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The Analysis of First Year Computer Science Design Documents
Computer science is, at its core, about solving problems. The "Carry out the Plan" portion of problem solving is often examined and emphasized in CS 1 and CS 2, forgetting to emphasize the other important aspects of the problem solving process. This study focuses on the other problem-solving steps, which we refer to as design, and include “Understanding the Problem,” “Devise a Plan,” and “Creating a testing plan.” Four terms of design data (2, 797 design documents) are examined to answer the questions of how design document quality correlates to grades, whether syllabus detail impacts the quality of design documents, whether differences in design document quality diverge along demographic lines, and what attitudes students harbor toward design. The results show minimal to no correlations to grades, that syllabus detail does impact the way students design, that there are few differences based on demographic information, and that students do value design when asked in a survey. These insights have implications on when and how design is taught and opens questions on how to best assess design
Applied Cognitive Sciences
Cognitive science is an interdisciplinary field in the study of the mind and intelligence. The term cognition refers to a variety of mental processes, including perception, problem solving, learning, decision making, language use, and emotional experience. The basis of the cognitive sciences is the contribution of philosophy and computing to the study of cognition. Computing is very important in the study of cognition because computer-aided research helps to develop mental processes, and computers are used to test scientific hypotheses about mental organization and functioning. This book provides a platform for reviewing these disciplines and presenting cognitive research as a separate discipline
Game Design Patterns for Learning
Kelle, S. (2012). Game Design Patterns for Learning. November, 9, 2012, Heerlen, The Netherlands: Open Universiteit in the Netherlands, CELSTEC. Aachen: Shaker Verlag.What do learning games consist of? How to design learning games and what to keep in mind? How to balance educational objectives with good gameplay? What to do if you are a game designer and you want to use e-learning standards for your game? And what to do if you are an instructional designer and you are in desperate need to gamify your content?
This publication aims at illuminating these questions, presenting results from a 4 year long PhD project run at CELSTEC, the Center of Learning Sciences and Technologies at the Open University of The Netherlands.
Sebastian Kelle is a multidisciplinary researcher, currently building up a new center for higher education didactics at Stuttgart Media University.EU ICOPER Projec
Scoping the Potential Use of Serious Games for Public Engagement with Tree and Plant Health
After the devastating introduction of Chalara ash dieback into Great Britain in 2012, all devolved GB governments agreed on the need for increased public engagement in protecting tree and plant health. Serious games have been proposed as a tool for achieving this. This thesis explores two questions. Firstly, to what extent is there an appetite for using Serious Games among plant health professionals and the general public? Furthermore, when compared to traditional methods of presenting information in public engagement, can Serious Games improve participant engagement and retention of information?
To address the first question, we conducted two studies of attitudes to Serious Games. In the first study, we conducted face-to-face structured interviews of tree and plant health professionals. In this group, we found that there was interest in the potential use of Serious Games; however, a lack of game development skills emerged as a challenge. In the second study, we used an online survey aimed at the general public to ask about attitudes, preferences, and experiences with Serious Games. Again, we found that there was an interest in the use of games with some reservations.
In addressing the second question, two experiments were conducted comparing game and non-game methods of presenting identical information to participants. These experiments measured enjoyment and retention of information. In both experiments, the non-game treatment participants had higher quiz results, suggesting that the Serious Game treatment did not improve information retention. This may be because the learning content was not sufficiently related to the games. Additionally, despite Game players reporting a higher perceived level of learning in the second experiment this did not translate to longer term retention of information.
We conclude that Serious Games can be useful in arousing interest; however, careful design is needed if they are to promote, rather than distract from, learning
Extensible graphical game generator
Thesis (Ph.D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2000.Vita.Includes bibliographical references (leaves 162-167).An ontology of games was developed, and the similarities between games were analyzed and codified into reusable software components in a system called EGGG, the Extensible Graphical Game Generator. By exploiting the similarities between games, EGGG makes it possible for someone to create a fully functional computer game with a minimum of programming effort. The thesis behind the dissertation is that there exist sufficient commonalities between games that such a software system can be constructed. In plain English, the thesis is that games are really a lot more alike than most people imagine, and that these similarities can be used to create a generic game engine: you tell it the rules of your game, and the engine renders it into an actual computer game that everyone can play.by Jon Orwant.Ph.D
Java, Java, Java: Object-Oriented Problem Solving
Open Access Textbook from Open Textbook Library:
Java, Java, Java, 3e was previously published by Pearson Education, Inc.
The first edition (2000) and the second edition (2003) were published by
Prentice-Hall. In 2010 Pearson Education, Inc. reassigned the copyright to
the authors, and we are happy now to be able to make the book available
under an open source license.
This PDF edition of the book is available under a Creative Commons
Attribution 4.0 International License, which allows the book to be used,
modified, and shared with attribution:
(https://creativecommons.org/licenses/by/4.0/).
