Learning outcomes using objectives with computer science students

Author(s):  
Jose Amelio Medina ◽  
Juan Jose Sanchez ◽  
Eva Garcia-Lopez ◽  
Antonio Garcia-Cabot
2017 ◽  
Vol 7 (3) ◽  
pp. 63-73 ◽  
Author(s):  
Simon Grey ◽  
David Grey ◽  
Neil Gordon ◽  
Jon Purdy

This paper offers an approach to designing game-based learning experiences inspired by the Mechanics-Dynamics-Aesthetics (MDA) model (Hunicke et al., 2004) and the elemental tetrad model (Schell, 2008) for game design. A case for game based learning as an active and social learning experience is presented including arguments from both teachers and game designers concerning the value of games as learning tools. The MDA model is introduced with a classic game- based example and a non-game based observation of human behaviour demonstrating a negative effect of extrinsic motivators (Pink, 2011) and the need to closely align or embed learning outcomes into game mechanics in order to deliver an effective learning experience. The MDA model will then be applied to create a game based learning experience with the goal of teaching some of the aspects of using source code control to groups of Computer Science students. First, clear aims in terms of learning outcomes for the game are set out. Following the learning outcomes, the iterative design process is explained with careful consideration and reflection on the impact of specific design decisions on the potential learning experience. The reasons those decisions have been made and where there may be conflict between mechanics contributing to learning and mechanics for reasons of gameplay are also discussed. The paper will conclude with an evaluation of results from a trial of computer science students and staff, and the perceived effectiveness of the game at delivering specific learning outcomes, and the approach for game design will be assessed.


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Maja Van der Velden ◽  
Børge Kile Gjelsten ◽  
Gunnar Rye Bergersen ◽  
Siri Moe Jensen

Digitalisation creates opportunities and challenges, both socially and environmentally. Are computer science students interested in addressing these opportunities and challenges and is their education providing them the desired competencies? Theoretically, the paper focuses on the concept of competency and presents the eight sustainability competencies formulated in UNESCO’s Education for the Sustainable Development Goals. Two sets of data are analysed to address the research questions: data from a questionnaire focusing on their aspirations for future work and data from a deductive content analysis of the learning outcomes of six bachelor programmes in informatics. Sustainability-related factors scored important/very important in the aspirations for future work. The analysis of the learning outcomes indicates a very weak connection between learning goals and sustainability competencies. An integrative approach is proposed, which may contribute to the development of sustainability competencies that enable the students to take up normative and critical positions in digitalisation and sustainability discourses.


Author(s):  
Simon Grey ◽  
David Grey ◽  
Neil Andrew Gordon ◽  
Jon Purdy

This paper offers an approach to designing game-based learning experiences inspired by the Mechanics-Dynamics-Aesthetics (MDA) model (Hunicke et al., 2004) and the elemental tetrad model (Schell, 2008) for game design. A case for game based learning as an active and social learning experience is presented including arguments from both teachers and game designers concerning the value of games as learning tools. The MDA model is introduced with a classic game- based example and a non-game based observation of human behaviour demonstrating a negative effect of extrinsic motivators (Pink, 2011) and the need to closely align or embed learning outcomes into game mechanics in order to deliver an effective learning experience. The MDA model will then be applied to create a game based learning experience with the goal of teaching some of the aspects of using source code control to groups of Computer Science students. First, clear aims in terms of learning outcomes for the game are set out. Following the learning outcomes, the iterative design process is explained with careful consideration and reflection on the impact of specific design decisions on the potential learning experience. The reasons those decisions have been made and where there may be conflict between mechanics contributing to learning and mechanics for reasons of gameplay are also discussed. The paper will conclude with an evaluation of results from a trial of computer science students and staff, and the perceived effectiveness of the game at delivering specific learning outcomes, and the approach for game design will be assessed.


2017 ◽  
Vol 6 (1) ◽  
pp. 276
Author(s):  
Retno Ambarwati

The background of this study is the low grade science students learning outcomes VI C SDN 004 Tembilahan Kota, Of the 23 students, only 9 students (39.13%) were completed. Based on this the researchers conducted the study by applying image media to improve learning outcomes IPA. This research is a class act who performed a total of two cycles consisting of two meetings, the study was conducted with four phases, namely planning, implementation stage, the stage of observation and reflection stages. The study states that science learning outcomes of students has increased in each cycle, this is evidenced by the increasing average student learning outcomes, the preliminary data the average student learning outcomes at 66.00 has increased in the first cycle of up to 83.30, and increased up to 91.74. Based on these results, it can be concluded that the application of drawing media can improve learning outcomes VI grade science students SDN 004 Tembilahan Kota.


