68,509 research outputs found

    Learning Dimensions: Lessons from Field Studies

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    In this paper, we describe work to investigate the creation of engaging programming learning experiences. Background research informed the design of four fieldwork studies involving a range of age groups to explore how programming tasks could best be framed to motivate learners. Our empirical findings from these four studies, described here, contributed to the design of a set of programming "Learning Dimensions" (LDs). The LDs provide educators with insights to support key design decisions for the creation of engaging programming learning experiences. This paper describes the background to the identification of these LDs and how they could address the design and delivery of highly engaging programming learning tasks. A web application has been authored to support educators in the application of the LDs to their lesson design

    Closing the gap between software engineering education and industrial needs

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    According to different reports, many recent software engineering graduates often face difficulties when beginning their professional careers, due to misalignment of the skills learnt in their university education with what is needed in industry. To address that need, many studies have been conducted to align software engineering education with industry needs. To synthesize that body of knowledge, we present in this paper a systematic literature review (SLR) which summarizes the findings of 33 studies in this area. By doing a meta-analysis of all those studies and using data from 12 countries and over 4,000 data points, this study will enable educators and hiring managers to adapt their education / hiring efforts to best prepare the software engineering workforce

    Research-practice interactions as reported in recent design studies: Still promising, still hazy

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    This study portrays recent research–practice connections found in 18 design research reports focusing on the creation of instructional solutions. Solutions in different stages of development varied greatly in duration, ranging from one lesson to a whole year curriculum, spanned all levels of education, many subjects (science, math, language, culture, teacher education, etc.). Close collaboration between researchers and practitioners was prominent in all of the 18 projects studied. Participants in primary and secondary education projects have quite distinct roles regarding the teaching and researching, but they design their instruction solutions often collaboratively. Nearly all projects reported on how designed solutions were anchored in research, either from literature or from in-house project data. All articles indicated that research fed (re-)design, but few specified how. Based on our findings, we call for increased research and reporting on the specific strategies employed by design research participants to facilitate the production of new theoretical understanding through design of instructional solution

    Research-informed strategies to address educational challenges in a digitally networked world

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    This special issue represents the scholarly work that emerged from the EDUsummIT 2013. EDUsummIT is a growing and active community of researchers, policy makers and practitioners that is committed to promote research-informed strategies to effectively integrate ICT in educational policy and practice. First the background and aim of EDUsummIT is presented, followed by an overview of the contributions to this special issue

    Project-based Learning Practices in Computer Science Education

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    The EPCoS project (Effective Projectwork in Computer Science) is working to map the range of project-based learning practices in UK higher education and to generate insights into what characterizes the contexts in which particular techniques are effective. In assembling a body of authentic examples, EPCoS aims to provide a resource that enables extrapolation and synthesis of new techniques. To allow educators and researchers to mine this material, EPCoS is systematizing it within a template-based catalogue, augmented with indexing and abstracting devices. Moreover, EPCoS is examining the process by which practices are transferred between institutional contexts, with a view to identifying effective models of the transfer process. Three key elements of transfer are the identification of appropriate practices, the selection of a practice for a purpose, and the integration of a chosen practice into the existing culture. Structured resources and process models are essential tools for supporting responsiveness in the current climate of continual change: the rapid development of computer technology is demanding new range and flexibility in project work, and EPCoS's mapping of project-based teaching allows practitioners to respond to these changes. This is one context in which educational research into how projects work can generalize to professional practice

    Designing Engaging Learning Experiences in Programming

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    In this paper we describe work to investigate the creation of engaging programming learning experiences. Background research informed the design of four fieldwork studies to explore how programming tasks could be framed to motivate learners. Our empirical findings from these four field studies are summarized here, with a particular focus upon one – Whack a Mole – which compared the use of a physical interface with the use of a screen-based equivalent interface to obtain insights into what made for an engaging learning experience. Emotions reported by two sets of participant undergraduate students were analyzed, identifying the links between the emotions experienced during programming and their origin. Evidence was collected of the very positive emotions experienced by learners programming with a physical interface (Arduino) in comparison with a similar program developed using a screen-based equivalent interface. A follow-up study provided further evidence of the motivation of personalized design of programming tangible physical artefacts. Collating all the evidence led to the design of a set of ‘Learning Dimensions’ which may provide educators with insights to support key design decisions for the creation of engaging programming learning experiences

    Audit of internet safety practices in English schools: final report

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