, the students are grouped in pairs and are challenged to solvepuzzles in VR. However, only one student can wear the headset, while the other has a manualwith the solution to the puzzle. The students need to communicate with each other to solve thepuzzle. At the end of the VR game, the students need to reflect on the challenges that theyencountered and how they can improve their team communication. To support the Project Management lecture topic, the Virtual Construction Simulator 4(VCS4) game was selected. The game is “a simulation game that teaches students the dynamicnature of the construction process and frequent changes to construction schedules” [ 31]. Thegame was selected because of its extensive supporting instructional
(N = 2493).This survey employed the Soloman-Felder Index of Learning Styles (ILS), on which scores arecollected for four types of learning preferences: ≠ active versus reflective ≠ sensing versus intuitive ≠ visual versus verbal and ≠ sequential versus globalThese learning styles are measured on a scale from -11 (suggesting a preference for the firstnamed method) to +11 (suggesting a preference for the second term). A total of 1400 studentscompleted this questionnaire, for a response rate of 56%. Page 14.841.4The second survey, conducted in November, was also sent to the entire student body. Most ofthis survey assessed the extent
words, it is one noble practice that reflects on the society’s civility andsecurity. While it is easy to persuade people to follow the sustainability rules through guidelinesand laws, it is hard to have them believe it is the right thing to do. Some blame such fallacy onthe slow tangible consequences; i.e. if one cannot see and feel the consequences fast, all effortsare seen as waste of time [3]. Another reason to blame is the lack of clear and robust metrics toproperly measure and track sustainability which, in turn, reduces the adherence and motivation[4]. Other scholars blame the authorities for inadequate incentives to those who undertakesustainability initiatives [5]. Furthermore, following poor sustainability models lead manycompanies to
writing and further clarifies and improves the understanding the source code from anoutside perspective. A second level of classification is still needed to further classify sufficientcomments into their own categories. These include conceptual, reflective, organizational andliteral comment types. This classification system is further documented in a previous work [3].2. Cleaning and Processing the DataThe data set for this investigation comes from six sections of an Introduction to Programmingcourse; two sections (section 05 and section 08) are writing-to-learn to program sections and theadditional four sections are taught using the traditional lab approach. The training set consists of761 comments with 30% randomly sampled out as the test data
these activities. Participants were also asked torate, using a 4-point Likert-type scale (1 = very little, 4 = very much), 22 items that reflected thedegree to which their internet use affected their skills. Exploratory factor analysis generated fourknowledge factors involved in internet use: non-formal, informal, professional, and social.Informal was shown to be the most important knowledge factor for participants, followed bynon-formal, social, and professional.IntroductionVarious researchers have examined the impact of internet use on academic performance andachievement of students, and have come to diverse conclusions. On one hand, some researchersfound a negative effect of internet use. Kubey, Lavin, and Barrows 1 for example found
15.1028.6more majors in order to state that they hold the equivalent of that major. With the assistance ofthe CSF Director, Fellows should carefully plan their course of study in order to reflect theiracademic interests and career goals.Computer Science Fellows Requirements*The BSC with a major in Computer Science Fellows degree has the following courserequirements: ≠ REL 1310 and 1350 ≠ Two semesters of Chapel ≠ MTH 1321, 1322, 2311 ≠ Eight semester hours of science courses with associated labs chosen from among Biology, Chemistry, Geology, Neuroscience, or Physics. Each course must apply to a major in its department. ≠ STA 3381 ≠ Computer Science courses: o CSI 1430, 1440, 2334, 2350, 3334, 3344, 3471 o 5
heard of programming, let alone worked with it.For the 1st-3rd-grade user study, there were 17 participants all with informed consent from parents. Forthe 4th-6th-grade study, there were 15 participants, 14 of which had informed consent from parents.Students in our user studies had some exposure to computers and technology at home before theprogram. All students mentioned that their family had either a laptop or desktop computer at home.Eighty seven percent of students mentioned that their family had a tablet. Most students reflected thatthey played an average about half an hour on the computer every day. Some mentioned that they playedas much as three hours but this was only a couple of students. All students had played either video gamesor
saccades instead of reading in a linearfashion. Modern eye tracking system works by reflecting infra-red light on an eye, and recordingthe reflection pattern. Early research [26] in eye tracking showed that, people tend to incorporateregressive fixations and saccades (instead of reading in a linear fashion) when faced withcomprehension difficulty to review their understanding and retention.These eye movement factors represents the amount of cognitive processing involved by anindividual [27]. Cognitive psychologists used eye tracking technology [28], [29] to understandVisual/Verbal and Sequential/Global LS preference of individuals by displaying information ona computer monitor. The results showed that visual learners tend to focus at the pictures