– Ralph Morelli and Ralph Walde
– Hartford, CT
– December 30, 201
Extensión de la especificación IMS Learning Design desde la adaptación e integración de unidades de aprendizaje
IMS Learning Design (IMS-LD) representa una corriente actual en aprendizaje online y blended que se caracteriza porque: a) Es una especificación que pretende estandarizar procesos de aprendizaje, así como reutilizarlos en diversos contextos b) Posee una expresividad pedagógica más elaborada que desarrollos anteriores o en proceso c) Mantiene una relación cordial y prometedora con Learning Management Systems (LMSs), herramientas de autoría y de ejecución d) Existe una amplia variedad de grupos de investigación y proyectos europeos trabajando sobre ella, lo que augura una sostenibilidad, al menos académica Aun así, IMS Learning Design es un producto inicial (se encuentra en su primera versión, de 2003) y mejorable en diversos aspectos, como son la expresividad pedagógica y la interoperabilidad. En concreto, en esta tesis nos centramos en el aprendizaje adaptativo o personalizado y en la integración de Unidades de Aprendizaje, como dos de los pilares que definen la especificación, y que al mismo tiempo la potencian considerablemente. El primero (aprendizaje adaptativo) hace que se puedan abordar itinerarios individuales personalizados de estudio, tanto en flujo de aprendizaje como en contenido o interfaz; el segundo (integración) permite romper el aislamiento de los paquetes de información o cursos (Unidades de Aprendizaje, UoL) y establecer un diálogo con otros sistemas (LMSs), modelos y estándares, así como una reutilización de dichas UoLs en diversos contextos. En esta tesis realizamos un estudio de la especificación desde la base, analizando su modelo de información y cómo se construyen Unidades de Aprendizaje. Desde el Nivel A al Nivel C analizamos y criticamos la estructura de la especificación basándonos en un estudio teórico y una investigación práctica fruto del modelado de Unidades de Aprendizaje reales y ejecutables que nos proporcionan una información muy útil de base, y que mayormente adjuntamos en los anexos, para no interferir en el flujo de lectura del cuerpo principal. A partir de este estudio, analizamos la integración de Unidades de Aprendizaje con otros sistemas y especificaciones, abarcando desde la integración mínima mediante un enlace directo hasta la compartición de variables y estados que permiten una comunicación en tiempo real de ambas partes. Exponemos aquí también las conclusiones de diversos casos de estudio basados en adaptación que se anexan al final de la tesis y que se vuelven un instrumento imprescindible para lograr una solución real y aplicable. Como segundo pilar de la tesis complementario a la integración de Unidades de Aprendizaje, estudiamos el aprendizaje adaptativo: Los tipos, los avances y los enfoques y restricciones de modelado dentro de IMS-LD. Por último, y como complemento de la investigación teórica, a través de diversos casos prácticos estudiamos la manera en que IMS-LD modela la perzonalización del aprendizaje y hasta qué punto. Este primer bloque de análisis (general, integración y aprendizaje adaptativo) nos permite realizar una crítica estructural de IMS-LD en dos grandes apartados: Modelado y Arquitectura. Modelado apunta cuestiones que necesitan mejora, modificación, extensión o incorporación de elementos de modelado dentro de IMS-LD, como son procesos, componentes y recursos de programación. Arquitectura engloba otras cuestiones centradas en la comunicación que realiza IMS-LD con el exterior y que apuntan directamente a capas estructurales de la especificación, más allá del modelado. Aunque se encuentra fuera del núcleo de esta tesis, también se ha realizado una revisión de aspectos relacionados con Herramientas de autoría, por ser este un aspecto que condiciona el alcance del modelado y la penetración de la especificación en los distintos públicos objetivo. Sobre Herramientas, no obstante, no realizamos ninguna propuesta de mejora. La solución desarrollada, se centra en las diversas cuestiones sobre Modelado y Arquitectura encontradas en el análisis. Esta solución se compone de un conjunto de propuestas de estructuras, nuevas o ya existentes y modificadas, a través de las que se refuerza la capacidad expresiva de la especificación y la capacidad de interacción con un entorno de trabajo ajeno. Esta investigación de tres años ha sido llevada a cabo entre 2004 y 2007, principalmente con colegas de The Open University of The Netherlands, The University of Bolton, Universitat Pompeu Fabra y del departamento Research & Innovation de ATOS Origin, y ha sido desarrollada parcialmente dentro de proyectos europeos como UNFOLD, EU4ALL y ProLearn. La conclusión principal que se extrae de esta investigación es que IMS-LD necesita una reestructuración y modificación de ciertos elementos, así como la incorporación de otros nuevos, para mejorar una expresividad pedagógica y una capacidad de integración con otros sistemas de aprendizaje y estándares eLearning, si se pretenden alcanzar dos de los objetivos principales establecidos de base en la definición de esta especificación: La personalización del proceso de aprendizaje y la interoperabilidad real. Aun así, es cierto que la implantación de la especificación se vería claramente mejorada si existieran unas herramientas de más alto nivel (preferiblemente con planteamiento visual) que permitieran un modelado sencillo por parte de los usuarios finales reales de este tipo de especificaciones, como son los profesores, los creadores de contenido y los pedagogos-didactas que diseñan la experienicia de aprendizaje. Este punto, no obstante, es ajeno a la especificación y afecta a la interpretación que de la misma realizan los grupos de investigación y compañías que desarrollan soluciones de autoría. _____________________________________________IMS Learning Design (IMS-LD) is a current asset in eLearning and blended learning, due
to several reasons:
a) It is a specification that points to standardization and modeling of learning processes,
and not just content; at the same time, it is focused on the re-use of the information
packages in several contexts;
b) It shows a deeper pedagogical expressiveness than other specifications, already
delivered or in due process
c) It is integrated at different levels into well-known Learning Management Systems
(LMSs)
d) There are a huge amount of European research projects and groups working with it,
which aims at sustainability (in academia, at least)
Nevertheless, IMS-LD is roughly an initial outcome (be aware that we are still working
with the same release, dated on 2003). Therefore, it can and must be improved in
several aspects, i.e., pedagogical expressiveness and interoperability. In this thesis, we
concentrate on Adaptive Learning (or Personalised Learning) and on the Integration of
Units of Learning (UoLs). They both are core aspects which the specification is built upon.
