3,076 research outputs found

    Introductory programming: a systematic literature review

    Get PDF
    As computing becomes a mainstream discipline embedded in the school curriculum and acts as an enabler for an increasing range of academic disciplines in higher education, the literature on introductory programming is growing. Although there have been several reviews that focus on specific aspects of introductory programming, there has been no broad overview of the literature exploring recent trends across the breadth of introductory programming. This paper is the report of an ITiCSE working group that conducted a systematic review in order to gain an overview of the introductory programming literature. Partitioning the literature into papers addressing the student, teaching, the curriculum, and assessment, we explore trends, highlight advances in knowledge over the past 15 years, and indicate possible directions for future research

    Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning Studies

    Get PDF
    A systematic search of the research literature from 1996 through July 2008 identified more than a thousand empirical studies of online learning. Analysts screened these studies to find those that (a) contrasted an online to a face-to-face condition, (b) measured student learning outcomes, (c) used a rigorous research design, and (d) provided adequate information to calculate an effect size. As a result of this screening, 51 independent effects were identified that could be subjected to meta-analysis. The meta-analysis found that, on average, students in online learning conditions performed better than those receiving face-to-face instruction. The difference between student outcomes for online and face-to-face classes—measured as the difference between treatment and control means, divided by the pooled standard deviation—was larger in those studies contrasting conditions that blended elements of online and face-to-face instruction with conditions taught entirely face-to-face. Analysts noted that these blended conditions often included additional learning time and instructional elements not received by students in control conditions. This finding suggests that the positive effects associated with blended learning should not be attributed to the media, per se. An unexpected finding was the small number of rigorous published studies contrasting online and face-to-face learning conditions for K–12 students. In light of this small corpus, caution is required in generalizing to the K–12 population because the results are derived for the most part from studies in other settings (e.g., medical training, higher education)

    Thriving in a colder and more challenging climate

    Get PDF
    Hawkridge, D., Ng, K., & Verjans, S. (Eds.) (2011). Thriving in a colder and more challenging climate. The 18th annual conference of the Association for Learning Technology (ALT-C 2011). September, 6-8, 2011, University of Leeds, England, UK. URI:http://repository.alt.ac.uk/2159Here are the proceedings of the 2011 ALT Conference ‘‘Thriving in a colder and more challenging climate’’. Proceedings papers report on a piece of research, possibly in its early stages, or they can be ‘‘thoughtpieces’’ which state a point of view or summarise an area of work, perhaps giving new insights. The conference has six themes: . Research and rigour: creating, marshalling and making effective use of evidence . Making things happen: systematic design, planning and implementation . Broad tents and strange bedfellows: collaborating, scavenging and sharing to increase value . At the sharp end: enabling organisations and their managers to solve business, pedagogic and technical challenges . Teachers of the future: understanding and influencing the future role and practices of teachers . Preparing for a thaw: looking ahead to a time beyond the disruptive discontinuities of the next few years. Interestingly, there were very few proposals for the conference as a whole against the sixth theme: and no proceedings papers. Perhaps the thaw is still perceived as being too far away to warrant any preparation yet!Association for learning technolog

    ID for Competency−based Learning: New Directions for Design, Delivery and Diagnosis

    Get PDF
    Currently, there is a clear trend towards competency−based learning. But Instructional Design models provide yet little guidance for the development of such competency−based instructional systems. It is argued that rich, realistic learning tasks are always at the heart of competency−based learning. From this starting point, nine directions for a new paradigm of Instructional Design are presented: Three directions pertain to the design of learning tasks; three directions pertain to the delivery of those tasks and learning resources in multimedia learning environments, and three directions pertain to the diagnosis of learners' progress.Currently, there is a clear trend towards competency−based learning. But Instructional Design models provide yet little guidance for the development of such competency−based instructional systems. It is argued that rich, realistic learning tasks are always at the heart of competency−based learning. From this starting point, nine directions for a new paradigm of Instructional Design are presented: Three directions pertain to the design of learning tasks; three directions pertain to the delivery of those tasks and learning resources in multimedia learning environments, and three directions pertain to the diagnosis of learners' progress

    Smart, social, flexible and fun: Escaping the flatlands of virtual learning environments

    Get PDF
    © 2019, Springer Nature Switzerland AG. This paper describes the development of intelligent, social, flexible and game-based pedagogic approaches and their applications in Virtual Learning Environment based Education. Applications of computer science technologies and techniques can enable, facilitate and change educational approaches, allowing scalable approaches that can address both individual student needs whilst managing large – sometimes-massive - cohort sizes. The benefits of these information systems include supporting the wide range of contexts met in education, in terms of individual needs and specific subject and curriculum requirements. Technologies and approaches that are considered range from the representation of knowledge and the use of intelligent systems, the use of social computing, through to the enabling opportunities of ubicomp and the practical application of game mechanics (gamification). This paper concludes with practical illustrations in the context of undergraduate computer science didactics
    corecore