3 resultados para Learning experience

em Research Open Access Repository of the University of East London.


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Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment without feeling fatigue or frustration, as they would typically do with a comparable learning task. Based on this notion, the academic community is keen on exploring methods that can deliver deep learner engagement and has shown increased interest in adopting gamification – the integration of gaming elements, mechanics, and frameworks into non-game situations and scenarios – as a means to increase student engagement and improve information retention. Its effectiveness when applied to education has been debatable though, as attempts have generally been restricted to one-dimensional approaches such as transposing a trivial reward system onto existing teaching materials and/or assessments. Nevertheless, a gamified, multi-dimensional, problem-based learning approach can yield improved results even when applied to a very complex and traditionally dry task like the teaching of computer programming, as shown in this paper. The presented quasi-experimental study used a combination of instructor feedback, real time sequence of scored quizzes, and live coding to deliver a fully interactive learning experience. More specifically, the “Kahoot!” Classroom Response System (CRS), the classroom version of the TV game show “Who Wants To Be A Millionaire?”, and Codecademy’s interactive platform formed the basis for a learning model which was applied to an entry-level Python programming course. Students were thus allowed to experience multiple interlocking methods similar to those commonly found in a top quality game experience. To assess gamification’s impact on learning, empirical data from the gamified group were compared to those from a control group who was taught through a traditional learning approach, similar to the one which had been used during previous cohorts. Despite this being a relatively small-scale study, the results and findings for a number of key metrics, including attendance, downloading of course material, and final grades, were encouraging and proved that the gamified approach was motivating and enriching for both students and instructors.

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More and more software projects today are security-related in one way or the other. Requirements engineers often fail to recognise indicators for security problems which is a major source of security problems in practice. Identifying security-relevant requirements is labour-intensive and errorprone. In order to facilitate the security requirements elicitation process, we present an approach supporting organisational learning on security requirements by establishing company-wide experience resources, and a socio-technical network to benefit from them. The approach is based on modelling the flow of requirements and related experiences. Based on those models, we enable people to exchange experiences about security-requirements while they write and discuss project requirements. At the same time, the approach enables participating stakeholders to learn while they write requirements. This can increase security awareness and facilitate learning on both individual and organisational levels. As a basis for our approach, we introduce heuristic assistant tools which support reuse of existing security-related experiences. In particular, they include Bayesian classifiers which issue a warning automatically when new requirements seem to be security-relevant. Our results indicate that this is feasible, in particular if the classifier is trained with domain specific data and documents from previous projects. We show how the ability to identify security-relevant requirements can be improved using this approach. We illustrate our approach by providing a step-by-step example of how we improved the security requirements engineering process at the European Telecommunications Standards Institute (ETSI) and report on experiences made in this application.

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Periods of assessed learning in practice settings are common requirements for social work students world wide. The ‘practice learning opportunity’ as it is known in the UK, and ‘tirocinio di servizio sociale’ as it is referred to in Italy, are important sites of gatekeeping in preventing unsuitable people from becoming social workers. The experience of assessing failing students in practice learning settings however, has been found to be particularly stressful and challenging for practice educators. This article documents findings from two qualitative studies that explored field educators’ experiences of working with struggling or failing social work students in Italy and England. The study finds both similarities and differences in the narratives of the assessors from the two countries Similarities include, unpleasant emotional experience of working with a failing student, internalisation of the students failing as the practice educators’ own failing, perceptions that the universities may hide negative information about students and lack of acknowledgement of the gatekeeping function inherent in the practice educator role. Differences include the level of emotionality experienced by educators, the way students are spoken about and the perceived role and responses of the university. Further comparative European research which focuses on practice education is indicated.