683,875 research outputs found

    Teaching Design Patterns Using Interactive Methods

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    Even though design patterns are one of the most important building blocks in the current software engineering ecosystem, computer science and software engineering graduates face trouble applying these patterns. To address this, we propose a tutorial and an online lab assessment method to solidify the idea of design patterns for students. The tutorial part integrates a live coding session. The online lab assessment consists of a three-stage process (designing a solution using a class diagram, peer review, and implementation) where students are expected to come up with a fully working solution using design patterns. The proposed approach is applied twice over two semesters to a total sum of 196 students. We discuss the effects of these interactive educational methods on learning by comparing pre-surveys, post-surveys and analyzing final grades. The analysis of the surveys shows that live coding is highly beneficial in enhancing the understanding of design patterns

    Innovation and design change strategies for learning technologies at Warwick : towards a ‘design capabilities’ heuristic for guiding practice and evaluating change.

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    This report gives a narrative account of an investigation into design and design capability in teaching and learning in a research-intensive university. It begins, in the Introduction, with definitions of key concepts: design, designing, successful design (achieving fit, stick, spread and growth), design change and design capability (although this last term is only really fleshed­out in Reading the Case Studies and the Conclusion). These words are common currency, but rarely used with precision. When clearly defined they provide a lens through which we can attain more clarity and granularity in analysing attempts at enhancing practice. In the second part, on the Origins of the Investigation and Earlier Experiments, we examine the limitations of a techno­centric approach to understanding, predicting and supporting the uptake of technology enhanced learning. It is argued that a design capability approach is needed, in which the ability of all people (including students) to discover, create, adopt, adapt designs that fit, stick, spread and grow is of prime value. In part 3, the design of the investigation is explained, with its focus upon discovering, creating and using design patterns as a key facilitating aspect of design capability. In part 4, this is put to the test, with an attempt at creatively reading the 23 mini case studies produced in interviews with academics. However, design patterns do not emerge easily from the cases, and we see that design and designing in this setting is more diverse and complex than expected. It is argued that a design patterns based approach will be useful, but much more work needs to be done before design patterns can become the lingua franca of teaching and learning design and development. This leads to a more sophisticated view of design capability, presented in the Conclusion. Drawing upon the experiences of the academics interviewed in the case studies, especially experienced and confident senior academics, it is conjectured that we need to increase the intensity with which academics encounter and reflect upon design challenges, designerly approaches, suboptimal and successful designs and design patterns. An integrated combination of Design Thinking and the Higher Education Academy Fellowship framework is recommended as a way of achieving this

    Design Patterns in the Teaching of Programming

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    AbstractTeaching algorithmization and programming has been recently going through big changes trying to react to the dynamic development of software industry. Previously used methodical process, development models, or programming languages do not conform to current requirements. The results of the surveys in primary and secondary schools, we can say that the teaching of programming and algorithms are not sufficiently exploited. The aim of this paper is to present practical experience of the author teaching programming and the possibilities of using design patterns in the teaching of programming. According to the performed analyzes the procedures and methodologies of teaching programming shows that Design Patterns are used only marginally. For these reasons, students learn to improper practices that subsequently applied in practical solutions programs. According to the experiments show that the correct use of the teaching of design patterns can improve student performance in programmin

    IDR : a participatory methodology for interdisciplinary design in technology enhanced learning

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    One of the important themes that emerged from the CAL’07 conference was the failure of technology to bring about the expected disruptive effect to learning and teaching. We identify one of the causes as an inherent weakness in prevalent development methodologies. While the problem of designing technology for learning is irreducibly multi-dimensional, design processes often lack true interdisciplinarity. To address this problem we present IDR, a participatory methodology for interdisciplinary techno-pedagogical design, drawing on the design patterns tradition (Alexander, Silverstein & Ishikawa, 1977) and the design research paradigm (DiSessa & Cobb, 2004). We discuss the iterative development and use of our methodology by a pan-European project team of educational researchers, software developers and teachers. We reflect on our experiences of the participatory nature of pattern design and discuss how, as a distributed team, we developed a set of over 120 design patterns, created using our freely available open source web toolkit. Furthermore, we detail how our methodology is applicable to the wider community through a workshop model, which has been run and iteratively refined at five major international conferences, involving over 200 participants

    Book review: Teaching as a design science

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    In Teaching as a Design Science the well-known author Diana Laurillard presents an interesting expansion of her Conversational Framework theory (Laurillard, 2002). Both books aim to improve teaching-learning practice by offering optimized examples of good instruction in specific contexts. However, in Teaching as a design science, Laurillard goes a step further: she merges her well-known framework with the emerging research trend of pedagogical patterns to justify the view not only that teaching and design are similar, but that teaching should be conceived and practiced as a design science

