2,905 research outputs found
Decoding learning: the proof, promise and potential of digital education
With hundreds of millions of pounds spent on digital technology for education every year â from interactive whiteboards to the rise of oneâtoâone tablet computers â every new technology seems to offer unlimited promise to learning. many sectors have benefitted immensely from harnessing innovative uses of technology. cloud computing, mobile communications and internet applications have changed the way manufacturing, finance, business services, the media and retailers operate.
But key questions remain in education: has the range of technologies helped improve learnersâ experiences and the standards they achieve? or is this investment just languishing as kit in the cupboard? and what more can decision makers, schools, teachers, parents and the technology industry do to ensure the full potential of innovative technology is exploited? There is no doubt that digital technologies have had a profound impact upon the management of learning. institutions can now recruit, register, monitor, and report on students with a new economy, efficiency, and (sometimes) creativity. yet, evidence of digital technologies producing real transformation in learning and teaching remains elusive. The education sector has invested heavily in digital technology; but this investment has not yet resulted in the radical improvements to learning experiences and educational attainment. in 2011, the Review of Education Capital found that maintained schools spent ÂŁ487 million on icT equipment and services in 2009-2010.
1 since then, the education system has entered a state of flux with changes to the curriculum, shifts in funding, and increasing school autonomy. While ring-fenced funding for icT equipment and services has since ceased, a survey of 1,317 schools in July 2012 by the british educational suppliers association found they were assigning an increasing amount of their budget to technology. With greater freedom and enthusiasm towards technology in education, schools and teachers have become more discerning and are beginning to demand more evidence to justify their spending and strategies. This is both a challenge and an opportunity as it puts schools in greater charge of their spending and use of technolog
Student Authored Digital Games as Authentic Learning: Using the \u3cem\u3eCan You Create a Game Challenge\u3c/em\u3e in Elementary Classrooms
This embedded single-case study examined an elementary classroom implementation of a digital game authoring challenge aligned with state mandated content standards. Teachers used the game challenge over four 50 minute class periods during a three month period of time. A total of twenty five (n=25) 4th grade students, nine (n=9) 5th grade students and three (n=3) STEM teachers participated in the study.
The central research question for this study is: How do elementary teachers use a game challenge specifically aligned with Common Core/Next Generation Science (NGSS) state standards for instruction? Qualitative data, drawn from participating teacher interviews, classroom observations, student project reflections and document analysis of the student-authored digital games, were analyzed using Hatchâs (2002) typological analysis. Findings suggest that, while using a standards-based gaming task within instruction is effective in promoting dimensions of an authentic learning environment for students, more research is needed in the areas of 1) professional development for teachers in game design and computational thinking; 2) the use of a digital game task as an assessment for students with disabilities or who struggle in other content areas; 3) the use of a digital game task for assessment in other content areas; and 4) how the computational thinking skills and the dispositions of teachers affect the flow of knowledge in classrooms using a digital game task
Category Theory and Model-Driven Engineering: From Formal Semantics to Design Patterns and Beyond
There is a hidden intrigue in the title. CT is one of the most abstract
mathematical disciplines, sometimes nicknamed "abstract nonsense". MDE is a
recent trend in software development, industrially supported by standards,
tools, and the status of a new "silver bullet". Surprisingly, categorical
patterns turn out to be directly applicable to mathematical modeling of
structures appearing in everyday MDE practice. Model merging, transformation,
synchronization, and other important model management scenarios can be seen as
executions of categorical specifications.
Moreover, the paper aims to elucidate a claim that relationships between CT
and MDE are more complex and richer than is normally assumed for "applied
mathematics". CT provides a toolbox of design patterns and structural
principles of real practical value for MDE. We will present examples of how an
elementary categorical arrangement of a model management scenario reveals
deficiencies in the architecture of modern tools automating the scenario.Comment: In Proceedings ACCAT 2012, arXiv:1208.430
Tracing the evolution of teachers' mathematical knowledge and pedagogy through programming: Learning from Scratch
This thesis is based on research to explore the role of primary school teachersâ mathematical and pedagogical knowledge in their engagement with computer-based microworlds that formed part of ScratchMaths (SM). SM is a two-year mathematics and computing curriculum designed for pupils aged nine to eleven years old. The aims of the research were to trace the evolution of teachersâ mathematical knowledge, as they taught SM microworlds designed for exploration and reasoning about place value, variable and angle through computer programming.
The study adopted a multiple-case study approach with augmenting teacher episodes situated in the English primary school setting. The thirteen Year 6 teachers of the study were selected from national participants of the second year of the two-year SM intervention. Data collection involved video-recorded classroom observations, audio-recorded post-lesson semi-structured teacher interviews, and âthink aloudâ while engaging with computer-based tasks. The conceptual framework for the thesis incorporated the Mathematical Pedagogical Technology Knowledge (MPTK) framework and the Instrumental Orchestration model. The findings reveal the knowledge required to teach at the intersection of programming and mathematics, and crucially, how the ideas mediate and are mediated by engagement with the SM curriculum. The findings also illustrate how teaching mathematics through computer programming requires the teacher to bridge between the computing and the mathematics domains and how some teachers managed to do this while creating new connections within and between the knowledge domains.
