58,673 research outputs found
Hiding in Plain Sight: Identifying Computational Thinking in the Ontario Elementary School Curriculum
Given a growing digital economy with complex problems, demands are being made for education to address computational thinking (CT) – an approach to problem solving that draws on the tenets of computer science. We conducted a comprehensive content analysis of the Ontario elementary school curriculum documents for 44 CT-related terms to examine the extent to which CT may already be considered within the curriculum. The quantitative analysis strategy provided frequencies of terms, and a qualitative analysis provided information about how and where terms were being used. As predicted, results showed that while CT terms appeared mostly in Mathematics, and concepts and perspectives were more frequently cited than practices, related terms appeared across almost all disciplines and grades. Findings suggest that CT is already a relevant consideration for educators in terms of concepts and perspectives; however, CT practices should be more widely incorporated to promote 21st century skills across disciplines. Future research would benefit from continued examination of the implementation and assessment of CT and its related concepts, practices, and perspectives
Teaching and Learning Data Visualization: Ideas and Assignments
This article discusses how to make statistical graphics a more prominent
element of the undergraduate statistics curricula. The focus is on several
different types of assignments that exemplify how to incorporate graphics into
a course in a pedagogically meaningful way. These assignments include having
students deconstruct and reconstruct plots, copy masterful graphs, create
one-minute visual revelations, convert tables into `pictures', and develop
interactive visualizations with, e.g., the virtual earth as a plotting canvas.
In addition to describing the goals and details of each assignment, we also
discuss the broader topic of graphics and key concepts that we think warrant
inclusion in the statistics curricula. We advocate that more attention needs to
be paid to this fundamental field of statistics at all levels, from
introductory undergraduate through graduate level courses. With the rapid rise
of tools to visualize data, e.g., Google trends, GapMinder, ManyEyes, and
Tableau, and the increased use of graphics in the media, understanding the
principles of good statistical graphics, and having the ability to create
informative visualizations is an ever more important aspect of statistics
education
A Standardised Procedure for Evaluating Creative Systems: Computational Creativity Evaluation Based on What it is to be Creative
Computational creativity is a flourishing research area, with a variety of creative systems being produced and developed. Creativity evaluation has not kept pace with system development with an evident lack of systematic evaluation of the creativity of these systems in the literature. This is partially due to difficulties in defining what it means for a computer to be creative; indeed, there is no consensus on this for human creativity, let alone its computational equivalent. This paper proposes a Standardised Procedure for Evaluating Creative Systems (SPECS). SPECS is a three-step process: stating what it means for a particular computational system to be creative, deriving and performing tests based on these statements. To assist this process, the paper offers a collection of key components of creativity, identified empirically from discussions of human and computational creativity. Using this approach, the SPECS methodology is demonstrated through a comparative case study evaluating computational creativity systems that improvise music
Computational Thinking Integration into Middle Grades Science Classrooms: Strategies for Meeting the Challenges
This paper reports findings from the efforts of a university-based research team as they worked with middle school educators within formal school structures to infuse computer science principles and computational thinking practices. Despite the need to integrate these skills within regular classroom practices to allow all students the opportunity to learn these essential 21st Century skills, prior practice has been to offer these learning experiences outside of mainstream curricula where only a subset of students have access. We have sought to leverage elements of the research-practice partnership framework to achieve our project objectives of integrating computer science and computational thinking within middle science classrooms. Utilizing a qualitative approach to inquiry, we present narratives from three case schools, report on themes across work sites, and share recommendations to guide other practitioners and researchers who are looking to engage in technology-related initiatives to impact the lives of middle grades students
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Bells that still can ring: systems thinking in practice
Complexity science has generated significant insight regarding the interrelatedness of factors and actors constituting our real world and emergent effects from such interrelationships. But the translation of such rich insight towards developing appropriate tools for improving real world situations of change and uncertainty provides a further significant challenge. Systems thinking in practice is a heuristic framework based upon ideas of boundary critique for guiding the use and development of tools from different traditions in managing complex realities. By reference to five systems approaches, each embodying more than 30 years of experiential use, three interrelated features of the framework are drawn out – contexts of systemic change, practitioners as change agents, and tools as systems constructs that can themselves change through adaptation. The ‘bells that still can ring’ refer to tools associated with the Systems tradition which have demonstrable capacity to change and adapt by continual iteration with changing context of use and different practitioners using them. It is in the practice of using such tools whilst being aware of significant ‘cracks’ associated with traps in managing complex realities that enables systems thinking in practice to evolve. Complexity tools as examples of systems thinking can inadvertently invite traps of reductionism within contexts, dogmatism amongst practitioners, and fetishism of our tools as conceptual constructs associated with ultimately undeliverable promises towards achieving holism and pluralism. The heuristic provides a guiding framework on monitoring the development of tools from different traditions for improving complex realities and avoiding such traps
Responsible research and innovation in science education: insights from evaluating the impact of using digital media and arts-based methods on RRI values
The European Commission policy approach of Responsible Research and Innovation (RRI) is gaining momentum in European research planning and development as a strategy to align scientific and technological progress with socially desirable and acceptable ends. One of the RRI agendas is science education, aiming to foster future generations' acquisition of skills and values needed to engage in society responsibly. To this end, it is argued that RRI-based science education can benefit from more interdisciplinary methods such as those based on arts and digital technologies. However, the evidence existing on the impact of science education activities using digital media and arts-based methods on RRI values remains underexplored. This article comparatively reviews previous evidence on the evaluation of these activities, from primary to higher education, to examine whether and how RRI-related learning outcomes are evaluated and how these activities impact on students' learning. Forty academic publications were selected and its content analysed according to five RRI values: creative and critical thinking, engagement, inclusiveness, gender equality and integration of ethical issues. When evaluating the impact of digital and arts-based methods in science education activities, creative and critical thinking, engagement and partly inclusiveness are the RRI values mainly addressed. In contrast, gender equality and ethics integration are neglected. Digital-based methods seem to be more focused on students' questioning and inquiry skills, whereas those using arts often examine imagination, curiosity and autonomy. Differences in the evaluation focus between studies on digital media and those on arts partly explain differences in their impact on RRI values, but also result in non-documented outcomes and undermine their potential. Further developments in interdisciplinary approaches to science education following the RRI policy agenda should reinforce the design of the activities as well as procedural aspects of the evaluation research
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