183,822 research outputs found

    Gender parity in peer assessment of team software development projects

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    Development projects in which small teams of learners develop software/digital artefacts are common features of computing-related degree programmes. Within these team projects, it can be problematic ensuring students are fairly recognised and rewarded for the contribution they make to the collective team effort and outputs. Peer assessment is a commonly used approach to promote fairness and due recognition. Maintaining parity within assessment processes is also a critical aspect of fairness. This paper presents the processes employed for the operation of one such team project at a UK higher education institution, using the Team-Q rubric and analysing the impact of the (self-identified) gender of learner marking and the learner being marked on the scores obtained. The results from this institutional sample (N=121) using the Team-Q metric offers evidence of gender parity in this context. This study also makes the case for continued vigilance to ensure Team-Q and other rubrics are used in a manner that supports gender parity in computing

    Emergence of computing education as a research discipline

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    This thesis investigates the changing nature and status of computing education research (CER) over a number of years, specifically addressing the question of whether computing education can legitimately be considered a research discipline. The principal approach to addressing this question is an examination of the published literature in computing education conferences and journals. A classification system was devised for this literature, one goal of the system being to clearly identify some publications as research – once a suitable definition of research was established. When the system is applied to a corpus of publications, it becomes possible to determine the proportion of those publications that are classified as research, and thence to detect trends over time and similarities and differences between publication venues. The classification system has been applied to all of the papers over several years in a number of major computing education conferences and journals. Much of the classification was done by the author alone, and the remainder by a team that he formed in order to assess the inter-rater reliability of the classification system. This classification work led to two subsequent projects, led by Associate Professor Judy Sheard and Professor Lauri Malmi, that devised and applied further classification systems to examine the research approaches and methods used in the work reported in computing education publications. Classification of nearly 2000 publications over ranges of 3-10 years uncovers both strong similarities and distinct differences between publication venues. It also establishes clear evidence of a substantial growth in the proportion of research papers over the years in question. These findings are considered in the light of published perspectives on what constitutes a discipline of research, and lead to a confident assertion that computing education can now rightly be considered a discipline of research

    A collaborative and experiential learning model powered by real-world projects

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    Information Technology (IT) curricula\u27s strong application component and its focus on user centeredness and team work require that students experience directly real-world projects for real users of IT solutions. Although the merit of this IT educational tenet is universally recognized, delivering collaborative and experiential learning has its challenges. Reaching out to identify projects formulated by actual organizations adds significantly to course preparation. There is a certain level of risk involved with delivering a useful solution while, at the same time, enough room should be allowed for students to experiment with, be wrong about, review, and learn. Challenges pertaining to the real-world aspect of problem-based learning are compounded by managing student teams and assessing their work such that both individual and collective contributions are taken into account. Finally, the quality of the project releases is not the only measure of student learning. Students should be given meaningful opportunities to practice, improve, and demonstrate their communication and interpersonal skills. In this paper we present our experience with two courses in which teams of students worked on real-world projects involving three external partners. We describe how each of the challenges listed above has impacted the course requirements, class instruction, team dynamics, assessment, and learning in these courses. Course assessment and survey data from students are linked to learning outcomes and point to areas where the collaborative and experiential learning model needs improvement

    Assessing collaborative and experiential learning

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    Collaborative and experiential learning has many proven merits. Team projects with real clients motivate students to put in the time for successfully completing demanding projects. However, assessing student performance where individual student contributions are separated from the collective contribution of the team as a whole is not a straightforward, simple task. Assessment data from multiple sources, including students as assessors of their own work and peers\u27 work, is critical to measuring certain student learning outcomes, such as responsible team work and timely communication. In this paper we present our experience with assessing collaborative and experiential learning in five Computer Information Systems courses. The courses were scheduled over three semesters and enrolled 57 students. Student performance and student feedback data were used to evaluate and refine our assessment methodology. We argue that assessment data analysis improved our understanding of (1) the assessment measures that support more closely targeted learning outcomes and (2) how those measures should be implemented

    A collaborative citizen science platform for real-time volunteer computing and games

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    Volunteer computing (VC) or distributed computing projects are common in the citizen cyberscience (CCS) community and present extensive opportunities for scientists to make use of computing power donated by volunteers to undertake large-scale scientific computing tasks. Volunteer computing is generally a non-interactive process for those contributing computing resources to a project whereas volunteer thinking (VT) or distributed thinking, which allows volunteers to participate interactively in citizen cyberscience projects to solve human computation tasks. In this paper we describe the integration of three tools, the Virtual Atom Smasher (VAS) game developed by CERN, LiveQ, a job distribution middleware, and CitizenGrid, an online platform for hosting and providing computation to CCS projects. This integration demonstrates the combining of volunteer computing and volunteer thinking to help address the scientific and educational goals of games like VAS. The paper introduces the three tools and provides details of the integration process along with further potential usage scenarios for the resulting platform.Comment: 12 pages, 13 figure

    First Year Computer Science Projects at Coventry University:Activity-led integrative team projects with continuous assessment.

