102,027 research outputs found

    Advances in Teaching & Learning Day Abstracts 2005

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    Proceedings of the Advances in Teaching & Learning Day Regional Conference held at The University of Texas Health Science Center at Houston in 2005

    Online Self-testing Resources Prepared by Peer Tutors as a Formative Assessment Tool in Pharmacology Courses

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    Objective. To assess the effectiveness of optional online quizzes written by peer tutors in a pharmacology course for doctor of pharmacy students. Methods. Online quizzes were written by peer tutors for second-year pharmacy students. Quizzes reflected the material taught during lecture and were in a format similar to that of the examinations. Data related to performance on each quiz and each examination were collected throughout the semester. At the end of the semester, students and peer tutors were surveyed to gather information on the utility and success of the quizzes. Results. Students taking online quizzes performed significantly better on examinations than those who did not take quizzes. In addition, students received higher scores on examinations than when practicing with the quizzes. Surveys suggest that students liked the quizzes and felt they increased their confidence and performance on examinations. Conclusion. The quizzes were beneficial to student performance on examinations as well as student perception of performance and confidence going into the examinations. Quizzes were also beneficial learning experiences for peer tutors

    Report on the Second Workshop on Sustainable Software for Science: Practice and Experiences (WSSSPE2)

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    This technical report records and discusses the Second Workshop on Sustainable Software for Science: Practice and Experiences (WSSSPE2). The report includes a description of the alternative, experimental submission and review process, two workshop keynote presentations, a series of lightning talks, a discussion on sustainability, and five discussions from the topic areas of exploring sustainability; software development experiences; credit & incentives; reproducibility & reuse & sharing; and code testing & code review. For each topic, the report includes a list of tangible actions that were proposed and that would lead to potential change. The workshop recognized that reliance on scientific software is pervasive in all areas of world-leading research today. The workshop participants then proceeded to explore different perspectives on the concept of sustainability. Key enablers and barriers of sustainable scientific software were identified from their experiences. In addition, recommendations with new requirements such as software credit files and software prize frameworks were outlined for improving practices in sustainable software engineering. There was also broad consensus that formal training in software development or engineering was rare among the practitioners. Significant strides need to be made in building a sense of community via training in software and technical practices, on increasing their size and scope, and on better integrating them directly into graduate education programs. Finally, journals can define and publish policies to improve reproducibility, whereas reviewers can insist that authors provide sufficient information and access to data and software to allow them reproduce the results in the paper. Hence a list of criteria is compiled for journals to provide to reviewers so as to make it easier to review software submitted for publication as a “Software Paper.

    Using Video Games to Develop Communication Skills in Higher Education

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    Employers are increasingly concerned that university graduates possess the transferable skills – sometimes termed ‘graduate attributes’ (Barrie, 2006) – necessary to succeed in the workplace. Prominent among these skills are those which relate to communication; however, not all higher education courses are designed explicitly to teach or develop such skills. Many commercial video games, on the other hand, require players to communicate in order to succeed, particularly in an era of increasingly ubiquitous online multiplayer games. The pilot project described here sought to explore the use of commercial video games to teach communication skills in a formal higher education environment. The work could inform the development of self-directed game-based activities that students may undertake without intervention from already over-committed (and costly) academic staff. As such, the study aimed to begin to address the problem of how desirable ‘soft skills’ such as communication competence may be developed in higher education. The pilot was conducted over eight weeks, with a small group of undergraduate student volunteers asked to complete psychometric tests relating to communication skill in weeks one and eight. In the intervening period, students were asked to play selected commercial video games, for two hours per week. Each week, students were given loosely-defined tasks to carry out using the specified game. Games that rely upon some form of communication were selected with input from a panel of academic and industry experts and included Minecraft, Gone Home, Portal 2 and Never Alone. In Minecraft, for example, pairs of participants were asked to perform a number of loosely-defined collaborative tasks, such as building a home for both players. Portal 2, on the other hand, required participants to work together in order to solve a series of puzzles. All such in-game activities were thought to require some form of communication. Lab activities closed with a short group discussion, and participants were encouraged to blog about their experiences. It is possible that group discussions also had an effect on participants’ communication competence, and such discussions may form part of any future interventions. Few participants opted to blog about the project, so the impact of this activity on the communication skill measured here is considered to be slight. The Self-Perceived Communication Competence Scale (McCroskey & McCroskey, 1988) and the Communicative Adaptability Scale (Duran, 1992) were used to measure self-reported communication skill before and after volunteers had played the selected games. In addition, the Rosenberg Self Esteem Scale (Rosenberg, 1979), General Self-Efficacy Scale (Schwarzer & Jerusalem, 1995) and Big Five Inventory (John et al., 2008) were administered to gather data potentially related to communication skill. For each measure, the change in the associated test score was recorded, for each participant, over the course of the eight-week study. Mean values of both communication measures were observed to increase between testing sessions. 95% confidence intervals for change in mean communication scores did not cross zero, suggesting this was not a chance occurrence. While the lack of a control group means it is difficult to prove that the games played were the cause of gains in communication skill, this finding is consistent with such a hypothesis, and motivates a further, hypothesis-testing, controlled study. In addition to the calculated confidence intervals, the correlation coefficients between each measure were calculated using Pearson's r. Correlation between the two communication measures was moderately strong (r = 0.76), which, as they are intended to measure aspects of the same attribute, indicates good validity. The pilot proved instructive and highlighted a number of challenges and concerns that must be addressed in any subsequent study. In the absence of a control group, it is unclear how much of the effect is a result of the intervention. However, the pilot did provide some indication of the measures that should be employed in a subsequent study. A more robust approach to student recruitment must be taken if any study that builds on this work is to attract and maintain a large cohort of volunteers, and meaningful statistical analyses are to be performed on the data. Logistical concerns must also be addressed: a greater number of participants would place greater demands on limited hardware and software available for gaming sessions. Technical issues encountered during the pilot were infrequent and relatively slight. Researchers were familiar with the chosen platforms (PC and PlayStation 3) and most of the games. Where there were unknown factors, such as the restrictions imposed by the university’s IT infrastructure, extensive testing of configurations was undertaken in advance. Other issues related primarily to participants’ attitudes towards the selected games. For example, a small proportion of our volunteers were somewhat dismissive of Gone Home, as the experience did not align with their own personal definition of what constitutes a video game. While these players rushed to complete the game without pause for reflection, the majority of players did, however, appear to become engrossed in the game’s elusive narrative. This situation is illustrative of one of the problems that can arise when using a prescribed game within a formal learning environment: not every game is to every player’s taste. Squire, for example, has documented similar problems (2011, p.117), where some proportion of the class in question isn’t interested in playing video games, or fails to see the educational value in doing so. The limited data described here, however, do appear to warrant further investigation. These data, coupled with informal feedback from student participants, suggest that commercial video games may have a role to play in developing communication skills in our graduates. Based on a small sample size, the pilot’s highly promising results have motivated a further, hypothesis-testing, controlled study which is currently underway

