180,209 research outputs found
Pervasive Parallel And Distributed Computing In A Liberal Arts College Curriculum
We present a model for incorporating parallel and distributed computing (PDC) throughout an undergraduate CS curriculum. Our curriculum is designed to introduce students early to parallel and distributed computing topics and to expose students to these topics repeatedly in the context of a wide variety of CS courses. The key to our approach is the development of a required intermediate-level course that serves as a introduction to computer systems and parallel computing. It serves as a requirement for every CS major and minor and is a prerequisite to upper-level courses that expand on parallel and distributed computing topics in different contexts. With the addition of this new course, we are able to easily make room in upper-level courses to add and expand parallel and distributed computing topics. The goal of our curricular design is to ensure that every graduating CS major has exposure to parallel and distributed computing, with both a breadth and depth of coverage. Our curriculum is particularly designed for the constraints of a small liberal arts college, however, much of its ideas and its design are applicable to any undergraduate CS curriculum
Teaching electronics-ICT : from focus and structure to practical realizations
We present a four-year electronics-ICT educational master program at Ghent University in Belgium. The students develop knowledge and skills from novice to experienced electronic circuit designers. In the corresponding topics, the immersion into engineering problems is deepened. The horizontal and vertical alignment of courses in the four-year master program at our university is discussed. The curriculum of the four-year master program is highly projectoriented
and all topics are clustered around a well-considered set of standards. This clustering supports the logical structure of the program, with students gradually acquiring the necessary competences. All standards and their mutual interaction are extensively discussed in the paper. We also focus on four design-implement projects included in the electronics-ICT program, explicitly following CDIO-guidelines. Whereas the first-year project has a limited level of difficulty, the challenges increase significantly in the course of the next years. Students learn that product design is an iterative process on different levels, where the design strategy can be changed continuously based on important and crucial feedback. Different evaluations have demonstrated that our students are not only aware of CDIO-principles, but are also convinced of the quality of the results obtained by following the standards
An evaluation of electronic individual peer assessment in an introductory programming course
[Abstract]: Peer learning is a powerful pedagogical practice delivering improved outcomes over conventional teacher-student interactions while offering marking relief to instructors. Peer review enables learning by requiring students to evaluate the work of others. PRAISE is an on-line peer-review system that facilitates anonymous review and delivers prompt feedback from multiple sources. This study is an evaluation of the use of PRAISE in an introductory programming course. Use of the system is examined and attitudes of novice programmers towards the use of peer review are compared to those of students from other disciplines, raising a number of interesting issues. Recommendations are made to introductory programming instructors who may be considering peer review in assignments
Computing as the 4th âRâ: a general education approach to computing education
Computing and computation are increasingly pervading our lives, careers, and societies - a change driving interest in computing education at the secondary level. But what should define a "general education" computing course at this level? That is, what would you want every person to know, assuming they never take another computing course? We identify possible outcomes for such a course through the experience of designing and implementing a general education university course utilizing best-practice pedagogies. Though we nominally taught programming, the design of the course led students to report gaining core, transferable skills and the confidence to employ them in their future. We discuss how various aspects of the course likely contributed to these gains. Finally, we encourage the community to embrace the challenge of teaching general education computing in contrast to and in conjunction with existing curricula designed primarily to interest students in the field
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What did the Romans ever do for us? âNext generationâ networks and hybrid learning resources
Networked learning is fundamentally concerned with the use of information and communication technologies (ICT) to link people to people and resources, to support the process of learning. This paper explores some current and forthcoming changes in ICT and some potential implications of these developments for networked learning. Whilst we aim to avoid taking a technologically determinist stance, we explore the potential for future practice and how some educational and pedagogic practices are evolving to exploit and shape the digital environment. We argue that we can change both the ways in which connections between people (learners and other learners; learners and tutors) are made and the nature of the resources that learning communities (particularly distributed communities) can engage with. In doing this we draw on two strands of work. Firstly, we draw on the âIBZL Educationâ a UK Open University initiative to develop new scholarship in the context of STEM (Science, Technology, Engineering and Mathematics) through which educators are encouraged to think about technological change in the next five to ten years and ways in which we can intervene and shape these developments. We use problem-based learning as an example of a learning experience that can be difficult to implement in a networked learning environment. IBZL identified two broad strands of significant technological development. 'Superfast' broadband networks that are capable of supporting novel applications are being rolled in the UK (and elsewhere). Also, boundaries between the real and virtual worlds are becoming blurred as in the âinternet of thingsâ where, for example, RFID tags enable information about the real world to be brought into the virtual one. We use the term âartefactâ to describe designed components, whether entirely digital, such as a computer forum, or material, such as a tablet PC. Networked âhybridâ technologies of virtual and material components have may great potential for use in education.
