3,293 results
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202. Evolution of an IS Capstone Class
- Author
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Luce, Thom
- Abstract
This paper reviews the evolution of a senior level, live-client project development capstone class in the Analytics and Information Systems department of an AACSB accredited College of Business. The paper traces changes in methodologies and technologies leading to the current Scrum based approach, using ASP.NET Model-View-Controller, MVC, as the development platform. The paper discusses how Scrum is used in a class that only meets three times a week for 55 minutes each time and how the ASP.NET MVC approach to development fits nicely with the Scrum approach to project management.
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- 2020
203. Student Learning Outcomes (SLOs) and Assessment of Cybersecurity Body of Knowledge (BOK): Evaluation & Challenges
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Alluhaidan, Ala and Abu-Taieh, Evon M.
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Abstract The rapid growth of technology and related fields has led to creation in academia to match the expansion demand for IT professionals. One of the current majors that attract attention in industry is cybersecurity. There is a great need for individuals who are skilled in cybersecurity to protect IT infrastructure. Coaching a security-focused workforce has become the target of government agents, industry, and academic institutions. As research and academic faculties respond to this growing demand, evolving curriculum and methodologies for teaching cybersecurity graduates still need to be formed comprehensively. There have been few researches to define and assess the student outcomes in cybersecurity. This paper presents a step forward by developing Student Learning Outcomes (SLOs) and the desired assessment method to measure those outcomes. This research contributes to academia and training institution by defining the SLOs and suggests preferable assessment methods in cybersecurity. This initial research is based on a qualitative study of academician evaluation of cybersecurity courses. The paper presents the result of interviews along with discussions of ongoing and future suggestions.
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- 2020
204. A Model for Developing Computational Thinking Skills
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Palts, Tauno and Pedaste, Margus
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Computer science concepts have an important part in other subjects and thinking computationally is being recognized as an important skill for everyone, which leads to the increasing interest in developing computational thinking (CT) as early as at the comprehensive school level. Therefore, research is needed to have a common understanding of CT skills and develop a model to describe the dimensions of CT. Through a systematic literature review, using the EBSCO Discovery Service and the ACM Digital Library search, this paper presents an overview of the dimensions of CT defined in scientific papers. A model for developing CT skills in three stages is proposed: i) defining the problem, ii) solving the problem, and iii) analyzing the solution. Those three stages consist of ten CT skills: problem formulation, abstraction, problem reformulation, decomposition, data collection and analysis, algorithmic design, parallelization and iteration, automation, generalization, and evaluation.
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- 2020
205. Makerspaces in First-Year Engineering Education
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Taheri, Pooya, Robbins, Philip, and Maalej, Sirine
- Abstract
Langara College, as one of the leading undergraduate institutions in the province of British Columbia (BC), offers the "Applied Science for Engineering" two-year diploma program as well as the "Engineering Transfer" two-semester certificate program. Three project-based courses are offered as part of the two-year diploma program in Applied Science (APSC) and Computer Science (CPSC) departments: "APSC 1010--Engineering and Technology in Society", "CPSC 1090--Engineering Graphics", and "CPSC 1490--Applications of Microcontrollers", with CPSC 1090 and CPSC 1490 also part of the Engineering Transfer curriculum. Although the goals, scopes, objectives, and evaluation criteria of these courses are different, the main component of all three courses is a group-based technical project. Engineering students have access to Langara College's Makerspace for the hands-on component of their project. Makerspaces expand experiential learning opportunities and allows students to gain a skillset outside the traditional classroom. This paper begins with a detailed review of the maker movement and the impact of makerspace in higher education. Different forms of makerspace and the benefits of incorporating them on first-year students' creativity, sense of community, self-confidence, and entrepreneurial skills are discussed. This paper introduces Langara's engineering program and its project-based design courses. Langara's interdisciplinary makerspace, its goals and objectives, equipment, and some sample projects are introduced in this paper in detail. We then explain how the group-project component of APSC 1010, CPSC 1090, and CPSC 1490 are managed and how using makerspace improves students' performance in such projects. In conclusion, the paper describes the evaluation of learning outcomes via an anonymous student survey.
- Published
- 2020
206. Using Technologies as Virtual Environments for Computer Teaching: A Systematic Review
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Fernando Batista, Alex, Thiry, Marcello, Queiroz Gonçalves, Rafael, and Fernandes, Anita
- Abstract
This research discusses the use of Augmented Reality, Virtual Reality and Mixed Reality technology applications in the learning process of relevant content to the Computer Science area. This systematic review aims to identify applications that use technologies to represent virtual environments and support the teaching and learning of Computer Science subjects. A protocol was elaborated and executed, resulting in the final selection of 14 papers from four databases, published from 2010 to 2018. The examined papers presented information that categorized technology applications in terms of tools used. Contents addressed to the identification of applied instructional strategies and techniques, and the recognition of effects on the learning process. As a result, we found virtual environments that show potential to teaching basic content in courses related to Computer Science. In addition, the application of virtual environments in this educational scenario has provided positive effects on the learning process, such as increased interactivity, easier content absorption, increased motivation and interest in the subjects, providing greater understanding and improving efficiency in content transmission.
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- 2020
207. Development of a Measurement Tool to Evaluate the Learning Experience in an E-Learning System
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Safsouf, Yassine, Mansouri, Khalifa, and Poirier, Franck
- Abstract
The purpose of this study is to find ways to monitor and evaluate the user experience of learners as they use an e-learning system. To do this, we have identified several factors that allow us to measure this experience. We have designed an online measurement scale, presented as a self-administered questionnaire, specifically dedicated to e-learning platforms. With this tool, we can quickly isolate aspects that are perceived as critical, and that often require improvement actions. Finally, we tested our measurement tool over two sessions of an online course. The results of statistical analysis are very encouraging, showing that the learning platform used is considered simple by learners, flexible, secure and encouraging autonomy. The results also show that the platform has a deficit of social interaction (interactions between learners and their teachers, as well as between pairs), which should be remedied in order to improve learners' experience. [For the full proceedings, see ED621620.]
- Published
- 2020
208. Automatic Subject-Based Contextualisation of Programming Assignment Lists
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Fonseca, Samuel C., Pereira, Filipe Dwan, Oliveira, Elaine H. T., Oliveira, David B. F., Carvalho, Leandro S. G., and Cristea, Alexandra I.
