75,477 research outputs found
App creation in schools for different curricula subjects - lesson learned
The next generation of jobs will be characterized by an increased demand for
people with computational and problem solving skills. In Austria, computer
science topics are underrepresented in school curricula hence teaching time for
these topics is limited. From primary through secondary school, only a few
opportunities exist for young students to explore programming. Furthermore,
today's teachers are rarely trained in computer science, which impairs their
potential to motivate students in these courses. Within the "No One Left
Behind" (NOLB) project, teachers were supported to guide and assist their
students in their learning processes by constructing ideas through game making.
Thus, students created games that referred to different subject areas by using
the programming tool Pocket Code, an app developed at Graz University of
Technology (TU-Graz). This tool helps students to take control of their own
education, becoming more engaged, interested, and empowered as a result. To
ensure an optimal integration of the app in diverse subjects the different
backgrounds (technical and non-technical) of teachers must be considered as
well. First, teachers were supported to use Pocket Code in the different
subjects in school within the feasibility study of the project. Observed
challenges and difficulties using the app have been gathered. Second, we
conducted interviews with teachers and students to underpin our onsite
observations. As a result, it was possible to validate Pocket Codes' potential
to be used in a diverse range of subjects. Third, we focused especially on
those teachers who were not technically trained to provide them with a
framework for Pocket Code units, e.g., with the help of structured lesson plans
and predefined templates.Comment: 10 pages, 5 tables EduLearn 201
A Browser-based IDE for the MUzECS Platform
We report on a scalable, portable, and secure visual development environment for programming embedded Arduino platforms with Chromebooks in a successful secondary school computer science curriculum. Our web-based environment is part of the larger MUzECS project, an inexpensive replacement module for the Exploring Computer Science (ECS) course being widely deployed in United States high schools. Students use MUzECS to gain a deeper understanding of computing, through a set of blocks which provide appropriate abstractions for working with low-level hardware.
MUzECS improves upon the existing curriculum module by reducing the hardware cost by an order of magnitude, while still preserving the key ECS pillars of computer science content, student inquiry and classroom equity. Programming with visual blocks provides a more attractive tool for introductory courses than traditional approaches, and yet enables high-impact exploration activities such as building a series of embedded musical instruments.
The current work combines and modifies several existing tools to eliminate technical barriers on low-cost platforms like Chromebooks, such as the reliance on special block-based toolchains, remote compilation servers, or multi-stage transfers for student code
Does choice of programming language affect student understanding of programming concepts in a first year engineering course?
Most undergraduate engineering curricula include computer programming to some degree,introducing a structured language such as C, or a computational system such as MATLAB, or both. Many of these curricula include programming in first year engineering courses, integrating the solution of simple engineering problems with an introduction to programming concepts. In line with this practice, Roger Williams University has included an introduction to programming as a part of the first year engineering curriculum for many years. However, recent industry and pedagogical trends have motivated the switch from a structured language (VBA) to a computational system (MATLAB). As a part of the pilot run of this change,the course instructors felt that it would be worthwhile to verify that changing the programming language did not negatively affect students’ ability to understand key programming concepts. In particular it was appropriate to explore students’ ability to translate word problems into computer programs containing inputs, decision statements, computational processes, and outputs. To test the hypothesis that programming language does not affect students’ ability to understand programming concepts, students from consecutive years were given the same homework assignment, with the first cohort using VBA and the second using MATLAB to solve the assignment. A rubric was developed which allowed the investigators to rate assignments independent of programming language. Results from this study indicate that there is not a significant impact of the change in programming language. These results suggest that the choice of programming language likely does not matter for student understanding of programming concepts. Course instructors should feel free to select programming language based on other factors, such as market demand, cost, or the availability of pedagogical resources
Computer science in Dutch secondary education: independent or integrated?
Nowadays, in Dutch secondary education, computer science is integrated within school subjects. About ten years ago computer science was considered an independent subject, but in the mid-1980s this idea changed. In our study we investigated whether the objectives of teaching computer science as an independent subject are met when computer science is integrated within school subjects. The main problem was that there was no formal curriculum of computer science as an independent subject. Therefore we interviewed 13 experts in the field of computer science and then compared this formal curriculum with the operational (integrated) curriculum, which is still in the development stage. It appears that most of the components of the formal curriculum are being covered by the operational curriculum, and we therefore concluded that these curricula are equivalent, although there may be differences in the level of teaching. In our opinion the best approach to computer science is to combine the independent and the integrated approaches
Knowledge Building of 3D Geometry Concepts and Processes within a Virtual Reality Learning Environment
This paper reports on a pilot study for a prototype VRLE (Virtual Reality Learning Environment) named VRMath. The two primary school students who were involved in this study engaged in two VRMath learning activities designed by the researchers. The results indicated that 3D navigation within the VR 3D space was difficult. However, it could be aided with the navigation aids designed within VRMath. The 3D navigation within the 3D virtual space also caused the participants confusion in terms of their spatial visualisation and orientation abilities. The construction of 3D geometrical objects within VRMath was also difficult especially when the participants were operating the 3D rotation mentally and physically with respect to their body (i.e., the egocentric frame of reference). It was found that the simultaneously use of different frames of reference could help the construction of 3D geometrical objects. During the learning activities, issues about the usability of VRMath were also explored
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Practitioner Track Proceedings of the 6th International Learning Analytics & Knowledge Conference (LAK16)
Practitioners spearhead a significant portion of learning analytics, relying on implementation and experimentation rather than on traditional academic research. Both approaches help to improve the state of the art. The LAK conference has created a practitioner track for submissions, which first ran in 2015 as an alternative to the researcher track.