Secondly, we illustrate how these changes may be beginning to happen in distance education using the example of TU100 My Digital Life, a new introductory Open University. . TU100 Students use an electronics board in their own homes to work on a programming problem in collaboration other students through a tutor-led tutorial in a web conferencing system. We also note some of the evident complexity that establishing such resources as part of wider infrastructures of networked learning would be likely to involve
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Accessibility of 3D Game Environments for People with Aphasia: An Exploratory Study
People with aphasia experience difficulties with all aspects of language and this can mean that their access to technology is substantially reduced. We report a study undertaken to investigate the issues that confront people with aphasia when interacting with technology, specifically 3D game environments. Five people with aphasia were observed and interviewed in twelve workshop sessions. We report the key themes that emerged from the study, such as the importance of direct mappings between usersâ interactions and actions in a virtual environment. The results of the study provide some insight into the challenges, but also the opportunities, these mainstream technologies offer to people with aphasia. We discuss how these technologies could be more supportive and inclusive for people with language and communication difficulties
An Undergraduate Toxicology Seminar Focusing on Ethical Reasoning and Communication Skill Development
The development of an undergraduate major in toxicology at Nazareth College provided the opportunity to develop a one-credit Principles of Toxicology Seminar designed to address ethical reasoning skills and communication (both oral and written), areas which can be challenging to address in traditional courses and which have been noted to be areas of deficiency in toxicology graduates. The seminar is a co-requisite to Principles of Toxicology, the introductory course in the major, and is built around the study of 5-7 environmental issues selected by the students. The issues are introduced through readings, documentaries, and student small group oral âenvironmental issue presentations.â Students then write âpolicy papersâ through which they survey the primary literature to determine the health effects of the chemical(s) implicated in the issue and make a determination of whether they believe the data support the current exposure limits set by regulatory agencies. Student evaluations of the seminar using the IDEA metric indicate substantial progress on objectives related to critical thinking and oral and written communication skill development, among others, as well as overall very positive views on the seminar itself and the field of toxicology. Thus, this seminar may serve as a pedagogical model of a course that engages students with real-world environmental issues of interest to them, while facilitating the development of the ethical reasoning and communication skills that can be challenging to address in the traditional curriculum
The textuality of learning contexts
A significant aspect of learning contexts is the way in which semiotic artefacts mediate learning within them. The Literacies for Learning in Further Education (LfLFE) project is researching the role of texts and associated communicative practices in constructing and mediating teaching and learning, in shaping communities, in constructing and sustaining relationships, and in helping students to achieve their goals. A particular aim of the project is to identify ways in which people can bring literacy practices from one context into another to act as resources for learning in the new context. In this paper we explain what we mean by âliteracy practicesâ, demonstrate the textuality of learning contexts through examples from contrasting curriculum areas, and show how learning can be enhanced by mobilising literacy practices from one context to another
Attitudes in Physics Education: An Alternative Approach to Teaching Physics to Non-Science College Students
In this article, we present an alternative way of teaching conceptual physics for non-science majors by depicting the role of physics in today\u27s technology. The goal of this approach is to increase in the minds of non-science students the acceptance of physics as a useful component in general education, and as a major tool in comprehending the present-day technological world experienced by students outside the classroom
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