35,908 research outputs found

    On Creativity and Innovation in the Computing Curriculum

    Full text link
    © 2018 Copyright is held by the owner/author(s). Publication rights licensed to ACM. Graduates of computing degrees are extremely well placed to be entrepreneurs of the future. They have knowledge of recent advances in computing hardware, software and data sources, and skills to turn that knowledge into digital products like software applications and mobile apps that appeal to consumers or businesses. While entrepreneurship education encompasses many aspects, a starting point is finding a good idea that has market potential. This requires creativity: a skill that is not often made explicit in computing programs, or if so, perhaps confined to the realms of HCI or coding. Moreover, in many computing subjects, students are asked to find creative solutions to known problems, rather than exploring the problem space itself. This paper describes a case study of inviting students to demonstrate creativity and innovation in an e-commerce subject offered principally to computing students. Students are asked to identify human-centered problems that lend themselves to computing-oriented solutions, and to propose and test their ideas. The paper identifies four factors that were examined in relation to their influence on students’ creativity and innovation

    Developing computational thinking in the classroom: a framework

    No full text
    Computational thinking sits at the heart of the new statutory programme of study for Computing: “A high quality computing education equips pupils to use computational thinking and creativity to understand and change the world” (Department for Education, 2013, p. 188). This document aims to support teachers to teach computational thinking. It describes a framework that helps explain what computational thinking is, describes pedagogic approaches for teaching it and gives ways to assess it. Pupil progression with the previous ICT curriculum was often demonstrated through ‘how’ (for example, a software usage skill) or ‘what’ the pupil produced (for example, a poster). This was partly due to the needs of the business world for office skills. Such use of precious curriculum time however has several weaknesses. Firstly, the country’s economy depends on technological innovation not just on use of technology. Secondly, the pace of technology and organisational change is fast in that the ICT skills learnt are out of date before a pupil leaves school. Thirdly, technology invades all aspects of our life and the typically taught office practice is only a small part of technology use today

    Computer game development education at university

    Get PDF
    This paper articulates some of the challenges for computer game development courses at university level. A typical course development of this type is described. The need to include creative methods alongside more formal software development methodologies as core elements of computer game education is proposed and placed within the context of an industry specific framework. The evolutionary nature of the computer game industry requires that computer game development programmes at university should be equally evolutionary and adaptable to change

    Building an Argument for the Use of Science Fiction in HCI Education

    Full text link
    Science fiction literature, comics, cartoons and, in particular, audio-visual materials, such as science fiction movies and shows, can be a valuable addition in Human-computer interaction (HCI) Education. In this paper, we present an overview of research relative to future directions in HCI Education, distinct crossings of science fiction in HCI and Computer Science teaching and the Framework for 21st Century Learning. Next, we provide examples where science fiction can add to the future of HCI Education. In particular, we argue herein first that science fiction, as tangible and intangible cultural artifact, can serve as a trigger for creativity and innovation and thus, support us in exploring the design space. Second, science fiction, as a means to analyze yet-to-come HCI technologies, can assist us in developing an open-minded and reflective dialogue about technological futures, thus creating a singular base for critical thinking and problem solving. Provided that one is cognizant of its potential and limitations, we reason that science fiction can be a meaningful extension of selected aspects of HCI curricula and research.Comment: 6 pages, 1 table, IHSI 2019 accepted submissio

    On the influence of creativity in basic programming learning at a first-year Engineering course

    Get PDF
    Teaching fundamentals of programming is a complex task that involves the students’ acquisition of diverse knowledge and skills. It is also well known that programming often requires a certain degree of creativity. There are some studies on how to foster creativity with programming, but few studies have analyzed the influence of students creativity on their performance as programmers. In this paper we present the results of a study, with a sample of 89 freshmen engineering students. Our results suggest (p<0.01) that a high level of creativity is correlated with achieving excellence in programming. Creativity is a generic competence which is not currently covered with in most engineering curricula, and we conclude it should be taken into account. Females, diverse thinking student and some disadvantage groups may benefit from a free-thinking environment in the classroom, in particular at their first-year in college.Peer ReviewedPostprint (author's final draft

    Learning requirements engineering within an engineering ethos

    Get PDF
    An interest in educating software developers within an engineering ethos may not align well with the characteristics of the discipline, nor address the underlying concerns of software practitioners. Education for software development needs to focus on creativity, adaptability and the ability to transfer knowledge. A change in the way learning is undertaken in a core Software Engineering unit within a university's engineering program demonstrates one attempt to provide students with a solid foundation in subject matter while at the same time exposing them to these real-world characteristics. It provides students with a process to deal with problems within a metacognitive-rich framework that makes complexity apparent and lets students deal with it adaptively. The results indicate that, while the approach is appropriate, student-learning characteristics need to be investigated further, so that the two aspects of learning may be aligned more closely

    The artisan and the artist. Innovation enables transformation

    Get PDF
    Technologies Excellence Group, for theCurriculum for Excellence Group for SG (commissioned by/for Mike Russell-Cabinet Secy on Education

    Safe environments for innovation: developing a new multidisciplinary masters programme

    Get PDF
    This paper outlines the research and resulting curriculum design activities conducted as a collaborative venture between Northumbria University’s School of Design, School of Computing, Engineering and Information Sciences and Newcastle Business School undertaken in the creation of a new postgraduate programme in Multidisciplinary Design Innovation. With the area of multidisciplinary innovation education practice being comparatively new, the research conducted in support of the programme development was undertaken through a series of industry-linked pilot-study projects conducted with Philips, Hasbro, Lego and Unilever. The key finding from this research was an understanding of the importance of freeing students from different disciplines of the inhibitions that limit creativity in collaborative settings. This paper gives an account of the pilot studies and the associated learning derived from them, the collaborative development of the programme and approaches in curriculum and assessment design adopted in order to create what we call ‘safe environments for innovation’; environments designed to free students of these evident inhibitions

    A short history off-line

    Get PDF
    Emerging technologies for learning report - Article exploring the history of ICT in education and the lessons we can learn from the pas
    corecore