732,478 research outputs found

    Data Science and Big Data in Upper Secondary Schools: What Should Be Discussed From a Perspective of Computer Science Education?

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    The domain of data science is a large field, combining statistics, computer science and sociocultural issues. It is an open question which topics and which contents can and should be implemented in school, e.g. from the perspective of computer science education. Within the frame of a design-based research project a pilot course is designed by computer science and statistics educators at the Paderborn University, addressing upper secondary students. In this paper, we concentrate on the second of four modules, in which machine learning and neural networks are adressed. Some individual phases of the module are presented, followed by a metaperspective of the curriculum development that contributes to our project, and further research questions

    Challenges and Opportunities of Japanese Higher Computer Science Education from the Graduates’ Perspective

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    This master's thesis is a pilot study that critically examines computer science education at the university level in Japan from the perspective of the graduates. It investigates the challenges and opportunities encountered by IT graduates during their educational journey and transition to the job market. While Japan has made significant progress in integrating computer science education at the elementary level and has developed various policies to enhance the quality of higher education in general, there is a lack of specific focus on computer science education at the tertiary level. This study aims to address this research gap by examining the challenges and opportunities faced by IT graduates during their educational journey and transition to the job market, providing valuable insights for policymakers and identifying areas that require improvement in Japanese higher computer science education. The findings also offer a platform for further investigations into aspects of computer science education in Japan that demand immediate reform. The conclusions emphasize the significance of developing both hard and soft skills for successful transitions from university to the workplace. While hard skills remain important, the study underscores the growing importance of soft skills such as cognitive and analytical abilities, emotional intelligence, interpersonal skills, flexibility, resilience, professional and social skills, and strategic and opportunistic thinking skills. To facilitate this balanced development, higher education institutions should reassess and refine their curricula, incorporating real-world scenarios, collaborative learning environments, and extracurricular activities. Collaboration among educators, policymakers, and employers is essential to ensure a smooth transition for computer science graduates, foster equal opportunities, and produce professionals equipped to contribute effectively to the evolving field of technology. By addressing these challenges, graduates can maximize their potential and achieve long-term success in their careers

    Empirical modelling principles to support learning in a cultural context

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    Much research on pedagogy stresses the need for a broad perspective on learning. Such a perspective might take account (for instance) of the experience that informs knowledge and understanding [Tur91], the situation in which the learning activity takes place [Lav88], and the influence of multiple intelligences [Gar83]. Educational technology appears to hold great promise in this connection. Computer-related technologies such as new media, the internet, virtual reality and brain-mediated communication afford access to a range of learning resources that grows ever wider in its scope and supports ever more sophisticated interactions. Whether educational technology is fulfilling its potential in broadening the horizons for learning activity is more controversial. Though some see the successful development of radically new educational resources as merely a matter of time, investment and engineering, there are also many critics of the trends in computer-based learning who see little evidence of the greater degree of human engagement to which new technologies aspire [Tal95]. This paper reviews the potential application to educational technology of principles and tools for computer-based modelling that have been developed under the auspices of the Empirical Modelling (EM) project at Warwick [EMweb]. This theme was first addressed at length in a previous paper [Bey97], and is here revisited in the light of new practical developments in EM both in respect of tools and of model-building that has been targetted at education at various levels. Our central thesis is that the problems of educational technology stem from the limitations of current conceptual frameworks and tool support for the essential cognitive model building activity, and that tackling these problems requires a radical shift in philosophical perspective on the nature and role of empirical knowledge that has significant practical implications. The paper is in two main sections. The first discusses the limitations of the classical computer science perspective where educational technology to support situated learning is concerned, and relates the learning activities that are most closely associated with a cultural context to the empiricist perspective on learning introduced in [Bey97]. The second outlines the principles of EM and describes and illustrates features of its practical application that are particularly well-suited to learning in a cultural setting

    PRODUCTIVITY OF STUDYING PROCESS USING IT

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    It is possible to involve students in learning process more actively using the new information technologies, research method and co-operation. The paper contains theoretical base of student research work as a component o f studying process in higher education establishments using IT. The research investigates student personality development and interconnection with productivity of studying process. The author analyses researches on productive interaction in the context of computer-supported collaborative learning in science, computers in the community of classrooms, a sociocultural perspective on the human-technology link and computer-mediated communication. The paper contains empirical research results about productivity of studying process on an experimental base increasing a part of the research work and problem solving using IT and collaboration in studying process of Computer science course in Vidzeme University College

    Resources and textbooks for computer science education in French primary schools

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    This article examines a corpus of texts that define the scope and objectives of computer science (CS) education at primary school level in France, including textbooks, curricula, and institutional documents. Faced with these new programs, and in the absence of any specific training on methods for teaching computer science, teachers have had to make do by relying on a disparate set of documents ranging from prescriptive and guidance texts, official directives and curricula, institutional documents, text­books, and other books. This article provides an analysis of these documents from a computer science pedagogy perspective with the aim of exploring how they change and evolve through the grades of education. We begin with a transversal analysis to highlight changes in the content taught from one cycle to the next. Then, we focus on how a specific notion, the notion of loop, is introduced to students, in order to characterise how the same notion is formulated and evolves across the different textbooks. In this way, we show that loops are defined differently across textbooks, using vocabulary that is increasingly precise and connected to other areas of knowledge, without being always connected to the digital field

    Factors that Influence Successful Online Teaching and Learning Programs in Technical Computer Science Subjects

