3,475 research outputs found

    Multimodal Writing of University Students: The Case of Academic Posters

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    After having been marginalized for a long time as a second-class genre or “the poor country cousin of papers” (Swales & Feak, 2000), academic posters have recently received remarkable attention as a special multimodal genre that is indispensable for the membership of the academic community. In line with the currently growing interest in multimodal writing, the present study seeks to contribute to the limited body of knowledge on academic posters in two ways: first by investigating the textual and visual communicative strategies employed by novice multimodal writers to facilitate the comprehension of their multimodal texts and guide readers through their discourse and second by exploring the perceptions of those young multimodal writers towards that special genre. To accomplish the first objective, a corpus of 100 academic posters gathered from freshmen university students enrolled in a second language research writing course was compiled and analyzed textually and visually drawing mainly on the framework of D’Angelo (2016a) that distinguishes between interactive and interactional resources. To fulfill the second objective, a questionnaire was filled out by 66 students, and four interviews were carried out. Both quantitative and qualitative methods were used in the analysis. Descriptive statistics was employed in the multimodal analysis of the posters as well as the analysis of the questionnaire responses, and a qualitative thematic analysis was conducted to interpret the responses of the interviewees. The quantitative textual and visual analysis revealed a clear dominance of the interactive resources and, to some extent, a lack of making the best use of all the available visual resources. The analysis of the self-reported data unveiled that young multimodal writers hold quite positive perceptions towards the academic poster as a multimodal genre. Further, they tended to decode the interrelation between textual and visual resources as an illustrative or code mixing relationship where both text and visuals complement each other to communicate the intended meaning. The study has pedagogical implications relevant to introducing novice multimodal writers to the available semiotic resources

    The Design and Evaluation of an Educational Software Development Process for First Year Computing Undergraduates

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    First year, undergraduate computing students experience a series of well-known challenges when learning how to design and develop software solutions. These challenges, which include a failure to engage effectively with planning solutions prior to implementation ultimately impact upon the students’ competency and their retention beyond the first year of their studies. In the software industry, software development processes systematically guide the development of software solutions through iterations of analysis, design, implementation and testing. Industry-standard processes are, however, unsuitable for novice programmers as they require prior programming knowledge. This study investigates how a researcher-designed educational software development process could be created for novice undergraduate learners, and the impact of this process on their competence in learning how to develop software solutions. Based on an Action Research methodology that ran over three cycles, this research demonstrates how an educational software development methodology (termed FRESH) and its operationalised process (termed CADET which is a concrete implementation of the FRESH methodology), was designed and implemented as an educational tool for enhancing student engagement and competency in software development. Through CADET, students were reframed as software developers who understand the value in planning and developing software solutions, and not as programmers who prematurely try to implement solutions. While there remain opportunities to further enhance the technical sophistication of the process as it is implemented in practice, CADET enabled the software development steps of analysis and design to be explicit elements of developing software solutions, rather than their more typically implicit inclusion in introductory CS courses. The research contributes to the field of computing education by exploring the possibilities of – and by concretely generating – an appropriate scaffolded methodology and process; by illustrating the use of computational thinking and threshold concepts in software development; and by providing a novel evaluation framework (termed AKM-SOLO) to aid in the continuous improvement of educational processes and courses by measuring student learning experiences and competencies

    A Grounded Theory Study for Developing Teacher Self-Efficacy Throughout a Teaching Career

