505,955 research outputs found

    Getting the Picture:Modeling and Simulation in Secondary Computer Science Education

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    In the Netherlands, Computer Science was introduced in 1998 as an optional subject in the upper grades of HAVO and VWO. Modeling and simulation is included as an elective theme in the recently revised Computer Science curriculum. Modeling and simulation is considered to be an aspect of computational thinking, and computational thinking in turn is an element of digital literacy which is expected to be included — as a new learning objective —in the soon to be revised national curriculum for primary and secondary education.In this dissertation, didactic aspects of teaching modeling and simulation within the Computer Science course were explored, as well as the pedagogical content knowledge of teachers related to teaching modeling and simulation. The results include, among other things, a framework that describes how the problem under investigation is to be translated into computational elements, how to subsequently construct a computer model and use it for simulations, and finally how to interpret the results in the discipline where the problem originates. The findings show that students are able to construct computer models themselves or to adapt existing computer models, to use them to conduct research, and finally to reflect critically on the entire process.Furthermore, this research has resulted in practical insights into teaching of computer modeling, and has led to the development of teaching materials for computer science (https://ieni.github.io/inf2019/themas/r-computational-science) which are suitable for use in other courses such as biology, geography or history as well.The results of this research demonstrate the possibilities of using computer models in education — for example, to simulate the course of a pandemic, analyze the results, and investigate both scientific and societal consequences

    The LAB@FUTURE Project - Moving Towards the Future of E-Learning

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    This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and Communication Technologies to support and expand laboratory teaching practices. For this purpose, Lab@Future uses real and computer-generated objects that are interfaced using mechatronic systems, augmented reality, mobile technologies and 3D multi user environments. The main aim is to develop and demonstrate technological support for practical experiments in the following focused subjects namely: Fluid Dynamics - Science subject in Germany, Geometry - Mathematics subject in Austria, History and Environmental Awareness – Arts and Humanities subjects in Greece and Slovenia. In order to pedagogically enhance the design and functional aspects of this e-learning technology, we are investigating the dialogical operationalisation of learning theories so as to leverage our understanding of teaching and learning practices in the targeted context of deployment

    Fireside: Creating an immersive historical narrative through video games

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    Applied project submitted to the Department of Computer Science and Information Systems, Ashesi University, in partial fulfillment of Bachelor of Science degree in Computer Science, April 2019The emergence of educational video games have changed the perspective of many on video games as only an entertainment tool. Video games have been beneficial in improving language skills, reading skills and cognitive abilities of children. The traditional method of teaching and learning history in the classroom has made history boring and unlikeable for students. Although, methods like films and museums attempt to engage the student, they do not fully immerse them. To create an immersive learning experience for students, video games can be used as a technological tool. This project describes a video game: Fireside, which attempts to create an immersive learning experience for students in junior high schools for learning history.Ashesi Universit

    Evaluating LAB@FUTURE, a collaborative e-learning Laboratory experiments platform

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    This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and Communication Technologies to support and expand laboratory teaching practices. For this purpose, Lab@Future uses real and computer generated objects that are interfaced using mechatronic systems, augmented reality, mobile technologies and 3D multi user environments. The main aim is to develop and demonstrate technological support for practical experiments in the following focused disciplines namely: Fluid Dynamics - Science subject in Germany, Geometry - Mathematics subject in Austria, History and Environmental Awareness – Arts and Humanities subjects in Greece and Slovenia. In order to pedagogically enhance the design and functional aspects of this e-learning technology, we are investigating the dialogical operationalisation of learning theories so as to leverage our understanding of teaching and learning practices in the targeted context of deployment. To be able to evaluate the lab@future system in its entire complexity an evaluation methodology including several phases has been developed, performing formative as well as summative evaluations

    Beauty and the beast: New approaches to teaching computing for humanities students at the University of Aberdeen

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    This paper reports on the history and development of a new undergraduate course teaching Computing for Humanities Students at the University of Aberdeen, and assesses some new teaching approaches developed on the course. It is noted that teaching computing to humanities students has sometimes been viewed with suspicion by both Computer Science and Humanities Departments. The two camps tend to fear, for different reasons, that issues and practices important to their disciplines will be compromised or watered down. Humanities students are often lacking in enthusiasm for computers. This paper describes an attempt to reverse any such attitudes on the part of staff and students and to take undergraduates considerably beyond mere word processing and computer literacy. Various methods and techniques used in the course are presented and their value assessed. The importance of using a consistent computer interface to helping students form a stable conceptual model of computers is considered. The value of teaching more about Human Computer Interaction and Artificial Intelligence than is usual in Humanities Computing courses is considered. A number of lessons are drawn from the course

    The other art of computer programming: A visual alternative to communicate computational thinking

