23,841 research outputs found

    Functional Baby Talk: Analysis of Code Fragments from Novice Haskell Programmers

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    What kinds of mistakes are made by novice Haskell developers, as they learn about functional programming? Is it possible to analyze these errors in order to improve the pedagogy of Haskell? In 2016, we delivered a massive open online course which featured an interactive code evaluation environment. We captured and analyzed 161K interactions from learners. We report typical novice developer behavior; for instance, the mean time spent on an interactive tutorial is around eight minutes. Although our environment was restricted, we gain some understanding of Haskell novice errors. Parenthesis mismatches, lexical scoping errors and do block misunderstandings are common. Finally, we make recommendations about how such beginner code evaluation environments might be enhanced

    Profiling the educational value of computer games

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    There are currently a number of suggestions for educators to include computer games in formal teaching and learning contexts. Educational value is based on claims that games promote the development of complex learning. Very little research, however, has explored what features should be present in a computer game to make it valuable or conducive to learning. We present a list of required features for an educational game to be of value, informed by two studies, which integrated theories of Learning Environments and Learning Styles. A user survey showed that some requirements were typical of games in a particular genre, while other features were present across all genres. The paper concludes with a proposed framework of games and features within and across genres to assist in the design and selection of games for a given educational scenari

    Examining Teachers\u27 and College Students\u27 Perspectives Toward E-textbooks as an Educational Tool

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    The purpose of this research was to understand the perspectives of teachers and students regarding their use of specific e-textbooks in a higher education learning environment. The e-textbooks used by the teachers and students were examined in order to determine functions and features to focus on during the inquiry. This study was particularly interested in the design of e-textbooks and how they are used by both teachers and students in the learning process. The participants in the research were also prompted to suggest improvements to e-textbooks. A case study approach was used as the methodology to examine three teachers represented three majors in three different colleges and a small sample of their students to gather information to answer the research questions. Qualitative data from multiple sources such as in depth interviews and document reviews were used to analyze and examine the overall utility of e-textbooks toward learning/teaching, and functions related to the instructional and navigational design of e-textbooks. Results of this study showed that there was overall agreement that choosing books needs to be based on the quality of the material contained within the book, regardless of the format, print or electronic. E-textbooks facilitate teachers’ and students’ interactions and access to the materials and resources. However, both teachers and students viewed their e-textbooks as supplementary materials, even thought these e-textbooks allowed them to interact with the text using different tools. One recurring finding was how flexible e-textbooks are in individualizing student learning. Recommendations by students/teachers included the improvement of page layout, the interface, increasing window size, providing more complex tasks, keeping up with technology, and insuring the quality of information within the e-textbook. Implications for future research include further investigation into the use of e-textbooks as supplementary materials, and whether printed texts are also being considered as supplementary. Finally, there are indications that advanced technology may be changing how students learn and if e-textbooks reflect this change. Further research into this possible change in ways that students learn would shed additional light on this question

    Online Instructors’ Use of the Cognitive Theory of Multimedia Learning Design Principles: A Mixed Methods Investigation

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    The growing use of digital video for online learning among US higher education instructors accelerated as a result of the COVID-19 pandemic raising questions about instructors’ knowledge of video creation principles (Bétrancourt & Benetos, 2018; Chorianopoulos, 2018; Kay, 2012; McCormack, 2020; Seaman, et al, 2018). This explanatory sequential mixed methods research describes the extent to which higher education instructors who create digital instructional video for online learning applied 11 multimedia design principles of the Cognitive Theory of Multimedia Learning (CTML). The case study triangulated self-reported survey data from 55 online instructors, interview data from five instructors with the highest implementation of CTML design principles as measured in the survey, and analysis of five video artifacts. Instructors implemented the CTML design principles more often than not, but applied certain principles like redundancy less frequently. Students and personal impacts are factors that informed instructor video design decisions and implementation of CTML design principles is driven more by instructors’ personal experiences and preferences rather than knowledge of the design principles. Given these findings, recommendations for instructors include continuing to be “video stars”, incorporating more signals into their videos, checking on-screen text to ensure it is used as little as possible, accounting for the time needed to create a video, and remembering that it is not the tool, but how they use it that matters

