64,318 research outputs found
Forty hours of declarative programming: Teaching Prolog at the Junior College Utrecht
This paper documents our experience using declarative languages to give
secondary school students a first taste of Computer Science. The course aims to
teach students a bit about programming in Prolog, but also exposes them to
important Computer Science concepts, such as unification or searching
strategies. Using Haskell's Snap Framework in combination with our own
NanoProlog library, we have developed a web application to teach this course.Comment: In Proceedings TFPIE 2012, arXiv:1301.465
IMPACT: The Journal of the Center for Interdisciplinary Teaching and Learning. Volume 8, Issue 2, Summer 2019
Many of us look for ways to help students forge concrete connections between their academic studies and the real
world. Universities encourage professors to develop community-based learning, allowing students to contribute to the
community beyond their campus in a way that enhances their academic studies and enables them to create these
connections.
Scholars have theorized the many benefits of community-based learning, but professors have many questions about
how to implement community-based learning in practice. What does a successful community-based learning
assignment look like? What are the different ways to assess students’ learning experiences in community-based
learning assignments? How can one build effective partnerships with community organizations?
In these pages, you will find practical advice, theoretical framework, and firsthand accounts of community-engaged
teaching across disciplines. Learn from professors who have designed assignments allowing students to complete
community projects with refugees, prisoners, veterans, elementary school children, science museums, nursing homes,
public libraries, and ESL populations. Students in an Anthropology course, for instance, conduct oral history interviews
with refugees, and provide written transcriptions of the interviews that the refugees can then use as a learning tool in
ESL classes. In a Science Methods class, students collaborate with an aquarium to produce meaningful exhibits that
educate the public. First-year writing students work with veterans to create autobiographical films and write papers
related to the project
Middle-to-High School Girls as Game Designers – What are the Implications?
The percentage of young women choosing educational paths leading to science and technology-based employment has been dropping for several years. In our view, the core cause for this phenomenon is not a lack of ability, but rather a combination of low self efficacy, misconception of the IT field, and lack of interest and social support from families and peers. The specific aim of this paper is to discuss a case study – a class named Gaming for Girls. This class was offered to middle and high school girls three times from Fall 05 to Summer 06. In these classes, female students assumed the role of designers and developers engaged in developing their own games using commercial game engines. Based on this experience, we assert that through the activity of designing games using game engines, girls can (a) gain an understanding of the game development process, (b) acquire computer science skills, and (c) increase their confidence level with regards to computing
Civic Identities, Online Technologies: From Designing Civics Curriculum to Supporting Civic Experiences
Part of the Volume on Civic Life Online: Learning How Digital Media Can Engage Youth.Youth today are often criticized for their lack of civic participation and involvement in political life. Technology has been blamed, amongst many other causes, for fostering social isolation and youth's retreat into a private world disconnected from their communities. However, current research is beginning to indicate that these might be inaccurate perceptions. The Internet has provided new opportunities to create communities that extend beyond geographic boundaries, to engage in civic and volunteering activities across local and national frontiers, to learn about political life, and to experience the challenges of democratic participation. How do we leverage youth's interest in new technologies by developing technology-based educational programs to promote civic engagement? This chapter explores this question by proposing socio-technical design elements to be considered when developing technology-rich experiences. It presents a typology to guide the design of Internet-based interventions, taking into account both the affordances of the technology and the educational approach to the use of the technology. It also presents a pilot experience in a northeastern university that offered a pre-orientation program in which incoming freshman designed a three-dimensional virtual campus of the future and developed new policies and programs to strengthen the relationship between college campus and neighbor communities
Logo in mainstream schools: the struggle over the soul of an educational innovation
Technologies do not follow some predetermined and inevitable course from their context of production to their context of use, and technologies used in schools are no exception. Rather, technologies and their use in the classroom are socially contextualised. They are often appropriated in ways unanticipated by their developers, locking into institutional arrangements and reflecting elements of the prevailing social relations in and around the particular context(s) of application. Through the discussion of a particular technology (the Logo programming language) as a case study in educational innovation, this article demonstrates how the use of technologies in schools is socially shaped. The paper looks into the place that Logo occupied within the institutional and organisational cultures of US and UK mainstream schools after its introduction in the early 1980s. It discusses the ways in which Logo was received in the educational arena and was implicated in the politics of educational innovation at a time of conservative restoration
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Innovating Pedagogy 2015: Open University Innovation Report 4
This series of reports explores new forms of teaching, learning and assessment for an interactive world, to guide teachers and policy makers in productive innovation. This fourth report proposes ten innovations that are already in currency but have not yet had a profound influence on education. To produce it, a group of academics at the Institute of Educational Technology in The Open University collaborated with researchers from the Center for Technology in Learning at SRI International. We proposed a long list of new educational terms, theories, and practices. We then pared these down to ten that have the potential to provoke major shifts in educational practice, particularly in post-school education. Lastly, we drew on published and unpublished writings to compile the ten sketches of new pedagogies that might transform education. These are summarised below in an approximate order of immediacy and timescale to widespread implementation
Lilly Endowment, Inc. - 2008 Annual Report
Contains board chair and president's message; program information; education and religion grantee profiles; grants list; grant guidelines; financial statements; and lists of board members and officers
Multiple Choices After School: Findings from the Extended-Service Schools Initiative
In the summer of 2002, every state became eligible to receive federal funds for after-school programs. With this opportunity came the need to make decisions about the goals, design and content of after-school programming -- decisions that will influence which youth participate, what they experience and how they may benefit. This report aims to put policymakers and program operators on firmer ground as they grapple with these decisions; it shares lessons from existing school-based after-school programs
Computer Programming Effects in Elementary: Perceptions and Career Aspirations in STEM
The development of elementary-aged students’ STEM and computer science (CS) literacy is critical in this evolving technological landscape, thus, promoting success for college, career, and STEM/CS professional paths. Research has suggested that elementary- aged students need developmentally appropriate STEM integrated opportunities in the classroom; however, little is known about the potential impact of CS programming and how these opportunities engender positive perceptions, foster confidence, and promote perseverance to nurture students’ early career aspirations related to STEM/CS. The main purpose of this mixed-method study was to examine elementary-aged students’ (N = 132) perceptions of STEM, career choices, and effects from pre- to post-test intervention of CS lessons (N = 183) over a three-month period. Findings included positive and significant changes from students’ pre- to post-tests as well as augmented themes from 52 student interviews to represent increased enjoyment of CS lessons, early exposure, and its benefits for learning to future careers
Edna McConnell Clark Foundation - 2003 Annual Report
Contains president's message, fund and program information, grants list, financial statements, grant guidelines, publications list, and lists of board members and staff
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