81,983 research outputs found

    Introduction of CAA into a mathematics course for technology students to address a change in curriculum requirements

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    The mathematical requirements for engineering, science and technology students has been debated for many years and concern has been expressed about the mathematical preparedness of students entering higher education. This paper considers a mathematics course that has been specifically designed to address some of these issues for technology education students. It briefly chronicles the changes that have taken place over its lifetime and evaluates the introduction of Computer Assisted Assessment (CAA) into a course already being delivered using Computer Aided Learning (CAL). Benefits of CAA can be categorised into four main areas. 1. Educational – achieved by setting short, topic related, assessments, each of which has to be passed, thereby increasing curriculum coverage. 2. Students – by allowing them to complete assessments at their own pace removing the stress of the final examination. 3. Financial – increased income to the institution, by broadening access to the course. Improved retention rate due to self-paced learning. 4. Time – staff no longer required to set and mark exams. Most students preferred this method of assessment to traditional exams, because it increased confidence and reduced stress levels. Self-paced working, however, resulted in a minority of students not completing the tests by the deadline

    Empirical modelling principles to support learning in a cultural context

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    Much research on pedagogy stresses the need for a broad perspective on learning. Such a perspective might take account (for instance) of the experience that informs knowledge and understanding [Tur91], the situation in which the learning activity takes place [Lav88], and the influence of multiple intelligences [Gar83]. Educational technology appears to hold great promise in this connection. Computer-related technologies such as new media, the internet, virtual reality and brain-mediated communication afford access to a range of learning resources that grows ever wider in its scope and supports ever more sophisticated interactions. Whether educational technology is fulfilling its potential in broadening the horizons for learning activity is more controversial. Though some see the successful development of radically new educational resources as merely a matter of time, investment and engineering, there are also many critics of the trends in computer-based learning who see little evidence of the greater degree of human engagement to which new technologies aspire [Tal95]. This paper reviews the potential application to educational technology of principles and tools for computer-based modelling that have been developed under the auspices of the Empirical Modelling (EM) project at Warwick [EMweb]. This theme was first addressed at length in a previous paper [Bey97], and is here revisited in the light of new practical developments in EM both in respect of tools and of model-building that has been targetted at education at various levels. Our central thesis is that the problems of educational technology stem from the limitations of current conceptual frameworks and tool support for the essential cognitive model building activity, and that tackling these problems requires a radical shift in philosophical perspective on the nature and role of empirical knowledge that has significant practical implications. The paper is in two main sections. The first discusses the limitations of the classical computer science perspective where educational technology to support situated learning is concerned, and relates the learning activities that are most closely associated with a cultural context to the empiricist perspective on learning introduced in [Bey97]. The second outlines the principles of EM and describes and illustrates features of its practical application that are particularly well-suited to learning in a cultural setting

    You Do Belong! Transformative Black Women Faculty Recommendations for Broadening Participation in US P-20 Computing Education

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       This study aimed to amplify Black women faculty’s recommendations for broadening participation of the next generation of Black girls and women as they matriculate from primary school into advanced graduate degrees (P-20) in computing education (CE). As tenure-track faculty, these transformative women have attained the highest degree (i.e., Ph.D.) in postsecondary CE in the United States (US). To govern the knowledge validation process, I utilized Afrocentric feminist epistemology undergirded by critical race theory and Black feminist thought. Upon conducting thematic analysis, I identified four emergent themes to broaden participation of Black girls and women in computing: 1) improve access, quality, and early exposure to CE, 2) create equitable and equal spaces for Black girls and women, 3) confront unconscious biases of teachers and faculty, and 4) provide mentoring opportunities. As an emerging Black woman scholar, with a bachelor’s degree in computer science and 15 years of industry experience, I had a “unique angle of vision” to interpret and inform this study’s findings. This study builds upon limited knowledge about interventions needed to support Black girls and women in US P-20 computing education.&nbsp

    Curriculum 2000 : innovations, opportunity and change

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    James J. Kaput (1942–2005) imagineer and futurologist of mathematics education

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    Jim Kaput lived a full life in mathematics education and we have many reasons to be grateful to him, not only for his vision of the use of technology in mathematics, but also for his fundamental humanity. This paper considers the origins of his ‘big ideas’ as he lived through the most amazing innovations in technology that have changed our lives more in a generation than in many centuries before. His vision continues as is exemplified by the collected papers in this tribute to his life and work

    Filton College: report from the Inspectorate (FEFC inspection report; 47/94 and 10/99)

