975 resultados para COMPUTER SCIENCE, THEORY


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This is the website for the Nano Research group based at the University of Southampton ECS department, and details current research topics and the people connected with these. It shows some of the current research topics undertaken at the center, and gives an outline of what can be done for post graduate courses.

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What is Computer Science about?

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4 examples of student reflections

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Tuesday 22nd April 2014 Speaker(s): Sue Sentance Organiser: Leslie Carr Time: 22/04/2014 15:00-16:00 Location: B32/3077 File size: 698 Mb Abstract Until recently, "computing" education in English schools mainly focused on developing general Digital Literacy and Microsoft Office skills. As of this September, a new curriculum comes into effect that provides a strong emphasis on computation and programming. This change has generated some controversy in the news media (4-year-olds being forced to learn coding! boss of the governments coding education initiative cannot code shock horror!!!!) and also some concern in the teaching profession (how can we possibly teach programming when none of the teachers know how to program)? Dr Sue Sentance will explain the work of Computing At School, a part of the BCS Academy, in galvanising universities to help teachers learn programming and other computing skills. Come along and find out about the new English Computing Revolution - How will your children and your schools be affected? - How will our University intake change? How will our degrees have to change? - What is happening to the national perception of Computer Science?

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Abstract: As one of the newest art forms available to young people, gaming has become an increasing influence on young peoples education, even if not used in a classroom environment. This talk aims to explore examples of how video games have changed how young people understand and learn about certain subjects, with particular focus on how the indie title Minecraft allows them to learn about the world of Computer Science and how groups are looking to forward the cause of education though games.

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Resumen tomado de la publicacin

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In recent years, it has been observed that software clones and plagiarism are becoming an increased threat for one?s creativity. Clones are the results of copying and using other?s work. According to the Merriam Webster dictionary, A clone is one that appears to be a copy of an original form. It is synonym to duplicate. Clones lead to redundancy of codes, but not all redundant code is a clone.On basis of this background knowledge ,in order to safeguard one?s idea and to avoid intentional code duplication for pretending other?s work as if their owns, software clone detection should be emphasized more. The objective of this paper is to review the methods for clone detection and to apply those methods for finding the extent of plagiarism occurrence among the Swedish Universities in Master level computer science department and to analyze the results.The rest part of the paper, discuss about software plagiarism detection which employs data analysis technique and then statistical analysis of the results.Plagiarism is an act of stealing and passing off the idea?s and words of another person?s as one?s own. Using data analysis technique, samples(Master level computer Science thesis report) were taken from various Swedish universities and processed in Ephorus anti plagiarism software detection. Ephorus gives the percentage of plagiarism for each thesis document, from this results statistical analysis were carried out using Minitab Software.The results gives a very low percentage of Plagiarism extent among the Swedish universities, which concludes that Plagiarism is not a threat to Sweden?s standard of education in computer science.This paper is based on data analysis, intelligence techniques, EPHORUS software plagiarism detection tool and MINITAB statistical software analysis.

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This paper provides an analysis of student experiences of an approach to teaching theory that integrates the teaching of theory and data analysis. The argument that supports this approach is that theory is most effectively taught by using empirical data in order to generate and test propositions and hypotheses, thereby emphasising the dialectic relationship between theory and data through experiential learning. Bachelor of Commerce students in two second-year substantive organisational theory subjects were introduced to this method of learning at a large, multi-campus Australian university. In this paper, we present a model that posits a relationship between students' perceptions of their learning, the enjoyment of the experience and expected future outcomes. The results of our evaluation reveal that a majority of students: <br /><br />&bull;enjoyed this way of learning; <br />&bull;believed that the exercise assisted their learning of substantive theory, computing applications and the nature of survey data; and <br />&bull;felt that what they have learned could be applied elsewhere.<br /><br />We argue that this approach presents the potential to improve the way theory is taught by integrating theory, theory testing and theory development; moving away from teaching theory and analysis in discrete subjects; and, introducing iterative experiences in substantive subjects.