    Designing Lectures as a Team and Teaching in Pairs

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    [EN] A technique that is frequently used in modern software development is the so-called pair programming. The proven idea behind this technique is that innovative work in a highly complex environment can benefit from the synergy between two persons working together with well-defined roles. The transfer of this technique as a metaphor for teaching has repeatedly been reported as a successful teaching strategy called pair teaching. In this paper, we describe our experiences with designing and teaching a complete lecture on software development as a pair. Our contribution is the definition of patterns for role-assignments to both persons. These include patterns for the design of the lecture as well as patterns for the teaching in class itself. Our experience shows that there also exists a couple of anti-patterns namely role distributions that should be avoided. First evaluation results are promising in the sense that the reception of structure and content as well as students' satisfaction increased significantly with the introduction of pair design and pair teaching. http://ocs.editorial.upv.es/index.php/HEAD/HEAD18Zehetmeier, D.; Böttcher, A.; BrĂŒggemann-Klein, A. (2018). Designing Lectures as a Team and Teaching in Pairs. Editorial Universitat PolitĂšcnica de ValĂšncia. 873-880. https://doi.org/10.4995/HEAD18.2018.8103OCS87388

    Design patterns for promoting peer interaction in discussion forums in MOOCs

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    Design patterns are a way of sharing evidence-based solutions to educational design problems. The design patterns presented in this paper were produced through a series of workshops, which aimed to identify Massive Open Online Course (MOOC) design principles from workshop participants’ experiences of designing, teaching and learning on these courses. MOOCs present a challenge for the existing pedagogy of online learning, particularly as it relates to promoting peer interaction and discussion. MOOC cohort sizes, participation patterns and diversity of learners mean that discussions can remain superficial, become difficult to navigate, or never develop beyond isolated posts. In addition, MOOC platforms may not provide sufficient tools to support moderation. This paper draws on four case studies of designing and teaching on a range of MOOCs presenting seven design narratives relating to the experience in these MOOCs. Evidence presented in the narratives is abstracted in the form of three design patterns created through a collaborative process using techniques similar to those used in collective autoethnography. The patterns: “Special Interest Discussions”, “Celebrity Touch” and “Look and Engage”, draw together shared lessons and present possible solutions to the problem of creating, managing and facilitating meaningful discussion in MOOCs through the careful use of staged learning activities and facilitation strategies

    Applying knowledge management in education : teaching database normalization : a thesis presented in partial fulfilment of the requirements for the degree of Master of Science in Information Science at Massey University

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    In tertiary education, Information Science has been attracting more attention in both teaching and learning. However, along the course on the database design theory, learners always find it hard to grasp the knowledge on database normalisation and hard to apply different levels of the normal forms while designing a database. This results poor database construction and difficulties in database maintenance. In regard to this teaching and learning dilemma, academic teaching staff should, on the one hand, pay more attention to organising different teaching resources on database normalisation concepts and making the best use of the existing and newly developed resources so as to make the teaching environment more adaptive and more sharable. and on the other hand, apply different teaching methods to different students according to their knowledge levels by understanding the nature of each learner's behaviour, interests and preferences concerning the existing learning resources. However, at present there is no effective Information Technology tool to use in considering the dynamic nature of knowledge discovery, creation, transfer utilisation and reuse in this area. This provides an opportunity to examine the potentiality of applying knowledge management in education with the focus on teaching database normalisation, in terms of knowledge discovering, sharing, utilisation and reuse. This thesis contains a review of knowledge management and web mining technologies in the education environment, presents a dynamic knowledge management framework for better utilising teaching resource in the area of database normalisation and diagnoses the students' learning patterns and behaviours to assist effective teaching and learning. It is argued that knowledge management-supported education can work as a value-added process which supports the different needs of teachers and learners

    Making design pedagogical content knowledge visible within design reviews

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    Design pedagogical content knowledge (PCK) is the content-specific specialized teacher knowledge that connects the how (pedagogical knowledge) and what (content knowledge) of teaching design. In this study, we make visible the design PCK in three student design reviews: choreography, undergraduate industrial design, and mechanical engineering. We use cognitive apprenticeship and teaching-as-improvisation frameworks to characterize PK, and design judgment, design task strategies, and process management strategies to characterize CK. We identify and describe four patterns of design PCK: scaffolded articulation, driving for meaning and guidance, breaking the 4th wall to create a teaching moment, and “suggest don’t tell”. Theoretical implications of this work include translating theories of social learning to the context of design reviews and showing design-specific teaching approaches design coaches use to support and instruct students as learners of design. We summarize practical implications for design students, new design coaches, and more experienced design coaches

    Participatory pattern workshops: a methodology for open learning design inquiry

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    In order to promote pedagogically informed use technology, educators need to develop an active, inquisitive, design-oriented mindset (Laurillard, 2008). Design Patterns have been demonstrated as powerful mediators of theory-praxis conversations (Goodyear et al., 2006) yet widespread adoption by the practitioner community remains a challenge. Over several years, the authors and their colleagues have facilitated many workshops in which participants shared experiences, captured these as design narratives, extracting design patterns and applied them to novel teaching challenges represented as design scenarios (Winters &Mor, 2009; Mor &Winters, 2008). This paper presents the core elements of the methodology that emerged from these workshops: the Participatory Patterns Workshops (PPW) methodology
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