- Abstract
As programming must be learned by doing, introductory programming course learners need to solve many problems, e.g., on systems such as 'Online Judges'. However, as such courses are often compulsory for non-Computer Science (nonCS) undergraduates, this may cause difficulties to learners that do not have the typical intrinsic motivation for programming as CS students do. In this sense, contextualised assignment lists, with programming problems related to the students' major, could enhance engagement in the learning process. Thus, students would solve programming problems related to their academic context, improving their comprehension of the applicability and importance of programming. Nonetheless, preparing these contextually personalised programming assignments for classes for different courses is really laborious and would increase considerably the instructors'/monitors' workload. Thus, this work aims, for the first time, to the best of our knowledge, to automatically classify the programming assignments in Online Judges based on students' academic contexts by proposing a new context taxonomy, as well as a comprehensive pipeline evaluation methodology of cutting edge competitive Natural Language Processing (NLP). Our comprehensive methodology pipeline allows for comparing state of the art data augmentation, classifiers, beside NLP approaches. The context taxonomy created contains 23 subject matters related to the non-CS majors, representing thus a challenging multi-classification problem. We show how even on this problem, our comprehensive pipeline evaluation methodology allows us to achieve an accuracy of 95.2%, which makes it possible to automatically create contextually personalised program assignments for non-CS with a minimal error rate (4.8%). [For the full proceedings, see ED607784.]
- Published
- 2020
209. Tool Support for Learning Computer and Robot Programming
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International Association for Development of the Information Society (IADIS), Olumide, Obe O., and Iyamu, Tiko
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Computer Programming is believed to have effect on creativity, reasoning, analytic and mathematical skills. This cognitive development is at a cost from both ends of students and teachers of computer programming. Its abstractive nature makes it difficult to teach and learn hence, the enormous hours spent in teaching, learning and developing solutions. Consequently, the less interest among the students at all levels of education. Studies have shown various attempts to ease its teaching and learning by developing user friendly interfaces and use of course video teaching clips from seasoned programmers. However, learning and teaching programming skills remains a herculean task for student and teachers respectively. It is believed that interacting with a more tangible object can improve students' interest in developing computer programming skills. A mobile robot- a situated and embodied electronic device serves this purpose hence, the use of the device that students have more interest in interacting with in this study. In this work, an interactive program evaluation framework was developed that interact with a simulated e-puck robot on V-Rep simulator platform. The study shows an increased interest and improved performance in computer programming among Computer Science students.
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- 2020
210. Problem-Based Projects: A Catalyst for Enhancing Students' Self-Directed Learning in an Information Security Course
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International Association for Development of the Information Society (IADIS), Havenga, Marietjie, and Drevin, Lynette
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Although postgraduate students are required to be self-directed, this is not always the case. The aims of this study were twofold. Firstly, we investigated whether the use of problem-based projects supported students in implementing different cryptography algorithms as part of a group assignment. Secondly, we determined to which extent the use of problem-based projects enhanced students' self-directed learning. A qualitative methodology was followed. A cohort of 21 honours students enrolled for this elective course in Information Security. Students worked mainly in small groups of two on a project. Data collection involved completion of open-ended questions regarding information security and students' previous experiences in problem-based environments, completion of project sheets and narrative reflections regarding their project work. The data were manually coded to identify certain patterns of meaning. Results showed that problem-based projects provided opportunities for learning 'useful things in life' and strengthened team members' knowledge and skills. Problem-based projects served as a catalyst for enhancing students' self-directed learning in this Information Security course, which is beneficial for addressing real-life scenarios in the Information Technology profession. Additionally, an integrated model for self-directed learning skill development in a problem-based context was proposed.
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- 2020
211. Aspects on E-Learning during the COVID-19 Pandemic at the University
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International Association for Development of the Information Society (IADIS), Dragoi, Vlad, and Herlo, Dorin
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The rapid developments in educational technologies and the conditions of pandemic period provoked the academic staff and students for assessing the value of different technologies, new or existing, and for deciding how or when these technologies make sense for them to use. Due to crisis, face-to-face learning process was changed with Emergency Remote Teaching. In this article we approached the case study for university education, on the use of learning platforms, to increase reflective learning, critical reflection and concrete action of students in real life which are clear elements of transformative learning and related to the new educational paradigm -- paragogy (peer-learning). In order to have a significant outcome of our proposed solutions, we proceed in two-steps. Firstly, we detail and test some of the existing e-learning tools (platforms), and secondly, based on a focus-group experience with groups of students enrolled in computer-science Bachelor degree, we propose adapted solutions for online learning and teaching for the next academic year.
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- 2020
212. On-Line Collaborative Knowledge Building in Higher Education: Testing a Quantitative Model
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International Association for Development of the Information Society (IADIS) and McGowan, Ian S.
- Abstract
Upto now, the knowledge building influence of the fundamental communicative functions during an on-line collaborative learning (OLCL) session, i.e. argumentative, responsive, elicitative, informative and imperative have been mainly based on results from qualitative studies, results that could have been strengthened by quantitative approaches. Starting from a literature review, we formulate a dual quantitative model of an on-line collaboration knowledge building (OCKB) that described these communicative functions, and aim to validate this model in a computer science topic related OCKB with a total of n=44 participants. Corpuses are collected for manual dialog act coding and communicative function variable calculations. A regression analysis failed to provide for the hypothesized model on seven of the eight tests on the basis of quantitative data. Findings suggest the imperative communication function best explain the assessment results statistically alone and in some significance in combination with some of the other communicative functions.
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- 2020
213. Information Security Education System in Secondary School and Assessment of the Level of Anxiety of Schoolchildren
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International Association for Development of the Information Society (IADIS), Bocharov, Mikhail I., Simonova, Irina V., Bocharov?, Tatyana I., and Zaika, Anna Y.
- Abstract
The analysis of the results of scientific research has revealed the necessity to track the level of anxiety of a student while studying aspects of information security in a particular subject area. And in accordance with the results, it was necessary to justify the choice of methods for management and content of information security training in order to minimize the negative impact on the psychological state of a child of middle school age. The purpose of the research is to determine the impact of educational elements from a specific subject area related to information security guaranteeing on the level of anxiety of secondary schools students. The authors identified the need to assess the level of anxiety of students while studying aspects of information security in a particular subject area and proposed tools for tracking the level of anxiety. In the middle school, during the formation of a comprehensive idea of professional activities in the field of information security, especially at the pre-profile stage, an approach that forms the basis for the formation of the content of information security training is substantiated. It combines the knowledge from a wide range of different sciences for teaching secondary school students. The study shows that the level of situational anxiety of secondary school students while studying aspects of information security in a particular subject area can increase due to the natural reaction of the body, adapting to new potential threats for it. It was experimentally established that the level of personal anxiety as a result of assimilation of new knowledge about information security did not change both before studying the educational elements of information security in a particular subject area, and after studying them.
