22,560 research outputs found

    A Collaborative Lecture in Information Retrieval for Students at Universities in Germany and Switzerland

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    K3, work in progress, is an acronym for Kollaboration (collaboration), Kommunikation (communication), and Kompetenz (competence). K3 provides a platform in the context of knowledge management to support collaborative knowledge production in learning environments. The underlying hypothesis states that collaborative discourse conciliates information as well as communication competence in learning contexts. The collaborative, communicative paradigm of K3 is implemented by asynchronous communication tools as a means of constructivist learning methodology. In this paper we will describe a K3 course. The lecture was organized and carried out at two places in two different countries (Germany and Switzerland) with students from different universities in the context of Library and Information Science. The paper informs about the management of the lecture and about the problems we had to run the lecture at two places. The circumstances in coordinating the presentations, the exercises, the examinations and evaluation, and the time schedule are presented. The conclusions of the lecturers and the results of a questionnaire for the students are explained in detail

    Teaching programming at a distance: the Internet software visualization laboratory

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    This paper describes recent developments in our approach to teaching computer programming in the context of a part-time Masters course taught at a distance. Within our course, students are sent a pack which contains integrated text, software and video course material, using a uniform graphical representation to tell a consistent story of how the programming language works. The students communicate with their tutors over the phone and through surface mail. Through our empirical studies and experience teaching the course we have identified four current problems: (i) students' difficulty mapping between the graphical representations used in the course and the programs to which they relate, (ii) the lack of a conversational context for tutor help provided over the telephone, (iii) helping students who due to their other commitments tend to study at 'unsociable' hours, and (iv) providing software for the constantly changing and expanding range of platforms and operating systems used by students. We hope to alleviate these problems through our Internet Software Visualization Laboratory (ISVL), which supports individual exploration, and both synchronous and asynchronous communication. As a single user, students are aided by the extra mappings provided between the graphical representations used in the course and their computer programs, overcoming the problems of the original notation. ISVL can also be used as a synchronous communication medium whereby one of the users (generally the tutor) can provide an annotated demonstration of a program and its execution, a far richer alternative to technical discussions over the telephone. Finally, ISVL can be used to support asynchronous communication, helping students who work at unsociable hours by allowing the tutor to prepare short educational movies for them to view when convenient. The ISVL environment runs on a conventional web browser and is therefore platform independent, has modest hardware and bandwidth requirements, and is easy to distribute and maintain. Our planned experiments with ISVL will allow us to investigate ways in which new technology can be most appropriately applied in the service of distance education

    Introductory programming: a systematic literature review

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    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

    Active Learning in Sophomore Mathematics: A Cautionary Tale

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    Math 245: Multivariate Calculus, Linear Algebra, and Differential Equations with Computer I is the first half of a year-long sophomore sequence that emphasizes the subjects\u27 interconnections and grounding in real-world applications. The sequence is aimed primarily at students from physical and mathematical sciences and engineering. In Fall, 1998, as a result of my affiliation with the Science, Technology, Engineering, and Mathematics Teacher Education Collaborative (STEMTEC), I continued and extended previously-introduced reforms in Math 245, including: motivating mathematical ideas with real-world phenomena; student use of computer technology; and, learning by discovery and experimentation. I also introduced additional pedagogical strategies for more actively involving the students in their own learning—a collaborative exam component and in-class problem-solving exercises. The in-class exercises were well received and usually productive; two were especially effective at revealing normally unarticulated thinking. The collaborative exam component was of questionable benefit and was subsequently abandoned. Overall student performance, as measured by traditional means, was disappointing. Among the plausible reasons for this result is that too much material was covered in too short a time. Experience here suggests that active-learning strategies can be useful, but are unlikely to succeed unless one sets realistic limits to content coverage

    Logistics of Mathematical Modeling-Focused Projects

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    This article addresses the logistics of implementing projects in an undergraduate mathematics class and is intended both for new instructors and for instructors who have had negative experiences implementing projects in the past. Project implementation is given for both lower and upper division mathematics courses with an emphasis on mathematical modeling and data collection. Projects provide tangible connections to course content which can motivate students to learn at a deeper level. Logistical pitfalls and insights are highlighted as well as descriptions of several key implementation resources. Effective assessment tools, which allowed me to smoothly adjust to student feedback, are demonstrated for a sample class. As I smoothed the transition into each project and guided students through the use of the technology, their negative feedback on projects decreased and more students noted how the projects had enhanced their understanding of the course topics. Best practices learned over the years are given along with project summaries and sample topics. These projects were implemented at a small liberal arts university, but advice is given to extend them to larger classes for broader use.Comment: 27 pages, no figures, 1 tabl

    Multiple perspectives of design thinking in business education

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    Business education leaders have expressed interest in learning more about design and design thinking and their contributions to better problem framing, problem solving and to generating new solutions. Many business schools have engaged in educational programs with students from multiple disciplines, applying design thinking to business problems around workplace issues. This paper investigates a range of educational programs that teach design thinking to students in business education, at undergraduate and postgraduate levels around the world. We identify four patterns of program delivery that are emerging: human-centered design, integrative thinking, design management and design as strategy and discuss contributions from each. We expect that these four patterns of program delivery will continue and predict an increasing focus on programs around design as strategy in the near future

    Knowledge Cartography: Software tools and mapping techniques

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    Knowledge Cartography is the discipline of mapping intellectual landscapes.The focus of this book is on the process by which manually crafting interactive, hypertextual maps clarifies one’s own understanding, as well as communicating it.The authors see mapping software as a set of visual tools for reading and writing in a networked age. In an information ocean, the primary challenge is to find meaningful patterns around which we can weave plausible narratives. Maps of concepts, discussions and arguments make the connections between ideas tangible and disputable. With 17 chapters from the leading researchers and practitioners, the reader will find the current state–of-the-art in the field. Part 1 focuses on educational applications in schools and universities, before Part 2 turns to applications in professional communitie

    A review of ten years of implementation and research in aligning learning design with learning analytics at the Open University UK

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    There is an increased recognition that learning design drives both student learning experience and quality enhancements of teaching and learning. The Open University UK (OU) has been one of few institutions that have explicitly and systematically captured the designs for learning at a large scale. By applying advanced analytical techniques on large and fine-grained datasets, the OU has been unpacking the complexity of instructional practices, as well as providing conceptual and empirical evidence of how learning design influences student behaviour, satisfaction, and performance. This study discusses the implementation of learning design at the OU in the last ten years, and critically reviews empirical evidence from eight recent large-scale studies that have linked learning design with learning analytics. Four future research themes are identified to support future adoptions of learning design approaches

    The Science Studio – A Workshop Approach to Introductory Physical Science

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    This paper describes the Science Studio, an innovative workshop approach for instruction in a physical science course that combines aspects of traditional lecture and laboratory. The target audience for this introductory course is non-science majors, including prospective teachers. An inquiry-based, technology-rich learning environment has been created to allow students hands-on, in-depth exploration of topics in physics, and earth and space science. Course philosophy, course development, and sample activities are described in this paper, along with outcomes from a project-wide evaluation of the Virginia Collaborative for Excellence in the Preparation of Teachers (VCEPT), an investigation of change in student attitudes and the lasting impact of the studio model at Norfolk State University

    Walking Through Time featured in: Australian Horizon Report

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