8,037 research outputs found

    Framework to Enhance Teaching and Learning in System Analysis and Unified Modelling Language

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    Cowling, MA ORCiD: 0000-0003-1444-1563; Munoz Carpio, JC ORCiD: 0000-0003-0251-5510Systems Analysis modelling is considered foundational for Information and Communication Technology (ICT) students, with introductory and advanced units included in nearly all ICT and computer science degrees. Yet despite this, novice systems analysts (learners) find modelling and systems thinking quite difficult to learn and master. This makes the process of teaching the fundamentals frustrating and time intensive. This paper will discuss the foundational problems that learners face when learning Systems Analysis modelling. Through a systematic literature review, a framework will be proposed based on the key problems that novice learners experience. In this proposed framework, a sequence of activities has been developed to facilitate understanding of the requirements, solutions and incremental modelling. An example is provided illustrating how the framework could be used to incorporate visualization and gaming elements into a Systems Analysis classroom; therefore, improving motivation and learning. Through this work, a greater understanding of the approach to teaching modelling within the computer science classroom will be provided, as well as a framework to guide future teaching activities

    Digital communities: context for leading learning into the future?

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    In 2011, a robust, on-campus, three-element Community of Practice model consisting of growing community, sharing of practice and building domain knowledge was piloted in a digital learning environment. An interim evaluation of the pilot study revealed that the three-element framework, when used in a digital environment, required a fourth element. This element, which appears to happen incidentally in the face-to-face context, is that of reflecting, reporting and revising. This paper outlines the extension of the pilot study to the national tertiary education context in order to explore the implications for the design, leadership roles, and selection of appropriate technologies to support and sustain digital communities using the four-element model

    When Worlds Collide: Framing Students’ Challenges with Stay-at-home Learning During COVID-19 through the Lens of Conflicting Role Identities

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    Based on a survey of undergraduate business students at a private Midwestern university in the United States, we found that the abrupt mid-semester transition from campus learning to at-home online learning due to the coronavirus disease of 2019 (COVID-19) pandemic led to an unexpected challenge for students. Students reported that stay-at-home learning eroded support for their student role while also creating conflicts between the student role and other competing roles, such as child, sibling, or supplemental wage earner. As a result, they significantly lacked motivation to complete schoolwork during stay-at-home orders. Using a framework rooted in role identity theory, we analyze this role erosion and role conflict. Based on that analysis, we suggest potential actions for faculty to mitigate the adverse impact that this role erosion/conflict has on learning and, thus, bolster the student role while simultaneously reducing conflict between the student role and other competing roles. As we brace for multiple semesters of teaching during the COVID-19 pandemic, such efforts to facilitate positive stay-at-home learning experiences for our students will contribute to determining our academic success and our educational institutions’ economic viability

    Effect of Industry 4.0 on Education Systems: An Outlook

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    Congreso Universitario de InnovaciĂłn Educativa En las Enseñanzas TĂ©cnicas, CUIEET (26Âș. 2018. GijĂłn

    An exploratory analysis of the implementation and use of an intelligent platform for learning in primary education

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    Smile and Learn is an intelligent platform with more than 4500 educational activities for children aged 3-12. The digital material developed covers all courses of primary education and most of the subjects with the different topic-related worlds with activities in the field of logics and mathematics, science, linguistics and tales, visual-spatial and cognitive skills, emotional intelligence, arts, and multiplayer games. This kind of material supports active learning and new pedagogical models for teachers to use in their lessons. The purpose of this paper is to explore the usage of the platform in three pilot groups schools from different regions of Spain, outlining future directions in the design of such digital materials. Usage is assessed via descriptive analysis and variance analysis, with data collected from users interacting with the intelligent platform. The results show a high use of STEM (Science, Technology, Engineering and Maths) activities among all the activities that could be chosen. Cross-curricular activities are also used. Continuation in the development of such materials is concluded necessary, focusing integration of different fields, accentuating games over quizzes, and the value of teacher training for improving their use in schools.This research was funded by Community of Madrid 'Industrial PhD grants' under project number IND2017/SOC-7874
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