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    We describe the group projects undertaken by first year undergraduate Computer Science students at Coventry University. These are integrative course projects: designed to bring together the topics from the various modules students take, to apply them as a coherent whole. They follow an activity-led approach, with students given a loose brief and a lot of freedom in how to develop their project. We outline the new regulations at Coventry University which eases the use of such integrative projects. We then describe our continuous assessment approach: where students earn a weekly mark by demonstrating progress to a teacher as an open presentation to the class. It involves a degree of self and peer assessment and allows for an assessment of group work that is both fair, and seen to be fair. It builds attendance, self-study / continuous engagement habits, public speaking / presentation skills, and rewards group members for making meaningful individual contributions.Comment: 4 pages. Accepted for presentation at CEP2

    Patterns of Participation and Motivation in Folding@home: The Contribution of Hardware Enthusiasts and Overclockers

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    Folding@home is a distributed computing project in which participants run protein folding simulations on their computers. Participants complete work units and are awarded points for their contribution. An investigation into motivations to participate and patterns of participation revealed the significant contribution of a sub-community composed of individuals who custom-build computers to maximise their processing power. These individuals, known as “overclockers” or “hardware enthusiasts,” use distributed computing projects such as Folding@home to benchmark their modified computers and to compete with one another to see who can process the greatest number of project work units. Many are initially drawn to the project to learn about computer hardware from other overclockers and to compete for points. However, once they learn more about the scientific outputs of Folding@home, some participants become more motivated by the desire to contribute to scientific research. Overclockers form numerous online communities where members collaborate and help each other maximise their computing output. They invest heavily in their computers and process the majority of Folding@home’s simulations, thus providing an invaluable (and free) resource

    Learning computing heritage through gaming – whilst teaching digital development through history

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    This paper analyses the potential of computer games and interactive projects within the learning programmes for cultural heritage institutions through our experiences working in partnership between higher education and a museum. Gamification is cited as a key disruptive technology for the business and enterprise community, and developments in games technology are also driving the expansion of digital media into all different screen spaces, and various platforms. Our research aims to take these as beneficial indicators for pedagogic development, using gaming to support knowledge transfer related to a museum setting, and using the museum as a key scenario for our students to support the practice of game development. Thus gamification is applied as both a topic and a methodology for educational purposes

    The information system project profiles among universities in Indonesia

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    Information system (IS) utilizations may have been one of the determinant factors for the survival requirement of the higher education sector in Indonesia. Despite the IS projects have been conducted since the 1980s in this country, but many studies indicated that success of the projects seems like in the low level. This survey study was purposed to know the status of the IS project success among universities by involving the internal stakeholders. The higher education database of the Ministry of Research, Technology, and Higher Education (MRTHE) and the Association of Computing and Informatics Institutions Indonesia (ASCII-I) in the year 2015 were used for selecting around 1.230 respondents based on a purposive random sampling. The blended questionnaires were then distributed with almost 298 (±24%) responses. This paper presents five project profiles, including the aim, IS strategic plan availability, internal team involvement, budget allocation, and the success level of the projects

    Addressing challenges to teach traditional and agile project management in academia

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    In order to prepare students for a professional IT career, most universities attempt to provide a current educational curriculum in the Project Management (PM) area to their students. This is usually based on the most promising methodologies used by the software industry. As instructors, we need to balance traditional methodologies focused on proven project planning and control processes leveraging widely accepted methods and tools along with the newer agile methodologies. Such new frameworks emphasize that software delivery should be done in a flexible and iterative manner and with significant collaboration with product owners and customers. In our experience agile methodologies have witnessed an exponential growth in many diverse software organizations, and the various agile PM tools and techniques will continue to see an increase in adoption in the software development sector. Reflecting on these changes, there is a critical need to accommodate best practices and current methodologies in our courses that deliver Project Management content. In this paper we analyse two of the most widely used methodologies for traditional and agile software development – the widely used ISO/PMBOK standard provided by the Project Management Institute and the well-accepted Scrum framework. We discuss how to overcome curriculum challenges and deliver a quality undergraduate PM course for a Computer Science and Information systems curricula. Based on our teaching experience in Europe and North America, we present a comprehensive comparison of the two approaches. Our research covers the main concepts, processes, and roles associated with the two PM frameworks and recommended learning outcomes. The paper should be of value to instructors who are keen to see their computing students graduate with a sound understanding of current PM methodologies and who can deliver real-world software products.Accepted manuscrip
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