815,543 research outputs found

    Human behavior and human performance: Psychomotor demands

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    The results of several experiments are presented in abstract form. These studies are critical for the interpretation and acceptance of flight based science to be conducted by the Behavior and Performance project. Some representative titles are as follow: External audio for IBM/PC compatible computers; A comparative assessment of psychomotor performance (target prediction by humans and macaques); Response path (a dependent measure for computer maze solving and other tasks); Behavioral asymmetries of psychomotor performance in Rhesus monkey (a dissociation between hand preference and skill); Testing primates with joystick based automated apparatus; and Environmental enrichment and performance assessment for ground or flight based research with primates

    The Effect of Student Learning Styles on the Learning Gains Achieved When Interactive Simulations Are Coupled with Real-Time Formative Assessment via Pen-Enabled Mobile Technology

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    This paper describes results from a project in an undergraduate engineering physics course that coupled classroom use of interactive computer simulations with the collection of real-time formative assessment using pen-enabled mobile technology. Interactive simulations (free or textbook-based) are widely used across the undergraduate science and engineering curriculia to help actively engaged students increase their understanding of abstract concepts or phenomena which are not directly or easily observable. However, there are indications in the literature that we do not yet know the pedagogical best practices associated with their use to maximize learning. This project couples student use of interactive simulations with the gathering of real-time formative assessment via pen-enabled mobile technology (in this case, Tablet PCs). The research question addressed in this paper is: are learning gains achieved with this coupled model greater for certain types of learners in undergraduate STEM classrooms? To answer this, we correlate learning gains with various learning styles, as identified using the Index of Learning Styles (ILS) developed by Felder and Soloman. These insights will be useful for others who use interactive computer simulations in their instruction and other adopters of this pedagogical model; the insights may have broader implications about modification of instruction to address various learning styles.Comment: 6 pages 2 tables and 1 figur

    Educational Research Abstracts

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    Editors\u27 Note: As noted in previous issues of the Journal of Mathematics and Science: Collaborative Explorations, the purpose of this Educational Research Abstract section is to present current published research on issues relevant to math and science teaching at both the K-12 and college levels. Because educational research articles are published in so many different academic journals, it is a rare public school teacher or college professor who reads all the recent published reports on a particular instructional technique or curricular advancement. Indeed, the uniqueness of various pedagogical strategies has been tacitly acknowledged by the creation of individual journals dedicated to teaching in a specific discipline. Yet many of the insights gained in teaching certain physics concepts, biological principles, or computer science algorithms can have generalizability and value for those teaching in other fields or with different types of students. In this review, the focus is on assessment. Abstracts are presented according to a question examined in the published articles. Hopefully, such a format will trigger your reflections about exemplary math/science assessment as well as generate ideas about your own teaching situation. The abstracts presented here are not intended to be exhaustive, but rather a representative sampling of recent journal articles. Please feel free to identify other useful research articles on a particular theme or to suggest future teaching themes to be examined. Please send your comments and ideas via email to [email protected] or by regular mail to The College of William and Mary, P. O. Box 8795, Williamsburg, VA 23185-8795

    Tapping into the intellectual capital at the University

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    Abstract Content and Language Integrated Learning (CLIL) is as full of challenges as it is of possibilities. We will explore the challenges while seeking realistic solutions as eight Computer Science professors teach their subjects through English for the first time. We hope to gain insights into the bilingual classroom at the university level where teacher training can aid in professional development. Kevin Haines (2017) has posed the question about policies, principles and practice in bilingual settings, suggesting that we still need to address the challenging question: “who will support the teachers?”. In this paper we will observe problems and solutions to bilingual teaching from the ethnographic point of view of action research. This is a collaborative project that brings CLIL methodology into the content classroom and assesses teacher performance in order for university professors to see CLIL in practice. This article is an overview of CLIL practicum where teachers move from theory to practice in a purposeful intent to improve instruction in a second language. In this project the interaction is based on the multiple perspectives of computer science professors, a CLIL specialist as well as opinions from students. It is with these multiple perspectives that we have put our in-service training into action. Many university professors outside foreign language areas need more in-service training to face the challenges underlying teaching through a second language. Our motivation leads us to these three proposals action research, teacher training and qualitative assessment of the CLIL experience. We hold that research in education must make the move toward a more qualitative assessment. As researchers, perhaps we need to describe less and do more by putting our research into action.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Web-Based Programming Grading Assistant: An Investigation of the Role of Students Reviewing Behavior

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    abstract: Paper assessment remains to be an essential formal assessment method in today's classes. However, it is difficult to track student learning behavior on physical papers. This thesis presents a new educational technology—Web Programming Grading Assistant (WPGA). WPGA not only serves as a grading system but also a feedback delivery tool that connects paper-based assessments to digital space. I designed a classroom study and collected data from ASU computer science classes. I tracked and modeled students' reviewing and reflecting behaviors based on the use of WPGA. I analyzed students' reviewing efforts, in terms of frequency, timing, and the associations with their academic performances. Results showed that students put extra emphasis in reviewing prior to the exams and the efforts demonstrated the desire to review formal assessments regardless of if they were graded for academic performance or for attendance. In addition, all students paid more attention on reviewing quizzes and exams toward the end of semester.Dissertation/ThesisMasters Thesis Computer Science 201

