1,123 research outputs found

    A review into the factors affecting declines in undergraduate Computer Science enrolments and approaches for solving this problem

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    There has been a noticeable drop in enrolments in Computer Science (CS) courses and interest in CS careers in recent years while demand for CS skills is increasing dramatically. Not only are such skills useful for CS jobs but for all forms of business and to some extent personal lives as Information Technology (IT) is becoming ubiquitous and essential for most aspects of modern life. Therefore it is essential to address this lack of interest and skills to not only fill the demand for CS employees but to provide students with the CS skills they need for modern life especially for improving their employability and skills for further study. This report looks at possible reasons for the lack of interest in CS and different approaches used to enhance CS education and improve the appeal of CS

    QuizPower: a mobile app with app inventor and XAMPP service integration

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    This paper details the development of a mobile app for the Android operating system using MIT App Inventor language and development platform. The app, Quiz Power, provides students a way to study course material in an engaging and effective manner. At its current stage the app is intended strictly for use in a mobile app with App Inventor course, although it provides the facility to be adapted for other courses by simply changing the web data store. Development occurred during the spring semester of 2013. Students in the course played a vital role in providing feedback on course material, which would be the basis for the structure of the quiz as well as the questions. The significance of the project is the integration of the MIT App Inventor service with a web service implemented and managed by the department

    Developing customised computer science courses for non-major students in informatics, computer science, or media: a case study on health psychologists

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    Learning how to effectively communicate in our media-centered digital world is crucial for all professionals. However, it holds even greater importance for health professionals, given their primary objective of improving people's health. Therefore, it is imperative to dedicate significant effort to designing Computer Science (CS) courses that cater to the specific needs of these professionals, equipping them with the skills and capabilities of modern digital communication. Developing CS courses specifically tailored for non-CS majors is particularly significant, as it reduces the likelihood of failure. In this study, I aim to outline the process of identifying relevant directions and tools, and designing a comprehensive course plan that enables professionals to acquire the necessary CS skills. By pinpointing topics that are directly applicable to their future professions, the course will teach professionals how to effectively utilize and design digital systems. To conduct this research, the doctoral degree course "Informatics for the Psychology of Health" at the University of Cagliari has been selected as a case study. Using qualitative methods, I assessed the satisfaction levels and perceived usefulness of the course among students. Through this investigation, numerous valuable directions were identified, along with a concise collection of free and open-source tools that will provide students with the knowledge they require to independently create and design digital interactive media. By adopting this approach, courses tailored to professionals can be designed, effectively reducing high dropout and failure rates

    Mobile App Development to Increase Student Engagement and Problem Solving Skills

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    This paper describes a project designed to promote problem solving and critical thinking skills in a general education, computing course at an open access institution. A visual programming tool, GameSalad, was used to enable students to create educational apps for mobile platforms. The students worked on a game development project for the entire semester, incorporating various skills learned throughout the semester. Pre and post quiz analysis showed a significant improvement in students’ ability to design comprehensive solutions to a given problem. Survey results also showed increased student engagement, high interest in computing and a “better” understanding of information technology

    Interplay of Desktop and Mobile Apps with Web Services in an Introductory Programming Course

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    This paper describes a case study of a second-semester introductory programming course for information systems (IS) students that combined desktop and mobile application development and consumption of existing web services. Our aim was to provide students with a holistic view of how different types of applications can be developed and combined to solve real-world problems, as the students learned the basics of programming. Students progressively built a desktop Java application with a graphical user interface for a local public transit system. It combined the use of basic algorithms, existing web services for geo-coding and mapping to illustrate a recommended route on the system. Students then ported this application to the Android platform re-using most of the code they had already developed. Along with fulfilling the traditional objectives of an introductory course, this course also demonstrated the possible interplay of stand-alone components and web services in desktop and mobile applications and kept the students motivated and engaged throughout the semester

    Computing in Education: A study of computing in education and ways to enhance students’ perceptions and understanding of computing

