7,014 research outputs found
Restart: The Resurgence of Computer Science in UK Schools
Computer science in UK schools is undergoing a remarkable transformation. While the changes are not consistent across each of the four devolved nations of the UK (England, Scotland, Wales and Northern Ireland), there are developments in each that are moving the subject to become mandatory for all pupils from age 5 onwards. In this article, we detail how computer science declined in the UK, and the developments that led to its revitalisation: a mixture of industry and interest group lobbying, with a particular focus on the value of the subject to all school pupils, not just those who would study it at degree level. This rapid growth in the subject is not without issues, however: there remain significant forthcoming challenges with its delivery, especially surrounding the issue of training sufficient numbers of teachers. We describe a national network of teaching excellence which is being set up to combat this problem, and look at the other challenges that lie ahead
InfoInternet for Education in the Global South: A Study of Applications Enabled by Free Information-only Internet Access in Technologically Disadvantaged Areas (authors' version)
This paper summarises our work on studying educational applications enabled
by the introduction of a new information layer called InfoInternet. This is an
initiative to facilitate affordable access to internet based information in
communities with network scarcity or economic problems from the Global South.
InfoInternet develops both networking solutions as well as business and social
models, together with actors like mobile operators and government
organisations. In this paper we identify and describe characteristics of
educational applications, their specific users, and learning environment. We
are interested in applications that make the adoption of Internet faster,
cheaper, and wider in such communities. When developing new applications (or
adopting existing ones) for such constrained environments, this work acts as
initial guidelines prior to field studies.Comment: 16 pages, 1 figure, under review for a journal since March 201
Integrating Technology With Student-Centered Learning
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
Learning to communicate computationally with Flip: a bi-modal programming language for game creation
Teaching basic computational concepts and skills to school children is currently a curricular focus in many countries. Running parallel to this trend are advances in programming environments and teaching methods which aim to make computer science more accessible, and more motivating. In this paper, we describe the design and evaluation of Flip, a programming language that aims to help 11–15 year olds develop computational skills through creating their own 3D role-playing games. Flip has two main components: 1) a visual language (based on an interlocking blocks design common to many current visual languages), and 2) a dynamically updating natural language version of the script under creation. This programming-language/natural-language pairing is a unique feature of Flip, designed to allow learners to draw upon their familiarity with natural language to “decode the code”. Flip aims to support young people in developing an understanding of computational concepts as well as the skills to use and communicate these concepts effectively. This paper investigates the extent to which Flip can be used by young people to create working scripts, and examines improvements in their expression of computational rules and concepts after using the tool. We provide an overview of the design and implementation of Flip before describing an evaluation study carried out with 12–13 year olds in a naturalistic setting. Over the course of 8 weeks, the majority of students were able to use Flip to write small programs to bring about interactive behaviours in the games they created. Furthermore, there was a significant improvement in their computational communication after using Flip (as measured by a pre/post-test). An additional finding was that girls wrote more, and more complex, scripts than did boys, and there was a trend for girls to show greater learning gains relative to the boys
A review into the factors affecting declines in undergraduate Computer Science enrolments and approaches for solving this problem
There has been a noticeable drop in enrolments in Computer Science (CS) courses and interest in CS careers in recent years while demand for CS skills is increasing dramatically. Not only are such skills useful for CS jobs but for all forms of business and to some extent personal lives as Information Technology (IT) is becoming ubiquitous and essential for most aspects of modern life. Therefore it is essential to address this lack of interest and skills to not only fill the demand for CS employees but to provide students with the CS skills they need for modern life especially for improving their employability and skills for further study. This report looks at possible reasons for the lack of interest in CS and different approaches used to enhance CS education and improve the appeal of CS
Computer Science Framework to Teach Community-Based Environmental Literacy and Data Literacy to Diverse Students
This study introduces an integrated curriculum designed to empower
underrepresented students by combining environmental literacy, data literacy,
and computer science. The framework promotes environmental awareness, data
literacy, and civic engagement using a culturally sustaining approach. This
integrated curriculum is embedded with resources to support language
development, technology skills, and coding skills to accommodate the diverse
needs of students. To evaluate the effectiveness of this curriculum, we
conducted a pilot study in a 5th-grade special education classroom with
multilingual Latinx students. During the pilot, students utilized Scratch, a
block-based coding language, to create interactive projects that showcased
locally collected data, which they used to communicate environmental challenges
and propose solutions to community leaders. This approach allowed students to
engage with environmental literacy at a deeper level, harnessing their
creativity and community knowledge in the digital learning environment.
Moreover, this curriculum equipped students with the skills to critically
analyze political and socio-cultural factors impacting environmental
sustainability. Students not only gained knowledge within the classroom but
also applied their learning to address real environmental issues within their
community. The results of the pilot study underscore the efficacy of this
integrated approach.Comment: 4 figures, 1 tabl
College Student Participation in K-12 Computer Science Education
This report outlines recommendations for a program that would use college students as a resource to teach K-12 computing topics both inside and outside of Massachusetts classrooms. We also outline a recommendation for a conference to help push this program into fruition; organizing this conference could be a future WPI project. Our recommendations for this program are the result of research, interviews, and surveys, all of which are detailed in the report
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