6,030 research outputs found
Promoting Programming Learning. Engagement, Automatic Assessment with Immediate Feedback in Visualizations
The skill of programming is a key asset for every computer science student. Many studies have shown that this is a hard skill to learn and the outcomes of programming courses have often been substandard. Thus, a range of methods and tools have been developed to assist students’ learning processes. One of the biggest fields in computer science education is the use of visualizations as a learning aid and many visualization based tools have been developed to aid the learning process during last few decades.
Studies conducted in this thesis focus on two different visualizationbased tools TRAKLA2 and ViLLE. This thesis includes results from multiple empirical studies about what kind of effects the introduction and usage of these tools have on students’ opinions and performance, and what kind of implications there are from a teacher’s point of view. The results from studies in this thesis show that students preferred to do web-based exercises, and felt that those exercises contributed to their learning. The usage of the tool motivated students to work harder during their course, which was shown in overall course performance and drop-out statistics.
We have also shown that visualization-based tools can be used to enhance the learning process, and one of the key factors is the higher and active level of engagement (see. Engagement Taxonomy by Naps et al., 2002). The automatic grading accompanied with immediate feedback helps students to overcome obstacles during the learning process, and to grasp the key element in the learning task. These kinds of tools can help us to cope with the fact that many programming courses are overcrowded with limited teaching resources. These tools allows us to tackle this problem by utilizing automatic assessment in exercises that are most suitable to be done in the web (like tracing and simulation) since its supports students’ independent learning regardless of time and place.
In summary, we can use our course’s resources more efficiently to increase the quality of the learning experience of the students and the teaching experience of the teacher, and even increase performance of the students.
There are also methodological results from this thesis which contribute to developing insight into the conduct of empirical evaluations of new tools or techniques. When we evaluate a new tool, especially one accompanied with visualization, we need to give a proper introduction to it and to the graphical notation used by tool. The standard procedure should also include capturing the screen with audio to confirm that the participants of the experiment are doing what they are supposed to do. By taken such measures in the study of the learning impact of visualization support for learning, we can avoid drawing false conclusion from our experiments.
As computer science educators, we face two important challenges. Firstly, we need to start to deliver the message in our own institution and all over the world about the new – scientifically proven – innovations in teaching like TRAKLA2 and ViLLE. Secondly, we have the relevant experience of conducting teaching related experiment, and thus we can support our colleagues to learn essential know-how of the research based improvement of their teaching. This change can transform academic teaching into publications and by utilizing this approach we can significantly increase the adoption of the new tools and techniques, and overall increase the knowledge of best-practices.
In future, we need to combine our forces and tackle these universal and common problems together by creating multi-national and multiinstitutional research projects. We need to create a community and a platform in which we can share these best practices and at the same time conduct multi-national research projects easily.Siirretty Doriast
Visualizing networked writing activity
In conjunction with the Honors Fellow program and two faculty advisors from both the English and Computer Science departments, another student and I have written software to visualize how participants collaborate on networked writing projects. Using Google Docs as a way to allow students to instantaneously interact with a document in real-time, this software captures data from Google's cloud service and displays it in a pair of visualizations. We used agile methods of software development to devise a way to implement their ideas in an appealing way. This document contains detailed instructions on where the latest iteration of the software can be located. It also details the process of making the system operational on a new machine, stating how the software works and where it should be placed in the file system. The document also explains how one can use the system to visualize writing collaboration. Finally, many failed iterations of the software have led to meaningful reflections on software development practices. The document serves as a technical report for the software, but also elaborates on the hardships of development, as well as provides insight on how this software may evolve toward richer experiences. Also included is an Author's Statement which reveals many of the learning experiences that arose throughout the development of this project.Honors CollegeThesis (B.?.
Integrating 2D Mouse Emulation with 3D Manipulation for Visualizations on a Multi-Touch Table
We present the Rizzo, a multi-touch virtual mouse that has been designed to provide the fine grained interaction for information visualization on a multi-touch table. Our solution enables touch interaction for existing mouse-based visualizations. Previously, this transition to a multi-touch environment was difficult because the mouse emulation of touch surfaces is often insufficient to provide full information visualization functionality. We present a unified design, combining many Rizzos that have been designed not only to provide mouse capabilities but also to act as zoomable lenses that make precise information access feasible. The Rizzos and the information visualizations all exist within a touch-enabled 3D window management system. Our approach permits touch interaction with both the 3D windowing environment as well as with the contents of the individual windows contained therein. We describe an implementation of our technique that augments the VisLink 3D visualization environment to demonstrate how to enable multi-touch capabilities on all visualizations written with the popular prefuse visualization toolkit.