2017 ◽  
Vol 5 (3) ◽  
pp. 307
Author(s):  
Deden Kusdinar

Based on the author's experience teaching for this in SD Negeri 010 Banjar PanjangKerumutan, and based on observation and early reflections by the author seen low creativityof students in learning that ultimately ends up in the low student learning outcomesthemselves, especially on the subjects of Natural Sciences. After many tests on the midtermturns lower student learning outcomes. Completeness class only reach 50% or 10 out of 20students, KKM for subjects of Natural Sciences which has been set in the class IV SD Negeri010 Banjar Panjang Kerumutan is the number 70. As Judge things that cause children lowvalue, from the aspect of teachers are: teacher always using methods lectures, learningachievement of children have been considered equally by teachers, and the learning processis dominated by the teacher. This research is a classroom action research (PTK). Class actionresearch through the stages of planning, implementation, observation and reflection. Fromthe research data is a result of learning of natural science at the top can be seen learningoutcome science students from the action on the preliminary data for the first cycle to thesecond cycle by improving student learning outcomes that menigkat are significant, the initialdata of students who achieve mastery only 50 % and cycle to the first increase has reached70% and the thoroughness of the class in the second cycle reaches 85%.


2017 ◽  
Vol 5 (3) ◽  
pp. 240
Author(s):  
Jenny '

The background of this study is the low result belaja fifth grade science students at SDN 021Tanjung Palas, out of 25 students only 8 students (32.00%), rendahnnya learning outcomes iscaused by: (a) students lack enthusiasm in learning; (b) students are not able to answerquestions that are of reason; (c) teachers do not involve students actively in learning; (d) lessthan the maximum in using props; and (e) the level of students' understanding of the subjectmatter IPA is still low. This research is a classroom action research (PTK), this study aims todescribe the results of learning through the use of learning model CTL. The subjects werestudents of class V A 021 SDN Tanjung Palas. This study was conducted by two cycles.Improved learning outcomes in terms of four categories, namely absorption, the effectivenessof learning, mastery learning completeness students both individual and classicalcompleteness and thoroughness of learning outcomes. The instrument used for data collectionis an oral test and a written test in the form of worksheets that do after the learning process.The results showed that the learning outcomes of science students has increased at eachcycle, as shown by the acquisition of mastery learning students, the first cycle the number ofstudents who pass are 15 students or 60% and the second cycle the number of students whopass are 22 students or 88% , It can be concluded that through CTL learning model canimprove learning outcomes a fifth grade science students at SDN 021 Tanjung Palas.


2018 ◽  
Vol 2 (2) ◽  
pp. 293
Author(s):  
Sarminah Sarminah

The background of this research is the low of science learning result of grade 6 students of SDN 004 TembilahanKota. The purpose of this study is to improve the learning outcomes of science students of grade VI SDN 004Tembilahan Kota with the application of contextual approach. This research was conducted in class VI SDN004 Tembilahan Kota. This research is a Classroom Action Research with two cycles. The subjects of thisresearch are the sixth grade students of SDN 004 Tembilahan Kota lesson year which consist of 30 people with16 men and 14 women. Based on the results of the research from the teacher activity sheets appear to increase ateach meeting. At the first meeting of cycle I 64.3%, the second meeting of cycle I was 67.86%. At the firstmeeting of cycle II 71,43%, and second meeting of cycle II 78,57%. While the student activity also increasesevery meeting. At the first meeting of cycle I 67,86%, second meeting of cycle I 71,43%. At the first meeting ofthe second cycle of 75%, and the second meeting II cycle 78.57%. The learning outcomes in the first cycleincreased by 12.8% from the base score of 67.83% to 76.5%. In the second cycle increased by 17.2% to 79.5%.


2018 ◽  
Vol 2 (3) ◽  
pp. 468
Author(s):  
Zulhamdi Zulhamdi

This research is based on the result of science learning of grade VI students of SD Negeri 018 Kubang JayaKecamatan Siak Hulu Kabupaten Kampar which is still very low. This study aims to improve science learningoutcomes. From the data analysis, there was an increase of both teacher activity, student activity, and studentlearning result. The teacher activity at the 1st cycle meeting percentage was 70% (good) and at the 2nd meetingincreased 5% to 75% (good). In the second cycle of the meeting 3 teacher activities increased 10% from 75%(good) to 85% (very good) and at meeting 4 increased 10% from 85% (very good) to 95% (very good). Judgingfrom the student activity also increased from the 1st meeting of cycle I was 65% (enough) and at meeting 2increased 15% to 80% (good). In the second cycle of meeting 3 it increases 5% from 80% (good) to 85% (verygood) and at meeting 4 increases 10% from 85% (very good) to 95% (very good). Judging from the results of thestudents also experienced preningkat, from the average score of students on a basic score of 62.78. after the firstcycle the student's average score increased to 79.44 with an increase of 16.66 points from the baseline score. Inthe second cycle student learning outcomes also increased as much as 11.67 points from cycle I with averagestudent's grade 91.11. From the data analysis there is an increase both from teacher activity, student activity,and student learning outcomes. It can be concluded that the advancement of contextual learning can improve thelearning outcomes of science students of grade 6 of SD Negeri 018 Kubang Jaya Kecamatan Siak HuluKabupaten Kampar.


2018 ◽  
Vol 12 ◽  
pp. 25-41
Author(s):  
Matthew C. FONTAINE

Among the most interesting problems in competitive programming involve maximum flows. However, efficient algorithms for solving these problems are often difficult for students to understand at an intuitive level. One reason for this difficulty may be a lack of suitable metaphors relating these algorithms to concepts that the students already understand. This paper introduces a novel maximum flow algorithm, Tidal Flow, that is designed to be intuitive to undergraduate andpre-university computer science students.


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