212,922 research outputs found

    A Metacognitive Instructional Approach and Self-Reflection: Reflective Practice From a Computer Science Perspective

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    Teaching is increasingly complex work which takes time to plan and continuous effort to ensure the highest standards of professional practice. There is a paradox in our rapidly changing society that educators are not very open to change in their practice (Hoban, 2002). The process for educators to learn and acquire effective teaching skills is a labour which has to be mastered over time. They would gain pedagogical knowledge and skills based on accumulation of new acquired knowledge and teaching methods and strategies to be added to their repertoire of existing knowledge and skills. In addition, it is vital for educators to utilize two aspects of reflective practice as suggested by Schon, which are ‘reflection in action’ and ‘reflection on action’ (Schon, 1983, 1987). Reflection in action refers to quick thinking action which takes places when one is teaching in the classroom. On the other hand, reflection on action usually takes place after the lesson out of the classroom when the educator reflects on his or her previous teaching and considers certain situations from the lesson again. Educational system in the 21st century encompasses reflection from both the teachers and students’ perspectives. In general, reflective practice in teaching and learning in undergraduate education focuses on the professional development of students and academics in an interdisciplinary education. Reflective practice has been in existence in most professional educational practices for several centuries. The use of reflective practice in computing education courses has significant benefits to enhance the knowledge of the students. However, there is some controversies on how this reflection was done and the manner in which this was done based on individual teaching practice. One of the main objectives of this study is to describe the various approaches used in teaching undergraduate students in a computing course. The study illustrates several modern approaches used during this classes. A qualitative research method was applied in gathering the feedback from the students using a general survey questions based on the course delivery. The study used statistical packages for the social sciences (SPSS) to analyze the data gathered. The results revealed the various level of acceptance of the teaching methods applied in the course. These results also demonstrate significant findings on the students' opinions and criticism which could help in future improvement of undergraduate computing curriculum. The study, firstly review literature on reflective practice. Secondly, discussed some of the good teaching practices and methods used in delivery the classes. Thirdly, the analysis and results obtained from the instrument questionnaires used for this study and finally, summary of the findings and further research directions

    Shared learning from national to international contexts: A Research and Innovation Collaboration to Enhance Education for Patient Safety

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    Background: Patient safety is key for healthcare across the world and education is critical in improving practice. We drew on existing links to develop the Shared LearnIng from Practice to improve Patient Safety (SLIPPS) group. The group incorporates expertise in education, research, healthcare, healthcare organisation and computing from Norway, Spain, Italy, the UK and Finland. In 2016 we received co-funding from the Erasmus ĂŸ programme of the European Union for a 3-year project. Aim: SLIPPS aims to develop a tool to gather learning events related to patient safety from students in each country, and to use these both for further research to understand practice, and to develop educational activities (virtual seminars, simulation scenarios and a game premise). Study outline: The SLIPPS project is well underway. It is underpinned by three main theoretical bodies of work: the notion of diverse knowledge contexts existing in academia, practice and at an organisational level; the theory of reflective practice; and experiential learning theory. The project is based on recognition of the unique position of students as they navigate between contexts, experience and reflect on important learning events related to patient safety. To date, we have undertaken the development of the SLIPPS Learning Event Recording Tool (SLERT) and have begun to gather event descriptions and reflections. Conclusions: Key to the ongoing success of SLIPPS are relationships and reciprocal openness to view things from diverse perspectives and cultures

    Culturally Responsive Computing for American Indian Youth: Making Activities With Electronic Textiles in the Native Studies Classroom

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    By providing access to hands-on activities and the physical and digital tools necessary to complete them, maker activities encourage cross-disciplinary, interest-driven learning and problem solving in schools. However, maker movement efforts to broaden participation into computer science have largely ignored Indigenous populations. In this dissertation, I examine how electronic textiles (e-textiles) materials connects to the heritage craft practices found in many Indigenous communities. By design, e-textiles materials combine low-tech craft practices like sewing with high-tech engineering and programming. Framing learning computing within these two distinct but overlapping cultural contexts provides youth will a familiar context in which to learn something new (programming), promotes positive identity development, and fosters connections across multiple dimensions of youth’s lives. At the core of this work is design-based research into the development and implementation of a three-week electronic textiles unit in gender-segregated Native Studies class with American Indian youth (12-14 years old) at a charter school located on tribal lands in the Southwest. This unit was implemented four times over the course of the school year. Findings highlight how different groups of students (American Indian girls and American Indian boys) engaged with e-textiles activities and how their perspectives on computing developed through participation in the unit. In addition, the teacher’s perspective on integrating digital technologies in the Native Studies classroom is explored within the context of contemporary Federal Indian educational policy and practice. This work makes three significant contributions to ethnography, computing education, and American Indian education. First, it proposes a new methodology through the integration of ethnography with design-based research and critical Indigenous research approaches. Second, it contributes to the emerging field of culturally responsive computing by exploring what happens when computing moves beyond the screen and into the tangible realm. Third, it furthers our understandings of the role of digital technologies in American Indian education, with a particular focus on how making activities might contribute to increased educational sovereignty for Indigenous peoples throughout the United States

