12 research outputs found

    Reflections on reflection: blogging in undergraduate design studios

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    In this paper we describe our experiences introducing weblogs as an online design journal into two design-based IT degrees. We introduced weblogs to support reflection by the students within a studio process. We view this introduction as successful and we have continued using blogs in the subsequent academic year, although we have made some changes to take account of problems with scale, sophistication and effort

    Introducing Flexibility into an IS Curriculum

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    This paper deals with the problem of enabling and encouraging diversity and the development of specialist skills in undergraduate teaching. It describes an innovation in which a flexible curriculum component was added to the course structures of two IS-related programmes at a large Australian university. The paper concludes that the approach which it describes can help to accommodate diversity in student interests and aptitudes, and prepare students for a range of possible professional career paths, while also providing them with the greater depth of specialist knowledge which makes them more immediately useful members of the work force

    Towards an industry-collaborative, reflective software learning and development environment

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    A significant mismatch (88%) has been found between what employers and graduates perceived as important abilities and how universities had prepared graduates for employment. Conventional Teaching and Learning approaches fall short of providing the kind of learning experiences needed to prepare graduates for the realities of professional practice in industry. On the other hand, current students have very different learning styles than their forebears. Their learning preferences are experiential, working in teams, and using technology for learning. One solution to address this mismatch issue is the software development studio. Our aim is to provide an industry-collaborative, reflective learning environment that will effect the students development of holistic skills, such as teamwork, collaboration and communication, together with technical skills, in a discipline context. This paper further describes the design and validation via prototyping for our software development studio, the progress that we have made so far, and presents the preliminary insights gleaned from our studio prototyping. The prototypes raised issues of attitudinal change, communication, reflection, sharing, mentoring, use of process, `doing time, relationships and innovation

    An empirical study of the “prototype walkthrough”: a studio-based activity for HCI education

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    For over a century, studio-based instruction has served as an effective pedagogical model in architecture and fine arts education. Because of its design orientation, human-computer interaction (HCI) education is an excellent venue for studio-based instruction. In an HCI course, we have been exploring a studio-based learning activity called the prototype walkthrough, in which a student project team simulates its evolving user interface prototype while a student audience member acts as a test user. The audience is encouraged to ask questions and provide feedback. We have observed that prototype walkthroughs create excellent conditions for learning about user interface design. In order to better understand the educational value of the activity, we performed a content analysis of a video corpus of 16 prototype walkthroughs held in two HCI courses. We found that the prototype walkthrough discussions were dominated by relevant design issues. Moreover, mirroring the justification behavior of the expert instructor, students justified over 80 percent of their design statements and critiques, with nearly one-quarter of those justifications having a theoretical or empirical basis. Our findings suggest that PWs provide valuable opportunities for students to actively learn HCI design by participating in authentic practice, and provide insight into how such opportunities can be best promoted

    The Pragmatist in Context of a National Science Foundation Supported Grant Program Evaluation: Guidelines and Paradigms

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    Background:  The philosophical underpinnings of evaluation guidelines set forth by a funding agency can sometimes seem inconsistent with that of the intervention. Purpose: Our purpose is to introduce questions pertaining to the contrast between the instructional program’s underlying philosophical beliefs and assumptions and those underlying our evaluation approach. Drawing heavily on Scriven, we discuss these from a pragmatist evaluation stance in light of issues defined by Lincoln and Guba (2000). The discussion is couched in the evaluation of an innovative approach to teaching computer science. Setting: Auburn University, Auburn, AL Intervention: The evaluation is designed to investigate the effects of a studio-based teaching approach in computer science education. The evaluation framework employs a rigorous design that seeks to provide evidence to support or refute some assumed truth about the object (or construct) investigated. The program evaluated is steeped in a constructivist framework which assumes that no universal truth or reality exists, but rather, is constructed by the individual. Research Design: Our evaluation design, to a good extent, reflects a post-positivist, quasi-experimental position. We also include a qualitative component using student interviews. Data Collection and Analysis: Evidence of the effectiveness of the instructional approach for learning is assessed quantitatively using pre- and post-test and pre- and post-survey data group comparisons (mixed design ANOVA). Interviews provide the basis for qualitative theme analysis. Findings: Quantitative results were somewhat weak but consistent in support of the studio-based teaching. Interview data suggest that most students did find working in groups enjoyable and a valuable experience

