663 resultados para Teamwork, Problem Based Learning, Software Engineering, Education


Relevância:

100.00% 100.00%

Publicador:

Resumo:

We will be presenting the following practical proposal that will consist of two sessions implemented with different courses of Secondary Education (ESO) of the Colegio Círculo Católico (Catholic School Group), located in the city of Burgos. Each session lasts 55 minutes. These sessions focus on the morphology of the Spanish language. Its design has been carried out by keeping in mind the theoretical basis of the communicative approach and cooperative learning.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Different types of serious games have been used in elucidating computer science areas such as computer games, mobile games, Lego-based games, virtual worlds and webbased games. Different evaluation techniques have been conducted like questionnaires, interviews, discussions and tests. Simulation have been widely used in computer science as a motivational and interactive learning tool. This paper aims to evaluate the possibility of successful implementation of simulation in computer programming modules. A framework is proposed to measure the impact of serious games on enhancing students understanding of key computer science concepts. Experiments will be held on the EEECS of Queen’s University Belfast students to test the framework and attain results.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Initiatives in intercultural education have frequently involved the promotion of contact between members of different groups as a means of improving intergroup relations. Experience from Northern Ireland suggests, however, that such schemes have often been organised and delivered in such a way that opportunities for sustained, high-quality contact are limited. This paper considers processes of contact in one relatively recent initiative, “shared education”, which involves collaboration between separate schools to deliver classes to Catholic and Protestant pupils in mixed groups. Employing qualitative methods of observation and interviewing to capture participants’ experiences of contact, the research explores the influences on the quality and frequency of cross-group interaction in the shared class. With findings highlighting the subject and pedagogy, teacher’s approach and classroom arrangement as key factors, the study offers suggestions for policy and practice to enhance opportunities for contact and relationship-building in mixed classes.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

The argument of this chapter is that the idea that young people and students being ‘always connected’ should not be seen as being polarized into good or bad, but instead there is a need to see being connected as ‘learning at the interstices’. It also suggests that there is a need to be aware of the impact of digital governance on teaching and learning space. This chapter therefore introduce questions about the value and impact of always being connected and the impact and possible transformation it could have on teaching and learning in higher education.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

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.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Dans cette étude, nous nous sommes intéressé à l’utilisation des TIC, plus précisément du Tableau Numérique Interactif (TNI), en géométrie, par des groupes d’élèves de deux classes du primaire en pédagogie Freinet. S’inspirant d’une revue de littérature concernant la pédagogie dialogique, qui se rapproche de la pédagogie Freinet, trois unités d’observation, qui se rapportent aux trois types de discussion (cumulatif, disputationnel et exploratoire) au sein des groupes, ont été analysées. Le but de l’étude est de comprendre en quoi les discussions des groupes d’élèves autour du TNI, dans un contexte dit dialogique, peuvent être exploratoires (un type de discussion qui favoriserait les apprentissages). Pour cela, une activité d’apprentissage, appelée situation-problème, impliquant six groupes d’élèves autour du TNI, a été créée en collaboration avec les enseignants en géométrie. Nos résultats indiquent, entres autres, que les aspects pédagogiques de la technologie en question, ici le TNI, sont à différencier des aspects pédagogiques du logiciel utilisé, ici Tinkercad en mathématiques. Ce mémoire remet en relief toute la complexité de prendre en compte un unique facteur (l’analyse des discussions) pour discuter des apprentissages des élèves autour du TNI.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Se analiza la emergencia del concepto de “articulador” dentro de la estrategia pedagógica del aprendizaje basado en problemas (ABP). A través de esta los miembros de un grupo de trabajo recuperan información que les permite examinar un problema desde distintos puntos de vista. Mediante la experiencia de trabajo entre profesores, entre estudiantes y entre ambos, el articulador funciona como eje de integración de conocimientos que responden a aspectos particulares del problema, que son definidos y reflexionados por el grupo. Abstract The article of analyzes the emergence of the concept ≪articulator≫ in the pedagogical strategy of problem-based learning (ABP). Through this strategy the members of a working group recover information that allows them to examine a problem from different points of view. Through the experience of work between professors, between students and between them, the articulator works like axis of integration of knowledge that respond to particular aspects of the problem, which are defined and reflected by the group.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

We present a review of the historical evolution of software engineering, intertwining it with the history of knowledge engineering because “those who cannot remember the past are condemned to repeat it.” This retrospective represents a further step forward to understanding the current state of both types of engineerings; history has also positive experiences; some of them we would like to remember and to repeat. Two types of engineerings had parallel and divergent evolutions but following a similar pattern. We also define a set of milestones that represent a convergence or divergence of the software development methodologies. These milestones do not appear at the same time in software engineering and knowledge engineering, so lessons learned in one discipline can help in the evolution of the other one.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Barnsley College’s level 3 and 4 diplomas in digital learning design are delivered in one year, enabling apprentices to be employed alongside their studies in the college’s innovative learning design company, Elephant Learning Designs. The limited time this allows for delivery and assessment has prompted course leaders to rethink their approach to course structure, assessment and feedback design, and the role of technology in evidence collection.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Tesis (Licenciado en Lenguas Castellana, Inglés y Francés).--Universidad de La Salle. Facultad de Ciencias de La Educación. Licenciatura en Lengua Castellana, Inglés y Francés, 2014

Relevância:

100.00% 100.00%

Publicador:

Resumo:

The SimProgramming teaching approach has the goal to help students overcome their learning difficulties in the transition from entry-level to advanced computer programming and prepare them for real-world labour environments, adopting learning strategies. It immerses learners in a businesslike learning environment, where students develop a problem-based learning activity with a specific set of tasks, one of which is filling weekly individual forms. We conducted thematic analysis of 401 weekly forms, to identify the students’ strategies for self-regulation of learning during assignment. The students are adopting different strategies in each phase of the approach. The early phases are devoted to organization and planning, later phases focus on applying theoretical knowledge and hands-on programming. Based on the results, we recommend the development of educational practices to help students conduct self-reflection of their performance during tasks.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Wydział Studiów Edukacyjnych: Zakład Pedeutologii

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Since the emergence of software engineering in the late 1960's as a response to the software crisis, researchers throughout the world are trying to give theoretical support to this discipline. Several points of view have to be reviewed in order to complete this task. In the middle 70's Frederick Brooks Jr. coined the term "silver bullet" suggesting the solution to several problems rela-ted to software engineering and, hence, we adopted such a metaphor as a symbol for this book. Methods, modeling, and teaching are the insights reviewed in this book. Some work related to these topies is presented by software engineering researchers, led by Ivar Jacobson, one of the most remarkable researchers in this area. We hope our work will contribute to advance in giving the theoretieal support that software engineering needs.