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- 2020
214. Knowledge Exchange in the Shrines of Knowledge: The 'How's' and 'Where's' of Knowledge Sharing Processes
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Reychav, Iris and Te'eni, Dov
- Abstract
Academic conferences are places of situated learning dedicated to the exchange of knowledge. Knowledge is exchanged between colleagues who are looking to enhance their future research by taking part in several formal and informal settings (lectures, discussions and social events). We studied the processes of knowledge sharing and the influence of the use of IT at the International Conference of Information Systems (ICIS2007) held in Montreal. We describe the categories of knowledge content shared at the conference. Two forms of knowledge sharing were analyzed: formal, guided, planned knowledge sharing in lectures or discussions, and informal knowledge exchange during social events. Data were collected from 274 participants at the conference. The intensity of knowledge sharing in the formal settings was higher compared to the informal settings and was perceived as contributing to future research and to the creation of social relationships. In contrast, informal knowledge sharing contributed mainly to job enhancement and to the initiation of meetings. The discussion centers on planning and evaluating conferences in terms of seeking, creating and sustaining knowledge sharing. (Contains 5 tables and 5 figures.)
- Published
- 2009
- Full Text
- View/download PDF
215. Annotated Scientific Text Visualizer: Design, Development, and Deployment
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Blake, John
- Abstract
Prototypes of an annotated scientific text visualizer were designed, developed, and deployed. This pedagogic tool is designed to help undergraduates draft short research articles that conform to the generic expectations of their discourse community. This online tool enables users to discover and explore the language features present in short research articles. Users can select to visualize research articles in the field of computer science. The articles are categorized into four types. Users select to hide or reveal particular language features and their associated explanations in text, audio, or video formats. This enables them to create their own learning paths with this interactive tool. Students can use the visualizer to individualize their own learning interactively at their own pace on materials that are relevant to them. [For the complete proceedings, see ED600837.]
- Published
- 2019
216. Language Learning beyond Japanese University Classrooms: Video Interviewing for Study Abroad
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Brine, John, Kaneko, Emiko, Heo, Younghyon, Vazhenin, Alexander, and Bateson, Gordon
- Abstract
In 2014, the University of Aizu was accepted for participation in Japan's national TOP Global University (TGU) initiative. In this paper, we describe our use of video interviewing to prepare Japanese students for our Global Experience Gateway study abroad TGU project. Our university specializes in computer science education at undergraduate and graduate levels. Our students are preparing for careers or further research in either software or hardware specializations, and it is expected that English will be required increasingly in computer-related research and business. Within Japanese education, there is a view that the youth are reluctant to speak English (King, 2013), and our students use English infrequently. We have created a study abroad programme, which is intended to motivate students to study more in their regular English language classes to improve language skills and attain higher TOEIC scores. However, improved course grades and test scores do not prepare students with interpersonal communication skills required to function in an English-speaking context. Recent literature on language learning outside of the classroom (Nunan & Richards, 2014) supports our use of video interviewing to prepare students for study abroad. We are teaching Japanese students to conduct and video-record interviews with non-Japanese speakers in preparation for the conversational demands of study abroad. Practice with video equipment, interviewing techniques, simple camera work and editing helps our students to interact with our international students and teachers. In this paper we outline the curriculum design, equipment selection, instruction, student project work, and assessment in this course. [For full proceedings, see ED564162.]
- Published
- 2015
217. Using Problem Similarity-and Order-Based Weighting to Model Learner Performance in Introductory Computer Science Problems
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Zhang, Yingbin, Pinto, Juan D., Fan, Aysa Xuemo, and Paquette, Luc
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The second CSEDM data challenge aimed at finding innovative methods to use students' programming traces to model their learning. The main challenge of this task is how to decide which past problems are relevant for predicting performance on a future problem. This paper proposes a set of weighting schemes to address this challenge. Specifically, students' behaviors and performance on past problems were weighted in predicting performance on future problems. The weight of a past problem was proportional to its similarity with the future problem. Problem similarity was quantified in terms of source code, problem prompts, and struggling patterns. In addition, we considered another weighting scheme where past problems were weighted by the order in which students attempted them. Prior studies have used problem similarity and order information in learner modeling, but the proposed weighting schemes are more flexible in capturing problem similarity on various problem properties and weighting various behaviors and performance information on past problems. We systematically investigate the utility of the weighting schemes on performance prediction through two analyses. The first analysis found that the weighting schemes based on source code similarity, struggling pattern similarity, and problem order improved the prediction performance, but the weighting scheme based on problem prompts did not. The second analysis found that the weighting scheme allows a simple and interpretable model, such as logistic regression, to have performance comparable to state-of-the-art deep-learning models. We discussed the implications of the weighting schemes for learner modeling and suggested directions for further improvement.
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- 2023
218. Review of CSEDM Data and Introduction of Two Public CS1 Keystroke Datasets
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Edwards, John, Hart, Kaden, and Shrestha, Raj
- Abstract
Analysis of programming process data has become popular in computing education research and educational data mining in the last decade. This type of data is quantitative, often of high temporal resolution, and it can be collected non-intrusively while the student is in a natural setting. Many levels of granularity can be obtained, such as submission, compilation, edit, and keystroke events, with keystroke-level logs being the most fine-grained of commonly used dataset types. However, the lack of open datasets, especially at the keystroke level, is notable. There are several reasons for this failing, with the most prominent being the challenges of deidentification that are peculiar to keystroke log data. In this paper, we present the public release of two fully deidentified keystroke datasets that are the first of their kind in terms of both event and metadata richness. We describe our collection technique and properties of the data along with deidentification techniques that, while not fully relieving researchers of significant effort, at least reduce and streamline manual work in hopes that researchers will release similar datasets in the future.
