68,509 research outputs found
Learning Dimensions: Lessons from Field Studies
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
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
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
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
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Examining the designs of computer-based assessment and its impact on student engagement, satisfaction, and pass rates
Many researchers who study the impact of computer-based assessment (CBA) focus on the affordances or complexities of CBA approaches in comparison to traditional assessment methods. This study examines how CBA approaches were configured within and between modules, and the impact of assessment design on students’ engagement, satisfaction, and pass rates. The analysis was conducted using a combination of longitudinal visualisations, correlational analysis, and fixed-effect models on 74 undergraduate modules and their 72,377 students. Our findings indicate that educators designed very different assessment strategies, which significantly influenced student engagement as measured by time spent in the virtual learning environment (VLE). Weekly analyses indicated that assessment activities were balanced with other learning activities, which suggests that educators tended to aim for a consistent workload when designing assessment strategies. Since most of the assessments were computer-based, students spent more time on the VLE during assessment weeks. By controlling for heterogeneity within and between modules, learning design could explain up to 69% of the variability in students’ time spent on the VLE. Furthermore, assessment activities were significantly related to pass rates, but no clear relation with satisfaction was found. Our findings highlight the importance of CBA and learning design to how students learn online
Project-based Learning Practices in Computer Science Education
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
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
Neuromyths for educational research and the educational field
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Linking students' timing of engagement to learning design and academic performance
In recent years, the connection between Learning Design (LD) and Learning Analytics (LA) has been emphasized by many scholars as it could enhance our interpretation of LA findings and translate them to meaningful interventions. Together with numerous conceptual studies, a gradual accumulation of empirical evidence has indicated a strong connection between how instructors design for learning and student behaviour. Nonetheless, students' timing of engagement and its relation to LD and academic performance have received limited attention. Therefore, this study investigates to what extent students' timing of engagement aligned with instructor learning design, and how engagement varied across different levels of performance. The analysis was conducted over 28 weeks using trace data, on 387 students, and replicated over two semesters in 2015 and 2016. Our findings revealed a mismatch between how instructors designed for learning and how students studied in reality. In most weeks, students spent less time studying the assigned materials on the VLE compared to the number of hours recommended by instructors. The timing of engagement also varied, from in advance to catching up patterns. High-performing students spent more time studying in advance, while low-performing students spent a higher proportion of their time on catching-up activities. This study reinforced the importance of pedagogical context to transform analytics into actionable insights
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