They also can improve it significantly. Adaptation makes personalised learning itineraries,
adapted to every role, to every user involved in the process, and focus on several
aspects, i.e., flow, content and interface. Integration fosters the re-use of IMS-LD
information packages in different contexts and connects both-ways UoLs with other
specifications, models and LMSs. In order to achive these goals we carry out a threephase
analysis. First, analysis of IMS-LD in several steps: foundations, information
model, construction of UoLs. From Level A to Level C, we analyse and review the
specification structure. We lean on a theoretical frameword, along with a practical
approach, coming from the actual modeling of real UoLs which give an important report
back. Out of this analysis we get a report on the general structure of IMS-LD.
Second, analysis and review of the integration of UoLs with several LMSs, models and
specifications: we analyse three different types of integration: a) minimal integration,
with a simple link between parts; b) embedded integration, with a marriage of both parts
in a single information package; and d) full integration, sharing variables and states
between parts. In this step, we also show different case studies and report our partial
conclusions.
And third, analysis and review of how IMS-LD models adaptive learning: we define,
classify and explain several types of adaptation and we approach them with the specificacion. A key part of this step is the actual modeling of UoLs showing adaptive
learning processes. We highlight pros and cons and stress drawbacks and weak points
that could be improved in IMS-LD to support adaptation, but also general learning
processes
Out of this three-step analysis carried out so far (namely general, integration,
adaptation) we focus our review of the IMS-LD structure and information model on two
blocks: Modeling and Architecture. Modeling is focused on process, components and
programming resources of IMS-LD. Architecture is focused on the communication that
IMS-LD establishes outside, both ways, and it deals with upper layers of the specification,
beyong modeling issues. Modeling and Architecture issues need to be addressed in order
to improve the pedagogical expressiveness and the integration of IMS-LD. Furthermore,
we provide an orchestrated solution which meets these goals. We develop a structured
and organized group of modifications and extensions of IMS-LD, which match the
different reported problems issues. We suggest modifications, extensions and addition of
different elements, aiming at the strength of the specification on adaptation and
integration, along with general interest issues.
The main conclusion out of this research is that IMS-LD needs a re-structure and a
modification of some elements. It also needs to incorporate new ones. Both actions
(modification and extension) are the key to improve the pedagogical expressiveness and
the integration with other specifications and eLearning systems. Both actions aim at two
clear objectives in the definition of IMS-LD: the personalisation of learning processes,
and a real interoperability. It is fair to highlight the welcome help of high-level visual
authoring tools. They can support a smoother modeling process that could focus on
pedagogical issues and not on technical ones, so that a broad target group made of
teachers, learning designers, content creators and pedagogues could make use of the
specification in a simpler way. However, this criticism is outside the specification, so
outside the core of this thesis too.
This three-year research (2004-2007) has been carried out along with colleagues from
The Open University of The Netherlands, The University of Bolton, Universitat Pompeu
Fabra and from the Department of Research & Innovation of ATOS Origin. In addition, a
few European projects, like UNFOLD, EU4ALL and ProLearn, have partially supported it
Essays on Behavior under Risk and Uncertainty
This thesis consists of four experimental studies that investigate human behavior under risk and uncertainty in different settings. While the first two studies deal with individual risky decision-making, the third and fourth study are concerned with strategic interaction. In the first paper, we show that individuals hold systematically wrong beliefs about their success probabilities in a given task. Nonetheless, we find that the average belief on the population level is quite accurate. In the second paper, we show that a number of individuals change their risk-taking behavior if their decisions additionally affect a second, passive party, and that they are influenced by the decisions of others, whereas standard theory predicts that none of these factors should have any effect. In the strategic setting in the third paper, we find that standard theory predicts actual behavior in the experiment fairly well; yet, we find that a substantial number of subjects repeatedly chooses strategies that should never be chosen according to standard theory. Finally, in the fourth study, we show that accounting for preferences for efficiency allows for a better organization of our data than standard theory alone
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