    Culturally Responsive Computing for American Indian Youth: Making Activities With Electronic Textiles in the Native Studies Classroom

    Get PDF
    By providing access to hands-on activities and the physical and digital tools necessary to complete them, maker activities encourage cross-disciplinary, interest-driven learning and problem solving in schools. However, maker movement efforts to broaden participation into computer science have largely ignored Indigenous populations. In this dissertation, I examine how electronic textiles (e-textiles) materials connects to the heritage craft practices found in many Indigenous communities. By design, e-textiles materials combine low-tech craft practices like sewing with high-tech engineering and programming. Framing learning computing within these two distinct but overlapping cultural contexts provides youth will a familiar context in which to learn something new (programming), promotes positive identity development, and fosters connections across multiple dimensions of youth’s lives. At the core of this work is design-based research into the development and implementation of a three-week electronic textiles unit in gender-segregated Native Studies class with American Indian youth (12-14 years old) at a charter school located on tribal lands in the Southwest. This unit was implemented four times over the course of the school year. Findings highlight how different groups of students (American Indian girls and American Indian boys) engaged with e-textiles activities and how their perspectives on computing developed through participation in the unit. In addition, the teacher’s perspective on integrating digital technologies in the Native Studies classroom is explored within the context of contemporary Federal Indian educational policy and practice. This work makes three significant contributions to ethnography, computing education, and American Indian education. First, it proposes a new methodology through the integration of ethnography with design-based research and critical Indigenous research approaches. Second, it contributes to the emerging field of culturally responsive computing by exploring what happens when computing moves beyond the screen and into the tangible realm. Third, it furthers our understandings of the role of digital technologies in American Indian education, with a particular focus on how making activities might contribute to increased educational sovereignty for Indigenous peoples throughout the United States

    A metacognitive instructional approach and self-reflection : reflective practice from a computer science perspective

    Get PDF
    Teaching is increasingly complex work which takes time to plan and continuous effort to ensure the highest standards of professional practice. There is a paradox in our rapidly changing society that educators are not very open to change in their practice (Hoban, 2002). The process for educators to learn and acquire effective teaching skills is a labour which has to be mastered over time. They would gain pedagogical knowledge and skills based on accumulation of new acquired knowledge and teaching methods and strategies to be added to their repertoire of existing knowledge and skills. In addition, it is vital for educators to utilize two aspects of reflective practice as suggested by Schon, which are ‘reflection in action’ and ‘reflection on action’ (Schon, 1983, 1987). Reflection in action refers to quick thinking action which takes place when one is teaching in the classroom. On the other hand, reflection on action usually takes place after the lesson out of the classroom when the educator reflects on his or her previous teaching and considers certain situations from the lesson again. Educational system in the 21st century encompasses reflection from both the teachers and students’ perspectives. In general, reflective practice in teaching and learning in undergraduate education focuses on the professional development of students and academics in an interdisciplinary education. Reflective practice has been in existence in most professional educational practices for several centuries. The use of reflective practice in computing education courses has significant benefits to enhance the knowledge of the students. However, there is some controversies on how this reflection was done and the manner in which this was done based on individual teaching practice. One of the main objectives of this study is to describe the various approaches used in teaching undergraduate students in a computing course. The study illustrates several modern approaches used during this classes. A qualitative research method was applied in gathering the feedback from the students using a general survey questions based on the course delivery. The study used statistical packages for the social sciences (SPSS) to analyze the data gathered. The results revealed the various level of acceptance of the teaching methods applied in the course. These results also demonstrate significant findings on the students' opinions and criticism which could help in future improvement of undergraduate computing curriculum. The study, firstly review literature on reflective practice. Secondly, discussed some of the good teaching practices and methods used in delivery the classes. Thirdly, the analysis and results obtained from the instrument questionnaires used for this study and finally, summary of the findings and further research directions

