61 research outputs found

    Uses of peer assessment in database teaching and learning

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    This discussion paper introduces three very different methods and contexts for the use of peer assessment in introductory database classes, each of which is supported by different learning software tools. In the first case study, at Glasgow Caledonian University, Contributing Student Pedagogy is used, where students contribute to the learning of others through the collaborative creation of a bank of self-assessment questions. This is supported by the Peerwise software tool. Secondly, at the University of Strathclyde, students undertake formative assessment of others in providing feedback on an initial element of a larger coursework assessment. A number of virtual learning environments (VLEs) are capable of supporting this method through customisable discussion fora. Finally, at the Abertay University, peer and self assessment are used in a group project to adjust the group grade for individual students. This is effected through the use of the WebPA software tool

    Using contributing student pedagogy to enhance support for teamworking in computer science projects

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    This paper discusses an enhancement project completed at two Universities in the United Kingdom (UK). It is an example of contributing student pedagogy [9], exploring why whilst teamworking is valued by employers, its inclusion is less well received by learners themselves [2, 14, 25]. The work began as part of the Cardiff University Student Education Innovation Projects (CUSEIP) Scheme which provides opportunities for staff and placement students to work collaboratively on learning and teaching projects. The work explores learners’ perceptions and experiences of teamworking before and as part of taught courses which are then intercalated into an evolving set of guidelines and used to inform further enhancements. The original guidelines were developed by the CUSEIP student. The approach and outcomes will be of interest to others engaged in the delivery and enhancement of student teamwork within computing related programmes and potentially other disciplines

    Using contributing student pedagogy to enhance support for teamworking in computer science projects

    Get PDF
    This paper discusses an enhancement project completed at two Universities in the United Kingdom (UK). It is an example of contributing student pedagogy [9], exploring why whilst teamworking is valued by employers, its inclusion is less well received by learners themselves [2, 14, 25]. The work began as part of the Cardiff University Student Education Innovation Projects (CUSEIP) Scheme which provides opportunities for staff and placement students to work collaboratively on learning and teaching projects. The work explores learners’ perceptions and experiences of teamworking before and as part of taught courses which are then intercalated into an evolving set of guidelines and used to inform further enhancements. The original guidelines were developed by the CUSEIP student. The approach and outcomes will be of interest to others engaged in the delivery and enhancement of student teamwork within computing related programmes and potentially other disciplines

    Designing Engaging Learning Experiences in Programming

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    In this paper we describe work to investigate the creation of engaging programming learning experiences. Background research informed the design of four fieldwork studies to explore how programming tasks could be framed to motivate learners. Our empirical findings from these four field studies are summarized here, with a particular focus upon one – Whack a Mole – which compared the use of a physical interface with the use of a screen-based equivalent interface to obtain insights into what made for an engaging learning experience. Emotions reported by two sets of participant undergraduate students were analyzed, identifying the links between the emotions experienced during programming and their origin. Evidence was collected of the very positive emotions experienced by learners programming with a physical interface (Arduino) in comparison with a similar program developed using a screen-based equivalent interface. A follow-up study provided further evidence of the motivation of personalized design of programming tangible physical artefacts. Collating all the evidence led to the design of a set of ‘Learning Dimensions’ which may provide educators with insights to support key design decisions for the creation of engaging programming learning experiences

    Student oral presentations: developing the skills and reducing the apprehension

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    For many students it is important that they develop good oral presentation skills since the ability to demonstrate oral communication competence is highly valued in many professions while there has also been a rise in the use of oral presentations in university classrooms. Despite this, there is doubt cast over whether it is possible to support the development of the required skills and address the fear that many students experience regarding oral presentations as part of the same intervention. Furthermore, despite being a widely researched topic, there is much in the area of communication apprehension that remains unclear. In order to determine suitable interventions, research is required to identify pedagogy that might successfully help apprehensive presenters develop their skills and confidence. This paper reports on an intervention which seeks to help students develop oral presentation skills and at the same time help apprehensive presenters reduce their fear of delivering oral presentations. The intervention, which takes place with foundation level undergraduate Accounting students, is underpinned by problem-based learning and contributing student pedagogy and focuses on the development of self-efficacy which has been identified to be a key area for the reduction of oral communication apprehension in public speaking contexts. The paper will introduce the concept of communication apprehension in oral presentations and discuss causes and possible interventions. It details the progress that has been made in the study which uses qualitative data in the form of research conversations and student reflections. Such an approach is taken in order to gain insights into the “lived experiences” of students, which has been absent in much of the previous research conducted in the area

    ‘Social’ or ‘Anti-Social’ Software: content production in Web 2.0 - who benefits?

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    Becoming more systematic about flexible learning: beyond time and distance

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    Changes in higher education frequently involve the need for more flexibility in course design and delivery. Flexibility is a concept that can be operationalized in many ways. One approach to conceptualizing flexibility within courses is to distinguish planning-type flexibility, which the instructor can designate before the course begins and which needs to be managed when the course is offered, for interpersonal flexibility, which relates more to the dynamics of the course as it is experienced by the learners. Course management systems (CMSs) offer options that can support both of these sorts of flexibility, if instructors use the CMSs with a systematic frame of reference. The instructor faces challenges in managing both types of flexibility, but the experience at one institution shows that being systematic about flexibility choices and ways to support those choices in the institutional CMS can help in meeting these challenges

    Learning Dimensions: Lessons from Field Studies

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    In this paper, we describe work to investigate the creation of engaging programming learning experiences. Background research informed the design of four fieldwork studies involving a range of age groups to explore how programming tasks could best be framed to motivate learners. Our empirical findings from these four studies, described here, contributed to the design of a set of programming "Learning Dimensions" (LDs). The LDs provide educators with insights to support key design decisions for the creation of engaging programming learning experiences. This paper describes the background to the identification of these LDs and how they could address the design and delivery of highly engaging programming learning tasks. A web application has been authored to support educators in the application of the LDs to their lesson design

    Intercultural competence in global collaboration courses in computer engineering.

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    With the rapid and ever expanding globalization of the workforce, international collaborations are becoming part of everyday life for people of many professions. Intercultural competence has therefore become one of the central professional competencies needed for students in higher education, in order to equip them for their individual careers as well as contribute to a prospering society as a whole. We will start by discussing some definitions of intercultural competence and then describe two annual international collaboration projects between students from the US, Sweden and Turkey. We will present how intercultural competence is addressed through the introduction of an external lecturer and the use of reflections and discuss the outcomes of this approach in relation to the definition of intercultural competence
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