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- 2023
219. A Systematic Mapping Study on Gamification Applications for Undergraduate Cybersecurity Education
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Weitl-Harms, Sherri, Spanier, Adam, Hastings, John, and Rokusek, Matthew
- Abstract
Gamification in education presents a number of benefits that can theoretically facilitate higher engagement and motivation among students when learning complex, technical concepts. As an innovative, high-potential educational tool, many educators and researchers are attempting to implement more effective gamification into undergraduate coursework. Cyber Security Operations (CSO) education is no exception. CSO education traditionally requires comprehension of complex concepts requiring a high level of technical and abstract thinking. By properly applying gamification to complex CSO concepts, engagement in students should see an increase. While an increase is expected, no comprehensive study of CSO gamification applications (GA) has yet been undertaken to fully synthesize the use and outcomes of existing implementations. To better understand and explore gamification in CSO education, a deeper analysis of current gamification applications is needed. This research outlines and conducts a methodical, comprehensive literature review using the Systematic Mapping Study process to identify implemented and evaluated GAs in undergraduate CSO education. This research serves as both a comprehensive repository and synthesis of existing GAs in cybersecurity, and as a starting point for further CSO GA research. With such a review, future studies can be undertaken to better understand CSO GAs. A total of 74 papers were discovered which evaluated GAs undergraduate CSO education, through literature published between 2007 and June 2022. Some publications discussed multiple GAs, resulting in a total of 80 undergraduate CSO GAs listing at https://bit.ly/3S260GS. The study outlines each GA identified and provides a short overview of each GA. It also provides a summary of engagement-level characteristics currently exhibited in existing CSO education GAs and discusses common themes and findings discovered in the course of the study.
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- 2023
220. The Good Practices for Implementation of Cyber Security Education for School Children
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Ondrušková, Dana and Pospíšil, Richard
- Abstract
The increasing use of the Internet calls upon the need for adequate cyber security awareness to better face the risk and dangers connected with the online environment. This research presents an experiment that revealed the cyber security awareness of children at Czech primary schools. They were tested for their skills to distinguish different online risks. After the pre-testing children received training and with the time delay they filled in very similar questionnaires. The re-testing measured how well the children retained the training and their ability to use the skills in the virtual environment. The results show only a moderate level of cyber security awareness at the initial testing. The one-off training had only an insignificant impact on their online behavior. The research reveals an important finding. One-off training does not affect their responsive online behavior and is not a suitable solution for effectively improving online safety skills. The task is to involve cyber security awareness education in the whole educational process. Based on the literature and conducted research this paper provides a set of recommendations for the designers of the cyber security school curriculum.
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- 2023
221. Leveraging the Pied Piper Effect -- The Case of Teaching Programming to Sixth-Grade Students via Music
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Lavy, Ilana
- Abstract
This paper describes a pilot study that explores students learning how to program via a multi-disciplinary approach. The study participants were eleven 6th grade students who learned programming fundamentals via music activities in a Scratch 3.0 environment. These activities included the programming of familiar melodies and the development of suitable animations or computer games. For that matter, a study unit termed MelodyCode was developed in the spirit of the STEAM education approach and the spiral learning method and included exploration tasks based on individual learning. Via the programming of familiar melodies, they became acquainted with programming concepts such as functions, variables, repetition and control commands, parallel processes, and more. Competitions that win awards were held from time to time, which prompted students to invest efforts in their projects to reach first place and gain the teacher and classmates' appreciation. The study was conducted in the form of action research. The data analysis yielded references to the effect of MelodyCode on common stereotypes students hold regarding programming (masculine profession, necessitates good mathematics knowledge), cognitive aspects (cognitive load, linking music concrete use to abstract programming concepts), and affective aspects (joyful and relaxing class atmosphere, motivation, curiosity, self-efficacy).
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- 2023
222. Integrating SPOCs in Software Testing Education: Evidence in Emergency Remote Courses
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Prates, Jorge Marques, Melo, Silvana Morita, Valle, Pedro Henrique Dias, Garcia, Rogério Eduardo, and Maldonado, José Carlos
- Abstract
Nowadays, SPOCs (Small Private Online Courses) have been used as complementary methods to support classroom teaching. SPOCs are courses that apply the usage of MOOCs (Massive Open Online Courses), combining classroom with online education, making them an exciting alternative for contexts such as emergency remote teaching. Although SPOCs have been continuously proposed in the software engineering teaching area, it is crucial to assess their practical applicability via measuring the effectiveness of this resource in the teaching-learning process. In this context, this paper aims to present an experimental evaluation to investigate the applicability of a SPOC in a Verification, Validation, and Software Testing course taught during the period of emergency remote education during the COVID-19 pandemic in Brazil. Therefore, we conducted a controlled experiment comparing alternative teaching through the application of a SPOC with teaching carried out via lectures. The comparison between the teaching methods is made by analyzing the students' performance during the solving of practical activities and essay questions on the content covered. In addition, we used questionnaires to analyze students' motivation during the course. Study results indicate an improvement in both motivation and performance of students participating in SPOC, which corroborates its applicability to the software testing teaching area.
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- 2023
223. Teaching by Practice: Shaping Secure Coding Mentalities through Cybersecurity CTFs
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Collins, Jazmin and Ford, Vitaly
- Abstract
The use of the Capture the Flag (CTF)-style competitions has grown popular in a variety of environments as a method to improve or reinforce cybersecurity techniques. However, while these competitions have shown promise in student engagement, enjoyment, and the teaching of essential workforce cybersecurity concepts, many of these CTF challenges have largely focused on cybersecurity as a general topic. Further, most in-school CTF challenges are designed with technical institutes in mind, prepping only experienced or upper-level students in cybersecurity studies for real-world challenges. Our paper aims to focus on the setting of a liberal arts institute, emphasizing secure coding as the focus of CTF-engaged learning for beginner to upper-level undergraduate students. We propose a survey system to evaluate the secure coding mentality of our students before and after taking these challenges, as well as an easily-hosted, low-resource CTF platform that students can access either in or outside of the classroom. We have found this system to be moderately effective at framing and improving the secure coding mentalities of our students.
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- 2023
224. The Emergence of Computational Thinking in National Mathematics Curricula: An Australian Example
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Whitney-Smith, Rachael Margaret
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As we move further into the digital age, the acquisition of digital literacy (DL) and computational thinking (CT) skills is emerging internationally as an essential goal for students in contemporary school curricula. As the world becomes more uncertain and volatile due to impacts of artificial intelligence (AI), international unrest, climate change, global economic instability and unforeseen catastrophes such as the Coronavirus (COVID-19) pandemic, it is necessary to review, revise and refine school education curricula and policies. The issue of what is essential for students to learn, and how they learn it, is of growing importance to international organisations such as the Organisation for Economic Co-operation and Development (OECD) and the United Nations Educational, Scientific and Cultural Organisation (UNESCO) and is emerging as a significant driver for educational reform across the globe. The growing prominence of CT and DL skills across many industry sectors has prompted recent changes to international assessment frameworks such as the Programme for International Student Assessment (PISA) and the Trends in International Mathematics and Science Study (TIMSS). This paper will briefly discuss specific examples of alternative approaches to addressing CT in national curricula for the compulsory years of schooling and explain how CT has been adopted as a driver for mathematics curriculum change in Australia.