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    There is a huge demand for computing skills in industry due to computing becoming ubiquitous and essential for modern life. Yet despite this, industry struggles to find employees with suitable computing skills and similarly Further and Higher Education institutions have observed a lack of interest in their computing courses in recent years. This study looks at possible reasons for this lack of interest in computing, how computing is taught in education and ways to improve students’ perceptions and understanding of computing. It focuses around a case study of a university outreach event for secondary schools which investigated how interactive teaching methods can be used to enhance students’ perceptions and understanding of computing and to increase their computing knowledge. It includes the use of physical computing and was designed to make computing fun, motivational and relevant, and to provide examples of real-world applications. Surveys were used before and after the event to understand what students’ impressions and knowledge of computing is and to see if the event improved these. Observations were also used to see how well the students handled the event’s content and whether they appeared to enjoy and understand it. Results from the case study indicate that interactive teaching methods enhance computing education, and physical computing with electronics can enhance lessons and show the relevance of computing with examples of real-world applications, and can be fun and motivational. The case study provides teachers with example tasks and challenges they can use with their students and/or ideas around other interactive teaching methods including practical computing

    Student engagement is key to broadening participation in CS

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    © 2019 Copyright held by the owner/author(s). Publication rights licensed to ACM. The Mobile CS Principles (Mobile CSP) course is one of the NSF-supported, College Board-endorsed curricula for the new Computer Science Principles AP course. Since 2013, the Mobile CSP project has trained more than 700 teachers, and the course has been offered to more than 20,000 students throughout the United States. The organizing philosophy behind the Mobile CSP course is that student engagement in the classroom is the key to getting students, especially those traditionally underrepresented in CS, interested in pursuing further study and careers in CS. The main strategies used to engage Mobile CSP students are: (1) a focus on mobile computing throughout the course, taking advantage of current student interest in smartphones; (2) an emphasis on getting students building mobile apps from day one, by utilizing the highly accessible App Inventor programming language; and (3) an emphasis on building creative,\u27socially useful\u27 apps to get students thinking about ways that computing can help their communities. In this paper we present and summarize two years of data of various types (i.e., student surveys, teacher surveys, objective assessments, and anecdotal reports from students and teachers) to support the hypothesis that engagement of the sort practiced in the Mobile CSP course not only helps broaden participation in CS among hard-to-reach demographics, but also provides them with a solid grounding in computer science principles and practices

    Video-Based Instruction For Introductory Computer Programming

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    Video replacement of in-­person lecture is finding its way into more and more computer science education settings such as inverted classrooms, massive open online courses, online/distance learning, and programming camps. Since the use of video is critical to some pedagogies, the question of how it impacts student attitudes and learning is important. This study investigates this by looking at experiences in the programming unit within two sections of a broad-­scope CS0 course, one of which used video-­based instruction while the other did not. We found that students in the video section had a more positive view of the learning activities and thought their student-­instructor interactions were more meaningful. Student performance data also suggests that video instruction may benefit student learning as well

    Computational Thinking in Education: Where does it fit? A systematic literary review

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    Computational Thinking (CT) has been described as an essential skill which everyone should learn and can therefore include in their skill set. Seymour Papert is credited as concretising Computational Thinking in 1980 but since Wing popularised the term in 2006 and brought it to the international community's attention, more and more research has been conducted on CT in education. The aim of this systematic literary review is to give educators and education researchers an overview of what work has been carried out in the domain, as well as potential gaps and opportunities that still exist. Overall it was found in this review that, although there is a lot of work currently being done around the world in many different educational contexts, the work relating to CT is still in its infancy. Along with the need to create an agreed-upon definition of CT lots of countries are still in the process of, or have not yet started, introducing CT into curriculums in all levels of education. It was also found that Computer Science/Computing, which could be the most obvious place to teach CT, has yet to become a mainstream subject in some countries, although this is improving. Of encouragement to educators is the wealth of tools and resources being developed to help teach CT as well as more and more work relating to curriculum development. For those teachers looking to incorporate CT into their schools or classes then there are bountiful options which include programming, hands-on exercises and more. The need for more detailed lesson plans and curriculum structure however, is something that could be of benefit to teachers
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