37,680 research outputs found

    Relationships between reading, tracing and writing skills in introductory programming

    Full text link
    This study analyzed student responses to an examination, after the students had completed one semester of instruction in programming. The performance of students on code tracing tasks correlated with their performance on code writing tasks. A correlation was also found between performance on "explain in plain English" tasks and code writing. A stepwise regression, with performance on code writing as the dependent variable, was used to construct a path diagram. The diagram suggests the possibility of a hierarchy of programming related tasks. Knowledge of programming constructs forms the bottom of the hierarchy, with "explain in English", Parson's puzzles, and the tracing of iterative code forming one or more intermediate levels in the hierarchy. Copyright 2008 ACM

    Professional legal education in Scotland

    Get PDF
    Scotland is a small jurisdiction. With a legal profession of approximately 9000 solicitors and over 450 practicing advocates serving a population of around 5 million, our legal bar is smaller in size than the legal bar of many states in the United States.1 Our solutions to problems of professional education are appropriate to our jurisdictional size, our character, and our history. However, one theme of this Article is that common educational issues exist among jurisdictions despite differences in size or in legal structure. Another theme deals with a matter of particular concern in Scotland, namely the problem of educating for practice, and in particular creating the most effective forms of program and curriculum design for training and education at the professional stage. Part I of this Article summarizes the current Scottish professional legal education program, set in the context of the legal education and the legal profession generally. Part II illustrates some aspects of the professional education program with reference to a case study, the Diploma in Legal Practice at the Glasgow Graduate School of Law. Finally, this Article outlines some of the issues or themes from the Scottish experience that might be applicable to alternatives to the United States' Bar Exam

    Using digital pens to expedite the marking procedure

    Get PDF
    This is the Post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2010 Inderscience PublishersDigital pens have been introduced over the last six years and have demonstrated that they can be used effectively for collecting, processing and storing data. These properties make them ideal for use in education, particularly in the marking procedure of multiple-choice questions (MCQ). In this report, we present a system that was designed to expedite the marking procedure of MCQ, for use at any educational level. The main element of the system is a digital pen, i.e. given to the students prior to the examination. On return of the pen, the system immediately recognises the students' answers and produces their results. In this specific research, four groups of students were studied and a variety of data were collected, concerning issues, such as accuracy, time gained by the use of the system and the impressions of the students. The pedagogic value of the use of the system is also presented

    Scrum Game: An Agile Software Management Game

    No full text
    For the past few years, in their attempt to avoid the heavyweight bureaucracy of traditional project management methods such as the Waterfall model, companies have started incorporating agile methods (e.g. Extreme Programming, Scrum, Crystal) for their project development. These methods are characterised by their incremental and iterative delivery, their ability to incorporate change at any stage of the project lifecycle, as well as their small and co-located teams. Even though these methods are included in the syllabus of many software engineering modules at university level, many students currently feel more confident with traditional, rather than agile methods. Many employers find that recent graduates are not equipped with the desired skills of a software engineer because, even though they are knowledgeable in the different software engineering practices, they lack practical experience of these methods. The combination of these two factors show that the university’s approach to teaching software management methods is only theoretical and it does not give students the opportunity to apply them to their projects so they can get a better understanding of their use. The project developed the prototype of a computer game that simulates the use of the Scrum method within different projects, named Scrum Game. The game is supplementary material for a lecture course, and its purpose is to guide students through the Scrum lifecycle. Students can thereby get a small glimpse of the different phases of Scrum, the way that the different Scrum roles interact with each other, and the way that Scrum is used to implement real projects. In addition, the Scrum Game has an administrator mode enabling lecturers to view a log of the progress of all their students in the game. They can use this mode to create new projects or to alter existing ones by adding new tasks or problems, thereby adjusting the level of difficulty to the level of their students, or so that it fits their teaching. The web-based system was developed using PHP, MySQL, HTML, CSS, JavaScript, AJAX (jQuery) and Google Charts API. The system was thoroughly tested against the initial requirements and other system tests. The Scrum Game was evaluated by 22 peer colleagues reading for an MSc in Software Engineering at the University of Southampton, to identify whether the system achieved its goal of introducing students to the Scrum methodology and reaching a deeper understanding of its practical use during project implementation. The results of a questionnaire showed that little prior knowledge was assumed during the game, and that 86% of the participants felt that the game helped them learn more about Scrum. When asked, “Do you think that if this game was part of your Project Management module, would you get a better understanding about Scrum?” an impressive 95% (21 out of 22 participants) agreed that the game would be helpful, and rated the system 8 out of 10 on average