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- 2023
225. Teaching Grammar and Vocabulary for the TOEIC Test with Corpora: The Case of Lower Intermediate Learners
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Lin, Yen-Yu
- Abstract
This study examined the effectiveness of guided data-driven learning (DDL) activities on helping technological university students with a lower-intermediate proficiency level to learn grammar and vocabulary topics for the TOEIC test. The question of whether inductive learners make more progress than deductive learners was also addressed. A total of fifty-one non-English majors in a freshman English class participated in the study. Five computer-based and four paper-based DDL lessons were developed to increase students' awareness of the usage of particular grammar items and the distinction between three sets of synonyms. In order to determine the effects of the treatments, all the participants took pre-tests and immediate posttests. The results showed that there was a statistically significant difference between pre- and post-tests on grammar and vocabulary. However, inductive learners did not outperform deductive learners. As for students' perception of the treatments, it is noteworthy that they tended to take a neutral to less than positive attitude towards this DDL experience even though such an experience helped them significantly improve. The results suggested the existence of a gap between students' perceived satisfaction and their actual achievement. Pedagogical implications of these findings were discussed to improve the efficacy of DDL in Taiwan's EFL context.
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- 2023
226. Culturally Responsive Computing in Teacher Training: Designing Towards the Transformative Learning of Girls in STEM
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Maha Elsinbawi, Aaminah Norris, Abigail Cohen, and Maureen A. Paley
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This paper reports on the findings of a Design-Based Research (DBR) study that investigated the transformative learning of six high school computer science teachers after they participated in a professional development (PD) training with a focus on Culturally Responsive Computing (CRC). Findings from the statistical analysis of pre-and post-surveys reveal ways in which teachers' understanding and enactment of CRC in their classrooms led to a reporting of increased student engagement, a deeper understanding of diverse learning needs, and improved access to cultural resources to specifically meet girls' needs. Findings from interviews and focus groups further reveal that after engaging in the PD, teachers qualitatively adapted their classroom strategies in order to uplift the cultural practices and gender identities of historically marginalized students. This study has implications for how teachers' professional development is designed and how they are guided to enact culturally responsive computing in ways that help recruit and retain racial and ethnic minority girls in CS courses.
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- 2023
227. An Educational Setting to Improve Students' Understanding of Fundamental Computer Architecture Concepts
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Christina Kyriakou, Agoritsa Gogoulou, and Maria Grigoriadou
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This paper presents an educational setting that attempts to enhance students' understanding and facilitate students' linking-inferencing skills. The proposed setting is structured in three stages. The first stage intends to explore students' prior knowledge. The second stage aims to help students tackle their difficulties and misconceptions and deepen their understanding of the topics under study. This is attempted through individual student engagement in suitably-designed activities and relative feedback. As recorded in previous research, students' difficulties feedback on the material development. The third stage of the educational setting exploits social interaction to help students reorganize their knowledge of the concepts under study. The web-based application of the proposed educational setting indicated improvement in first-year Computer Science (CS) students' understanding of fundamental Computer Architecture concepts and progress in students' linking-inference skills. These results encourage integration in the instructional process of interventions designed according to the proposed setting in order to support and enhance students' understanding of troublesome concepts and their interrelations.
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- 2023
228. Online Education vs Traditional Education: Analysis of Student Performance in Computer Science using Shapley Additive Explanations
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Malgorzata Charytanowicz
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Nowadays, the rapid development of ICT has brought more flexible forms that push the boundaries of classic teaching methodology. This paper is an analysis of online teaching and learning forced by the COVID-19 pandemic, as compared with traditional education approaches. In this regard, we assessed the performance of students studying in the face-to-face, online and hybrid mode for an engineering degree in Computer Science at the Lublin University of Technology during the years 2019-2022. A total of 1827 final test scores were examined using machine learning models and the Shapley additive explanations method. The results show an average increase in performance on final tests scores for students using online and hybrid modes, but the difference did not exceed 10% of the point maximum. Moreover, the students' work had a much higher impact on the final test scores than did the study system and their profile features.
- Published
- 2023
229. TiPS for Surviving Pandemic Teaching: A Learner-Centered Framework
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Popovich, Karen and Pangborn, Greta
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The COVID-19 pandemic in Spring 2020 necessitated a sudden shift to online learning. Faculty at Saint Michael's College, in Colchester, Vermont (USA), had ten days to re-plan their courses as well as potentially learn new pedagogies, adapt to technology for instruction, and help students adjust to the changes. In addition, faculty needed to prepare for the likelihood of at least some online teaching in Fall 2020. Applying a structured approach to course design for online and hybrid instruction was accomplished for the authors' courses in business administration, computer science, and information systems by reworking a framework derived from the first author's previous research. This paper explains the framework and offers examples of class projects and assignments that were effective in achieving learning outcomes for both the remainder of the online Spring 2020 and the online and hybrid Fall 2020 semester. Successes and challenges from this application and ideas for future research are discussed.
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- 2022
230. Developing Teachers' Computational Thinking Beliefs and Engineering Practices through Game Design and Robotics
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Leonard, Jacqueline, Barnes-Johnson, Joy, Mitchell, Monica, Unertl, Adrienne, Stubbe, Christopher R., and Ingraham, Latanya
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This research report presents the final year results of a three-year research project on computational thinking (CT). The project, funded by the National Science Foundation, involved training teachers in grades four through six to implement Scalable Game Design and LEGO® EV3 robotics during afterschool clubs. Thirty teachers and 531 students took part in the Year-3 study that blended game design and robotics. Eight of these teachers and 98 students participated in a large urban city in Pennsylvania, while the remaining 22 teachers and 433 students participated in rural Wyoming. This paper reports on the results as it pertained to teacher outcomes, specifically, teachers' development of CT beliefs and engineering practices. [For complete proceedings, see ED581294.]
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- 2017
231. Designing a Web-Based Asynchronous Innovation/Entrepreneurism Course
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Ghandforoush, Parviz
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Teaching an online fully asynchronous information technology course that requires students to ideate, build an e-commerce website, and develop an effective business plan involves a well-developed and highly engaging course design. This paper describes the design, development, and implementation of such a course and presents information on students' learning effectiveness and challenges associated with managing a course using this approach. [For the complete proceedings, see ED579335.]