    Introductory programming: a systematic literature review

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    As computing becomes a mainstream discipline embedded in the school curriculum and acts as an enabler for an increasing range of academic disciplines in higher education, the literature on introductory programming is growing. Although there have been several reviews that focus on specific aspects of introductory programming, there has been no broad overview of the literature exploring recent trends across the breadth of introductory programming. This paper is the report of an ITiCSE working group that conducted a systematic review in order to gain an overview of the introductory programming literature. Partitioning the literature into papers addressing the student, teaching, the curriculum, and assessment, we explore trends, highlight advances in knowledge over the past 15 years, and indicate possible directions for future research

    Software Engineering for Millennials, by Millennials

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    Software engineers need to manage both technical and professional skills in order to be successful. Our university offers a 5.5 year program that mixes computer science, software and computer engineering, where the first two years are mostly math and physics courses. As such, our students' first real teamwork experience is during the introductory SE course, where they modify open source projects in groups of 6-8. However, students have problems working in such large teams, and feel that the course material and project are "disconnected". We decided to redesign this course in 2017, trying to achieve a balance between theory and practice, and technical and professional skills, with a maximum course workload of 150 hrs per semester. We share our experience in this paper, discussing the strategies we used to improve teamwork and help students learn new technologies in a more autonomous manner. We also discuss what we learned from the two times we taught the new course.Comment: 8 pages, 9 tables, 4 figures, Second International Workshop on Software Engineering Education for Millennial

    Collaborative Development of Open Educational Resources for Open and Distance Learning

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    Open and distance learning (ODL) is mostly characterised by the up front development of self study educational resources that have to be paid for over time through use with larger student cohorts (typically in the hundreds per annum) than for conventional face to face classes. This different level of up front investment in educational resources, and increasing pressures to utilise more expensive formats such as rich media, means that collaborative development is necessary to firstly make use of diverse professional skills and secondly to defray these costs across institutions. The Open University (OU) has over 40 years of experience of using multi professional course teams to develop courses; of working with a wide range of other institutions to develop educational resources; and of licensing use of its educational resources to other HEIs. Many of these arrangements require formal contracts to work properly and clearly identify IPR and partner responsibilities. With the emergence of open educational resources (OER) through the use of open licences, the OU and other institutions has now been able to experiment with new ways of collaborating on the development of educational resources that are not so dependent on tight legal contracts because each partner is effectively granting rights to the others to use the educational resources they supply through the open licensing (Lane, 2011; Van Dorp and Lane, 2011). This set of case studies examines the many different collaborative models used for developing and using educational resources and explain how open licensing is making it easier to share the effort involved in developing educational resources between institutions as well as how it may enable new institutions to be able to start up open and distance learning programmes more easily and at less initial cost. Thus it looks at three initiatives involving people from the OU (namely TESSA, LECH-e, openED2.0) and contrasts these with the Peer-2-Peer University and the OER University as exemplars of how OER may change some of the fundamental features of open and distance learning in a Web 2.0 world. It concludes that while there may be multiple reasons and models for collaborating on the development of educational resources the very openness provided by the open licensing aligns both with general academic values and practice but also with well established principles of open innovation in businesses

    Advances in Teaching & Learning Day Abstracts 2004

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    Proceedings of the Advances in Teaching & Learning Day Regional Conference held at The University of Texas Health Science Center at Houston in 2004
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