    Studio-Based Learning, una metodología al servicio de la enseñanza de los lenguajes de programación

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    En el presente artículo se describe la metodología Studio-Based Learning, cuyas características ayudan que los alumnos aprendan de forma activa y colaborativa. Veremos cómo favorece que se cumplan todos los niveles de la taxonomía de Bloom y analizaremos su idoneidad en la enseñanza de los lenguajes de programación. Por último, describiremos algunos ejemplos en los que se ha aplicado este método con éxito.The present paper describes the Studio-Based Learning methodology, the characteristics of which help students to learn both actively and collaboratively. Our focus will be placed on the extent to which this methodology contributes to the fulfillment of all the levels in Bloom’s taxonomy, additionally analyzing its suitability for the teaching of programming languages. The paper will conclude with a description of several examples where this method has already been successfully applied

    "An Innovative Design and Studio-based CS Degree"

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    The University of Queensland has recently established a new design-focused, studio-based computer science degree. The Bachelor of Information Environments degree augments the core courses from the University's standard CS degree with a stream of design courses and integrative studio-based projects undertaken every semester. The studio projects integrate and reinforce learning by requiring students to apply the knowledge and skills gained in other courses to open-ended real-world design projects. The studio model is based on the architectural studio and involves teamwork, collaborative learning, interactive problem solving, presentations and peer review. This paper describes the degree program, its curriculum and rationale, and reports on experiences in the first year of delivery

    Developer Driven and User Driven Usability Evaluations

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    Studios in software engineering education

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    Computing has its roots in mathematics, where lectures are the dominant mode of education. Software engineering (SE) education, born from computer science, is also traditionally taught using lectures, but has grown beyond its mathematical roots; as the name implies, it is an engineering discipline. It is arguably necessary for SE to rethink its approach to education. Studio education is one alternative being explored. Studios originated from architecture and design, and are complex spaces used by collocated students to collaboratively and individually work on projects; they emphasise a physical “home” for students, problem-based and peer-based learning, and mentoring by academic staff rather than formal lectures. There are inherent similarities between SE and the original studio disciplines: e.g. we often use the architecture of buildings as metaphors when designing and describing software. This suggests that studios in SE should be further explored, despite its apparent lack of uptake across institutions worldwide. This thesis aims to provide useful information for anyone considering utilizing a studio-based approach. Initially, with no widely accepted definition for studio education available, a series of interviews with design/architecture studio educators was conducted, culminating in an understanding in the form of the ‘studio framework’. This is followed by further interviews, with SE studio educators, to determine their perspective of studio education, and exploring the SE specific elements to studio education. Finally, experiences and observations are shared of Lancaster University’s recent SE studio, comparing it to the studio framework

    A constructivist, mobile and principled approach to the learning and teaching of programming

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    Novices in programming courses need to acquire a theoretical understanding of programming concepts as well as practical skills for applying them, but in traditional learning environments students passively listen to the lecture without proactive practice-based learning. There is a need for a constructivist approach to learning based on the ability of the learner to construct his or her own knowledge from the concepts provided by the instructors. Therefore, learning that uses a practical approach offers more in-depth understanding to students and sustains students’ attention as well as encourages students to be active players in their own learning process. The ubiquitous use of mobile devices and the evolution of mobile device technologies have led to a growing interest in these devices as pedagogical aids in a constructivist learning approach where students can immediately practice the concepts being taught in the lecture on their mobile devices
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