7,715 research outputs found

    Analysing, visualising and supporting collaborative learning using interactive tabletops

    Get PDF
    The key contribution of this thesis is a novel approach to design, implement and evaluate the conceptual and technological infrastructure that captures student’s activity at interactive tabletops and analyses these data through Interaction Data Analytics techniques to provide support to teachers by enhancing their awareness of student’s collaboration. To achieve the above, this thesis presents a series of carefully designed user studies to understand how to capture, analyse and distil indicators of collaborative learning. We perform this in three steps: the exploration of the feasibility of the approach, the construction of a novel solution and the execution of the conceptual proposal, both under controlled conditions and in the wild. A total of eight datasets were analysed for the studies that are described in this thesis. This work pioneered in a number of areas including the application of data mining techniques to study collaboration at the tabletop, a plug-in solution to add user-identification to a regular tabletop using a depth sensor and the first multi-tabletop classroom used to run authentic collaborative activities associated with the curricula. In summary, while the mechanisms, interfaces and studies presented in this thesis were mostly explored in the context of interactive tabletops, the findings are likely to be relevant to other forms of groupware and learning scenarios that can be implemented in real classrooms. Through the mechanisms, the studies conducted and our conceptual framework this thesis provides an important research foundation for the ways in which interactive tabletops, along with data mining and visualisation techniques, can be used to provide support to improve teacher’s understanding about student’s collaboration and learning in small groups

    Concept Maps as Sites of Rhetorical Invention: Teaching the Creative Act of Synthesis as a Cognitive Process

    Get PDF
    Synthesis is one of the most cognitively demanding practices novice writers must undertake, and research demonstrates that first-year students’ synthesis writing practices result in more knowledge telling rather than knowledge creation and transforming. Pedagogies used to teach synthesis often focus on developing text-building strategies but lack explicit instruction on the more cognitively demanding conceptualizing behavior. To explore alternative pedagogies and heuristics, this study looks beyond composition scholarship to incorporate studies in neuroeducation and rhetoric to define synthesis as an ongoing, generative act of cognitive invention, effectively shifting pedagogical focus from text-centered product to student-centered cognitive processes that inform development of synthesized texts (a product). The methods were designed to explore any effects a visual intervention might have on developing student conceptual awareness and reflective practice over time, and whether that transferred into a final researched essay as knowledge transforming. This small-scale exploratory study applies a mixed-methods, design-based methodology to a semester-long intervention in first-year writing classrooms using digital concept maps (DCMAPs) as an ongoing, student-designed space of visualized concept construction. A Control group applied traditional reading-to-write text-based synthesis instruction and practice, while the Intervention group used DCMAPs to enact a prolonged, visualized and reflective practice of active construction of associations, relationships, and structural knowledge building. The DCMAP platform affordances positioned students as knowledge designers enacting creative / constructive processes, an approach based on neuroscience research on patterning and visualization. Intervention data includes reflective journals, narrated mapping process reflections, digital concept map images and construction processes, and a final researched essay that required synthesis of source ideas. Because of the exploratory nature of the study, results are not framed as cause-effect but as correlational possibilities that suggest inventional acts of visually creating connections and labeling them using rhetorically-based associational concepts lead to generative learning behaviors. Results suggest a number of possibilities for future iterations and research, as well as implications for our field’s approach to the teaching of synthesis

    Teaching programming with computational and informational thinking

    Get PDF
    Computers are the dominant technology of the early 21st century: pretty well all aspects of economic, social and personal life are now unthinkable without them. In turn, computer hardware is controlled by software, that is, codes written in programming languages. Programming, the construction of software, is thus a fundamental activity, in which millions of people are engaged worldwide, and the teaching of programming is long established in international secondary and higher education. Yet, going on 70 years after the first computers were built, there is no well-established pedagogy for teaching programming. There has certainly been no shortage of approaches. However, these have often been driven by fashion, an enthusiastic amateurism or a wish to follow best industrial practice, which, while appropriate for mature professionals, is poorly suited to novice programmers. Much of the difficulty lies in the very close relationship between problem solving and programming. Once a problem is well characterised it is relatively straightforward to realise a solution in software. However, teaching problem solving is, if anything, less well understood than teaching programming. Problem solving seems to be a creative, holistic, dialectical, multi-dimensional, iterative process. While there are well established techniques for analysing problems, arbitrary problems cannot be solved by rote, by mechanically applying techniques in some prescribed linear order. Furthermore, historically, approaches to teaching programming have failed to account for this complexity in problem solving, focusing strongly on programming itself and, if at all, only partially and superficially exploring problem solving. Recently, an integrated approach to problem solving and programming called Computational Thinking (CT) (Wing, 2006) has gained considerable currency. CT has the enormous advantage over prior approaches of strongly emphasising problem solving and of making explicit core techniques. Nonetheless, there is still a tendency to view CT as prescriptive rather than creative, engendering scholastic arguments about the nature and status of CT techniques. Programming at heart is concerned with processing information but many accounts of CT emphasise processing over information rather than seeing then as intimately related. In this paper, while acknowledging and building on the strengths of CT, I argue that understanding the form and structure of information should be primary in any pedagogy of programming

