1,806 research outputs found

    Designing dissemination and validation of a framework for teaching cloud fundamentals

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    Three previous Working Groups (WGs) met at ITiCSE conferences to explore ways to help educators incorporate cloud computing into their courses and curricula by mapping industry job skills to knowledge areas (KAs). These WGs identified, organized, and grouped together student learning objectives (LOs) and developed these KAs and LOs in a repository of learning materials and course exemplars. This WG focused on the sustainability of the work of its predecessors through dissemination, community building and validation of the framework of KAs and LOs and its contribution to curriculum development. Firstly, a case study is presented which analyzed the implementation of a new Masters program which was based on the KAs and LOs. It was found that these provide a useful basis for program development and approval and demonstrate that successful program development of this nature can provide a valuable opportunity to communicate the work of the previous WGs. Thereafter, a plan was formulated for dissemination of the work done in order to drive adoption and to encourage instructors with an interest in teaching cloud computing to participate and grow the community. While the strategy included a range of dissemination methods, the importance of interaction with users was a guiding principle. Initial pilots of webinar and workshop activities have been implemented. Approaches to validating that a cloud computing course designed around the KAs and LOs can meet the needs of industry have been outlined with further iterations being considered. A research plan has been designed for a study to be implemented over the coming year in order to perform this validation

    Digital game based learning: an exploratory analysis of perceived educational benefits at a junior high school level.

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    Masters Degree. University of KwaZulu-Natal, Durban.Digital Game Based Learning (DGBL) incorporates innovative tools that are widely recognized as having considerable potential to foster and support active learning, problem-solving and communication while providing an environment that embraces practice and learning through failure. The many proponents of DGBL believe that its use can provide a teaching approach that is relevant to the digital needs of the youth of today. Indeed, there are many studies that document the many benefits associated with DGBL for both teaching and learning. However, as was discovered in this study, there are many issues concerning the successful implementation and adoption of constructivist teaching technologies such as DGBL. Computer games can be expensive to purchase and difficult to personalise. Moreover, learners and educators alike; need to be convinced of their effectiveness before buying into their use. Furthermore, many educators simply do not have the time; or the expertise, to be able to effectively design and create games of their own. A problem exacerbated by the, perceived, high level of specialist expertise normally associated with game development. While there are many theorized benefits associated with DGBL there are as many issues concerning its successful implementation. The main purpose of this study was to investigate these theoretical benefits by addressing the following research questions: Can DGBL positively influence teaching and learning? And can DGBL positively influence learner perceptions of Information Technology (IT), with specific reference to coding? A survey was deployed after the implementation of an intervention within Grade 8 Computer Literacy classrooms. The instrument explored the perceptions and effectiveness of DGBL and served to inform the closed-ended questions used in the follow-up focus group interviews. To further support the data, educator interviews also took place post-intervention. The study found that DGBL did have a positive effect on both teaching and learning. Educator and learner views were either reinforced or changed in favour of a DGBL approach to teaching IT. The study recommended, further study into the academic and inter-disciplinary benefits of DGBL be conducted. The study also recommends the development of a set of guidelines on the use of DGBL as a means to support 21st century skills development in the classroom

    Factors Affecting the Adoption of Peer Instruction in Computing Courses

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    Peer Instruction (PI) as defined by Mazur, and variations on this pedagogic technique, have been in use in computing courses for about a decade. Despite dozens of educational research publications documenting positive learning effects, improved retention, student acceptance, and effectiveness for large classes; PI does not appear to be widely adopted for computing courses. This paper reports on a three-way investigation into this apparent contradiction. First, the authors reflect on their own adoption, practice, experience, and abandonment of the use of PI in computing courses. Second, we surveyed the literature regarding the use of PI in computing courses and present a summary of the research findings, variations, and extensions to PI used in computing courses. Third, a survey of computing instructors was conducted to gauge the attitude toward PI in computing courses. To add context, this report considers publications documenting usage of PI in STEM courses, and the adoption of other pedagogic techniques in computing. Particular effort was made to identify the reasons computing instructors don’t adopt PI. This report also includes advice to instructors considering adopting PI in computing courses