, each section spends two weeks in a particular laboratory,and moves on to the next one. All sections then have a one-week common group meeting for reflection andgeneral exposure to school-wide programs (advising, major declarations, student programs, etc.). In the secondrotation, each section spends one week in a particular laboratory. The semester ends with another commongroup meeting for overall feedback, and interdisciplinary activity involving all programs.The rotation-based course includes a number of targeted modules in each section to address the above goalscollectively. Each module is described below.Computer Science and Information Technology: Mainly based on Code.org’s Computer Science Principles(CSP), and the background story on
procedural steps and important concepts in the assignment. e. My group was satisfied with how our assignments turned out.The aforementioned assignment helped the students to demonstrate their project based on theirimplementation and also, critique the projects of other students who were members of theirgroup. The in-class assignment and reflection gave exposure to other student projects. Also, theinstructor provided feedback on the Software version 1.0 and additional features wererecommended to be incorporated in Software version 2.0.Software version 2.0: Modify the Software version 1.0 based on the feedback received. State clearly how you have incorporated the feedback in Software version 2.0.The assignment, Software version
have low TM scores than have strong TM scores.• Among older students (at least 31 years of age), more have strong TM scores than low TM scores. In other age categories, there appears to be a more nearly equal division between low and strong TM scores.• Among the students with the highest GPA, 66% have strong TM scores while 34% have low TM scores. Among students with the lowest GPA, 57% have strong TM scores while 43% have low TM scores. The unexpected direction of difference at the lower end of the GPA scale perhaps reflects a wider range of TM score values and/or the very small n for this GPA category.• Among students who are not employed and those who are employed part-time, higher proportions
accessed using studentcell phones (Text messages and Twitter) or personal laptop computers (www.pollev.com), as apotential method to improve student engagement by open-ended, reflective, multiple-choice, andcontent specific questions in a more efficient manner as perceived by students in a large-lectureclassroom.The purpose of this study is to investigate the impact of implementing polling software(PollEverywhere) on student engagement in an introductory computer science large lectureclassroom (n = 291). The ease of use of this technology can help with the adoption of this activelearning strategy. Research needs to be done to measure the impact of this software. During thefall semester of 2013, a pilot study was completed in an introductory
coursework.ImplementationTheoretical Framework:The current version of the project was implemented as a cornerstone project (a term commonlyused to refer to a culminating first-year engineering design experience) in 2014 within the secondsemester Programming 2 course of Ohio Northern University’s first-year programmingsequence. To ground the project in a pedagogical framework, this section will outline thetheoretical underpinnings of the project design.As mentioned in the Introduction, the Kolb Cycle of Experiential Learning, illustrated inFigure 1, was used to help organize the series of cornerstone activities into a cyclic pattern ofexperiences and reflections. The cycle was augmented by Greenaway’s Active Reviewing Cycle,a model which provides a different way to examine
volume of researchon games and learning in the past 15 years has grown along with related theoretical frameworks,methods, and areas of study 6 7 8 . In engineering education, there are a variety of game-basedapproaches for teaching and learning with generally positive results 9 , although there is a need formore transparency in design and more rigorous methodological techniques 10 .This growth in gaming research is also reflected at the American Society for EngineeringEducation (ASEE) annual conference proceedings, expanding from 12 papers during the2001-2005 conferences to 73 papers during 2016-2020, a six fold increase over 20 years. Byexamining the evolution of gaming trends over time, the results can be used to inform the ASEEcommunity of
strategies for completing the assignment. The third and fourth segments (Peer Review and Self- Review) accelerate learning throughapplication of a rubric and reflection on self-performance. In these segments, studentsdemonstrate an understanding of task requirements by critiquing the work of others. Then,students consolidate their learning gains by reviewing their own submission and reflecting onways to improve. The fifth and last segment collects performance data /peer commentary anddisplays results both to instructors and students. This last segment reinforces learning by givinga composite
