360 research outputs found

    Evaluation and assessment of professional skills in the Final Year Project

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    In this paper, we present a methodology for Final Year Project (FYP) monitoring and assessment that considers the inclusion of the professional skills required in the particular engineering degree. This proper monitoring and clear evaluation framework provides the student with valuable support for the project implementation as well as for improving the quality of the projects, thereby reducing the academic drop-out rate. The proposed methodology has been implemented at the Barcelona School of Informatics at the Universitat Politècnica de Catalunya - BarcelonaTech. The FYP is structured around three milestones: project definition, project monitoring and project completion. Skills are assigned to each milestone according to the tasks required in that phase, and a list of indicators is defined for each phase. The evaluation criteria for each indicator at each phase are specified in a rubric, and are made public both to students and teachers. Thus, the FYP includes an exhaustive evaluation method distributed throughout the whole project implementation, thereby facilitating project organization for the student as well as providing a clear and homogeneous assessment framework. The methodology for the FYP organization, assessment and evaluation was launched and piloted over two semesters. We believe the experience to be general in the sense that it has been conducted as part of an ICT engineering degree, but may easily be extended to any other engineering degree.Postprint (author’s final draft

    Factors Affecting the Adoption of Peer Instruction in Computing Courses

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    Peer Instruction (PI) as defined by Mazur, and variations on this pedagogic technique, have been in use in computing courses for about a decade. Despite dozens of educational research publications documenting positive learning effects, improved retention, student acceptance, and effectiveness for large classes; PI does not appear to be widely adopted for computing courses. This paper reports on a three-way investigation into this apparent contradiction. First, the authors reflect on their own adoption, practice, experience, and abandonment of the use of PI in computing courses. Second, we surveyed the literature regarding the use of PI in computing courses and present a summary of the research findings, variations, and extensions to PI used in computing courses. Third, a survey of computing instructors was conducted to gauge the attitude toward PI in computing courses. To add context, this report considers publications documenting usage of PI in STEM courses, and the adoption of other pedagogic techniques in computing. Particular effort was made to identify the reasons computing instructors don’t adopt PI. This report also includes advice to instructors considering adopting PI in computing courses

    Bytes of π, Fall 2009

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    STEM Community Chairs Progress Updates Spring 2016

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    The following is a brief update of the activities and efforts being undertaken by UNO’s Dr. George and Sally Haddix Community Chair of STEM Education as being held by Dr. Neal Grandgenett. The goal of this position is: Position Goal: To organize, lead and inspire collaborative STEM initiatives at UNO, that cross colleges and disciplines, and that aggressively position UNO to be a true national leader in interdisciplinary STEM programs. (Curriculum, Capacity, Collaboration

    Using Pedagogical Tools to Help Hispanics be Successful in Computer Science

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    Irish, Rodger, Using Pedagogical Tools to Help Hispanics Be Successful in Computer Science. Master of Science (MS), July 2017, 68 pp., 4 tables, 2 figures, references 48 titles. Computer science (CS) jobs are a growing field and pay a living wage, but the Hispanics are underrepresented in this field. This project seeks to give an overview of several contributing factors to this problem. It will then explore some possible solutions to this problem and how a combination of some tools (teaching methods) can create the best possible outcome. It is my belief that this approach can produce successful Hispanics to fill the needed jobs in the CS field. Then the project will test its hypothesis. I will discuss the tools used to measure progress both in the affective and the cognitive domains. I will show how the decision to run a Computer Club was reached and the results of the research. The conclusion will summarize the results and tell of future research that still needs to be done

    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

    Learning outcome dependency on contemporary ICT in the New Zealand middle school classroom

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    Often studies of children's technology use in the classroom is internally focused and small scale. This study attempts a globalised exploratory overview of an entire New Zealand middle school to understand the technology usages across a range of curriculum and learning outcomes. Observations of the use of technology in the classroom during eight different lessons were conducted followed by structured-open-ended interviews. From our classroom observations and through teacher interviews, we have been able to identify three levels of the dependency of learning outcome on contemporary-ICT

    Use of Role-play and Gamification in a Software Project Course

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    Soft skills are increasingly important to the engineering profession and course modifications are often needed to ensure students have opportunities to practice them prior to graduation. This suggests that engineering programs need to go beyond simply offering industry-based capstone courses and internships. Role-play has a long history as a tool for learning. It can be used to simulate real world practices in environments where consequences can be mitigated safely. In this paper, we discuss the use of team role-play activities to simulate the experience of working in a professional, game development studio as a means of enhancing an advanced undergraduate game design course. In conjunction with the role-play, a gamification framework was used within the course to allow students to customize their course participation. Gamification was used to reward students for compliance with software process steps and for taking the initiative to improve their “soft skills”. In this project, allowing students to negotiate the nature of their activities and rewards helped them develop those skills. We are using student feedback and our own lessons learned to plan the next iteration of this course

    We Are...Marshall, March 31, 2021

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    A Celebration of West Point Authors

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    Today we celebrate the more than 200 works of scholarship produced at the Academy between January and June 2017. Our featured work is “Intolerance: Political Animals and Their Prey,” a book which grew from a year-long multidisciplinary collaboration between faculty members of Bard College and West Point.https://digitalcommons.usmalibrary.org/books/1014/thumbnail.jp
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