    Improving Science Assessments by Situating Them in a Virtual Environment

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    abstract: Current science assessments typically present a series of isolated fact-based questions, poorly representing the complexity of how real-world science is constructed. The National Research Council asserts that this needs to change to reflect a more authentic model of science practice. We strongly concur and suggest that good science assessments need to consist of several key factors: integration of science content with scientific inquiry, contextualization of questions, efficiency of grading and statistical validity and reliability. Through our Situated Assessment using Virtual Environments for Science Content and inquiry (SAVE Science) research project, we have developed an immersive virtual environment to assess middle school children’s understanding of science content and processes that they have been taught through typical classroom instruction. In the virtual environment, participants complete a problem-based assessment by exploring a game world, interacting with computer-based characters and objects, collecting and analyzing possible clues to the assessment problem. Students can solve the problems situated in the virtual environment in multiple ways; many of these are equally correct while others uncover misconceptions regarding inference-making. In this paper, we discuss stage one in the design and assessment of our project, focusing on our design strategies for integrating content and inquiry assessment and on early implementation results. We conclude that immersive virtual environments do offer the potential for creating effective science assessments based on our framework and that we need to consider engagement as part of the framework

    Developing English for Specific Purposes (ESP) Module for Computer Science Students Vocabulary Mastery

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    Abstract :This research development aimed to develop as a learning media of  Module to students of Compter Science, to determine the feasibility of Module which is developed as a learning media using the assessment from the experts, and to determine the students’ response to media esp Module in improving Vocabulary Mastery. Research and Development (R&D) used in this study was conducted using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation).  The results obtained from 5 phases include Analysis, Design, Development, Implementation, and Evaluation. Assessing the feasibility of Module showed the following: 1) The material experts and the lecturer of Computer Science gave percentage of 69,63% in the range 66.67% <p~ ≤ 80% which means developed media gets “B†score and the category is “GOODâ€. 2)The media experts and the lecturer of Computer Science gave percentage of 75,3% in the range 66.67% <p~ ≤ 80% which means developed media gets “B†score and the category is “GOODâ€. 3) questionnaire response that has been filled by the students of Computer Science obtained a total number is 2034 and percentage 69,63% which lies in the range 60<P≤80%, module got the “B†value the category is “positiveâ€. 4) The students’ response to media esp module in improving Vocabulary Mastery at Computer Science was gotten from the interview, The results of interviews to the students’ as a whole showed a good response to the use of module learning media in the learning process of Computer Science.  Therefore, the researcher can conclude that the module for Computer Science is applicable and can be used as instructional media to teach English in the class. Â

    Assessing Adaptive Learning Styles in Computer Science Through a Virtual World

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    abstract: Programming is quickly becoming as ubiquitous and essential a skill as general mathematics. However, many elementary and high school students are still not aware of what the computer science field entails. To make matters worse, students who are introduced to computer science are frequently being fed only part of what it is about rather than its entire construction. Consequently, they feel out of their depth when they approach college. Research has discovered that by teaching computer science and programming through a problem-driven approach and focusing on a combination of syntax and computational thinking, students can be prepared when entering higher levels of computer science education. This thesis describes the design, development, and early user testing of a theory-based virtual world for computer science instruction called System Dot. System Dot was designed to visually manifest programming instructions into interactable objects, giving players a way to see coding as tangible entities rather than text on a white screen. In order for System Dot to convey the true nature of computer science, a custom predictive recursive descent parser was embedded in the program to validate any user-generated solutions to pre-defined logical platforming puzzles. Steps were taken to adapt the virtual world to player behavior by creating a system to detect their learning style playing the game. Through a dynamic Bayesian network, System Dot aims to classify a player’s learning style based on the Felder-Sylverman Learning Style Model (FSLSM). Testers played through the first half of System Dot, which was enough to test out the Bayesian network and initial learning style classification. This classification was then compared to the assessment by Felder’s Index of Learning Styles Questionnaire (ILSQ). Lastly, this thesis will also discuss ways to use the results from the user testing to implement a personalized feedback system for the virtual world in the future and what has been learned through the learning style method.Dissertation/ThesisMasters Thesis Computer Science 201

    Образователни задачи и оценяване на стаж и практика по информатика

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    ABSTRACT: Practices and internships are educational forms of key importance for creating based on university knowledge professional attitude among students. They are a tool for integrated development of competencies as required by the labor market. In this report we discuss the educational objectives and modes of assessment for practices and internships in computer science with respect of the software industry requirements. РЕЗЮМЕ: Практиките и стажовете са учебни форми с ключово значение за създаване на нагласи у обучаемите към професионална реализация на основата на знанията, придобити в ниверситета. Те са средство за комплексно развитие на компетенции според изискванията на пазара на труда. В настоящия доклад се дискутират образователните задачи и начините на оценяване на практиките и стажовете по компютърни науки с оглед изискванията на софтуерната индустрия

    Quality assurance using international curricula and employer feedback.

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    The focus of this paper is the quality assurance process for the bachelor program in the School of Computer Science at Reykjavik University, which is a combination of outcome- and process-oriented quality assurance. Faculty members and employers of graduates provided information for the quality assessment. The results provide both detailed quantitative data and more qualitative information that give all stakeholders a variety of ways to interpret the status of the quality of education. This type of assessment has raised the awareness of the faculty members on how abstract topics and learning outcomes from an international standard can be used when revising the curricula of a particular course. A notable feature of this type of analysis is its use of employer-generated data to examine graduate knowledge and skills. The contribution of the paper is to provide an example of how a quality assurance process can be made more valuable to both faculty and degree stakeholders by combining outcome- and process-oriented quality assurance strategies
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