30,306 research outputs found

    ACM Curriculum Reports: A Pedagogic Perspective

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    In this paper, we illuminate themes that emerged in interviews with participants in the major curriculum recommendation efforts: we characterize the way the computing community interacts with and influences these reports and introduce the term “pedagogic projection” to describe implicit assumptions of how these reports will be used in practice. We then illuminate how this perceived use has changed over time and may affect future reports

    A review of Australasian investigations into problem solving and the novice programmer

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    This Australasian focused review compares a number of recent studies that have identified difficulties encountered by novices while learning programming and problem solving. These studies have shown that novices are not performing at expected levels and many novices have only a fragile knowledge of programming, which may prevent them from learning and applying problem solving strategies. The review goes on to explore proposals for explicitly incorporating problem solving strategy instruction into introductory programming curricula and assessment, in an attempt to produce improved learning outcomes for novices. Finally, directions suggested by the reviewed studies are gathered and some unanswered questions are raised

    A collaborative and experiential learning model powered by real-world projects

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    Information Technology (IT) curricula\u27s strong application component and its focus on user centeredness and team work require that students experience directly real-world projects for real users of IT solutions. Although the merit of this IT educational tenet is universally recognized, delivering collaborative and experiential learning has its challenges. Reaching out to identify projects formulated by actual organizations adds significantly to course preparation. There is a certain level of risk involved with delivering a useful solution while, at the same time, enough room should be allowed for students to experiment with, be wrong about, review, and learn. Challenges pertaining to the real-world aspect of problem-based learning are compounded by managing student teams and assessing their work such that both individual and collective contributions are taken into account. Finally, the quality of the project releases is not the only measure of student learning. Students should be given meaningful opportunities to practice, improve, and demonstrate their communication and interpersonal skills. In this paper we present our experience with two courses in which teams of students worked on real-world projects involving three external partners. We describe how each of the challenges listed above has impacted the course requirements, class instruction, team dynamics, assessment, and learning in these courses. Course assessment and survey data from students are linked to learning outcomes and point to areas where the collaborative and experiential learning model needs improvement

    Integration of computer technology into the medical curriculum: The King's experience

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    King's College London has developed a new curriculum which prepares students to deliver a high‐quality clinical service. A variety of active‐learning techniques are utilized to produce a deep approach to learning with an emphasis on vocational needs in the domains of knowledge, attitudes and skills. Integration of academic and clinical studies, as recommended by the General Medical Council (GMC), poses a number of difficulties, particularly in terms of communication between disparate geographical sites. The new curriculum aims to take advantage of computer technology to supplement and enhance traditional methods of learning and to ensure that students are competent in a defined range of skills. To aid integration, all students joining the new course are offered notebook computers and enhanced access to desktop computers, both with facilities to link to the main network This allows students to use multimedia material incorporated into the new curriculum and to access online services from remote locations. This paper reviews the integration of such computer technology into the new medical curriculum at King's

    Cross‐curricular IT tools for university students: Developing an effective model

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    Information technology is now recognized as a key study‐enhancement measure in higher education, and there is increasing demand for the provision of basic IT awareness and skills across the whole range of subject departments. One response to this demand is the central provision of a generic IT course or programme of courses. We draw upon the experience of such courses at the Universities of Glasgow and York to identify some of the significant dimensions in the development and operation of generic IT programmes. These include the policy context, the structure, content and educational stance of the programme, relationship of the programme to existing curricula, and the extent and nature of resourcing, assessment and certification. Operation of such courses raises important issues, such as questions of compulsory IT preparation, study skills, staff development, standardization, institutional policy and evaluation. This discussion is set within current trends in higher education

    Developing cross‐cultural communicative competence via computer‐assisted language learning: The case of pre‐service ESL/EFL teachers

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    Based on a qualitative research project, this article presents a view on the use of computer technology to develop a critical cross‐cultural communicative competence in English as a Second Language (ESL) / English as a Foreign Language (EFL) for pre‐service teachers. The article includes a brief critical theoretical framework, some classroom pedagogical implications, and a data‐based discussion of pre‐service teachers’ views. These views included: (1) critical views and an awareness of cultural power relations in computer‐assisted language learning (CALL), (2) uncritical views and a lack of awareness of cultural power relations in CALL, and (3) uses of metaphors in CALL. The powerful contribution of CALL can be found in its potential for providing ways to connect people and build communities, for offering opportunities for cross‐cultural communicative competence to be developed and used, and for improving processes of democratization via computer‐mediated communication. However, a socio‐cultural criticism revealed that this powerful tool, like any other media, is non‐neutral because it can serve to reinforce further the hegemonic aspects of education, that is, the dominant culture will be strengthened and protected via computer technology. Computer‐based technologies and software are increasingly incorporated into the curricula of ESLIEFL teacher education programmes. However, this integration is often done in ways that seem to leave unquestioned the potential cultural and hegemonic ramifications of such technology. Hence there is a need for a more critical technological competence

    On the influence of creativity in basic programming learning at a first-year Engineering course

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    Teaching fundamentals of programming is a complex task that involves the students’ acquisition of diverse knowledge and skills. It is also well known that programming often requires a certain degree of creativity. There are some studies on how to foster creativity with programming, but few studies have analyzed the influence of students creativity on their performance as programmers. In this paper we present the results of a study, with a sample of 89 freshmen engineering students. Our results suggest (p<0.01) that a high level of creativity is correlated with achieving excellence in programming. Creativity is a generic competence which is not currently covered with in most engineering curricula, and we conclude it should be taken into account. Females, diverse thinking student and some disadvantage groups may benefit from a free-thinking environment in the classroom, in particular at their first-year in college.Peer ReviewedPostprint (author's final draft
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