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    Abstract Teachers face unprecedented pressures that call into question their effectiveness and sense of self-efficacy. Teacher-self efficacy (TSE) involves teachers’ beliefs about their ability to meet the needs of their students regardless of circumstances or challenges (Tschannen-Moran & Hoy, 1977). Studies consistently supported the impact of self-efficacy on teacher effectiveness (Gibson & Dembo, 1984). A gap in the literature existed regarding how teachers develop self-efficacy throughout their careers. A mixed methods grounded theory study was conducted to identify factors affecting teachers’ self-efficacy at various career stages. I conducted a series of recursive interviews and focus groups and collected survey data related to the same topic. Findings revealed teachers develop a sense of self-efficacy in different ways depending in large part on their career path location. However, some factors positively influence TSE in all career stages, including self-reflection, feedback, collaboration, student relationships, and inclusive educational practices. A career model of teacher self-efficacy revealed differences in the contributing factors to self-efficacy based on learning habits and a direct focus on students. Generally speaking, as teachers progress through their careers, their TSE is fostered by narrowing their focus to aspects of their practice that directly impact students. For example, novice teachers developed TSE through feedback from authority figures while veteran teachers sought feedback directly from students. Additionally, the TSE of more experienced teachers was positively impacted by expanding their influence. For instance, veteran teachers pursued opportunities to mentor or coach other teachers as a way give back to the profession while enhancing their TSE

    Management and display of four-dimensional environmental data sets using McIDAS

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    Over the past four years, great strides have been made in the areas of data management and display of 4-D meteorological data sets. A survey was conducted of available and planned 4-D meteorological data sources. The data types were evaluated for their impact on the data management and display system. The requirements were analyzed for data base management generated by the 4-D data display system. The suitability of the existing data base management procedures and file structure were evaluated in light of the new requirements. Where needed, new data base management tools and file procedures were designed and implemented. The quality of the basic 4-D data sets was assured. The interpolation and extrapolation techniques of the 4-D data were investigated. The 4-D data from various sources were combined to make a uniform and consistent data set for display purposes. Data display software was designed to create abstract line graphic 3-D displays. Realistic shaded 3-D displays were created. Animation routines for these displays were developed in order to produce a dynamic 4-D presentation. A prototype dynamic color stereo workstation was implemented. A computer functional design specification was produced based on interactive studies and user feedback

    Concept Maps as Sites of Rhetorical Invention: Teaching the Creative Act of Synthesis as a Cognitive Process

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    Synthesis is one of the most cognitively demanding practices novice writers must undertake, and research demonstrates that first-year students’ synthesis writing practices result in more knowledge telling rather than knowledge creation and transforming. Pedagogies used to teach synthesis often focus on developing text-building strategies but lack explicit instruction on the more cognitively demanding conceptualizing behavior. To explore alternative pedagogies and heuristics, this study looks beyond composition scholarship to incorporate studies in neuroeducation and rhetoric to define synthesis as an ongoing, generative act of cognitive invention, effectively shifting pedagogical focus from text-centered product to student-centered cognitive processes that inform development of synthesized texts (a product). The methods were designed to explore any effects a visual intervention might have on developing student conceptual awareness and reflective practice over time, and whether that transferred into a final researched essay as knowledge transforming. This small-scale exploratory study applies a mixed-methods, design-based methodology to a semester-long intervention in first-year writing classrooms using digital concept maps (DCMAPs) as an ongoing, student-designed space of visualized concept construction. A Control group applied traditional reading-to-write text-based synthesis instruction and practice, while the Intervention group used DCMAPs to enact a prolonged, visualized and reflective practice of active construction of associations, relationships, and structural knowledge building. The DCMAP platform affordances positioned students as knowledge designers enacting creative / constructive processes, an approach based on neuroscience research on patterning and visualization. Intervention data includes reflective journals, narrated mapping process reflections, digital concept map images and construction processes, and a final researched essay that required synthesis of source ideas. Because of the exploratory nature of the study, results are not framed as cause-effect but as correlational possibilities that suggest inventional acts of visually creating connections and labeling them using rhetorically-based associational concepts lead to generative learning behaviors. Results suggest a number of possibilities for future iterations and research, as well as implications for our field’s approach to the teaching of synthesis