    The impact of a multi-strategy academic writing handbook on Emergent bilinguals’ cross-curricular writing competences

    Get PDF
    La escritura acadĂ©mica en una segunda lengua puede ser uno de los requerimientos mĂĄs complejos en la educaciĂłn superior debido a los elementos lingĂŒĂ­sticos, estratĂ©gicos y procedimentales que esta abarca al igual que los procesos cognitivos superiores que involucra. A pesar de su presencia permanente en la academia, los profesores no han encontrado aĂșn una forma apropiada para enseñar y evaluar la escritura que garantice el progreso de los estudiantes y el apoyo continuo a lo largo de su proceso de aprendizaje. De esta manera, este estudio de caso de mĂ©todos mixtos apunta a diseñar y evaluar la efectividad de un Manual de Referencia para la Escritura AcadĂ©mica (MREA) que pretende proveer la asistencia constante que los estudiantes necesitan para solidificar su conocimiento de escritura y el material pedagĂłgico apropiado que los docentes requieren para unificar los prĂĄcticas de enseñanza y evaluaciĂłn de la escritura; este manual estĂĄ fundamentado en los enfoques de la escrita como proceso y basada en el gĂ©nero, anĂĄlisis de errores y evaluaciĂłn..

    Balancing the Art and Science of Archival Processing Metrics and Assessment

    Get PDF
    At the University of Nevada, Las Vegas (UNLV) University Libraries, archival processing metrics are used to support value propositions, project proposals, project management, and strategic planning. When making data-driven decisions, UNLV Special Collections Technical Services staff strive to balance the art and science of archival processing metrics—to critically assess their data and look beyond the numbers for additional information that brings meaning to the metrics. In this research paper, the authors review processing metrics across the profession and place their own archival processing field data within the context of more than three decades of professional practice. They report and explore UNLV’s processing rates and the variables that potentially influence their rates. Learning from methods piloted during special projects, they reach toward a more streamlined, sustainable assessment practice. They also include a “work in progress”—an experimental framework that suggests core processing data points for UNLV with a second tier of optional data points that may add value to metrics in specific circumstances. The flexibility and extensibility of the framework give it the potential to serve as a model for other repositories

    Kaleidoscope JEIRP on Learning Patterns for the Design and Deployment of Mathematical Games: Final Report

    Get PDF
    Project deliverable (D40.05.01-F)Over the last few years have witnessed a growing recognition of the educational potential of computer games. However, it is generally agreed that the process of designing and deploying TEL resources generally and games for mathematical learning specifically is a difficult task. The Kaleidoscope project, "Learning patterns for the design and deployment of mathematical games", aims to investigate this problem. We work from the premise that designing and deploying games for mathematical learning requires the assimilation and integration of deep knowledge from diverse domains of expertise including mathematics, games development, software engineering, learning and teaching. We promote the use of a design patterns approach to address this problem. This deliverable reports on the project by presenting both a connected account of the prior deliverables and also a detailed description of the methodology involved in producing those deliverables. In terms of conducting the future work which this report envisages, the setting out of our methodology is seen by us as very significant. The central deliverable includes reference to a large set of learning patterns for use by educators, researchers, practitioners, designers and software developers when designing and deploying TEL-based mathematical games. Our pattern language is suggested as an enabling tool for good practice, by facilitating pattern-specific communication and knowledge sharing between participants. We provide a set of trails as a "way-in" to using the learning pattern language. We report in this methodology how the project has enabled the synergistic collaboration of what started out as two distinct strands: design and deployment, even to the extent that it is now difficult to identify those strands within the processes and deliverables of the project. The tools and outcomes from the project can be found at: http://lp.noe-kaleidoscope.org

    Designing electronic collaborative learning environments

    Get PDF
    Electronic collaborative learning environments for learning and working are in vogue. Designers design them according to their own constructivist interpretations of what collaborative learning is and what it should achieve. Educators employ them with different educational approaches and in diverse situations to achieve different ends. Students use them, sometimes very enthusiastically, but often in a perfunctory way. Finally, researchers study them and—as is usually the case when apples and oranges are compared—find no conclusive evidence as to whether or not they work, where they do or do not work, when they do or do not work and, most importantly, why, they do or do not work. This contribution presents an affordance framework for such collaborative learning environments; an interaction design procedure for designing, developing, and implementing them; and an educational affordance approach to the use of tasks in those environments. It also presents the results of three projects dealing with these three issues

    Doing pedagogical research in engineering

    Get PDF
    This is a book
    • 

    corecore