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- 2017
232. Evaluation of a Data-Driven Feedback Algorithm for Open-Ended Programming
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Price, Thomas, Zhi, Rui, and Barnes, Tiffany
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In this paper we present a novel, data-driven algorithm for generating feedback for students on open-ended programming problems. The feedback goes beyond next-step hints, annotating a student's whole program with suggested edits, including code that should be moved or reordered. We also build on existing work to design a methodology for evaluating this feedback in comparison to human tutor feedback, using a dataset of real student help requests. Our results suggest that our algorithm is capable of reproducing ideal human tutor edits almost as frequently as another human tutor. However, our algorithm also suggests many edits that are not supported by human tutors, indicating the need for better feedback selection. [For the full proceedings, see ED596512.]
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- 2017
233. Room Escape at Class: Escape Games Activities to Facilitate the Motivation and Learning in Computer Science
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Borrego, Carlos, Fernández, Cristina, Blanes, Ian, and Robles, Sergi
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Real-life room-escape games are ludic activities in which participants enter a room in order to get out of it only after solving some riddles. In this paper, we explain a Room Escape teaching experience developed in the Engineering School at Universitat Autònoma de Barcelona. The goal of this activity is to increase student's motivation and to improve their learning on two courses of the second year in the "Computer Engineering degree: Computer Networks and Information and Security". [Paper presented at the International Conference on University Teaching and Innovation (CIDUI): Learning and Teaching Innovation Impacts (9th, Bellaterra, Barcelona, Spain, Jul 5-7 2016.)]
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- 2017
234. Applications of Educational Data Mining and Learning Analytics on Data from Cybersecurity Training
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Švábenský, Valdemar, Vykopal, Jan, Celeda, Pavel, and Kraus, Lydia
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Cybersecurity professionals need hands-on training to prepare for managing the current advanced cyber threats. To practice cybersecurity skills, training participants use numerous software tools in computer-supported interactive learning environments to perform offensive or defensive actions. The interaction involves typing commands, communicating over the network, and engaging with the training environment. The training artifacts (data resulting from this interaction) can be highly beneficial in educational research. For example, in cybersecurity education, they provide insights into the trainees' learning processes and support effective learning interventions. However, this research area is not yet well-understood. Therefore, this paper surveys publications that enhance cybersecurity education by leveraging trainee-generated data from interactive learning environments. We identified and examined 3021 papers, ultimately selecting 35 articles for a detailed review. First, we investigated which data are employed in which areas of cybersecurity training, how, and why. Second, we examined the applications and impact of research in this area, and third, we explored the community of researchers. Our contribution is a systematic literature review of relevant papers and their categorization according to the collected data, analysis methods, and application contexts. These results provide researchers, developers, and educators with an original perspective on this emerging topic. To motivate further research, we identify trends and gaps, propose ideas for future work, and present practical recommendations. Overall, this paper provides in-depth insight into the recently growing research on collecting and analyzing data from hands-on training in security contexts.
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- 2022
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235. The Trajectory of Computer Science Education Policy in Ireland: A Document Analysis Narrative
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Connolly, Cornelia, Byrne, Jake Rowan, and Oldham, Elizabeth
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The launch of a Computer Science curriculum specification in upper secondary schools in Ireland in 2018 was a landmark and a historic development in Irish education. Addressing the historical policy decisions adopted towards establishing the specification, this paper presents an analysis of developments from the 1970s as revealed in key policies and other documents. Positioning the policy change within the context of influences, context of policy text production and within the context of practices, the paper presents an overview of the Irish Computer Science specification. Alongside the background to the evolution in computer science education over the period, the article takes into account the national and cultural contexts and narrates the journey travelled to arrive at this pivotal position. Developments in a global context are presented in comparison with curricula in other countries and some similarities and differences identified. The article uncovers consequences of the specification for the national curriculum, key skills integration and computer science teacher preparation. The article provides an important analysis of the policy trajectory of computer science in Ireland based on a visibly relevant corpus of documents tracing the different stages of this policy and comparing it to similar experiences implemented in other European countries.
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- 2022
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236. Appalachian Coders: Building a Computer Science Culture in a Rural and Low-Socioeconomic-Status Primary School
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Brigandi, Carla, Rambo-Hernandez, Karen E., Spillane, Nancy, and Pedersen, Blaine
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Students in rural schools have the potential to achieve at high levels; however, they need support to develop this potential. Research indicates a particular need in the area of STEM education. This study looks at how to enhance school-wide instruction, collaboration, and assessment related to increased student participation in coding and computer science. Using data from the first of a 5-year project funded by the U.S., Department of Education, we look at the effects of participation in professional learning on rural schoolteachers' self-efficacy for teaching computer science and coding, and their experience implementing coding into classrooms. Results indicate participation in systemically supported professional learning increased teachers' self-efficacy for teaching computer science and the emergence of a whole-school computer science culture.
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- 2021
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237. Fabrication of bio-based composite fillers based on the combination of crystallization and gelation.
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Nie, Jingyi, Liu, Xinming, Liang, Jiantao, Zhang, Meiyun, and Han, Wenjia
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PLANT fibers ,CELLULOSE fibers ,GELATION ,CRYSTALLIZATION ,CRYSTAL whiskers ,POLYMER solutions ,BIOPOLYMERS ,COMPUTER science education - Published
- 2022
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238. Facilitating computing education to graduate students in journalism and public relations from Dewey's lens: prototyping
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Sharafeddin, Mageda A. and Samarji, Ahmad
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- 2023
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239. Coding in Preschool Science and Mathematics Teaching: Analysis of Scratch Projects of Undergraduate Students
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Karakaya Cirit, Didem
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This paper analyzed Scratch projects developed by undergraduate students. The sample consisted of 22 child development students (18 women and four men) in the 2018-2019 academic year. The study adopted an action research design within the scope of a course titled "Teaching Science and Mathematics in Preschool Education." The research was conducted within 14 weeks. In the first four weeks, we provided participants with training on why and how to use Scratch in science and mathematics teaching. In the following ten weeks, participants designed Scratch projects every week based on age groups, topics, and learning outcomes of their choice. Participants evaluated their projects themselves and also received feedback from peers and academics. Each participant designed ten Scratch projects (five for math and five for science). The data consisted of 220 Scratch projects and design logs. The study included a thematic content analysis. In the first weeks, participants knew little about the content of Scratch and used one or two characters and mostly control and look blocks. In the following weeks, they learned more about Scratch and used different blocks.
