567,563 research outputs found

    Teaching design for development in computer science

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    When undertaking a project in community-based co-design, students and their teachers must embrace uncertainty

    Measuring the effectiveness of computer-based scientific visualisations for conceptual development in Australian chemistry classrooms

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    Visual modes of representation have always been very important in science and science education. Interactive computer-based animations and simulations offer new visual resources for chemistry education. Many studies have shown that students enjoy learning with visualisations but few have explored how learning outcomes compare when teaching with or without visualisations. This study employs a quasi-experimental crossover research design and quantitative methods to measure the educational effectiveness - defined as level of conceptual development on the part of students - of using computer-based scientific visualisations versus teaching without visualisations in teaching chemistry. In addition to finding that teaching with visualisations offered outcomes that were not significantly different from teaching without visualisations, the study also explored differences in outcomes for male and female students, students with different learning styles (visual, aural, kinesthetic) and students of differing levels of academic ability

    An Exploratory Overview of Teaching Computer Game Development

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    The computer game industry has exploded reaching sales of several billion dollars a year and, consequently, a majority of college students are familiar with the gaming environment. In fact, videogame development has been cited as one way to motivate students to explore the world of Computer Science. However, most videogames are extremely complex computer programs created by a team of developers including programmers and graphic artists and represent thousands of hours of work. Fortunately there are software tools available that provide a way for simple computer games to be created fairly easily using a building block approach. This paper discusses the successes and challenges of teaching a videogame design and development summer program using the software development tool, Game Maker, and from this experience examines how videogame development might be incorporated into a Computer Science curriculum. The first section provides an overview of the Game Maker program and outlines the material taught in the program. Observations of the most successful teaching methods and approaches utilized are also explored. We conclude with a discussion of where videogame design might best be suited in a Computer Science curriculum citing its attractiveness to non-Computer Science majors, its use as a way to introduce introductory programming concepts and as a way to help students learn to read code. While Game Maker is not sophisticated nor is it a substitute for teaching a standard programming language, it can be easily integrated into introductory Computer Science courses

    Blue - A Language for Teaching Object-Oriented Programming

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    Teaching object-oriented programming has clearly become an important part of computer science education. We agree with many others that the best place to teach it is in the CS1 introductory course. Many problems with this have been reported in the literature. These mainly result from inadequate languages and environments. Blue is a new language and integrated programming environment, currently under development explicitly for object-oriented teaching. We expect clear advantages from the use of Blue for first year teaching compared to using other available languages. This paper describes the design principles on which the language was based and the most important aspects of the language itself

    Evolución y simbiosis de las propensiones esenciales en el escenario de la enseñanza de las ciencias experimentales

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    The main prospects on science teaching are analyzed. The recent paradiglns in computer technology have enabled the development of a second generation of instructional design. Additionally, breakthroughs in neuroscience provide a new focus to ecology in the field of science teaching in the general scenario defined by the theory of evolution. The authors have the conviction that the time has arrived for a new curriculum in sciences based on a symbiosis between computer technology, instructional design and neurobiology. As a consequence, curricular projects in sciences must be especially centered upon neuronal education. Finally, the incidence cif the science of complexity and the concept edge of chaos in education is considered

    Computer-based collaborative concept mapping : motivating Indian secondary students to learn science : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Education at Massey University, Manawatu, New Zealand

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    This is a study of the design, development, implementation and evaluation of a teaching and learning intervention. The overarching aim of the study was to investigate the effectiveness of the intervention ‘Computer-based Collaborative Concept Mapping’ (CCCM) on Indian secondary students’ conceptual learning and motivation towards science learning. CCCM was designed based on constructivist and cognitive theories of learning and reinforced by recent motivation theories. The study followed a Design-based research (DBR) methodology. CCCM was implemented in two selected Indian secondary grade 9 classrooms. A quasi-experimental Solomon Four-Group research design was adopted to carry out the teaching experiment and mixed methods of data collection were used to generate and collect data from 241 secondary students and the two science teachers. The intervention was designed and piloted to check the feasibility for further implementation. The actual implementation of CCCM followed the pilot testing for 10 weeks. Students studied science concepts in small groups using the computer software Inspiration. Students constructed concept maps on various topics after discussing the concepts in their groups. The achievement test ATS9 was designed and administered as a pre-post-test to examine the conceptual learning and science achievement. Students’ responses were analysed to examine their individual conceptual learning whereas group concept maps were analysed to assess group learning. The motivation questionnaire SMTSL was also administered as a pre-post-test to investigate students’ initial and final motivation to learn science. At the end of the teaching experiment, the science teachers and two groups of students were interviewed. Analyses of the quantitative data suggested a statistically significant enhancement of science achievement, conceptual learning and motivation towards science learning. The qualitative data findings revealed positive attitudes of students and teachers towards the CCCM use. Students and teachers believed that CCCM use could promote conceptual learning and motivate students to learn science. Both students and teachers preferred CCCM over on-going traditional didactic methods of teaching-learning. Some enablers and barriers identified by teachers and students in the Indian science classroom context are also explored and discussed. A framework for enhancing secondary school students’ motivation towards science learning and conceptual learning is proposed based on the findings. The findings of the study also contribute to addressing the prevailing learning crisis in Indian secondary school science classrooms by offering CCCM an active and participatory instructional strategy as envisioned by the Indian National Curriculum Framework 2005

    Gender in Science and Technology: Interdisciplinary Approaches

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    What role does gender play in scientific research and the development of technologies? This book provides methodological expertise, research experiences and empirical findings in the dynamic field of Science and Technology Studies. The authors, coming from computer science, social sciences, or cultural studies of science, discuss how to ask questions about gender and give examples for the application in interdisciplinary research, development and teaching. Topics range from the design of information and communication technologies, epistemologies of biology and chemistry to teaching mathematics and professional processes in engineering

    Gender in Science and Technology

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    What role does gender play in scientific research and the development of technologies? This book provides methodological expertise, research experiences and empirical findings in the dynamic field of Science and Technology Studies. The authors, coming from computer science, social sciences, or cultural studies of science, discuss how to ask questions about gender and give examples for the application in interdisciplinary research, development and teaching. Topics range from the design of information and communication technologies, epistemologies of biology and chemistry to teaching mathematics and professional processes in engineering. Contributions by Anne Balsamo, Wendy Faulkner, Rebecca Jordan-Young, Barbara Orland, Els Rommes, and others

    Gender in Science and Technology

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    What role does gender play in scientific research and the development of technologies? This book provides methodological expertise, research experiences and empirical findings in the dynamic field of Science and Technology Studies. The authors, coming from computer science, social sciences, or cultural studies of science, discuss how to ask questions about gender and give examples for the application in interdisciplinary research, development and teaching. Topics range from the design of information and communication technologies, epistemologies of biology and chemistry to teaching mathematics and professional processes in engineering. Contributions by Anne Balsamo, Wendy Faulkner, Rebecca Jordan-Young, Barbara Orland, Els Rommes, and others
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