5,119 research outputs found

    The potential role of ePortfolios in the Teaching Excellence Framework

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    Current debates on HE policy in the UK are dominated by the evolving Teaching Excellence Framework (TEF) which will soon involve the government establishing key metrics.  In this context, and seizing this valuable moment in policy formation, we here provide a brief foray into the multiple aspects of ‘teaching excellence’ (TE) as a basis to highlight both the complexity of identifying ways to measure it and the shortcomings of existing official developments.  In the absence of a clear conceptual understanding of the learning processes and the role of teaching which apparently underpins the TEF, we present a model of the learning process to which the indicators currently proposed by the authorities can be related.  We propose that ePortfolios can play a special role in the TEF in capturing the qualitative outcomes of learning processes which, importantly, reflect the student perspective in terms of goals, learning experiences and achievement.  These are both crucial yet missing elements of the proposals to date. Finally, we provide some examples of how information from ePortfolios could be used by HE institutions to enhance their institutional submissions to the TEF.

    Gamification in higher education and stem : a systematic review of literature

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    In recent years, gamification, the use of game elements in non-game contexts, has drawn the attention of educators due to the possibility of making learning more motivating and engaging; this led to an increase of research in the field. Despite the availability of literature reviews about gamification and its effects, no work to this date has focused exclusively on Higher Education (HE). Next, worldwide there is an increasing demand for skilled Science, Technology, Engineering and Mathematics (STEM) professionals that meet the challenges related to scientific and technological innovations of the 21st Century. This lead to the need of strengthening STEM Higher Education. This brings us to the purpose of this work: presenting a systematic literature review of empirical studies about gamification STEM related Higher Education. This review study started from a systematic mapping design of 'Web of Science' articles, with following inclusion criteria: empirical gamification studies set up in HE, published between 2000 and 2016; focusing on undergraduate or graduate students; in the STEM knowledge field, and set up in authentic settings. An initial search resulted in 562 potentially relevant articles. After applying all selection criteria, only 18 studies could be retained. 12 additional articles were included by analyzing references from earlier literature reviews, resulting in 30 studies to be included. Analysis results show how a combination of game elements (e.g. leaderboards, badges, points and other combinations) positively affects students' performance, attendance, goal orientation and attitude towards mostly computer science related subjects. The analysis results also point at a lack of studies in certain STEM areas, a lack of studies that identify the particular game element associated with the positive differential impact on student performance; a lack of validated psychometric measurements, and lack of focus on student variables that could/should be taken into account as mediating/moderating variables clarifying the impact of gamification in the HE focus on STEM learning and teaching

    CS Circles: An In-Browser Python Course for Beginners

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    Computer Science Circles is a free programming website for beginners that is designed to be fun, easy to use, and accessible to the broadest possible audience. We teach Python since it is simple yet powerful, and the course content is well-structured but written in plain language. The website has over one hundred exercises in thirty lesson pages, plus special features to help teachers support their students. It is available in both English and French. We discuss the philosophy behind the course and its design, we describe how it was implemented, and we give statistics on its use.Comment: To appear in SIGCSE 201

    Analyzing the behavior of students regarding learning activities, badges, and academic dishonesty in MOOC environment

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    Mención Internacional en el título de doctorThe ‘big data’ scene has brought new improvement opportunities to most products and services, including education. Web-based learning has become very widespread over the last decade, which in conjunction with the Massive Open Online Course (MOOC) phenomenon, it has enabled the collection of large and rich data samples regarding the interaction of students with these educational online environments. We have detected different areas in the literature that still need improvement and more research studies. Particularly, in the context of MOOCs and Small Private Online Courses (SPOCs), where we focus our data analysis on the platforms Khan Academy, Open edX and Coursera. More specifically, we are going to work towards learning analytics visualization dashboards, carrying out an evaluation of these visual analytics tools. Additionally, we will delve into the activity and behavior of students with regular and optional activities, badges and their online academically dishonest conduct. The analysis of activity and behavior of students is divided first in exploratory analysis providing descriptive and inferential statistics, like correlations and group comparisons, as well as numerous visualizations that facilitate conveying understandable information. Second, we apply clustering analysis to find different profiles of students for different purposes e.g., to analyze potential adaptation of learning experiences and pedagogical implications. Third, we also provide three machine learning models, two of them to predict learning outcomes (learning gains and certificate accomplishment) and one to classify submissions as illicit or not. We also use these models to discuss about the importance of variables. Finally, we discuss our results in terms of the motivation of students, student profiling, instructional design, potential actuators and the evaluation of visual analytics dashboards providing different recommendations to improve future educational experiments.Las novedades en torno al ‘big data’ han traído nuevas oportunidades de mejorar la mayoría de productos y servicios, incluyendo la educación. El aprendizaje mediante tecnologías web se ha extendido mucho durante la última década, que conjuntamente con el fenómeno de los cursos abiertos masivos en línea (MOOCs), ha permitido que se recojan grandes y ricas muestras de datos sobre la interacción de los estudiantes con estos entornos virtuales de aprendizaje. Nosotros hemos detectado diferentes áreas en la literatura que aún necesitan de mejoras y del desarrollo de más estudios, específicamente en el contexto de MOOCs y cursos privados pequeños en línea (SPOCs). En la tesis nos hemos enfocado en el análisis de datos en las plataformas Khan Academy, Open edX y Coursera. Más específicamente, vamos a trabajar en interfaces de visualizaciones de analítica de aprendizaje, llevando a cabo la evaluación de estas herramientas de analítica visual. Además, profundizaremos en la actividad y el comportamiento de los estudiantes con actividades comunes y opcionales, medallas y sus conductas en torno a la deshonestidad académica. Este análisis de actividad y comportamiento comienza primero con análisis exploratorio proporcionando variables descriptivas y de inferencia estadística, como correlaciones y comparaciones entre grupos, así como numerosas visualizaciones que facilitan la transmisión de información inteligible. En segundo lugar aplicaremos técnicas de agrupamiento para encontrar distintos perfiles de estudiantes con diferentes propósitos, como por ejemplo para analizar posibles adaptaciones de experiencias educativas y sus implicaciones pedagógicas. También proporcionamos tres modelos de aprendizaje máquina, dos de ellos que predicen resultados finales de aprendizaje (ganancias de aprendizaje y la consecución de certificados de terminación) y uno para clasificar que ejercicios han sido entregados de forma deshonesta. También usaremos estos tres modelos para analizar la importancia de las variables. Finalmente, discutimos todos los resultados en términos de la motivación de los estudiantes, diferentes perfiles de estudiante, diseño instruccional, posibles sistemas actuadores, así como la evaluación de interfaces de analítica visual, proporcionando recomendaciones que pueden ayudar a mejorar futuras experiencias educacionales.Programa Oficial de Doctorado en Ingeniería TelemáticaPresidente: Davinia Hernández Leo.- Secretario: Luis Sánchez Fernández.- Vocal: Adolfo Ruiz Callej