temperature differential? Students are encouragedto generate and post their ideas and theories about the topic and build directly on the ideas ofothers. This discourse is supported through a computer- based asynchronous collaborativelearning environment such as Knowledge Forum (KF)10. The workspace preserves an on-goingrecord of the discourse so that participants can return to earlier ideas for reflection, synthesis, andrefinement. In the process, students develop a questioning attitude, learn to identify personal andcollective gaps in knowledge and understanding, become self-directed learners who are capableof bringing in new sources of authoritative information, viewing such information from multipleperspectives in support of theory-development
10.1was the last to include a graphical test bench generator tool. In the Fall 2013 semester weupgraded to ISE version 13.2 and discuss later how despite the introduction of test benches, our Page 26.1252.4students prefer the improved stability of the software.In this paper we consider the usefulness of our tutorial as a reference as well as pedagogy topicsrelated to test benches. In reviewing the literature, Colburn1, Hawkins3, and Kolb7 each outlinephases of the learning cycle model and suggest that experiential learning involves reflection toallow for accommodation of new knowledge. We feel that perhaps the lecture and homework canbe used as
heat; e. simple electromagnets and magnetism; and f. historical contributions in understanding electricity.SOL 5.2 states: The student will investigate and understand how sound is created andtransmitted, and how it is used. Key concepts include: a. compression waves; b. vibration, compression, wavelength, frequency, amplitude; c. the ability of different media (solids, liquids, and gases) to transmit sound; and d. uses and applications of sound waves.5.3 states: The student will investigate and understand basic characteristics of visible light andhow it behaves. Key concepts include: a. transverse waves; b. the visible spectrum; c. opaque, transparent, and translucent; d. reflection of light from reflective
being able to work in a context more similar to real life, collaborating actively with software developers to achieve a final product in common.● It was observed that, in most cases, the students of DASWMD developed music libraries much more extensive and varied than those requested (at least) by their teacher to assign a grade in the project. They showed greater interest in providing quality elements for the benefit of the final product than in obtaining a grade for it.● Students in general showed greater interest in performing in a better way since they reflected more commitment and felt part of a bigger project in which they were responsible for a greater job that would impact the peers of the other subjects.With regard to the
-defined functions. In module 10, students were asked to reflect on several ethical casespresented, and were required to post their reflections in a blog.Table 1. Content of each module Module Content of Each Module 1 Introduction to the course 2 Introduction to Matlab; description of windows (platform) available in Matlab. 3 Introduced students to basic built-in functions and to arithmetic operations in Matlab. 4 Introduced students to vectors and matrices. 5 Introduced students to calculations with vectors and matrices 6 Introduced students to script files, input and output commands 7 Introduced students to
. PurdueUniversity has the highest number of connections (degree = 442), reflecting the high number ofco-authorship collaborations of Purdue-affiliated authors with other institutions. FollowingPurdue University, Virginia Tech had a degree equal to 255. The nodes with the highest degree inour collaboration network are mostly the institutions that are classified as research-orientedinstitutions according to the Carnegie classification. These nodes are often referred to as hubs,and calculating degree is the quickest way of identifying hubs. Betweenness centrality is another network measure useful to capture broker nodes thatstand between groups and give the network connectivity and cohesion [18]. Purdue Universityalso had the highest betweenness
through the app andMain Menu were easy, and the same percentage were positive about the fit of the image on theirdevices and the app logo. All of the students felt that the process to create an account did not runsmoothly and the frustration with the initial encounter of the app was reflected in individualstudent comments. Almost 50% of respondents had at least one experience with the app crashing.Over 70% of the respondents described specific issues they encountered using the app and/ormade suggestions on ways to improve it. Some specific issues included some of the questions notloading and occasional navigational redirection.Learning Modes and ContentWith regards to the learning modes, 48% of the students thought that the Tutorial feature
bottle, and there’s no stuffing it backinside.” He also reflected that educators are advised to weigh the ethical issues attached toInternet technologies. Academic honesty issues, while not unique to technology-based tools, areexacerbated by technology enhanced speed, access, ease of manipulation, and scope ofdissemination. Holt felt that risks were magnified by the power of electronic systems. Kleinerand Lord 14 similarly stated that while crib sheets and copying answers have been around for along time, what technology has brought is an expansion of the problem with new avenues tocheat, boldness in using technology tools, and erosion of conscience.Specific applications of technology further accelerate the rate of dishonest behavior. Forexample
