91 research outputs found

    BLENDED LEARNING IN HIGHER EDUCATION: DELIVERY METHODS SELECTION

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    Blending online delivery methods with traditional face-to-face instruction has emerged in an effort to accommodate an increasingly diverse student population whilst adding value to the learning environ-ment. A large number of research studies have shown a positive effect of blended learning for teaching and learning. However, designing a successful blended learning course is still challenging for many academics in the higher education sector. A major design problem is selecting the most appropriate delivery methods to achieve the course outcomes. This study contributes to addressing this problem by: (i) identifying criteria that teachers should consider when selecting delivery methods for their blended learning courses; and (ii) rating the importance of each of these criteria. It employs a two-round online modified Delphi survey to achieve its aims

    The Application of Multiple-Criteria Decision Analysis to Address Blended Learning Design Challenges

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    Blended learning has proved to be more effective than either online learning or face-to-face instruction. For many researchers in higher education, it is almost certain that blended learning will be the new traditional model for course delivery. Despite this, designing blended learning courses is still a major challenge for many academics. Educational institutions’ lack of access to blended learning technical and pedagogical support, the large numbers of blended learning components that need to be considered when constructing a blended learning experience and the lack of a universally recognized formula or defined standards to guide the design process are examples of major challenges facing academics who want to implement a successful blended learning experience. To facilitate the design process, this paper discusses the different design challenges that face academics when designing their blended learning courses. It then discusses the applicability of using a multiple-criteria decision analysis (MCDA) approach to address these challenges and facilitate the design

    Managing Plagiarism in Programming Assignments with Blended Assessment and Randomisation

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    Plagiarism is a common concern for coursework in many situations, particularly where electronic solutions can be provided e.g. computer programs, and leads to unreliability of assessment. Written exams are often used to try to deal with this, and to increase reliability, but at the expense of validity. One solution, outlined in this paper, is to randomise the work that is set for students so that it is very unlikely that any two students will be working on exactly the same problem set. This also helps to address the issue of students trying to outsource their work by paying external people to complete their assignments for them. We examine the effectiveness of this approach and others (including blended assessment) by analysing the spread of similarity scores across four different introductory programming assignments to find the natural similarity i.e. the level of similarity that could reasonably occur without plagiarism. The results of the study indicate that divergent assessment (having more than one possible solution) as opposed to convergent assessment (only one solution) is the dominant factor in natural similarity. A key area for further work is to apply the analysis to a larger sample of programming assignments to better understand the impact of different features of the assignment design on natural similarity and hence the detection of plagiarism

    Computing education theories : what are they and how are they used?

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    In order to mature as a research field, computing education research (CER) seeks to build a better theoretical understanding of how students learn computing concepts and processes. Progress in this area depends on the development of computing-specific theories of learning to complement the general theoretical understanding of learning processes. In this paper we analyze the CER literature in three central publication venues -- ICER, ACM Transactions of Computing Education, and Computer Science Education -- over the period 2005--2015. Our findings identify new theoretical constructs of learning computing that have been published, and the research approaches that have been used in formulating these constructs. We identify 65 novel theoretical constructs in areas such as learning/understanding, learning behaviour/strategies, study choice/orientation, and performance/progression/retention. The most common research methods used to devise new constructs include grounded theory, phenomenography, and various statistical models. We further analyze how a number of these constructs, which arose in computing education, have been used in subsequent research, and present several examples to illustrate how theoretical constructs can guide and enrich further research. We discuss the implications for the whole field

    The crisis in ICT education: an academic perspective

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    A national Discipline-Based Initiative project for ICT, funded by the ALTC, has sought to identify the issues and challenges facing the sector. The crisis in ICT education spans high schools, universities and industry. The demand for skilled ICT graduates is increasing yet enrolments are declining. Several factors contribute to this decline including the perceived quality of teaching and a poor perception of the ICT profession amongst the general public. This paper reports on a consultation process with the academic community. Academic concerns include the capacity of the sector to survive the downturn, and improving relationships with industry which should benefit students, academics and industry. An outcome of the consultation process has been the formation of the Australian Council of Deans of ICT (ACDICT) which will have broad responsibility for addressing the issues affecting ICT higher education

    Choosing Code Segments to Exclude from Code Similarity Detection

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    When student programs are compared for similarity as a step in the detection of academic misconduct, certain segments of code are always sure to be similar but are no cause for suspicion. Some of these segments are boilerplate code (e.g. public static void main String [] args) and some will be code that was provided to students as part of the assessment specification. This working group explores these and other types of code that are legitimately common in student assessments and can therefore be excluded from similarity checking. From their own institutions, working group members collected assessment submissions that together encompass a wide variety of assessment tasks in a wide variety of programming languages. The submissions were analysed to determine what sorts of code segment arose frequently in each assessment task. The group has found that common code can arise in programming assessment tasks when it is required for compilation purposes; when it reflects an intuitive way to undertake part or all of the task in question; when it can be legitimately copied from external sources; and when it has been suggested by people with whom many of the students have been in contact. A further finding is that the nature and size of the common code fragments vary with course level and with task complexity. An informal survey of programming educators confirms the group's findings and gives some reasons why various educators include code when setting programming assignments.Peer reviewe

    Going SOLO to assess novice programmers

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    This paper explores the programming knowledge of novices using Biggs' SOLO taxonomy. It builds on previous work of Lister et al. (2006) and addresses some of the criticisms of that work. The research was conducted by studying the exam scripts for 120 introductory programming students, in which three specific questions were analyzed using the SOLO taxonomy. The study reports the following four findings: when the instruction to students used by Lister et al. - "In plain English, explain what the following segment of Java code does" - is replaced with a less ambiguous instruction, many students still provide multistructural responses; students are relatively consistent in the SOLO level of their answers; student responses on SOLO reading tasks correlate positively with performance on writing tasks; postgraduates students manifest a higher level of thinking than undergraduates. Copyright 2008 ACM

    Fostering Program Comprehension in Novice Programmers - Learning Activities and Learning Trajectories

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    This working group asserts that Program Comprehension (ProgComp) plays a critical part in the process of writing programs. For example, this paper is written from a basic draft that was edited and revised until it clearly presented our idea. Similarly, a program is written incrementally, with each step tested, debugged and extended until the program achieves its goal. Novice programmers should develop program comprehension skills as they learn to code so that they are able both to read and reason about code created by others, and to reflect on their code when writing, debugging or extending it. To foster such competencies our group identified two main goals: (g1) to collect and define learning activities that explicitly address key components of program comprehension and (g2) to define tentative theoretical learning trajectories that will guide teachers as they select and sequence those learning activities in their CS0/CS1/CS2 or K-12 courses. The WG has completed the first goal and laid down a strong foundation towards the second goal as presented in this report. After a thorough literature review, a detailed description of the Block Model is provided, as this model has been used with a dual purpose, to classify and present an extensive list of ProgComp tasks, and to describe a possible learning trajectory for a complex task, covering different cells of the Block Model matrix. The latter is intended to help instructors to decompose complex tasks and identify which aspects of ProgComp are being fostered
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