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    The thesis will explore the implications of teaching computer science through visual communication. This study aims to define a framework for using pictures within learning computer science. Visual communication materials for teaching computer science were created and tested with Year 8 students. Along with a recent commercial and political focus on the introduction of coding to adolescents, it appears that the computer industry has a large shortfall of programmers. Accompanying this shortfall is a rise among adolescents in the preference for visual communication (Brumberger, 2011; Coats, 2006; Oblinger et al., 2005; Prensky, 2001; Tapscott, 1998) while textual communication currently dominates the teaching materials in the computing discipline. This study looks at the learning process and utilises the ideas of Gibson, Dewey and Piaget to consider the role of visual design in teaching programming. According to Piagetian theory Year 8 is the time a child begins to understand abstract thought. This research investigated through co-creation and prototyping how to creatively support cognition within the learning process. Visual communication theories, comprising the fields of graphic and information design, were employed to communicate computer science to approximately 60 junior high school students across eight schools. Literature in a range of visual communication fields is reviewed along with the psychology of perception and cognition to help create a prototype lesson plan for the target audience of Year 8 students. The history of computer science is reviewed to illustrate the mental imagery within the discipline and also to explore computational thinking concepts. These concepts are . . . the metaphors and structures that underlie all areas of science and engineering (Guzdial, 2008). The participants’ attitudes increased toward learning programming through visual communication. Quantitative questionnaires were used to gather data on cognition and measure the effectiveness of the learning process. Thirteen hypotheses were established concerning learning programming through pictures from the quantitative data. Focus groups further triangulated data gathered in the quantitative stage. Approximately seventy percent of the participants understood seventy percent of the information within the instrumentation. Models of intent to learn programming through pictures were established using structural equation modelling (SEM). Outcomes of the exegesis are a framework for using pictures that demonstrates computational thinking and explains the research

    From Kansas to Queensland: Global learning in preservice elementary teacher education

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    Communication of information between groups of humans has been extended through out history progressing from smoke signals, drum beats, message couriers, post, telegraph, telephone and now the ICT. The time between the utterance of a message and the reception of that message has progressively decreased. We are now able to communicate relatively cheaply, simultaneously sharing and responding to ideas and thoughts on a scale never previously possible. Although the technology exists to make possible easy access to people in all parts of the world, we still lack understandings of the aspirations and sensitivities of other cultures with whom we can communicate. This project supported pre-service elementary teachers in two countries – Australia and the United States – to engage in collaborative learning through Internet communications. The purpose of the project was to develop greater understanding of other’s cultures, and practices in teaching elementary students. Students attending an Australian preservice primary science methods course were matched with a cohort of undergraduate preservice elementary student teachers from a university in the United States studying an integrated mathematics science methods course. Over a six-week period the students engaged in the computer-mediated communication and were encouraged to learn about mutual cultural practices and primary/elementary science education in both countries. The outcomes demonstrated that students involved in the project benefited from an array of different and enriching learning experiences. Students benefited through enhanced understanding of the teaching of science and an appreciation of the common problems confronting science education in both countries. However, there was little engagement in debate or discussion of individual differences and the cultural context of each other’s country even when opportunities presented themselves. Nevertheless, the on-line tasks provided the pre-service teachers with the experience and confidence to engage their own students in similar global learning initiatives when they become teachers

    Students’ perceptions of the history of science and technology course at teacher training university

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    The article presents the integrated course “The History of Science and Technology” developed for the students of pedagogical universities, majoring in physics, mathematics, and computer sciences. The authors highlight the effective forms, methods and means of teaching the course. The qualitative research methods included observations, conversations with students, verbal and written surveys regarding course effectiveness; the quantitative methods applied testing of students’ progress. 56 students from Poltava V. G. Korolenko National Pedagogical University studying the course “The History of Science and Technology” and 53 students from National Pedagogical Dragomanov University attending the traditional courses, such as “The History of Mathematics”, “The History of Physics”, “The History of Computer Science” were involved in the experiment. The results show that important components for organising science history teaching and future pedagogical activities for students are assessment, developing and using teaching aids, and solving problems referring to history. The survey of teachers showed that the effectiveness of studying the course is mostly influenced by 3 main factors: enhancing students’ educational and cognitive activity in the process of introducing new material (76 %); solving problems referring to history during lectures, seminars and doing homework (62 %); doing individual tasks by students (56 %). The efficiency of the course “The History of Science and Technology” is achieved through: revising previously studied material at the beginning of the lecture; introducing problem-based learning; team teaching; individual tasks, summative assessment. The course “The History of Science and Technology” provides students with integrated knowledge about the development of science as well as the readiness to use historical information in future pedagogical activities in the conditions of STEM-education

    Engaging Equity Pedagogies in Computer Science Learning Environments

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    In this position paper, we advocate for the use of equity-focused teaching and learning as an essential practice within computer science classrooms. We provide an overview of the theoretical underpinnings of various equity pedagogies (Banks & Banks, 1995), such as culturally relevant pedagogy (Ladson-Billings, 1995, 2006) and share how they have been utilized in CS classrooms. First, we provide a brief history of CS education and issues of equity within public schools in the United States. In sharing our definition of equity, along with our rationale for how and why these strategies can be taken up in computer science (CS) learning environments, we demonstrate how researchers and educators can shift the focus from access and achievement to social justice. After explaining the differences between the relevant theoretical frameworks, we provide practical examples from research of how both practitioners and researchers might use and/or examine equity-focused teaching practices. Resources for further learning are also included
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