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- 2022
240. Computer Science Teacher Capacity: The Need for Expanded Understanding
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Amiel, David and Blitz, Cynthia
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With the increasing need for the incorporation of computer science (CS) concepts into elementary and secondary education, it is imperative that the teaching workforce is adequately prepared to ensure that instruction in CS is robust, relevant, and aligned with appropriate learning standards, where appropriate. This paper shares results from a recent survey administered to current computer science educators across the K-12 space in the state of New Jersey. Using these results and recent literature, this research distills actionable, assessed needs to guide the provision of professional learning to ensure that educators have the necessary tools and knowledge to ensure robust and equitable implementation of computer science education. Results point towards a need to expand the present understanding of computer science by effectively differentiating CS from technology-based instruction and addressing an overrepresentation of analytical content domains, reaffirm a commitment to equity by acknowledging the persistent gaps in participation of marginalized student groups, and critically examine when and where the use of technology is necessary in delivering CS instruction.
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- 2022
241. Interactive Oral Assessment Case Studies: An Innovative, Academically Rigorous, Authentic Assessment Approach
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Monica Ward, Fiona O'Riordan, Danielle Logan-Fleming, Dervila Cooke, Tara Concannon-Gibney, Marina Efthymiou, and Niamh Watkins
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Assessment is a central feature of teaching and learning. It is both complex and challenging in ordinary times, and these aspects are magnified in an online learning environment. Given its central role, it is crucial that its design and purpose is rigorous and robust. This paper presents justification for using interactive oral assessment as an online, innovative, authentic assessment approach that prepares students for professional life, combats plagiarism and promotes academic integrity. It shares findings through four brief case study examples of using interactive oral assessments in computing, education, French literature, and aviation. This study also demonstrates the value of a Community of Practice in developing expertise, confidence, and resources to support the effective application of interactive oral assessment.
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- 2024
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242. Macro-Level Engagement in Computer Engineering MOOC Lectures: Comparing a High-Rated and a Low-Rated Course
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Xiaoyu Xu, Siân Alsop, and Helen Tsui
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Although digital advances have enabled hundreds of universities to offer massive open online courses (MOOCs) to millions of students worldwide, the high dropout rate on these MOOCs indicates a disjunct between the potential of the offer and the success of its uptake. Many studies point to issues relating to interpersonal connection as a major factor in this disjunct. Interviews with students support the conclusion that lecturers' interpersonal tone is crucial to shortening psychological distance in pre-recorded videos. However, it is unclear how the interpersonal tone preferred by students can be realised discursively. This paper captures discursive instances by modelling an engagement framework and identifying particularly useful strategies through comparison of a high-rated and a low-rated engineering MOOC course delivered on Coursera. Findings show that in the high rated course the lecturer consistently anticipated students' state of mind and in response constructed a discourse that performed several interpersonal functions. On the other hand, in the low-rated course the lecturer mostly anticipated and addressed knowledge gaps and issues of difficulty, but not students' emotional responses, and so deployed far fewer interpersonal strategies in the lecture discourse. These findings shed light on how lecturers can use interpersonal language in pre-recorded lectures to improve student engagement.
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- 2024
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243. Shifts in STEM Student Perceptions of Online Classes across 18 Months
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Yunfei Hou, Amir Ghasemkhani, Hani Aldirawi, Miranda McIntyre, and Montgomery Van Wart
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Prior to the COVID-19 pandemic, Computer Science and STEM-related fields were among the most resistant to online courses. This is because of a perception of the need for more hands-on instruction with labs, clinicals, field studies, etc. Additionally, many STEM students had perceptions based on limited experience of an online STEM course. Therefore, investigating how the pandemic affected students' perceptions over time is very important. This study investigates the evolution of student perceptions after one and a half years relative to synchronous courses, asynchronous courses, overall satisfaction with online courses, and lab and project-based courses. Our analysis is based on two surveys conducted in the Spring 2020 and Spring 2021 terms, i.e., the first and last semesters that the university converted to a fully online mode. We hypothesize why there were significant empirical shifts in some areas and not in others, and make recommendations based on the qualitative student responses relative to best, acceptable, and poor practices. Our main findings include: (1) Students' perceptions of online classes have improved but are far from equivalent for a lot of the students. (2) Lab resources have improved a great deal, but lab experiences have only improved modestly. (3) Although students' preference between synchronous and asynchronous online modalities were evenly divided, it did not significantly affect students' perception of their learning experience. (4) Grading policies have left many students anxious and confused. Recommendations are provided at the end of the paper.
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- 2024
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244. Improving Ray Tracing Understanding with Immersive Environments
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Nuno Verdelho Trindade, Lidia Custodio, Alfredo Ferreira, and Joao Madeiras Pereira
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Ray tracing is a computer graphics technique used to produce realistic visuals by physically simulating the behavior of light. Although this technique can be described straightforwardly, fully comprehending it might be challenging. It is typically taught in the classroom using the 2-D formats, such as paper or a blackboard. We propose using immersive environments for incrementing the understanding of ray tracing. We focus on improving the knowledge of the technique in experienced users, particularly Master of Computer Science students minoring in a computer-graphics-related area. We argue that exploring the ray tracing process in an immersive visualization environment can further improve the understanding of ray tracing acquired using conventional means. With that objective, this study starts by presenting RayTracerVR, a virtual reality prototype tool for learning the mechanisms of ray tracing. This tool can be used to visually explore and interact with the different aspects of the technique. It allows users to observe the progression of the rays throughout the sequential stages of the ray tracing process and analyze its corresponding computer pseudocode. The study includes user evaluation where RayTracerVR is employed to assess improvements in ray tracing understanding. The prototype's usability is also assessed. The findings indicate that using the ray tracing immersive learning environment results in a supplemental increase in understanding in users who have previously learned ray tracing using conventional means.
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- 2024
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245. The Impact of Teaching Computer Programming in Tanzanian Primary Schools
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Hassan Kilavo, Tabu S. Kondo, and Feruzi Hassan
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Today computing is intricate in all aspects of our lives, beginning with communications and education to banking, information security, health, shopping, and social media. Development of the computing is proportional to the development of software which is becoming a serious part of all daily lives. This paper, therefore, assessed the impact of teaching Computer Programming Language in Tanzanian primary schools. To achieve this, a new tool for teaching and learning a computer programming language was developed. Furthermore, a two-tier approach was adopted where the training started on an algorithm first, then if, loops and case conditionals as the third concept inside the first tier. On the other hand, variables, lists, and functions are hooked on the second tier. Results indicate that students acquired together reasoning learning in a conceptual argument of view and skill performance. Students were able to accomplish the expertise to practice or apply the theories of programming knowledge in programming-connected tasks.
