20,822 research outputs found
A Browser-based IDE for the MUzECS Platform
We report on a scalable, portable, and secure visual development environment for programming embedded Arduino platforms with Chromebooks in a successful secondary school computer science curriculum. Our web-based environment is part of the larger MUzECS project, an inexpensive replacement module for the Exploring Computer Science (ECS) course being widely deployed in United States high schools. Students use MUzECS to gain a deeper understanding of computing, through a set of blocks which provide appropriate abstractions for working with low-level hardware.
MUzECS improves upon the existing curriculum module by reducing the hardware cost by an order of magnitude, while still preserving the key ECS pillars of computer science content, student inquiry and classroom equity. Programming with visual blocks provides a more attractive tool for introductory courses than traditional approaches, and yet enables high-impact exploration activities such as building a series of embedded musical instruments.
The current work combines and modifies several existing tools to eliminate technical barriers on low-cost platforms like Chromebooks, such as the reliance on special block-based toolchains, remote compilation servers, or multi-stage transfers for student code
System upgrade: realising the vision for UK education
A report summarising the findings of the TEL programme in the wider context of technology-enhanced learning and offering recommendations for future strategy in the area was launched on 13th June at the House of Lords to a group of policymakers, technologists and practitioners chaired by Lord Knight.
The report – a major outcome of the programme – is written by TEL director Professor Richard Noss and a team of experts in various fields of technology-enhanced learning. The report features the programme’s 12 recommendations for using technology-enhanced learning to upgrade UK education
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What did the Romans ever do for us? ‘Next generation’ networks and hybrid learning resources
Networked learning is fundamentally concerned with the use of information and communication technologies (ICT) to link people to people and resources, to support the process of learning. This paper explores some current and forthcoming changes in ICT and some potential implications of these developments for networked learning. Whilst we aim to avoid taking a technologically determinist stance, we explore the potential for future practice and how some educational and pedagogic practices are evolving to exploit and shape the digital environment. We argue that we can change both the ways in which connections between people (learners and other learners; learners and tutors) are made and the nature of the resources that learning communities (particularly distributed communities) can engage with. In doing this we draw on two strands of work. Firstly, we draw on the ‘IBZL Education’ a UK Open University initiative to develop new scholarship in the context of STEM (Science, Technology, Engineering and Mathematics) through which educators are encouraged to think about technological change in the next five to ten years and ways in which we can intervene and shape these developments. We use problem-based learning as an example of a learning experience that can be difficult to implement in a networked learning environment. IBZL identified two broad strands of significant technological development. 'Superfast' broadband networks that are capable of supporting novel applications are being rolled in the UK (and elsewhere). Also, boundaries between the real and virtual worlds are becoming blurred as in the ‘internet of things’ where, for example, RFID tags enable information about the real world to be brought into the virtual one. We use the term ‘artefact’ to describe designed components, whether entirely digital, such as a computer forum, or material, such as a tablet PC. Networked ‘hybrid’ technologies of virtual and material components have may great potential for use in education.
Secondly, we illustrate how these changes may be beginning to happen in distance education using the example of TU100 My Digital Life, a new introductory Open University. . TU100 Students use an electronics board in their own homes to work on a programming problem in collaboration other students through a tutor-led tutorial in a web conferencing system. We also note some of the evident complexity that establishing such resources as part of wider infrastructures of networked learning would be likely to involve
Hiding in Plain Sight: Identifying Computational Thinking in the Ontario Elementary School Curriculum
Given a growing digital economy with complex problems, demands are being made for education to address computational thinking (CT) – an approach to problem solving that draws on the tenets of computer science. We conducted a comprehensive content analysis of the Ontario elementary school curriculum documents for 44 CT-related terms to examine the extent to which CT may already be considered within the curriculum. The quantitative analysis strategy provided frequencies of terms, and a qualitative analysis provided information about how and where terms were being used. As predicted, results showed that while CT terms appeared mostly in Mathematics, and concepts and perspectives were more frequently cited than practices, related terms appeared across almost all disciplines and grades. Findings suggest that CT is already a relevant consideration for educators in terms of concepts and perspectives; however, CT practices should be more widely incorporated to promote 21st century skills across disciplines. Future research would benefit from continued examination of the implementation and assessment of CT and its related concepts, practices, and perspectives
Computational Thinking Integration into Middle Grades Science Classrooms: Strategies for Meeting the Challenges
This paper reports findings from the efforts of a university-based research team as they worked with middle school educators within formal school structures to infuse computer science principles and computational thinking practices. Despite the need to integrate these skills within regular classroom practices to allow all students the opportunity to learn these essential 21st Century skills, prior practice has been to offer these learning experiences outside of mainstream curricula where only a subset of students have access. We have sought to leverage elements of the research-practice partnership framework to achieve our project objectives of integrating computer science and computational thinking within middle science classrooms. Utilizing a qualitative approach to inquiry, we present narratives from three case schools, report on themes across work sites, and share recommendations to guide other practitioners and researchers who are looking to engage in technology-related initiatives to impact the lives of middle grades students
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Innovating Pedagogy 2015: Open University Innovation Report 4
This series of reports explores new forms of teaching, learning and assessment for an interactive world, to guide teachers and policy makers in productive innovation. This fourth report proposes ten innovations that are already in currency but have not yet had a profound influence on education. To produce it, a group of academics at the Institute of Educational Technology in The Open University collaborated with researchers from the Center for Technology in Learning at SRI International. We proposed a long list of new educational terms, theories, and practices. We then pared these down to ten that have the potential to provoke major shifts in educational practice, particularly in post-school education. Lastly, we drew on published and unpublished writings to compile the ten sketches of new pedagogies that might transform education. These are summarised below in an approximate order of immediacy and timescale to widespread implementation
The impact of STEM experiences on student self-efficacy in computational thinking
Citation: Weese, J. L., Feldhausen, R., & Bean, N. H. (2016). The impact of STEM experiences on student self-efficacy in computational thinking.Since the introduction of new curriculum standards at K-12 schools, computational thinking has become a major research area. Creating and delivering content to enhance these skills, as well as evaluation, remain open problems. This paper describes two different interventions based on the Scratch programming language which aim to improve student self-efficacy in computer science and computational thinking. The two interventions were applied at a STEM outreach program for 5th-9th grade students. Previous experience in STEM related activities and subjects, as well as student self-efficacy, were collected using a developed pre- and post-survey. We discuss the impact of our intervention on student performance and confidence, and evaluate the validity of our instrument. © American Society for Engineering Education, 2016
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 Hatch’s (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
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