    Doctor of Philosophy

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    dissertationThis dissertation establishes a new visualization design process model devised to guide visualization designers in building more effective and useful visualization systems and tools. The novelty of this framework includes its flexibility for iteration, actionability for guiding visualization designers with concrete steps, concise yet methodical definitions, and connections to other visualization design models commonly used in the field of data visualization. In summary, the design activity framework breaks down the visualization design process into a series of four design activities: understand, ideate, make, and deploy. For each activity, the framework prescribes a descriptive motivation, list of design methods, and expected visualization artifacts. To elucidate the framework, two case studies for visualization design illustrate these concepts, methods, and artifacts in real-world projects in the field of cybersecurity. For example, these projects employ user-centered design methods, such as personas and data sketches, which emphasize our teams' motivations and visualization artifacts with respect to the design activity framework. These case studies also serve as examples for novice visualization designers, and we hypothesized that the framework could serve as a pedagogical tool for teaching and guiding novices through their own design process to create a visualization tool. To externally evaluate the efficacy of this framework, we created worksheets for each design activity, outlining a series of concrete, tangible steps for novices. In order to validate the design worksheets, we conducted 13 student observations over the course of two months, received 32 online survey responses, and performed a qualitative analysis of 11 in-depth interviews. Students found the worksheets both useful and effective for framing the visualization design process. Next, by applying the design activity framework to technique-driven and evaluation-based research projects, we brainstormed possible extensions to the design model. Lastly, we examined implications of the design activity framework and present future work in this space. The visualization community is challenged to consider how to more effectively describe, capture, and communicate the complex, iterative nature of data visualization design throughout research, design, development, and deployment of visualization systems and tools

    Placing Birds On A Dynamic Evolutionary Map: Using Digital Tools To Update The Evolutionary Metaphor Of The Tree Of Life

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    This dissertation describes and presents a new type of interactive visualization for communicating about evolutionary biology, the dynamic evolutionary map. This web-based tool utilizes a novel map-based metaphor to visualize evolution, rather than the traditional tree of life. The dissertation begins with an analysis of the conceptual affordances of the traditional tree of life as the dominant metaphor for evolution. Next, theories from digital media, visualization, and cognitive science research are synthesized to support the assertion that digital media tools can extend the types of visual metaphors we use in science communication in order to overcome conceptual limitations of traditional metaphors. These theories are then applied to a specific problem of science communication, resulting in the dynamic evolutionary map. Metaphor is a crucial part of scientific communication, and metaphor-based scientific visualizations, models, and analogies play a profound role in shaping our ideas about the world around us. Users of the dynamic evolutionary map interact with evolution in two ways: by observing the diversification of bird orders over time and by examining the evidence for avian evolution at several places in evolutionary history. By combining these two types of interaction with a non-traditional map metaphor, evolution is framed in a novel way that supplements traditional metaphors for communicating about evolution. This reframing in turn suggests new conceptual affordances to users who are learning about evolution. Empirical testing of the dynamic evolutionary map by biology novices suggests that this approach is successful in communicating evolution differently than in existing tree-based visualization methods. Results of evaluation of the map by biology experts suggest possibilities for future enhancement and testing of this visualization that would help refine these successes. This dissertation represents an important step forward in the synthesis of scientific, design, and metaphor theory, as applied to a specific problem of science communication. The dynamic evolutionary map demonstrates that these theories can be used to guide the construction of a visualization for communicating a scientific concept in a way that is both novel and grounded in theory. There are several potential applications in the fields of informal science education, formal education, and evolutionary biology for the visualization created in this dissertation. Moreover, the approach suggested in this dissertation can potentially be extended into other areas of science and science communication. By placing birds onto the dynamic evolutionary map, this dissertation points to a way forward for visualizing science communication in the futur