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- 2024
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246. Programmatic Strategies to Engage and Support Undergraduate Women in Applied Mathematics and Computer Science
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Sandie Han, Nadia Stoyanova Kennedy, Diana Samaroo, and Urmi Duttagupta
- Abstract
This paper describes the implementation of a STEM scholarship program which utilized a holistic approach to providing a multi-dimensional student support system. The program has been successful in encouraging and supporting women in Applied Mathematics and Computer Science by offering a diverse suite of extracurricular opportunities, actively engaging them in organized events, research projects, and participation in STEM communities, and helping them achieve higher GPAs and shorter times to graduation. The supported women also benefitted from close mentoring relationships with the faculty mentors. The program emphasized the development of empowering settings for women's engagement and achievement, which act to sustain and expand interest in mathematics and computing, and thereby help them to see themselves as future professionals in the field.
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- 2024
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247. Introduction to Informatics in a Peruvian Penitentiary Using CS Unplugged: From University to Penitentiary
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Jose Alfredo Díaz-León, Olatz Arbelaitz, and Ana Arruarte
- Abstract
Within the field of social reintegration and re-education, this paper presents an educational experience carried out at the Iquitos Penitentiary Center, Lima, Peru, with the aim of providing an introduction to informatics to 25 inmates who volunteered to take part in the project. Twenty students and a teacher from the Scientific University of the South also in Peru, were responsible for initiating the transmission of knowledge from the university to inmates, with the collaboration and participation of the penitentiary coordinator. The main objectives of the case study were to validate both the suitability of the CS unplugged proposal and the adaptability of the L2T2L pedagogic strategy to the transmission of knowledge to adults, specifically penitentiary inmates. This strategy had been originally designed to transmit informatics knowledge from university to primary school. The validity and effectiveness of the experience was assessed using surveys. Results confirm that inmates achieved a good level of understanding when endeavoring to resolve most of the CS unplugged assignments designed for them. It was also seen that L2T2L is adaptable and valid for different scenarios other than those for which it was initially designed. Indeed, it was proven to be valid for transmitting knowledge to the prison population. Finally, it should be pointed out that the experience is easily replicable and that it brings an opportunity to introduce informatics into education programs in prisons, something which can contribute enormously to social reintegration and re-education, facilitating the subsequent reentry of inmates into the community once their period of imprisonment has ended.
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- 2024
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248. A Knowledge Graph Perspective on Research Status, Hot Spots, and Frontier Trends of Information Technology Education towards Promoting Educational Policy in China
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Yulin Zhao, Junke Li, and Kai Liu
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Information technology is a significant action to promote education informatization. Currently, there are numerous literature studies on information technology education, but existing research lacks a comparative summary of the research status, research hot spots, and research trend of information technology in China and abroad from an overall perspective. Therefore, this paper selected the information technology education literature collected by China National Knowledge Infrastructure (CNKI) and Web of Science Core Collection (WoS) from 2000 to 2021 as the research object and used bibliometrics to analyze the literature characteristics, core forces, research hot spot, and frontier trend of information technology education in China and abroad. The results showed that: (1) The discipline literature of information technology education showed a fluctuating growth trend, in which the growth rate of foreign literature was faster, and the scale of Chinese literature was slightly smaller; Both Chinese and foreign literature involved pedagogy, computer, and other disciplines, with the characteristics of multi-disciplinary integration. (2) The United States was the leading country in this field, followed by China, with the total literature accounting for more than 50%, ranking the leading position in the world; China Audio-Visual Education and Computers & Education were representative journals in China and abroad. (3) Foreign research focused on information technology, education, science, attitude, model, perception, experience, self-efficacy, Internet, etc. China's hotspots included information literacy, computational thinking, curriculum standards, application contexts, teaching models, subject integration, etc. Foreign research focused on both theory and practice, while China focused on the theoretical nature of the subject, but the degree of practice was insufficient. (4) Student participation, technology integration, teaching innovation, Internet +, core literacy, and artificial intelligence (AI) have been popular until now, constituting the discipline frontier in information technology education.
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- 2024
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249. 'ML-Quest': A Game for Introducing Machine Learning Concepts to K-12 Students
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Shruti Priya, Shubhankar Bhadra, Sridhar Chimalakonda, and Akhila Sri Manasa Venigalla
- Abstract
Owing to the predominant role of Machine Learning(ML) across domains, it is being introduced at multiple levels of education, including K-12. Researchers have leveraged games, augmented reality and other ways to make learning ML concepts interesting. However, most of the existing games to teach ML concepts either focus on use-cases and applications of ML instead of core concepts or directly introduce ML terminologies, which might be overwhelming to school students. Hence, in this paper, we propose "ML-Quest," a game to incrementally present a conceptual overview of three ML concepts: "Supervised Learning," "Gradient Descent" and "K-Nearest Neighbor (KNN) Classification." The game has been evaluated through a controlled experiment, for its usefulness and player experience using the TAM model, with 41 higher-secondary school students. Results show that students in the experimental group perform better in the test than students in the control group, with 5% of students in the experimental group scoring full marks. However, none of the students in the control group could score full marks. The survey results indicate that around 77% of the participants who played the game either agree or strongly agree that ML-Quest has made their learning interactive and is helpful in introducing them to ML concepts.
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- 2024
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250. Design of a Personalised Adaptive Ubiquitous Learning System
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O. S. Adewale, O. C. Agbonifo, E. O. Ibam, A. I. Makinde, O. K. Boyinbode, B. A. Ojokoh, O. Olabode, M. S. Omirin, and S. O. Olatunji
- Abstract
With the advent of technological advancement in learning, such as context-awareness, ubiquity and personalisation, various innovations in teaching and learning have led to improved learning. This research paper aims to develop a system that supports personalised learning through adaptive content, adaptive learning path and context awareness to meet individual learner's requirements and promote the effectiveness and performance of the learning process. Furthermore, the study used an experimental control group to ascertain the significance of learners' learning styles and preferences in improving learning performance. The model considers different modules such as personalisation, location support, learning plan and context awareness while relying on the proper classification of learners' learning styles. The system was experimented using 127 learners of a Computer Science Course. The result obtained using 10-fold cross-validation on various algorithms shows better performance in ROC, Kappa and Accuracy, which were all used to evaluate the quality of classification outcome and compared with learners' performances in assessments. During classification, Naïve Bayes Model has the highest average ROC value of 0.979, TP Rate of 0.951 and FP Rate of 0.045. The results obtained show an improvement in learning.
- Published
- 2024
- Full Text
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