The primary goal of the practitioner track is to share thoughts and findings that stem from learning analytics project implementations. While both large and small implementations are considered, all practitioner track submissions are required to relate to initiatives that are designed for large-scale and/or long-term use (as opposed to research-focused initiatives). Other guidelines include:
• Implementation track record The project should have been used by an institution or have been deployed on a learning site. There are no hard guidelines about user numbers or how long the project has been running.
• Learning/education related Submissions have to describe work that addresses learning/academic analytics, either at an educational institution or in an area (such as corporate training, health care or informal learning) where the goal is to improve the learning environment or learning outcomes.
• Institutional involvement Neither submissions nor presentations have to include a named person from an academic institution. However, all submissions have to include information collected from people who have used the tool or initiative in a learning environment (such as faculty, students, administrators and trainees).
• No sales pitches While submissions from commercial suppliers are welcome; reviewers do not accept overt (or covert) sales pitches. Reviewers look for evidence that a presentation will take into account challenges faced, problems that have arisen, and/or user feedback that needs to be addressed.
Submissions are limited to 1,200 words, including an abstract, a summary of deployment with end users, and a full description. Most papers in the proceedings are therefore short, and often informal, although some authors chose to extend their papers once they had been accepted.
Papers accepted in 2016 fell into two categories.
• Practitioner Presentations Presentation sessions are designed to focus on deployment of a single learning analytics tool or initiative.
• Technology Showcase The Technology Showcase event enables practitioners to demonstrate new and emerging learning analytics technologies that they are piloting or deploying.
Both types of paper are included in these proceedings
Visual and Textual Programming Languages: A Systematic Review of the Literature
It is well documented, and has been the topic of much research, that Computer
Science courses tend to have higher than average drop out rates at third level.
This is a problem that needs to be addressed with urgency but also caution. The
required number of Computer Science graduates is growing every year but the
number of graduates is not meeting this demand and one way that this problem
can be alleviated is to encourage students at an early age towards studying
Computer Science courses.
This paper presents a systematic literature review on the role of visual and
textual programming languages when learning to program, particularly as a first
programming language. The approach is systematic, in that a structured search
of electronic resources has been conducted, and the results are presented and
quantitatively analysed. This study will give insight into whether or not the
current approaches to teaching young learners programming are viable, and
examines what we can do to increase the interest and retention of these
students as they progress through their education.Comment: 18 pages (including 2 bibliography pages), 3 figure
Authentication of Students and Students’ Work in E-Learning : Report for the Development Bid of Academic Year 2010/11
Global e-learning market is projected to reach $107.3 billion by 2015 according to a new report by The Global Industry Analyst (Analyst 2010). The popularity and growth of the online programmes within the School of Computer Science obviously is in line with this projection. However, also on the rise are students’ dishonesty and cheating in the open and virtual environment of e-learning courses (Shepherd 2008). Institutions offering e-learning programmes are facing the challenges of deterring and detecting these misbehaviours by introducing security mechanisms to the current e-learning platforms. In particular, authenticating that a registered student indeed takes an online assessment, e.g., an exam or a coursework, is essential for the institutions to give the credit to the correct candidate. Authenticating a student is to ensure that a student is indeed who he says he is. Authenticating a student’s work goes one step further to ensure that an authenticated student indeed does the submitted work himself. This report is to investigate and compare current possible techniques and solutions for authenticating distance learning student and/or their work remotely for the elearning programmes. The report also aims to recommend some solutions that fit with UH StudyNet platform.Submitted Versio
Recruitment, Preparation, Retention: A case study of computing culture at the University of Illinois at Urbana-Champaign
Computer science is seeing a decline in enrollment at all levels of
education, including undergraduate and graduate study. This paper reports on
the results of a study conducted at the University of Illinois at
Urbana-Champaign which evaluated students attitudes regarding three areas which
can contribute to improved enrollment in the Department of Computer Science:
Recruitment, preparation and retention. The results of our study saw two
themes. First, the department's tight research focus appears to draw
significant attention from other activities -- such as teaching, service, and
other community-building activities -- that are necessary for a department's
excellence. Yet, as demonstrated by our second theme, one partial solution is
to better promote such activities already employed by the department to its
students and faculty. Based on our results, we make recommendations for
improvements and enhancements based on the current state of practice at peer
institutions.Comment: 37 pages, 13 figures. For better quality figures, please download the
.pdf from
http://www.cs.uiuc.edu/research/techreports.php?report=UIUCDCS-R-2007-281
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