    Animating the evolution of software

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    The use and development of open source software has increased significantly in the last decade. The high frequency of changes and releases across a distributed environment requires good project management tools in order to control the process adequately. However, even with these tools in place, the nature of the development and the fact that developers will often work on many other projects simultaneously, means that the developers are unlikely to have a clear picture of the current state of the project at any time. Furthermore, the poor documentation associated with many projects has a detrimental effect when encouraging new developers to contribute to the software. A typical version control repository contains a mine of information that is not always obvious and not easy to comprehend in its raw form. However, presenting this historical data in a suitable format by using software visualisation techniques allows the evolution of the software over a number of releases to be shown. This allows the changes that have been made to the software to be identified clearly, thus ensuring that the effect of those changes will also be emphasised. This then enables both managers and developers to gain a more detailed view of the current state of the project. The visualisation of evolving software introduces a number of new issues. This thesis investigates some of these issues in detail, and recommends a number of solutions in order to alleviate the problems that may otherwise arise. The solutions are then demonstrated in the definition of two new visualisations. These use historical data contained within version control repositories to show the evolution of the software at a number of levels of granularity. Additionally, animation is used as an integral part of both visualisations - not only to show the evolution by representing the progression of time, but also to highlight the changes that have occurred. Previously, the use of animation within software visualisation has been primarily restricted to small-scale, hand generated visualisations. However, this thesis shows the viability of using animation within software visualisation with automated visualisations on a large scale. In addition, evaluation of the visualisations has shown that they are suitable for showing the changes that have occurred in the software over a period of time, and subsequently how the software has evolved. These visualisations are therefore suitable for use by developers and managers involved with open source software. In addition, they also provide a basis for future research in evolutionary visualisations, software evolution and open source development

    A study of novice programmer performance and programming pedagogy.

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    Identifying and mitigating the difficulties experienced by novice programmers is an active area of research that has embraced a number of research areas. The aim of this research was to perform a holistic study into the causes of poor performance in novice programmers and to develop teaching approaches to mitigate them. A grounded action methodology was adopted to enable the primary concepts of programming cognitive psychology and their relationships to be established, in a systematic and formal manner. To further investigate novice programmer behaviour, two sub-studies were conducted into programming performance and ability. The first sub-study was a novel application of the FP-Tree algorithm to determine if novice programmers demonstrated predictable patterns of behaviour. This was the first study to data mine programming behavioural characteristics rather than the learner’s background information such as age and gender. Using the algorithm, patterns of behaviour were generated and associated with the students’ ability. No patterns of behaviour were identified and it was not possible to predict student results using this method. This suggests that novice programmers demonstrate no set patterns of programming behaviour that can be used determine their ability, although problem solving was found to be an important characteristic. Therefore, there was no evidence that performance could be improved by adopting pedagogies to promote simple changes in programming behaviour beyond the provision of specific problem solving instruction. A second sub-study was conducted using Raven’s Matrices which determined that cognitive psychology, specifically working memory, played an important role in novice programmer ability. The implication was that programming pedagogies must take into consideration the cognitive psychology of programming and the cognitive load imposed on learners. Abstracted Construct Instruction was developed based on these findings and forms a new pedagogy for teaching programming that promotes the recall of abstract patterns while reducing the cognitive demands associated with developing code. Cognitive load is determined by the student’s ability to ignore irrelevant surface features of the written problem and to cross-reference between the problem domain and their mental program model. The former is dealt with by producing tersely written exercises to eliminate distractors, while for the latter the teaching of problem solving should be delayed until the student’s program model is formed. While this does delay the development of problem solving skills, the problem solving abilities of students taught using this pedagogy were found to be comparable with students taught using a more traditional approach. Furthermore, monitoring students’ understanding of these patterns enabled micromanagement of the learning process, and hence explanations were provided for novice behaviour such as difficulties using arrays, inert knowledge and “code thrashing”. For teaching more complex problem solving, scaffolding of practice was investigated through a program framework that could be developed in stages by the students. However, personalising the level of scaffolding required was complicated and found to be difficult to achieve in practice. In both cases, these new teaching approaches evolved as part of a grounded theory study and a clear progression of teaching practice was demonstrated with appropriate evaluation at each stage in accordance with action researc
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