232 research outputs found

    2017-18 End of the Year Report

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    What the Issue is In addition to recruitment, retention or persistence of women through graduation in Computer Science (CS) education has been one of the biggest challenges for the CS education field. Currently, women represent only about a quarter of the labor force (BLS, 2015) and earn only about 18% of the baccalaureate degrees (NSF, 2012) in CS. Attrition rates are highest in the first two years of CS programs (Biggers, Brauer, & Yilmaz, 2008; Miliszewska, Barker, Henderson, & Sztendur, 2006). At Utah State University, the situation is even more dire as women represent only about 10% of the CS undergraduates (personal communication, May 2017), which is almost half the national average

    Building audiences: Aboriginal and Torres Strait Islander arts

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    Building Audiences examines the barriers to and the strategies for increasing audiences in the Aboriginal and Torres Strait Islander arts sector. This research investigates the attitudes, beliefs and behaviours of current and potential audiences. What is in the report? The findings reveal the key barriers facing audience attendance include: uncertainty about how to behave at cultural events and fear of offending lack of awareness with audiences not actively seeking information about Indigenous arts and outdated perceptions of the sector – that it is only perceived as ‘serious or educational’. Building Audiences also considered several strategies to build audiences for Indigenous arts: providing skills development, advice and resourcing to Indigenous practitioners within the arts sector; increasing representation of Indigenous artists in the main programing of arts companies by including more Indigenous people in decision making roles; promoting relationships between Indigenous arts and non-Indigenous companies to present their work to wider audiences; introducing children and young people to Indigenous arts through schools and extracurricular activities; allowing audiences to feel comfortable engaging by creating accessible experiences; implementing long-term strategies to change negative perceptions of Indigenous arts. The project was commissioned by the Australia Council for the Arts and funding partners include Australia Council for the Arts; Faculty of Business and Law and Institute of Koorie Education, Deakin University; Melbourne Business School, The University of Melbourne

    Applying educational data mining to explore individual experiences in digital games

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    Research involving digital games and language learning is rapidly growing. One advantage of using digital games to support language learning is the ability to collect data on students learning in real time. In this study, we use educational data mining methods to explore the relationship between in-game data and elementary students’ Chinese language learning. Thirty-six students in the sixth grade played a digital game for eight 25-minute sessions as part of their Chinese Dual Language Immersion classroom instruction. We used classification and regression tree analyses and cluster analyses to explore how in- game indicators, such as battles, time spent reading a text, and the use of an in-game glossing tool are associated with language learning and change in affect. The results indicate that time on task and use of the glossing tool were the most important variables in determining language learning gains. We also identified four subgroups of gameplay styles. While there were no significant differences in learning or affective factors based on the subgroups, these gameplay styles allow for a more individualized approach to analyzing learning within digital environment

    A Framework for Structuring Learning Assessment in a Massively Multiplayer Online Educational Game: Experiment Centered Design

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    Educational games offer an opportunity to engage and inspire students to take interest in science, technology, engineering, and mathematical (STEM) subjects. Unobtrusive learning assessment techniques coupled with machine learning algorithms can be utilized to record students' in-game actions and formulate a model of the students' knowledge without interrupting the students' play. This paper introduces “Experiment Centered Assessment Design” (XCD), a framework for structuring a learning assessment feedback loop. XCD builds on the “Evidence Centered Assessment Design” (ECD) approach, which uses tasks to elicit evidence about students and their learning. XCD defines every task as an experiment in the scientific method, where an experiment maps a test of factors to observable outcomes. This XCD framework was applied to prototype quests in a massively multiplayer online (MMO) educational game. Future work would build upon the XCD framework and use machine learning techniques to provide feedback to students, teachers, and researchers

    Exploring Practical Measures as an Approach for Measuring Elementary Students’ Attitudes Towards Computer Science

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    This paper presents a novel approach for predicting the outcomes of elementary students’ participation in computer science (CS) instruction by using exit tickets, a type of practical measure, where students provide rapid feedback on their instructional experiences. Such feedback can help teachers to inform ongoing teaching and instructional practices. We fit a Structural Equation Model to examine whether students\u27 perceptions of enjoyment, ease, and connections between mathematics and CS in an integrated lesson predicted their affective outcomes in self-efficacy, interest, and CS identity, collected in a pre- post- survey. We found that practical measures can validly measure student experiences

    Testing the effectiveness of two natural selection simulations in the context of a large‑enrollment undergraduate laboratory class

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    Background: Simulations can be an active and engaging way for students to learn about natural selection, and many have been developed, including both physical and virtual simulations. In this study we assessed the student experience of, and learning from, two natural selection simulations, one physical and one virtual, in a large enrollment introductory biology lab course. We assigned students to treatments (the physical or virtual simulation activity) by section and assessed their understanding of natural selection using a multiple-choice pre-/post-test and short-answer responses on a post-lab assignment. We assessed student experience of the activities through structured observations and an affective survey. Results: Students in both treatments showed increased understanding of natural selection after completing the simulation activity, but there were no differences between treatments in learning gains on the pre-/post-test, or in the prevalence of concepts and misconceptions in written answers. On a survey of self-reported enjoyment they rated the physical activity significantly higher than the virtual activity. In classroom observations of student behavior, we found significant differences in the distribution of behaviors between treatments, including a higher frequency of off task behavior during the physical activity. Conclusions: Our results suggest that both simulations are valuable active learning tools to aid students’ understanding of natural selection, so decisions about which simulation to use in a given class, and how to best implement it, can be motivated by contextual factors

    Design for Co-Design in a Computer Science Curriculum Research-Practice Partnership

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    This paper reports on a study of the dynamics of a Research-Practice Partnership (RPP) oriented around design, specifically the co-design model. The RPP is focused on supporting elementary school computer science (CS) instruction by involving paraprofessional educators and teachers in curricular co-design. A problem of practice addressed is that few elementary educators have backgrounds in teaching CS and have limited available instructional time and budget for CS. The co-design strategy entailed highlighting CS concepts in the mathematics curriculum during classroom instruction and designing computer lab lessons that explored related ideas through programming. Analyses focused on tensions within RPP interaction dynamics and how they were accommodated when RPP partners were designing for co-design activities, a critical component that leads to curricular co-design itself. We illustrate these tensions with examples of clusters of activity that appeared repeatedly among the research and practice team members when designing for co-design
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