15,156 research outputs found

    A Cooperative Development System for an Interactive Introductory Programming Course

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    We present a system for a cooperative development of computer programs that was created for the lab sessions of an introductory programming course at the University of Ljubljana, Slovenia. The system relieved the students from the tedious task of retyping programs developed by the teaching assistant and enabled them to cooperate with the teaching assistant in solving programming problems. We thus made the lab sessions more efficient and interactive and brought them closer to the spirit of active learning approaches

    Strategies and mechanisms for electronic peer review

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    This journal article published at the October 2000 Frontiers in Education Conference discusses strategies and mechanisms for electronic peer review. It outlines a peer-grading system for review of student assignments over the World-Wide Web called Peer Grader. The system allows authors and reviewers to communicate and authors to update their submissions. This system facilitates collaborative learning and makes it possible to break up a large project into smaller portions. The article summarizes a unique and innovative method of peer-review. Educational levels: Graduate or professional

    How Civil Society Organizations Works Politically to Promote Pro-Poor Policies in Decentralized Indonesian Cities

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    This paper examines how civil society organizations (CSOs) have taken advantage of the increased opportunities created by decentralization to influence the role and functions of local administrations in urban areas of Indonesia. The paper utilizes evidence from two cities in Central Java where policies were passed that expanded health insurance coverage for the poor: Semarang (pop. 1.5 million) and Pekalongan (pop. 300,000). The paper argues that CSOs are increasingly able to influence local policy outcomes -- regardless of the leadership qualities among elected officials -- by working politically. We describe the political context of each city, which varies greatly. We provide evidence of how pro-poor advocates expanded their capital by identifying allies, building coalitions and taking advantage of critical junctures in order to influence social policy. We demonstrate how developing constituent interest in public policy has helped CSOs hold government accountable to the poor. We present a fiscal analysis of municipal revenue and spending produced by CSO partners, which illustrates both the challenges of increasing allocations, as well as the outcomes in terms of expanded coverage of health services. In conclusion, we offer implications for development programming going forward

    Motivational Social Visualizations for Personalized E-Learning

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    A large number of educational resources is now available on the Web to support both regular classroom learning and online learning. However, the abundance of available content produces at least two problems: how to help students find the most appropriate resources, and how to engage them into using these resources and benefiting from them. Personalized and social learning have been suggested as potential methods for addressing these problems. Our work presented in this paper attempts to combine the ideas of personalized and social learning. We introduce Progressor + , an innovative Web-based interface that helps students find the most relevant resources in a large collection of self-assessment questions and programming examples. We also present the results of a classroom study of the Progressor +  in an undergraduate class. The data revealed the motivational impact of the personalized social guidance provided by the system in the target context. The interface encouraged students to explore more educational resources and motivated them to do some work ahead of the course schedule. The increase in diversity of explored content resulted in improving students’ problem solving success. A deeper analysis of the social guidance mechanism revealed that it is based on the leading behavior of the strong students, who discovered the most relevant resources and created trails for weaker students to follow. The study results also demonstrate that students were more engaged with the system: they spent more time in working with self-assessment questions and annotated examples, attempted more questions, and achieved higher success rates in answering them

    Enhancing Undergraduate AI Courses through Machine Learning Projects

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    It is generally recognized that an undergraduate introductory Artificial Intelligence course is challenging to teach. This is, in part, due to the diverse and seemingly disconnected core topics that are typically covered. The paper presents work funded by the National Science Foundation to address this problem and to enhance the student learning experience in the course. Our work involves the development of an adaptable framework for the presentation of core AI topics through a unifying theme of machine learning. A suite of hands-on semester-long projects are developed, each involving the design and implementation of a learning system that enhances a commonly-deployed application. The projects use machine learning as a unifying theme to tie together the core AI topics. In this paper, we will first provide an overview of our model and the projects being developed and will then present in some detail our experiences with one of the projects – Web User Profiling which we have used in our AI class

    Enhancing learning with authoritative actions: Reflective practice of positive power

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    Drawing from classic power perspective, my reflective practice illuminates how power action, traditionally recognized as negative and detrimental to teaching process and learning outcomes, could be shaped in a positive way to enhance learning. Insights gained from this action research set in a politically charged and culturally homogenous environment provide critical perspective to the research community and challenge traditional practices of teaching and learning. Implications gained call for attention to critical perspective of empirical studies that could provide lessons for educators and researchers to create a more effective teaching and learning environment with authoritative power. An action framework is created in the end to illustrate how the positive authoritative process can be achieved

    Maintaining an ethical balance in the curriculum design of games-based degrees.

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    In February 2011, games-based degrees were subjected to the scrutiny of the Livingstone- Hope report into the future of education in the fields of video games and visual effects. The report delivers a damning appraisal of the education system’s ability to fulfil skills shortages in these creative industries, and makes a range of proposals for changing education in both schools and universities to meet the needs of these sectors. This paper discusses the findings of this report from the perspective of higher education, with particular emphasis on the complex ethical considerations of designing a curriculum for games-based degrees. The argument for taking a broader perspective on this issue is illustrated through discussion of Games Software Development degrees at Sheffield Hallam University

    Does Mobile Technology Matter? A Student Centric Perspective

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    Based on a student-centric perspective, this study seeks to understand how mobile technology influences students’ learning experiences. Our research motivation is driven by the increasing attention paid to mobile technology in the research and business community. Set in a public university setting, our investigation seeks to shed light on how teaching and learning could be reshaped by mobile technology, most specifically, emerging tablet PCs. The findings, based on two MIS (Management Information Systems) courses, one graduate and the other undergraduate, suggest that overall students perceived the mobility of tablet PC positively. In addition, graduate students expressed a higher degree of learning satisfaction and greater expectation of future technology usage than undergraduate students. Indeed, mobile technology seems to matter to students’ learning in general. The finding is particularly relevant when considering how to incorporate mobile technology into teaching practice as such technology-driven teaching practice is increasingly being expected in the contemporary networked society. Additional insights for managers, technology vendors, and college instructors are also discussed

    A review into the factors affecting declines in undergraduate Computer Science enrolments and approaches for solving this problem

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    There has been a noticeable drop in enrolments in Computer Science (CS) courses and interest in CS careers in recent years while demand for CS skills is increasing dramatically. Not only are such skills useful for CS jobs but for all forms of business and to some extent personal lives as Information Technology (IT) is becoming ubiquitous and essential for most aspects of modern life. Therefore it is essential to address this lack of interest and skills to not only fill the demand for CS employees but to provide students with the CS skills they need for modern life especially for improving their employability and skills for further study. This report looks at possible reasons for the lack of interest in CS and different approaches used to enhance CS education and improve the appeal of CS
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