Felder-SolomanIndex of Learning Styles (ILS). The learning styles assessment is an open source online tool with44 questions that determines student’s learning style using the Felder-Silverman model oflearning styles.27 The Felder-Silverman model is a multidimensional characterization of learningstyle preferences that attempts to qualify how individuals prefer to perceive, receive, manage,and interpret information. Each of the four dimensions contain two opposing preferences(active/reflective, sensing/intuitive, visual/verbal, sequential/global) and are evaluated on a scalefrom “strong” to “balanced” for a preference within each dimension. The Felder-Silvermanmodel and ILS have undergone several validity and reliability studies.28-31 The ILS has
their instruments publicly available9, 17. In addition, one of the authors of the paperhas access to an instrument from a similar study by having worked as part of the research teamthat conducted that study2. Given the advances in technology, only the overall design of thesurvey was replicated but the exact questions were changed to reflect newer technologies. Surveyquestions were based on a Likert Scale and coded so that positive outcomes were represented byhigher response values. Two separate groups of students participated in the survey which washosted on a commercial survey-hosting website which the host university maintains a license.The survey was administered on two separate occasions, once in April 2010 and then again inMay 2010. In
the tablets with them at the end of class. A graduate student wasassigned to support the instructors with the software and technology during the first few weeksof the semester. The five instructors had varying titles and levels of teaching experience, whichare summarized in Table 1.As is reflected in Table 1, there were two graduate teaching fellows or graduate students whohad the appropriate background in probability and statistics to teach the course. These studentshad expressed an interest in learning how to teach at the college level. Both had taught thiscourse in the previous semester. There were two adjunct or part-time teaching faculty who taughtthe course. One had three years of experience and had previously taught this course four
instruction has grown as a strong and viable instructionalapproach. In higher education, on-line enrollments doubled from 2002 to 20071, and the 2007-08academic year saw 1.03 million K-12 public school students engaged in some form of on-lineclass.2 The phenomenal growth focused the attention of researchers and practitioners to theproblem of understanding issues that reflect quality in on-line education. Progress in the area ismarked by the emergence of quality frameworks, best practices, and benchmarks that have beenestablished to support quality assessment and improvement efforts for on-line education.3 Theframeworks provide guidelines that an institution can use to build their own quality managementsystem.Without a reference framework, localized
, and to use this consideration to make moreinformed and reasoned decisions about their academic and professional future. Further, insteadof being a single assignment with an optional resubmit, the project was now broken into fivephases: 1. Creation of a homepage and a brief biography 2. Creation of the six pages for the Six Tools, with reflection on each tool’s meaning, personal goals, and self-assessment 3. Addition of electronic artifacts to each of the six pages and updated self-assessment 4. Creation of page specifically written for one’s academic advisor 5. Refinement of entire portfolio, discussion of progress toward goals, and further personalizationThe project statement for each of the five phases is given as
completeda questionnaire surveying their experiences with their current partner.During each laboratory meeting, the instructor would introduce the prescribed group assignment,then support the students as they completed the prescribed assignment. Attendance and tardinesswere recorded, as were observations made by the instructor during the course of the laboratory.After each laboratory meeting, the instructor would first reflect, then record their thoughts,impressions, and perspective on the laboratory they had just taught. As the laboratory instructorwas also the laboratory instructor for the subsequent course, Game Development II, observationswere continued for the first 4 weeks of the next class to explore the residual impact of thecollaborative
results as an experience; and• Reflective observation consists of reviewing the simulation results and reflecting on how to design a cache memory with a new idea.Two steps for design-based learning:• Abstract conceptualization consists of designing a new idea by porting the code into the Simple Simulator to implement; and• Active experimentation consists of finalizing the design after analyzing the simulation results. Figure 1. Flowchart of Kolb Experiential Learning Cycles.Simulating conventional cache schemes for experience-basedlearning:The Simple Simulator’s purpose is to design and implement multi-core cache memory schemes for computer architecture labs forsenior- and/or graduate-level students. Figure 2 shows the majorsteps to