    Promoting Student Success in the Flipped Online Classroom: Learning and Accountability Through Homework Strategies

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    As online and hybrid classes have become increasingly more prevalent in higher education, the flipped classroom structure has emerged as a viable, evidence-based, option for healthcare programs. In a flipped classroom, students view pre-recorded video lectures and complete reading assignments before class, and synchronous class time can then be used for active learning activities. Class sessions offer opportunities for group work, review of complex content, and access to instructor assistance with assignments. To effectively implement a flipped classroom approach, students must prepare prior to class time. One method for encouraging student accountability is to assign preparatory homework. This experimental study compared two types of accountability homework on measures of achievement, satisfaction, ease of use, and perceived learning from two types of assignments: concept maps or question-and-answer homework. Study participants included 46 first year occupational therapy students attending an online foundational occupational therapy course. Treatment included weekly completion of either a concept map or a set of three question-and-answer homework assignments over a period of three weeks. Findings suggested that accountability homework assignments of either type were helpful in promoting achievement. Results further revealed that satisfaction and perceived learning were greater in the concept map group as compared to the question-and-answer group. It is recommended that occupational therapy and other allied health instructors use accountability homework to reinforce student learning in the flipped classroom. The use of concept map assignments in particular has the potential to improve schema acquisition, critical thinking, and deep learning, which in turn can support educational success

    Inspecting post-16 history : with guidance on self-evaluation

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    Student understanding of the Boltzmann factor

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    We present results of our investigation into student understanding of the physical significance and utility of the Boltzmann factor in several simple models. We identify various justifications, both correct and incorrect, that students use when answering written questions that require application of the Boltzmann factor. Results from written data as well as teaching interviews suggest that many students can neither recognize situations in which the Boltzmann factor is applicable, nor articulate the physical significance of the Boltzmann factor as an expression for multiplicity, a fundamental quantity of statistical mechanics. The specific student difficulties seen in the written data led us to develop a guided-inquiry tutorial activity, centered around the derivation of the Boltzmann factor, for use in undergraduate statistical mechanics courses. We report on the development process of our tutorial, including data from teaching interviews and classroom observations on student discussions about the Boltzmann factor and its derivation during the tutorial development process. This additional information informed modifications that improved students' abilities to complete the tutorial during the allowed class time without sacrificing the effectiveness as we have measured it. These data also show an increase in students' appreciation of the origin and significance of the Boltzmann factor during the student discussions. Our findings provide evidence that working in groups to better understand the physical origins of the canonical probability distribution helps students gain a better understanding of when the Boltzmann factor is applicable and how to use it appropriately in answering relevant questions

    Teaching programming at a distance: the Internet software visualization laboratory

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    This paper describes recent developments in our approach to teaching computer programming in the context of a part-time Masters course taught at a distance. Within our course, students are sent a pack which contains integrated text, software and video course material, using a uniform graphical representation to tell a consistent story of how the programming language works. The students communicate with their tutors over the phone and through surface mail. Through our empirical studies and experience teaching the course we have identified four current problems: (i) students' difficulty mapping between the graphical representations used in the course and the programs to which they relate, (ii) the lack of a conversational context for tutor help provided over the telephone, (iii) helping students who due to their other commitments tend to study at 'unsociable' hours, and (iv) providing software for the constantly changing and expanding range of platforms and operating systems used by students. We hope to alleviate these problems through our Internet Software Visualization Laboratory (ISVL), which supports individual exploration, and both synchronous and asynchronous communication. As a single user, students are aided by the extra mappings provided between the graphical representations used in the course and their computer programs, overcoming the problems of the original notation. ISVL can also be used as a synchronous communication medium whereby one of the users (generally the tutor) can provide an annotated demonstration of a program and its execution, a far richer alternative to technical discussions over the telephone. Finally, ISVL can be used to support asynchronous communication, helping students who work at unsociable hours by allowing the tutor to prepare short educational movies for them to view when convenient. The ISVL environment runs on a conventional web browser and is therefore platform independent, has modest hardware and bandwidth requirements, and is easy to distribute and maintain. Our planned experiments with ISVL will allow us to investigate ways in which new technology can be most appropriately applied in the service of distance education
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