21 resultados para computers -- education


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Secondary students who participated in a computer enhanced mathematics program expressed positive attitudes about the use of computers. They viewed computers as a source of pleasure, success, relevance and/or power in mathematics. Girls were more likely than boys to qualify their support for the use of computers and more likely to view computers as a source of success in mathematics. Boys were more likely to claim that computers brought pleasure or relevance to mathematics learning.

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This research explores the effect of the use of laptop computers on students’ learning experiences during lectures. Our methodology involves embedding laptops with visualization software as a learning aid during lectures. We then employ a framework of seven principles of good practice in higher education to evaluate the impact of the use of laptop computers on the learning experience of computer programming students. Overall, we found that students were highly motivated and supportive of this innovative use of laptop computers with lectures.

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Mobile applications (in short: mobile apps) are software applications designed to run on mobile devices such as smart phones and tablet computers. These technologies have come a long way since the opening of the Apple App Store in 2008, especially in their applications for business, information, communication, health and gaming. Most mobile devices are capable of processing and disseminating information in an efficient way. Smart devices, such as the iPhone or iPad, are equipped with innovative functionalities and unique features for easy delivery of content, information sharing, and collaborative work over the Internet. This is the basis for the use of these technologies in the education industry.

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There is a growing awareness of the importance of including computing education in the curriculum of secondary schools in countries like the United States of America, the United Kingdom, New Zealand, and South Korea. Consequently, we have seen serious efforts to introduce computing education to the core curriculum and/or to improve it. Recent reports (such as Wilson et al. 2010; Hubwieser et al. 2011) reveal that computing education faces problems regarding its lack of exposure as well as a lack of motivators for students to follow this line of study. Although students use computers for many tasks both at home and at school, many of them never quite understand what computer science is and how it relates to algorithmic thinking and problem solving. This panel will bring together leaders in computing education from Australia, Germany, Greece, Israel and Norway to describe the state of computing education in each of their countries. Issues raised will include how high school computer education is conducted in that country, how teachers are skilled /accredited, the challenges that are being faced today and how these challenges are being addressed. Panellists will suggest lessons other countries may find of value from their way of doing things. An important issue is how to recruit female students in to computer education at high school level and how to encourage them to continue in the discipline to university. The problem is exacerbated because computer education is still not included as a compulsory subject in the regular curriculum of high schools in all of these countries.

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For almost three decades, the landscape of teacher education has been modestly shaped by the exploration of practices that made use of what were, at the time, current instances of computing and communication technologies (CCTs). More broadly and importantly however, the deployment of CCTs globally has, over the same time period (1980-2008), supported a reshaping of the planet's social, economic and political circumstances in which all forms of education operate. Despite the enormity of these shifts the focus in teacher education has remained largely at site, reflecting a similar focus in schools. In fact, the patterns of adaption and response in teacher education to each new instance of high-tech product are now quite predictable. Thus, while teacher education's engagement with CCTs can be mapped as a kind of minor landscaping, a process which attends more to appearance than substance, it is landscaping effectively premised upon a stable geography, one that resembles that of thirty years ago. This paper explores the changed and changing geography of a world heavily shaped by the ongoing deployment and use of more and more powerful CCTs. The analysis suggests that if we continue to attend only to landscaping, teacher education will be at risk of being terraformed.

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One of the great paradoxes in design education is that undergraduate students are encouraged to study and model the behaviors and attitudes of famous designers, but without being aware that such esteemed individuals rarely work in isolation. The vast majority of designers work in teams, as part of both the conceptualization and production processes. Even 'design-auteurs' or 'artist-designers' must still interact with, respectively, clients, consultants and contractors, or patrons, curators and publishers. As a result of this, collaboration is widely considered an essential part of the design process and a critical skill for developing a career in the design industries. However, while design practitioners and the professional bodies that represent them acknowledge the importance of groups and teams, there has been a general reluctance (either an unwillingness or inability) to emphasize the importance or team processes, or em­bed the development of team skills, in undergraduate design curricula. There are many reasons for this situation existing, but we cannot underestimate the general attitude, implicit in much design education and promulgated through the design media, that creativity is an individual trait.