    Talking About a Revolution: Overview of NSF RED Projects

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    A significant initiative in engineering education in the U.S. began in 2014 when the National Science Foundation (NSF) initiated the IUSE/PFE: REvolutionizing engineering and computer science Departments (IUSE/PFE: RED) program. The goals of IUSE/PFE: RED (hereinafter referred to as RED) are to “enable engineering and computer science departments to lead the nation by successfully achieving significant sustainable changes necessary to overcome longstanding issues in their undergraduate programs and educate inclusive communities of engineering and computer science students prepared to solve 21st-century challenges.” In 2015, six RED projects were funded followed by seven more in 2016. In addition, NSF funded researchers at Rose-Hulman and the University of Washington (called Revolutionizing Engineering and Computer Science Departments Participatory Action Research REDPAR) to facilitate communication and collaboration among the RED teams and to study the processes followed by RED teams. Overviews of funded RED projects and the collaborative projects across teams are included here. In the conference session, a former RED program officer will introduce the RED program. Then seven RED teams (ASU, Purdue, Oregon State, USD, Colorado State, Iowa State, and Boise State) and the REDPAR team will present highlights from their projects. Session attendees will then engage with RED team members in an interactive format to learn more about the projects, gain insight into how they might prepare their own future RED proposals, see how these projects are changing the landscape of engineering education across the U.S., and consider approaches for applying lessons to their own institutions to enact change

    The impact of National Science Foundation investments in undergraduate engineering education research: A comparative, mixed methods study

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    The U.S. invests billions of taxpayers\u27 dollars in research tied to the national priorities that contribute to its competitiveness in a global economy. As the federal funding agency with an explicit focus on engineering education, the National Science Foundation (NSF) contains a portfolio of projects focused on improving the quantity of engineering graduates and the quality of engineering programs. Within the agency, the Division of Undergraduate Education invests approximately $190 million (FY 2012) annually on science, technology, engineering and mathematics (STEM) education projects. Although the DUE portfolio includes a suite a projects with different foci supporting national initiatives and Principal Investigators (PIs) report their results in annual reports and conferences, there is little consistency on how impact is defined, evaluated, and measured. ^ While many agree on the importance of investing in research, the stiff economic climate necessitates that the research that demonstrates impact is what will continue to be supported. However, the dearth of scholarship on impact contributes to the lack of understanding around this topic. This study links the fragmented literature on impact to form a unified starting point for continuing the conversation. While existing literature includes three dimensions of research impact (i.e., scientific, societal, and domain-specific impact), this study focuses on the domain-specific impacts of engineering education research using two guiding frameworks, namely, Toulmin\u27s Model (1958) and the Common Guidelines for Education Research and Development (Earle et al., 2013), and a multiphase mixed methods research design (Creswell & Plano Clark, 2011).^ The qualitative phase of this study explores how researchers on NSF-funded STEM education R&D projects talk about the impact of their work; the findings reveal eight themes that are commonly discussed when PIs articulate the impact of their research, and two themes related to how they support their claims. The findings also indicate that the STEM discipline associated with the study and the project focus have more to do with the types of impact PIs claim than the amount of funding awarded to the project. As a result of identifying the points of alignment between PIs\u27 perspectives on impact and existing literature, a preliminary description of what impact looks like in this context is proposed—using the three dimensions of research impact as an organizing framework. Although this study puts forth a preliminary description of the impact of STEM education research, extensions of this work are necessary before providing practitioners and policymakers with a valid, comprehensive framework characterizing what impact means in this context.^ Ideas supporting the types of claims PIs make when discussing the impact of their work were used to develop a survey that was distributed to a small sample of current and former NSF Program Officers (POs) in the second phase of this study. The survey results provide preliminary evidence on how PIs and NSF PO\u27 perspectives on research impact compare, and affirm that additional studies are needed. Consequently, implications for policy and practice and potential research directions are also discussed

    A Distributed Collaborative System for Flexible Learning Content Production and Management