    Directional adposition use in English, Swedish and Finnish

    Get PDF
    Directional adpositions such as to the left of describe where a Figure is in relation to a Ground. English and Swedish directional adpositions refer to the location of a Figure in relation to a Ground, whether both are static or in motion. In contrast, the Finnish directional adpositions edellĂ€ (in front of) and jĂ€ljessĂ€ (behind) solely describe the location of a moving Figure in relation to a moving Ground (Nikanne, 2003). When using directional adpositions, a frame of reference must be assumed for interpreting the meaning of directional adpositions. For example, the meaning of to the left of in English can be based on a relative (speaker or listener based) reference frame or an intrinsic (object based) reference frame (Levinson, 1996). When a Figure and a Ground are both in motion, it is possible for a Figure to be described as being behind or in front of the Ground, even if neither have intrinsic features. As shown by Walker (in preparation), there are good reasons to assume that in the latter case a motion based reference frame is involved. This means that if Finnish speakers would use edellĂ€ (in front of) and jĂ€ljessĂ€ (behind) more frequently in situations where both the Figure and Ground are in motion, a difference in reference frame use between Finnish on one hand and English and Swedish on the other could be expected. We asked native English, Swedish and Finnish speakers’ to select adpositions from a language specific list to describe the location of a Figure relative to a Ground when both were shown to be moving on a computer screen. We were interested in any differences between Finnish, English and Swedish speakers. All languages showed a predominant use of directional spatial adpositions referring to the lexical concepts TO THE LEFT OF, TO THE RIGHT OF, ABOVE and BELOW. There were no differences between the languages in directional adpositions use or reference frame use, including reference frame use based on motion. We conclude that despite differences in the grammars of the languages involved, and potential differences in reference frame system use, the three languages investigated encode Figure location in relation to Ground location in a similar way when both are in motion. Levinson, S. C. (1996). Frames of reference and Molyneux’s question: Crosslingiuistic evidence. In P. Bloom, M.A. Peterson, L. Nadel & M.F. Garrett (Eds.) Language and Space (pp.109-170). Massachusetts: MIT Press. Nikanne, U. (2003). How Finnish postpositions see the axis system. In E. van der Zee & J. Slack (Eds.), Representing direction in language and space. Oxford, UK: Oxford University Press. Walker, C. (in preparation). Motion encoding in language, the use of spatial locatives in a motion context. Unpublished doctoral dissertation, University of Lincoln, Lincoln. United Kingdo

    Teaching Concurrent Software Design: A Case Study Using Android

    Full text link
    In this article, we explore various parallel and distributed computing topics from a user-centric software engineering perspective. Specifically, in the context of mobile application development, we study the basic building blocks of interactive applications in the form of events, timers, and asynchronous activities, along with related software modeling, architecture, and design topics.Comment: Submitted to CDER NSF/IEEE-TCPP Curriculum Initiative on Parallel and Distributed Computing - Core Topics for Undergraduate

    Use of learning theories in media design

    Get PDF
    This review discusses learning theories such as dimensions of learning, multiple intelligences, reading-learning styles, constructivism, and brain research. It looks at software design, multimedia programs and some experimental programs that are making attempts to integrate these theories into the design of technology

    Evaluation Of Efforts To Expose Middle School Students To Computational Thinking: A Report On The Cosmic Program

    Get PDF
    Computational thinking (CT) is a set of concepts and problem solving skills that are not only imperative for computer scientists, but important and applicable to nearly every discipline. In the past decade, many efforts have been made to develop and evaluate CT in primary and secondary students. This push for CT development in students seeks to prepare their problem-solving skills for a world where technology is ubiquitous, as well as to understand and mitigate the under-representation of women and minorities in STEM careers through exposure to computer science early on. COSMIC is one such effort that took place in Caldwell County middle schools from 2015 through 2017. The COSMIC program was created and supervised by researchers at Appalachian State University who supported teachers in hosting after school clubs and summer camps to teach students CT concepts through the use of the CS First curriculum and Scratch programming language. This thesis analyzes the impact of COSMIC using a mixed-mode approach of quantitative and qualitative data. The COSMIC effort was successful in its efforts to improve student awareness, knowledge, and skill of CT concepts, perspectives, and practices
    • 

    corecore