultaneously engage visual, auditory, and kinesthetic learners through lectures, visual demonstrations, and hands-on activities. We have piloted these modules with more than 770 students, and the evaluation results show that the program is having a positive impact. The evaluation instruments for our pilots consist of pre- and post-attitudinal surveys and pre- and post-quizzes. The surveys are designed to assess student attitudes toward computer science and student self-efficacy with respect to the material covered. The quizzes are designed to assess students\u27 content understanding. In this dissertation, we describe the modules and associated serious toys. We also describe the module evaluation methods, the pilot groups, and the results for each pilot study

    Control technology in the foundation stage

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