Utilizing educational technology in computer science and programming courses : theory and practice
There is one thing the Computer Science Education researchers seem to agree: programming is a difficult skill to learn. Educational technology can potentially solve a number of difficulties associated with programming and computer science education by automating assessment, providing immediate feedback and by gamifying the learning process. Still, there are two very important issues to solve regarding the use of technology: what tools to use, and how to apply them?
In this thesis, I present a model for successfully adapting educational technology to computer science and programming courses. The model is based on several years of studies conducted while developing and utilizing an exercise-based educational tool in various courses. The focus of the model is in improving student performance, measured by two easily quantifiable factors: the pass rate of the course and the average grade obtained from the course.
The final model consists of five features that need to be considered in order to adapt technology effectively into a computer science course: active learning and continuous assessment, heterogeneous exercise types, electronic examination, tutorial-based learning, and continuous feedback cycle. Additionally, I recommend that student mentoring is provided and cognitive load of adapting the tools considered when applying the model. The features are classified as core components, supportive components or evaluation components based on their role in the complete model.
Based on the results, it seems that adapting the complete model can increase the pass rate statistically significantly and provide higher grades when compared with a “traditional” programming course. The results also indicate that although adapting the model partially can create some improvements to the performance, all features are required for the full effect to take place.
Naturally, there are some limits in the model. First, I do not consider it as the only possible model for adapting educational technology into programming or computer science courses. Second, there are various other factors in addition to students’ performance for creating a satisfying learning experience that need to be considered when refactoring courses. Still, the model presented can provide significantly better results, and as such, it works as a base for future improvements in computer science education.Ohjelmoinnin oppimisen vaikeus on yksi harvoja asioita, joista lähes kaikki tietojenkäsittelyn opetuksen tutkijat ovat jokseenkin yksimielisiä. Opetusteknologian avulla on mahdollista ratkaista useita ohjelmoinnin oppimiseen liittyviä ongelmia esimerkiksi hyödyntämällä automaattista arviointia, välitöntä palautetta ja pelillisyyttä. Teknologiaan liittyy kuitenkin kaksi olennaista kysymystä: mitä työkaluja käyttää ja miten ottaa ne kursseilla tehokkaasti käyttöön?
Tässä väitöskirjassa esitellään malli opetusteknologian tehokkaaseen hyödyntämiseen tietojenkäsittelyn ja ohjelmoinnin kursseilla. Malli perustuu tehtäväpohjaisen oppimisjärjestelmän runsaan vuosikymmenen pituiseen kehitys- ja tutkimusprosessiin. Mallin painopiste on opiskelijoiden suoriutumisen parantamisessa. Tätä arvioidaan kahdella kvantitatiivisella mittarilla: kurssin läpäisyprosentilla ja arvosanojen keskiarvolla.
Malli koostuu viidestä tekijästä, jotka on otettava huomioon tuotaessa opetusteknologiaa ohjelmoinnin kursseille. Näitä ovat aktiivinen oppiminen ja jatkuva arviointi, heterogeeniset tehtävätyypit, sähköinen tentti, tutoriaalipohjainen oppiminen sekä jatkuva palautesykli. Lisäksi opiskelijamentoroinnin järjestäminen kursseilla ja järjestelmän käyttöönottoon liittyvän kognitiivisen kuorman arviointi tukevat mallin käyttöä. Malliin liittyvät tekijät on tässä työssä lajiteltu kolmeen kategoriaan: ydinkomponentteihin, tukikomponentteihin ja arviontiin liittyviin komponentteihin.
Tulosten perusteella vaikuttaa siltä, että mallin käyttöönotto parantaa kurssien läpäisyprosenttia tilastollisesti merkittävästi ja nostaa arvosanojen keskiarvoa ”perinteiseen” kurssimalliin verrattuna. Vaikka mallin yksittäistenkin ominaisuuksien käyttöönotto voi sinällään parantaa kurssin tuloksia, väitöskirjaan kuuluvien tutkimusten perusteella näyttää siltä, että parhaat tulokset saavutetaan ottamalla malli käyttöön kokonaisuudessaan.
