7,994 research outputs found

    A unique style of computer‐assisted assessment

    Get PDF
    This paper examines a project at the University of Wolverhampton that has been producing its own unique style of computerized test for several years. The tests are all designed to deliver a different set of questions each time they are run, a fact which enables many of them to double as learning resources. Most of the tests are used for both formative and summative assessments on Level 1 modules, in conjunction with more traditional assessment methods

    Authentication of Students and Students’ Work in E-Learning : Report for the Development Bid of Academic Year 2010/11

    Get PDF
    Global e-learning market is projected to reach $107.3 billion by 2015 according to a new report by The Global Industry Analyst (Analyst 2010). The popularity and growth of the online programmes within the School of Computer Science obviously is in line with this projection. However, also on the rise are students’ dishonesty and cheating in the open and virtual environment of e-learning courses (Shepherd 2008). Institutions offering e-learning programmes are facing the challenges of deterring and detecting these misbehaviours by introducing security mechanisms to the current e-learning platforms. In particular, authenticating that a registered student indeed takes an online assessment, e.g., an exam or a coursework, is essential for the institutions to give the credit to the correct candidate. Authenticating a student is to ensure that a student is indeed who he says he is. Authenticating a student’s work goes one step further to ensure that an authenticated student indeed does the submitted work himself. This report is to investigate and compare current possible techniques and solutions for authenticating distance learning student and/or their work remotely for the elearning programmes. The report also aims to recommend some solutions that fit with UH StudyNet platform.Submitted Versio

    Maximising gain for minimal pain: Utilising natural game mechanics

    Get PDF
    This paper considers the application of natural games mechanics within higher education as a vehicle to encourage student engagement and achievement of desired learning outcomes. It concludes with desiderata of features for a learning environment when used for assessment and a reflection on the gap between current and aspired learning provision. The context considered is higher (tertiary) education, where the aims are both to improve students’ engagement with course content and also to bring about potential changes in the students’ learning behaviour. Whilst traditional approaches to teaching and learning may focus on dealing with large classes, where the onus is frequently on efficiency and on the effectiveness of feedback in improving understanding and future performance, intelligent systems can provide technology to enable alternative methods that can cope with large classes that preserve the cost-benefits. However, such intelligent systems may also offer improved learning outcomes via a personalised learning experience. This paper looks to exploit particular properties which emerge from the game playing process and seek to engage them in a wider educational context. In particular we aim to use game engagement and Flow as natural dynamics that can be exploited in the learning experience

    Deepening computer programming skills by using web-based peer assessment

    Get PDF
    Peer assessment is a method of motivating students, involving students marking and providing feedback on other students' work. This paper reports on the design and implementation of a novel web-based peer assessment system for computer programming courses, and discusses its deployment on a large programming module. The results indicate that this peer assessment system has successfully helped students to develop their understanding of computer programming
    • 

    corecore