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    Authoring learning content is an area under pressure due to conflicting requirements. Adaptive, templatebased, highly interactive, multimedia-rich content is desired for current learning environments. At the same time, authors need a system supporting collaboration, easy re-purposing, and continuous updates with a lower adoption barrier to keep the production process simple, specially for high enrollment learning scenarios. Other areas such as software development have adopted effective methodologies to cope with a similar increase in complexity. In this paper an authoring system is presented to support a community of authors in the creation of learning content. A set of pre-defined production rules and templates are offered. Following the single source approach, authors create documents that are then automatically processed to obtain various derived resources. The toolkit allows for simple continuous updates, the re-use and re-purpose of course material, as well as the adaptation of resources to different target groups and scenarios. The toolkit has been validated by analyzing its use over a three year period in two high enrollment engineering courses. The results show effective support and simplification of the production process as well as its sustainability over time.Work partially funded by the EEE project, “Plan Nacional de I+D+I TIN2011-28308-C03-01”, and the “Emadrid: Investigación y desarrollo de tecnologías para el e-learning en la Comunidad de Madrid” project (S2009/TIC-1650).Publicad

    Designing Dissemination and Validation of a Framework for Teaching Cloud Fundamentals

    Get PDF
    Three previous Working Groups (WGs) met at ITiCSE conferences to explore ways to help educators incorporate cloud computing into their courses and curricula by mapping industry job skills to knowledge areas (KAs). These WGs identified, organized, and grouped together student learning objectives (LOs) and developed these KAs and LOs in a repository of learning materials and course exemplars. This WG focused on the sustainability of the work of its predecessors through dissemination, community building and validation of the framework of KAs and LOs and its contribution to curriculum development. Firstly, a case study is presented which analyzed the implementation of a new Masters program which was based on the KAs and LOs. It was found that these provide a useful basis for program development and approval and demonstrate that successful program development of this nature can provide a valuable opportunity to communicate the work of the previous WGs. Thereafter, a plan was formulated for dissemination of the work done in order to drive adoption and to encourage instructors with an interest in teaching cloud computing to participate and grow the community. While the strategy included a range of dissemination methods, the importance of interaction with users was a guiding principle. Initial pilots of webinar and workshop activities have been implemented. Approaches to validating that a cloud computing course designed around the KAs and LOs can meet the needs of industry have been outlined with further iterations being considered. A research plan has been designed for a study to be implemented over the coming year in order to perform this validation

    Reflections on inclusive leadership education: from professional communities of practices to students

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    The central role of education has been part of discourse since ancient times. We will investigate the role of leadership in education from Communities of Practice (CoP) to students, the leaders of tomorrow. This will be done through the direct experience of the authors related to their enacted educational activity, experiences described through the lens of leadership and its development process in class, school, and in local and national communities. Reflections and best practices will conclude the work

    Factors In uencing Curriculum Adoption in 2- and 4-year Undergraduate Cybersecurity Programs

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    Increased demand in the cybersecurity workforce requires a significant response from colleges and universities in order to meet that demand. The federal government has emphasized cybersecurity education at all levels as a way to meet that demand, yet there is wide variance in curriculum defined by academics, industry, and government organizations. While there are many curriculum standards, little research has been conducted to investigate the drivers for curriculum adoption. This study aims to discover what factors influence the adoption of new curriculum at the undergraduate level through a quantitative adaptation and application of existing technology adoption models (e.g. UTAUT, UTAUT2, TRA, TPB, TAM) to the domain of curriculum adoption. It is hypothesized that many of the same factors that drive technology adoption also drive curriculum adoption with the addition of altruistic motivation of the faculty member on behalf of the student. The survey-based study employs a path model analyzed using partial least squares structural equation modeling. Of the nine hypotheses derived from technology adoption, three were directly supported and one was partially supported with student performance expectancy and facilitating conditions standing out as the most influential exogenous constructs. If it is desirable to drive toward standardized cybersecurity curriculum, this work will benefit standards bodies, accreditors, university leaders, and the federal government to determine the factors that drive adoption to direct resources appropriately
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