On selvää, että malli ei ratkaise kaikkia opetusteknologian käyttöönottoon liittyviä kysymyksiä. Ensinnäkään esitetyn mallin ei ole tarkoituskaan olla ainoa mahdollinen tapa hyödyntää opetusteknologiaa ohjelmoinnin ja tietojenkäsittelyn kursseilla. Toiseksi tyydyttävään oppimiskokemukseen liittyy opiskelijoiden suoriutumisen lisäksi paljon muitakin tekijöitä, jotka tulee huomioida kurssien uudelleensuunnittelussa. Esitetty malli mahdollistaa kuitenkin merkittävästi parempien tulosten saavuttamisen kursseilla ja tarjoaa sellaisena perustan entistä parempaan opetukseen
The Public Life of Data: Investigating Reactions to Visualizations on Reddit
This research investigates how people engage with data visualizations when
commenting on the social platform Reddit. There has been considerable research
on collaborative sensemaking with visualizations and the personal relation of
people with data. Yet, little is known about how public audiences without
specific expertise and shared incentives openly express their thoughts,
feelings, and insights in response to data visualizations. Motivated by the
extensive social exchange around visualizations in online communities, this
research examines characteristics and motivations of people's reactions to
posts featuring visualizations. Following a Grounded Theory approach, we study
475 reactions from the /r/dataisbeautiful community, identify ten
distinguishable reaction types, and consider their contribution to the
discourse. A follow-up survey with 168 Reddit users clarified their intentions
to react. Our results help understand the role of personal perspectives on data
and inform future interfaces that integrate audience reactions into
visualizations to foster a public discourse about data
ASTRAL PROJECTION: THEORIES OF METAPHOR, PHILOSOPHIES OF SCIENCE, AND THE ART O F SCIENTIFIC VISUALIZATION
This thesis provides an intellectual context for my work in computational
scientific visualization for large-scale public outreach in venues such as digitaldome
planetarium shows and high-definition public television documentaries. In
my associated practicum, a DVD that provides video excerpts, 1 focus especially on
work I have created with my Advanced Visualization Laboratory team at the
National Center for Supercomputing Applications (Champaign, Illinois) from
2002-2007.
1 make three main contributions to knowledge within the field of computational
scientific visualization. Firstly, I share the unique process 1 have pioneered for
collaboratively producing and exhibiting this data-driven art when aimed at popular
science education. The message of the art complements its means of production:
Renaissance Team collaborations enact a cooperative paradigm of evolutionary
sympathetic adaptation and co-creation.
Secondly, 1 open up a positive, new space within computational scientific
visualization's practice for artistic expression—especially in providing a theory of
digi-epistemology that accounts for how this is possible given the limitations
imposed by the demands of mapping numerical data and the computational models
derived from them onto visual forms. I am concerned not only with liberating
artists to enrich audience's aesthetic experiences of scientific visualization, to
contribute their own vision, but also with conceiving of audiences as co-creators of
the aesthetic significance of the work, to re-envision and re-circulate what they
encounter there. Even more commonly than in the age of traditional media, on-line
social computing and digital tools have empowered the public to capture and
repurpose visual metaphors, circulating them within new contexts and telling new
stories with them.
Thirdly, I demonstrate the creative power of visaphors (see footnote, p. 1) to
provide novel embodied experiences through my practicum as well as my thesis
discussion. Specifically, I describe how the visaphors my Renaissance Teams and I
create enrich the Environmentalist Story of Science, essentially promoting a
counter-narrative to the Enlightenment Story of Science through articulating how
humanity participates in an evolving universal consciousness through our embodied
interaction and cooperative interdependence within nested, self-producing
(autopoetic) systems, from the micro- to the macroscopic. This contemporary
account of the natural world, its inter-related systems, and their dynamics may be
understood as expressing a creative and generative energy—a kind of
consciousness-that transcends the human yet also encompasses it
Protégé: A Tool for Managing and Using Terminology in Radiology Applications
The development of standard terminologies such as RadLex is becoming important in radiology applications, such as structured reporting, teaching file authoring, report indexing, and text mining. The development and maintenance of these terminologies are challenging, however, because there are few specialized tools to help developers to browse, visualize, and edit large taxonomies. Protégé (http://protege.stanford.edu) is an open-source tool that allows developers to create and to manage terminologies and ontologies. It is more than a terminology-editing tool, as it also provides a platform for developers to use the terminologies in end-user applications. There are more than 70,000 registered users of Protégé who are using the system to manage terminologies and ontologies in many different domains. The RadLex project has recently adopted Protégé for managing its radiology terminology. Protégé provides several features particularly useful to managing radiology terminologies: an intuitive graphical user interface for navigating large taxonomies, visualization components for viewing complex term relationships, and a programming interface so developers can create terminology-driven radiology applications. In addition, Protégé has an extensible plug-in architecture, and its large user community has contributed a rich library of components and extensions that provide much additional useful functionalities. In this report, we describe Protégé’s features and its particular advantages in the radiology domain in the creation, maintenance, and use of radiology terminology
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