11,795 research outputs found

    Innovative pedagogical practices in the craft of Computing

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    Computer programming, the art of actually instructing a computer to do what one wants, is fundamentally a practical skill. How does one teach this practical skill in a university setting, to students who may not be initially motivated to acquire it, and who may have a variety of past experience, or none at all? Furthermore, how does one do it in a resource-efficient way to large classes? Students are largely motivated by assessment: what is the best way to assess this skill? How does this skill relate to more abstract concepts like “computational thinking”? In this piece NTFs from very different universities explain their solutions

    Innovative pedagogical practices in the craft of Computing

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    Teaching programming is much more like teaching a craft skill than it is a purely theoretical subject. Hence an "apprenticeship" model, where apprentices learn by watching the master do, and then do themselves, and are criticised in their doing, is, we claim, more appropriate than the "lecturer/lecturee" model that universities implicitly adopt. Furthermore, there are generally many more apprentices than the master can personally supervise. Universities will therefore use various tutors, who should be regarded as the analogue of the guild-master's journeymen. However, how does one encourage this mindset in students who, for their other courses, are indeed lecturees? What are the implications for the journeymen

    Learning Design: reflections on a snapshot of the current landscape

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    The mounting wealth of open and readily available information and the swift evolution of social, mobile and creative technologies warrant a re-conceptualisation of the role of educators: from providers of knowledge to designers of learning. This need is being addressed by a growing trend of research in Learning Design. Responding to this trend, the Art and Science of Learning Design workshop brought together leading voices in the field and provided a forum for discussing its key issues. It focused on three thematic axes: practices and methods, tools and resources, and theoretical frameworks. This paper reviews some definitions of Learning Design and then summarises the main contributions to the workshop. Drawing upon these, we identify three key challenges for Learning Design that suggest directions for future research

    Using tablets for e-assessment of project-based learning

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    Technology is confirmed to be an effective tool for assessment and feedback, in particular for computer-assisted assessment (Irons, 2008; Challis, 2005), producing feedback (Heinrich et al., 2009) and publishing feedback (Bloxham and Boyd, 2007; Denton, 2003; Denton et al., 2008). The arrival of affordable mobile devices has introduced a new means for enhancing the above practices (Fabian and MacLean, 2014; Plimmer and Mason, 2006; Salem, 2013). Student preferences to smart phones and tablet devices steer the technological innovation towards ubiquitous mobile connectivity. Inspired by the benefits of such life and study style, educators have started exploring the use of these technologies. Tablet computers prove to become their preferred choice as they resolve some of the limitations associated with the design, readability and comprehensiveness of the feedback for mobile devices with smaller screens (Strain-Seymour, 2013, Rootman-le Grange and Lutz, 2013). This paper reports how tablets and the Form Connext mobile app have been used for engaging a sample of 300 Business Studies students in in-class online assessment and designing and providing timely comprehensive feedback. The study has followed an action research strategy that is grounded on a continuous and dynamic process of reflection (Carr and Kemmis, 2003) on the effectiveness of assessment of student projects documented electronically through wikis and electronic portfolios. It refines the use of tablets for summative and formative assessment of the project-based learning tasks through three review cycles, each of which incorporated a Reflection and Improvements stage. The experience resulted in enhancement of assessment strategies and contribution to the development of contemporary models of learning through effective assessment and feedback (Carr and Kemmis, 2003). The results of the work confirm that tablet computers are an effective tool in assessing e-materials in larger classes for two primary reasons. Firstly, design of e-forms facilitates rigorous process of reflection and understanding assessment criteria that in turn benefit students when preparing for the assessment. Hence, legible and detailed feedback is produced anytime anywhere with synchronous updates within the marking team. Secondly, students benefit from immediate comprehensive feedback allowing them to reflect on and improve their understanding of subject matters, as well as to engage in discussing specific details of the work that are captured through the form. An unexpected outcome was the enhanced reputation and respect to the tutors amongst students, the triggering of student curiosity and enthusiasm in applying similar approach to their own work. The diffusion for the practice amongst other units and identifying other purposes for which the mobile app could be used are also seen as achievements exceeding the expectations of the project team

    Looking to the future: M-learning with the iPad

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    Might Apple’s new iPad gain unprecedented traction in education, or is just another example of the over-hyping of new devices in a time of technological determinism (Postman, 2000)? This paper explores the potential affordances and limitations of the Apple iPad in the wider context of emergent mobile learning theory, and the social and economic drivers that fuel technology development. Against the background of effective teaching and learning, the functionality offered by the iPad, and its potential uses for learning, are discussed. A critical review of the way the iPad may support learning, that draws on learning theory, contemporary articles and e-learning literature, suggests that the device may offer an exciting platform for consuming and creating content in a collaborative, interactive way. However, of greater importance is that effective, evidence-driven, innovative practices, combined with a clear-sighted assessment of the advantages and limitations of any product, should take priority over the device itself

    At the Intersection of the Digital and the Material : Teaching and Learning Crafts during the Pandemic

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    Although the value of crafted artefacts and craft activities is recognized in contemporary research and discussion, crafts as a standard school subject is still struggling with stereotypic labels; some consider the subject a relic from the past. This commentary demonstrates that crafts is an innovative school subject that engages students in creative thinking and up-to-date digital-material practices. The commentary relies on Finnish craft teachers’ experiences of learning and teaching crafts during the Covid-19 pandemic. Material was collected in two webinars in autumn 2020.Peer reviewe

    Teaching and Professional Fellowship Report 2002/3: Colour and Computing

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    An exploration of new teaching and learning methodologies relating material colour use to digital colour and the computer's speed, control, 'sensitivity' and new possibilities to develop colour ideas of practical use in the studio

    Learning Environments for Invention Pedagogy

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    Invention pedagogy requires learning environments that enable the creative activities of inventing and making in schools. Such environments include physical, virtual, and epistemic-social environments and related pedagogical conditions, which all need to be addressed when designing spaces and places for invention pedagogy. This chapter presents the ongoing co-development process of the Innokas FabLearn Labs, in which a network of technology-oriented and development-oriented teachers co-created a flexible and modifiable concept for designing a multipurposed learning environment. Through the framework of pedagogical infrastructures, the chapter illustrates how the essential underlying pedagogical conditions, i.e., epistemological, scaffolding, social, and material-technological infrastructures, were addressed in the development work to create well-functioning makerspaces in formal education. In addition, future directions for the development of the concept are provided.Peer reviewe
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