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    Since the mid to late 1990s, the World Wide Web has been used as a distributed learning mechanism, enhancing the digital learning environment to support distance and on-campus students. Web technology has been adopted to assist learners with real-time studying at a distance. Consequently, Web delivery has grown rapidly and has been used as a vehicle for learning. Many universities have developed wholly online distance education programs. These changes in distance education have been developed in an attempt to provide easier access to educational opportunities for students who are located remotely from the university, who are working or who have other constraints/commitments such as family commitments. However, online distance learning in Computer Science courses remains challenging for both instructors and students. Research has shown that there is a significant risk factor for online courses in Computer Science. Course developers and instructors need to be aware of the particular needs of Computer Science students when establishing online courses, if they wish to graduate successful and satisfied students. This is particularly true in technical subjects where teaching and learning in an online environment is even more challenging. This paper aims to identify the technological and social enablers and barriers to effective teaching of Computer Science topics in a wholly online environment from the perspective of instructors and learners by using the School of Computer Information Science (SCIS) as a case study. The paper reports the preliminary findings of historical enrolment data from SCIS, to determine if the online environment is a major factor in retention rates for online students

    Factors that influence successful online teaching and learning programs in technical computer science subjects

    Get PDF
    Since the mid to late 1990s, the World Wide Web has been used as a distributed learning mechanism, enhancing the digital learning environment to support distance and on-campus students. Web technology has been adopted to assist learners with real-time studying at a distance. Consequently, Web delivery has grown rapidly and has been used as a vehicle for learning. Many universities have developed wholly online distance education programs. These changes in distance education have been developed in an attempt to provide easier access to educational opportunities for students who are located remotely from the university, who are working or who have other constraints/commitments such as family commitments. However, online distance learning in Computer Science courses remains challenging for both instructors and students. Research has shown that there is a significant risk factor for online courses in Computer Science. Course developers and instructors need to be aware of the particular needs of Computer Science students when establishing online courses, if they wish to graduate successful and satisfied students. This is particularly true in technical subjects where teaching and learning in an online environment is even more challenging. This paper aims to identify the technological and social enablers and barriers to effective teaching of Computer Science topics in a wholly online environment from the perspective of instructors and learners by using the School of Computer Information Science (SCIS) as a case study. The paper reports the preliminary findings of historical enrolment data from SCIS, to determine if the online environment is a major factor in retention rates for online students

    Dependable and Certifiable Real-World Systems – Issue of Software Engineering Education

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    Embedded software and dedicated hardware are vital elements of the modern world, from personal electronics to transportation, from communication to aerospace, from military to gaming, from medical systems to banking. Combinations of even minor hardware or software defects in a complex system may lead to violation of safety with or even without evident system failure, a major problem that the computing profession faces is the lack of a universal approach to unite the dissimilar viewpoints presented by computer science, with its discrete and mathematical underpinnings, and by computer engineering, which focuses on building real systems and considering spatial and material constraints of space, energy, and time. Modern embedded systems include both viewpoints: microprocessors running software and programmable electronic hardware created with an extensive use of software. The gap between science and engineering approaches is clearly visible in engineering education. This survey paper focuses on exploring the commonalities between building software and building hardware in an attempt to establish a new framework for rejuvenating computing education, specifically software engineering for dependable systems. We present here a perspective on software/hardware relationship, aviation system certification, role of software engineering education, and future directions in computing

    Multimedia application for educational purposes: Development of algorithmic thinking

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    AbstractThis paper is based on many years’ experience with multimedia applications supporting the area of computer science education and it could serve as an inspirational material directed to all educators developing students’ algorithmic thinking. Education of subjects related with computer science is from the perspective of other for centuries taught subjects, still in its infancy. Even nowadays a teaching method aimed at developing algorithmic thinking of students is still the subject of extensive discussions and teachers are looking for different ways on how to access it to students. Next to the educational approach to this base of computer science it is also important to find a suitable support for students’ self-learning. Multimedia applications give teachers an excellent chance to demonstrate and visualize the subject matter more clearly and comprehensibly, as well as also enabling them to prepare study material for students which optimizes their study habits. Along with large software products developed by a team of professionals there are also various smaller programs dealing with objects appropriate to course subject matter created on a script given by the teacher with regard to students’ needs. In the paper such application prepared to intensify self-preparation of students in subjects developing algorithmic thinking is introduced and its benefit discussed. Animations useful to be used as an introductory complement to lectures are introduced as well. At the end advantages of the professional virtual learning environment containing such study material are mentioned

    MIE 2017: 1st international workshop on multimodal interaction for education (workshop summary)

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    The International Workshop on Multimodal Interaction for Education aims at investigating how multimodal interactive systems, firmly grounded on psychophysical, psychological, and pedagogical bases, can be designed, developed, and exploited for enhancing teaching and learning processes in different learning environments, with a special focus on children in the classroom. Whilst the usage of multisensory technologies in the education area is rapidly expanding, the need for solid scientific bases, design guidelines, and appropriate procedures for evaluation is emerging. Moreover, the introduction of multimodal interactive systems in the learning environment needs to develop at the same time suitable pedagogical paradigms. This workshop aims at bringing together researchers and practitioners from different disciplines, including pedagogy, psychology, psychophysics, and computer science - with a particular focus on human-computer interaction, affective computing, and social signal processing - to discuss such challenges under a multidisciplinary perspective. The workshop is partially supported by the EU-H2020-ICT Project weDRAW (http://www.wedraw.eu)
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