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    The Further Education Funding Council has a legal duty to make sure further education in England is properly assessed. The FEFC’s inspectorate inspects and reports on each college of further education according to a four-year cycle. This record comprises the reports for periods 1993-94 and 1998-99

    Promoting game accessibility: Experiencing an induction on inclusive design practice at the global games jam

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    Copyright @ 2013 The AuthorsThe Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for learning. This provides an opening to promote themes and ideas that could help form future thinking about games design, emerging as a form of induction on key design issues for new practitioners. Such an approach aims to raise awareness about issues which learners could help develop and take with them into industry. However, the experience itself affords a deep experiential rhetoric and dialogue with experts that could be an effective pedagogical tool for issues seldom addressed deeply in formal educational settings. This paper describes an account by one such individual, being introduced to game accessibility through participation in the GGJ. As such, it is not intended as a rigorous empirical analysis, but rather a perspective on one way a game jam can be experienced, inviting further research on the topic

    Geometry meets the computer

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    In a rather short space of time, computers have changed in character from being large numerical devices that could only be communicated with obliquely to small visual devices that allow for much more direct forms of person-machine communication. We have gone from the roomfull to the pocketfull, from paper tape and punched cards to keyboards, mice and touch screens and from strings of binary digits to visual images. All of this has taken not much more than one (human) generation. The IBM Corporation confidently predicted in 1945 that there would never be a market for more than two or three computers in the world, and yet in affluent countries like Australia, there are already many households with more computers than that, depending a bit on how one defines 'computer'

    Linking Higher Education and Social Change

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    More than four thousand stories could be told about the remarkable individuals who received fellowships under the Ford Foundation International Fellowships Program (IFP) between 2001 and 2010. Over the decade, the program enabled 4,314 emerging social justice leaders from Asia, Russia, Africa, the Middle East, and Latin America to pursue advanced degrees at more than 600 universities in almost 50 countries. By April 2013, nearly 4,000 Fellows had completed their fellowships, receiving degrees in development-related fields ranging from social and environmental science to the arts. A survey done in early 2012 showed that 82 percent of more than 3,300 former Fellows were working in their home countries to improve the lives and livelihoods of those around them, while many of the rest were studying for additional advanced degrees or working in international organizations. The final group of Fellows enrolled in universities around the world will complete their fellowships by the end of 2013.In 2001, the Ford Foundation funded IFP with a 280milliongrant,thelargestsingledonationintheFoundationâ€Čshistory.TheprogramwasintendedtoprovidegraduatefellowshipstoindividualsincountriesoutsidetheUnitedStateswheretheFoundationhadgrant−makingprograms.In2006,theFoundationpledgedupto280 million grant, the largest single donation in the Foundation's history. The program was intended to provide graduate fellowships to individuals in countries outside the United States where the Foundation had grant-making programs. In 2006, the Foundation pledged up to 75 million in additional funds, allowing IFP to award more than 800 fellowships beyond its original projections. As extraordinary as the level and duration of funding, though, was IFP's singular premise: that extending higher education opportunities to leaders from marginalized communities would help further social justice in some of the world's poorest and most unequal countries. If successful, IFP would advance the Ford Foundation's mission to strengthen democratic values, reduce poverty and injustice, promote international cooperation and advance human achievement. It would decisively demonstrate that an international scholarship program could help build leadership for social justice and thus contribute to broader social change.In striving toward its ambitious goals, the program would transform a traditional mechanism -- an individual fellowship program for graduate degree study -- into a powerful tool for reversing discrimination and reducing long-standing inequalities in higher education and in societies at large. This report is the story of that transformation

    Make and learn: A CS Principles course based on the Arduino platform

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    We present preliminary experiences in designing a Computer Science Principles undergraduate course for all majors that is based on physical computing with the Arduino microprocessor platform. The course goal is to introduce students to fundamental computing concepts in the context of developing concrete products. This physical computing approach is different from other existing CS Principles courses. Students use the Arduino platform to design tangible interactive systems that are personally and socially relevant to them, while learning computing concepts and reflecting on their experiences. In a previous publication [1], we reported on assessment results of using the Arduino platform in an Introduction to Digital Design course. We have introduced this platform in an introductory computing course at the University of Hartford in the past year as well as in a Systems Fundamentals Discovery Course at the University of New Hampshire to satisfy the general education requirements in the Environment, Technology, and Society category. Our goal is to align the current curriculum with the CS Principles framework to design a course that engages a broader audience through a creative making and contextualized learning experience
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