The study contributes to the literature of teachersâ mathematical knowledge of place value, variable, and angle as well as teachersâ ability to (re-) express mathematics through computer programming. The thesis makes an original contribution to the literature with the specification of a theoretical model for analysing teachersâ knowledge for teaching mathematics through programming in the primary setting
From Legos and Logos to Lambda: A Hypothetical Learning Trajectory for Computational Thinking
This thesis utilizes design-based research to examine the integration of computational thinking and computer science into the Finnish elementary mathematics syllabus. Although its focus is on elementary mathematics, its scope includes the perspectives of students, teachers and curriculum planners at all levels of the Finnish school curriculum. The studied artifacts are the 2014 Finnish National Curriculum and respective learning solutions for computer science education. The design-based research (DBR) mandates educators, developers and researchers to be involved in the cyclic development of these learning solutions. Much of the work is based on an in-service training MOOC for Finnish mathematics teachers, which was developed in close operation with the instructors and researchers. During the study period, the MOOC has been through several iterative design cycles, while the enactment and analysis stages of the 2014 Finnish National Curriculum are still proceeding.The original contributions of this thesis lie in the proposed model for teaching computational thinking (CT), and the clariïŹcation of the most crucial concepts in computer science (CS) and their integration into a school mathematics syllabus. The CT model comprises the successive phases of abstraction, automation and analysis interleaved with the threads of algorithmic and logical thinking as well as creativity. Abstraction implies modeling and dividing the problem into smaller sub-problems, and automation making the actual implementation. Preferably, the process iterates in cycles, i.e., the analysis feeds back such data that assists in optimizing and evaluating the eïŹciency and elegance of the solution. Thus, the process largely resembles the DBR design cycles. Test-driven development is also recommended in order to instill good coding practices.The CS fundamentals are function, variable, and type. In addition, the control ïŹow of execution necessitates control structures, such as selection and iteration. These structures are positioned in the learning trajectories of the corresponding mathematics syllabus areas of algebra, arithmetic, or geometry. During the transition phase to the new syllabus, in-service mathematics teachers can utilize their prior mathematical knowledge to reap the beneïŹts of ânear transferâ. Successful transfer requires close conceptual analogies, such as those that exist between algebra and the functional programming paradigm.However, the integration with mathematics and the utilization of the functional paradigm are far from being the only approaches to teaching computing, and it might turn out that they are perhaps too exclusive. Instead of the grounded mathematics metaphor, computing may be perceived as basic literacy for the 21st century, and as such it could be taught as a separate subject in its own right
From Instructionism to Constructionism: the role of tinkering in educational technology
https://www.ester.ee/record=b5258038*es
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Cross Case Study of an Elementary Engineering Task
Designerly play has been identified as a fundamental component of childhood learning (Baynes, 1994; Petroski, 2003). However, as students enter grade one and beyond, the increasing academic focus has resulted in the loss of opportunities for designerly play (Zhao, 2012). At the same time, there are increasing calls to increase the number, skill, and diversity of STEM workers (Brophy, Portsmore, Klein, & Rogers, 2008). The robotics based Elementary Engineering Curriculum (Heffernan, 2013) - used by students in this study - and other similar projects have the potential to increase the STEM pipeline but elementary engineering is not well-understood. Research is needed to understand how to teach engineering to students as their cognitive, motor, and social skills rapidly develop in elementary school (Alimisis, 2012; Crismond & Adams, 2012; Mead, Thomas, & Weinberg, 2012; Penner, Giles, Lehrer, & Schauble, 1997; Roth, 1996; Schunn, 2009; Wagner, 1999). The literature review and theoretical frameworks chapters of this study determined the most relevant theoretical frameworks, engineering design process models, and existing research that is relevant to a cross-sectional case study of six grade 2 and six grade 6 elementary robotics students in the context of established K-6 elementary robotics curriculum (Heffernan, 2013). Students were videotaped doing an open-ended engineering task based on LEGO robotics using talk-aloud (Ericsson & Simon, 1993) and clinical interview (Ginsburg, 1997) techniques. The engineering design processes were analyzed and compared by age and gender. Significant differences were found in final projects and engineering design process. However, the differences were not, for the most part, related to development or gender, but were related to the complexity of the ride they tried to build and the skills and structural knowledge they brought to the task. The key factors identified consisted of three executive function process skills of cognitive flexibility, causal reasoning, and planning ability, three domain specific process skills of application of mathematics and science, engineering design process skills, and design principles of stability, scale, and the structural knowledge they had of LEGO robotics, most pointedly, LEGO connection knowledge. Implications of these findings for teachers are given
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