26,291 research outputs found

    Using Concept Inventories to Measure Understanding

    Get PDF
    Measuring understanding is notoriously difficult. Indeed, in formulating learning outcomes the word “understanding” is usually avoided, but in the sciences, developing understanding is one of the main aims of instruction. Scientific knowledge is factual, having been tested against empirical observation and experimentation, but knowledge of facts alone is not enough. There are also models and theories containing complex ideas and inter-relationships that must be understood, and considerable attention has been devoted across a range of scientific disciplines to measuring understanding. This case study will focus on one of the main tools employed: the concept inventory and in particular the Force Concept Inventory. The success of concept inventories in physics has spawned concept inventories in chemistry, biology, astronomy, materials science and maths, to name a few. We focus here on the FCI, ask how useful concept inventories are for evaluating learning gains. Finally, we report on recent work by the authors to extend conceptual testing beyond the multiple-choice format

    Approach to Develop a Concept Inventory Informing Teachers of Novice Programmers' Mental Models

    Get PDF

    Early computing and data processing in Malta

    Get PDF
    Malta has been a heavy user of computers only since the 1980s, following the availability of the personal computer. Before that date, the diffusion of computers in Malta was slow. This paper describes the supply and application of computers from the late 1960s until the early 1980s. The state of computing and the slow take-up of computers is analysed and explained. The paper concludes with an explanation for 'fake off' in the 1980s.peer-reviewe

    Designing Engaging Learning Experiences in Programming

    Get PDF
    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
    • 

    corecore