- Conference Session
- New Trends in Computing and Information Technology Education
- Collection
- 2014 ASEE Annual Conference & Exposition
- Authors
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Tanya Stanko P.E., Innopolis University; Oksana Zhirosh, Unium
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Computing & Information Technology
classes outside school, thus demonstrating special interest inIT, and reported their wish to pursue a degree in IT in future. A supplementary educationcompany Unium provided this data. The results show consistent replies among the groupsthat participated in the online survey and some discrepancy with the feedback fromstakeholders interviewed in the previous study, namely top management stakeholders,who placed a stronger emphasis on disciplinary knowledge, team work andcommunication skills, than did employers, students and high-school pupils respondents.The results of this study will be used to educate students about the expectations of theemployers regarding their competencies, to tailor the university courses, and toimplement soft-skills
- Conference Session
- Innovations in Computing Education
- Collection
- 2011 ASEE Annual Conference & Exposition
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Tao Xing, Tuskegee University; Legand L. Burge Jr., Tuskegee University; Heshmat A. Aglan, Tuskegee University
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Computing & Information Technology
electronic lecture notes 7. I liked handy assignments with due dates 8. I like announcements and class news are helpful 9. I like the handy syllabus Figure 3. Results for survey questions Page 22.927.6Overall, student feedback on using BML for their learning is quite positive, especially the handyand electronic lecture notes, handy assignments and grades, and real-time class announcements,etc. However, due to the difficulties on setting up the BML for the course, students did not haveenough time to use the BML in their learning such that they were not sure if the use BMLenhanced their engagement
- Conference Session
- Curricular Issues in Computing and Information Technology Programs I
- Collection
- 2016 ASEE Annual Conference & Exposition
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Mark Sherriff, University of Virginia; Mark Floryan, University of Virginia
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Computing & Information Technology
unfamiliarwith fantasy role-playing games.Much like GamerCard, the gamification in these classes included both quests and experiencepoints, but narrative was also a major factor for Toth and Kayler’s system. The need for anengaging narrative is grounded in the level of immersion needed to keep the role-playingmeaningful. Since GamerCard does not focus on role-playing, the quests are not ascontextualized. One might argue that such narrative is effective, but would make a system moredifficult to incorporate into a variety of courses, as extraneous effort would be demanded of theinstructor to come up with activities relevant to the existing syllabus.2.3 Gamification of Game DesignOther universities are trying out similar gamification strategies. O’Donovan
- Conference Session
- Potpourri
- Collection
- 2016 ASEE Annual Conference & Exposition
- Authors
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Roxanne Moore, Georgia Institute of Technology; Douglas Edwards, Georgia Institute of Technology; Jason Freeman, Georgia Institute of Technology; Brian Magerko, Georgia Institute of Technology; Tom McKlin, SageFox Consulting Group; Anna Xambo, Georgia Institute of Technology
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Diversity
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Computing & Information Technology
statistically significantly increased across all constructs in our StudentEngagement survey, which included constructs such as computing confidence, computingenjoyment, computing perceived usefulness, motivation to succeed in computing, identity andbelonging in computing, and intention to persist. In addition, students showed statisticallysignificant gains from pre to post testing on a content knowledge assessment targeting computerprogramming (not specific to EarSketch). More results will be included in future publications.Claims about EarSketch and its effectiveness in various capacities will be strengthened as morehigh schools are added to the study over the next two years.MOOC: EarSketch has been offered as part of a massive open online course
- Conference Session
- Innovations in Computing Education
- Collection
- 2012 ASEE Annual Conference & Exposition
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Hassan Rajaei, Bowling Green State University; Eman A. Aldakheel, Bowling Green State University
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Computing & Information Technology
Science and Engineering Education The goal is to deliver an improved learning setting for computer science education. Using the CBE concept, the framework can become portable and be generalized to offer a wider range of services for computer science and engineering education. To determine potential computer science courses, we analyze our curriculum in respect to the CS2008 Review Taskforce 31 sponsored by ACM and IEEE Computer Society. The analyzing process was based on the assignment types, syllabus components, and course specifications in the CS Curriculum 2008 31 , and with respect to the base services of Cloud Computing. The result is illustrated in Figure 4 mapped into the three
- Conference Session
- Curricular Issues in Computing and Information Technology Programs I
- Collection
- 2014 ASEE Annual Conference & Exposition
- Authors
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Jeffrey Chastine, Southern Polytechnic State University (ENG); Charles Richard Cole, Southern Polytechnic State University; Christopher Welty, Southern Polytechnic State University
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Computing & Information Technology
investigation in the next academic year.Learning Outcomes In searching for the overlap in the learning outcomes for Archi-Gaming, the instructorsbegan with a comparison of syllabi for the Computer Game Design and Development Capstonecourse, CGDD 4814 and the Architectural Thesis course, ARCH 5999T. It was quickly apparentthat the courses, while sharing design principles, were not going to overlap in the conventionalsense of the fulfillment of learning outcomes. In fact, the computer gaming design Capstonecourse states in the syllabus in the way of advice to the students, “Your job is not to design art.Your job is to develop things - especially code.” On the architectural side of the collaborative