    A Content Analysis of Digital Reading Skills from the Educational Technology Perspective

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    There has been much hand wringing about the benefits and drawbacks of reading online. A book is a book whether print or digital. Or is it? An ebook is defined as “a form of electronic text that contains key features of traditional print books . . .but may also contain digital enhancements that make the reading experience qualitatively different” (Zucker, 2009, p. 49). Rather than assume the medium does not change the message, many researchers assume the opposite, treating a print book as a baseline for study. Academic literacy theorists have posited a more nuanced exploration of digital texts. For them, “perspective changes how we define literacy, the skills we consider to be paramount to literacy acquisition, the environmental factors we deem necessary to support literacy development and how we assess literacy abilities” (Baker, 2010, p.1). This study explores how academic journals focused on technology and learning frame the digital reading conundrum. The Journal of Research on Technology in Education (ISTE) and Educational Technology Research and Development (AECT) were chosen for content analysis. Articles selected were analyzed with a focus on the following three areas: research topic, research methodologies and data sources in order to learn how educational technology journals studied the impact of digital reading on learning. Baker, E. A. (2010). The new literacies: Multiple perspectives on research and practice. Guilford Publications. Zucker, T. A., Moody, A. K., & McKenna, M. C. (2009). The effects of electronic books on pre-Kindergarten-to-grade 5 students’ literacy and language outcomes: A research synthesis. Journal of Educational Computing Research, 40(1), 47–87

    The research teaching nexus in the computing disciplines: a comparative survey

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    Many institutions make claims in strategy documents and official publications that students will receive an education which is research-led, research-informed, or guided by the scholarship of teaching and learning. Academics who teach regularly experience at first-hand the sometimes conflicting demands of research, teaching and supporting learning. Curricula guidelines are unlikely to help in developing any sophisticated understanding of ways in which research and teaching can be symbiotically applied, since such guidelines most typically deal with the content rather than the educational process experienced by our undergraduates. For these reasons an academic’s understanding of the research teaching nexus is more likely to be informed by their own workaday experience of designing and delivering educational experiences than from an analysis of the students’ perspective. If academics in the computing disciplines are to effectively deliver on their institutional missions to be scholarly, research-led or research-informed in their educational approaches, a clearer understanding of the possible meanings and implications of these terms in the context of the typical computing curricula would be of assistance. This paper presents and analyses the results of a survey conducted at two Universities which sought to identify how far their undergraduate curriculum was informed by research. This data is presented alongside qualitative data gathered from academics which explores their attitudes towards, and understanding of, the various terms commonly used to describe a research-informed approach to education in the computing disciplines

    Latin American perspectives to internationalize undergraduate information technology education

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    The computing education community expects modern curricular guidelines for information technology (IT) undergraduate degree programs by 2017. The authors of this work focus on eliciting and analyzing Latin American academic and industry perspectives on IT undergraduate education. The objective is to ensure that the IT curricular framework in the IT2017 report articulates the relationship between academic preparation and the work environment of IT graduates in light of current technological and educational trends in Latin America and elsewhere. Activities focus on soliciting and analyzing survey data collected from institutions and consortia in IT education and IT professional and educational societies in Latin America; these activities also include garnering the expertise of the authors. Findings show that IT degree programs are making progress in bridging the academic-industry gap, but more work remains

    A Competency-based Approach toward Curricular Guidelines for Information Technology Education

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    The Association for Computing Machinery and the IEEE Computer Society have launched a new report titled, Curriculum Guidelines for Baccalaureate Degree Programs in Information Technology (IT2017). This paper discusses significant aspects of the IT2017 report and focuses on competency-driven learning rather than delivery of knowledge in information technology (IT) programs. It also highlights an IT curricular framework that meets the growing demands of a changing technological world in the next decade. Specifically, the paper outlines ways by which baccalaureate IT programs might implement the IT curricular framework and prepare students with knowledge, skills, and dispositions to equip graduates with competencies that matter in the workplace. The paper suggests that a focus on competencies allows academic departments to forge collaborations with employers and engage students in professional practice experiences. It also shows how professionals and educators might use the report in reviewing, updating, and creating baccalaureate IT degree programs worldwide
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