    Having Fun in Learning Formal Specifications

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    There are many benefits in providing formal specifications for our software. However, teaching students to do this is not always easy as courses on formal methods are often experienced as dry by students. This paper presents a game called FormalZ that teachers can use to introduce some variation in their class. Students can have some fun in playing the game and, while doing so, also learn the basics of writing formal specifications in the form of pre- and post-conditions. Unlike existing software engineering themed education games such as Pex and Code Defenders, FormalZ takes the deep gamification approach where playing gets a more central role in order to generate more engagement. This short paper presents our work in progress: the first implementation of FormalZ along with the result of a preliminary users' evaluation. This implementation is functionally complete and tested, but the polishing of its user interface is still future work

    Gamification in education: game design elements in the 'Solutions second edition' EFL textbook set

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    The students today are often referred to as ‘digital natives’ who have grown up in the digital age and as a result think and process information differently than the previous generations (Prensky 2001). Living in a digital age with digital natives, whose perception of learning differs from that of the generation(s) preceding them, it is the duty of educators to be receptive to new methodologies of learner engagement that might help to shape a learning environment better suited to the new type of learners (Dyer 2015:65). The need for a new approach to teaching and learning in general is stated also in the Estonian Lifelong Learning Strategy 2020, a document that guides the developments in education in Estonia in 2014-2020. Gamification, the use of game elements in non-game contexts (Deterding et al. 2011), is said to have great potential also in education as it helps to increase both user engagement and motivation Simões et al. (2013). The aim of this thesis is to locate and analyse gamification elements in a textbook set used in Estonian schools and to see how the elements present exploit the potential of gamification in the context of language teaching. This would provide an idea of what the starting point would be in using gamification in English as a Foreign Language (EFL) lessons and what kind of support it could give for gamifying EFL classes. Knowing game elements would help teachers incorporate the elements into the methods they are already familiar with (Keramidas 2010). The thesis consists of an introduction, two core chapters and a conclusion. The introduction explains the reasons for addressing the topic, states the research questions and introduces the structure of the paper. The first chapter presents the definition of gamification, provides examples of gamified systems, discusses criticism towards gamification and the following response, and introduces different gamification taxonomies. It also includes the list of game elements used in the analysis conducted in the second chapter. The list of game elements is compiled based on game element taxonomies suggested by Cugelman (2013), Blohm and Leimeister (2013 in Seaborn and Fels 2015:19), and Robson et al. (2015). The second chapter gives a short overview of the Solutions Second Edition textbook set, introduces the game elements found in different parts of the set, and discusses the gamification potential of the set. The conclusion provides a summary of the findings.http://www.ester.ee/record=b477553

    Gamification: potentials and challenges in teaching and learning in science

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    Educational technology plays an important part in the growth of education in the 21st century. Yet the absence of infusion between technology and education in schools, has led to the de-motivation among many students and teachers with the current education system. Therefore with the evolution in technology, especially with the arrival of android devices, interaction with games has been on the rise; making it a daily routine and addictive part of people?s lives. By using the game design elements in non-game contexts, gamification is created. These elements are points, badges and leader board. In the corporate world, gamification has been used as a motivational pull in achieving goals. These qualities relate to the instigators of motivation; purpose, autonomy and mastery. So we can deduce that the capabilities of game in causing a change in human lives go beyond its intended purpose of fun. As students are familiar with the usage of technology, infusing gamification to improve teaching and learning in schools may reap favourable results. Yet there has been lacking research in the effectiveness of gamification in learning and teaching. This creates an opening for a research to be carried out in this field. The aim of this paper is to explore the potentials as well as challenges of using gamification to enhance the teaching and learning in Malaysia schools
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