14 research outputs found

    Can children's instructional gameplay activity be used as a predictive indicator of reading skills?

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    For children who may face reading difficulties, early intervention is a societal priority. However, early intervention requires early detection. While much research has approached the issue of identification through measuring component skills at single timepoints, an alternative is the utilisation of dynamic assessment. To this point, few initiatives have explored the potential for identification through progress data from play in digital literacy games. This study explored how well growth curves from progress data in a digital intervention can predict reading performance after gameplay compared to measuring component skills at a single timepoint (school entry). 137 six-year-old students played the digital Graphogame for 25 weeks. Latent growth curve analyses showed that variation in trajectories explained variation in literacy performance to a greater extent than risk status at school entry. Findings point to a potential for non-intrusive reading assessment in the application of a serious digital game in first grade

    A Flipped Classroom Approach for Teaching a Master’s Course on Artificial Intelligence

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    In this paper, I present a flipped classroom approach for teaching a master’s course on artificial intelligence. Traditional lectures from the classroom are outsourced to an open online course that contains high quality video lectures, step-by-step tutorials and demonstrations of intelligent algorithms, and self-tests, quizzes, and multiple-choice questions. Moreover, selected problems, or coding challenges, are cherry-picked from a suitable game-like coding development platform that rids both students and the teacher of having to implement much of the fundamental boilerplate code required to generate a suitable simulation environment in which students can implement and test their algorithms. Using the resources of the online course and the coding platform thus free up much valuable time for active learning in the classroom. These learning activities are carefully chosen to align with the intended learning outcomes, curriculum, and assessment to allow for learning to be constructed by the students themselves under guidance by the teacher. Thus, I perceive the teacher’s role as a facilitator for learning, much similar to that of a personal trainer or a coach. Emphasising problem-solving as key to achieving intended learning outcomes, the aim is to select problems that strike a balance between detailed step-by-step tutorials and highly open-ended problems. This paper consists of an overview of relevant literature, the course content and teaching methods, recent evaluation reports and a student evaluation survey, results from the final oral exams, and a discussion regarding some limiting frame factors, challenges with my approach, and future directions.acceptedVersionThis is a post-peer-review, pre-copyedit version of an article published in [Communications in Computer and Information Science]. The final authenticated version is available online at: https://doi.org/10.1007/978-3-319-94640-5_1

    Observations and Reflections on Teaching Electrical and Computer Engineering Courses

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    In this article, we make a number of observations and reflections based on our experience from many years of teaching courses in electrical and computer engineering bachelor programmes. We present important aspects of attendance, lectures, group work, and compulsory coursework, and how these can be addressed to improve student learning. Moreover, we discuss how to facilitate active learning activities, focussing on simple in-classroom activities and larger problem-based activities such as assignments, projects, an laboratory work, and highlight solving real-world problems by means of practical application of relevant theory as key to achieving intended learning outcomes. Our observations and reflections are then put into a theoretical context, including students' approaches of learning, constructive alignment, active learning, and problem-based versus problem-solving learning. Next, we present and discuss the results from two recent student evaluation surveys, one for senior (final-year) students and one for junior (first- and second-year) students, and draw some conclusions. Finally, we add some remarks regarding our findings and point to future work.acceptedVersionThis is a post-peer-review, pre-copyedit version of an article published in [Communications in Computer and Information Science] The final authenticated version is available online at: https://doi.org/10.1007/978-3-319-94640-5_1
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