scholarly journals Pedagogy in a Pandemic: Teaching without Exams

Author(s):  
James Andrew Smith

Due to the pandemic lockdown, York University’s Fall 2020 offerings of a pair of 1st and 2nd year undergraduate engineering and computer science courses were heavily modified to accommodate a completely online approach to teaching. The objective was to maximize interactivity and hands-on elements while also providing a supportive and authentic learning experience. Class presentations were made asynchronous by uploading them to YouTube and superimposing H5P elements via our Moodle-based LMS. Our traditional laboratory equipment was replaced with inexpensive lab kits that were obtained from commercial vendors and shipped to students via the university’s Bookstore. All tests, quizzes and exams were eliminated in both courses. Instead, a specifications-based assessment approach was taken, with all students given the opportunity to achieve a B+ if they completed all the work in the class. Students who wished to submit a final project could do so for an opportunity to boost their grade to A or A+. Most intra-semester deadlines were removed, with material associated with the synchronous lab sessions being the notable exception. The resulting grade distribution and averages were similar to previous years inwhich we relied to in-person testing. The rate of A/A+ was 21% and 8%, while the failure rate was 13% and 3% , respectively, for the first and second year classes. Informal feedback from students, including those with academic accommodations, was nearly universally positive, with most acknowledging that their stress levels were lower, making the learning more manageable. En raison de la crise sanitaire et le confinement COVID19, deux cours d’ingénierie de 1`ere et 2`eme année de l’université York ont été modifiés pour s’adapter à une approche d’enseignement entièrement numérique. L’objectif des adaptations était de permettre aux étudiants d’apprendre du matériel technique de manière pratique et interactive sur internet. Les présentations en classe ont été rendues interactives et asynchrones en les téléchargeant sur YouTube et en superposant des ressources H5P via notre environnement numérique d’apprentissage Moodle. Nos équipements de laboratoire traditionnel ont été remplacé par des kits de laboratoire abordables obtenus auprès de fournisseurs commerciaux et expédies aux étudiants via la librairie de l’université. Nous avons éliminé tous les tests, questionnaires et examens dans les deux cours. Une approche basée sur les spécifications a été adoptée, permettant les élèves d’obtenir un B+ s’ils terminent tous les travaux de la classe. Les étudiants qui souhaitaient un A ou A+ devaient soumettre un projet final. La plupart des délais intra-semestriels ont été supprimés, le matériel associé aux sessions de laboratoire synchrones étant l’exception notable. La distribution des notes et les moyennes étaient similaires aux années au cours desquelles nous nous sommes appuyés sur des tests en personne. Le taux de A / A + était de 21% et 8%, tandis que le taux d’échec était de 13% et 3%, respectivement, pour les classes de premières et deuxièmes années. La rétroaction informelle des étudiants, y compris ceux qui avaient des accommodements scolaires, était presque universellement positive, la plupart reconnaissant que leur niveau de stress était réduit et que l’apprentissage était gérable.

Author(s):  
Anna Danielewicz-Betz ◽  
Tatsuki Kawaguchi

In this paper we report on the practical outcomes of Software Studio (SS) undergraduate course, but also on a graduate Software Engineering for Internet Applications (SEIA) course, both of which are taught collaboratively by IT and non-IT faculty members. In the latter, students are assigned to projects proposed by actual customers and work together in teams to deliver quality results under time and resource constraints. We are interested in the learning results, such as skills acquired, e.g. by analysing the interaction between students and customers to determine how and to what degree the students transform through project based collaborative learning. As for the SEIA course, the primary goal is to allow students to manage a relatively large number of tools with little prior knowledge and having to work out how to obtain detailed information about given features, when required. In other words, students have to understand the key ideas of web application development in order to be able not only to apply technical knowledge, but also to successfully interact with all the stakeholders involved. In the process, we look for the added value of collaborative teaching, aiming at equipping the participants with both technical and non-technical skills required for their prospective jobs.


2008 ◽  
Vol 4 (3) ◽  
pp. 55-60
Author(s):  
Kuan C. Chen ◽  
Keh-Wen Carin Chuang

Teaching students project managements requires a hands-on approach. Incorporating project management concepts and processes into a student team Web development project adds a dimension that exposes students to the realities of effective Web development. This paper will describe the project management approach used in a Web development course in which students build complete Websites. Based upon the written evaluations included with the final project documentation, students feel this project is the most valuable learning experience of the course. Furthermore, a positive relationship is established between the actual Web development and effective project management processes. It is important for students to understand the triple constraints (scope, time, and cost) that must be balanced in business projects.


2021 ◽  
pp. 475-485
Author(s):  
Athanasios Sypsas ◽  
Evgenia Paxinou ◽  
Dimitris Kalles

Although hands-on laboratory experiments have been traditionally used in education, virtual laboratories have become popular in science courses due to their specific features. In this study, we asked for the students’ opinion on using a 3D desktop-based virtual reality biology lab in two different educational settings, upper secondary education (Lyceum) and University. Our findings indicate that both Lyceum and University students found the use of the virtual laboratory interesting, when learning and practicing on the use of an optical microscope. According to the students’ answers in a specially designed Likert-style questionnaire, this virtual reality-based learning experience was rather satisfactory, helped them easily understand the new topic of microscopy and filled them with confidence regarding their capability to conduct the specific microscopy experiment in a real biology lab. These results, combined with similar findings from other studies, suggest that virtual environments are viewed favourably by students and could be used supplementary to traditional teaching methods applied in hands-on laboratories in different educational settings.


Author(s):  
Vladimir V. Riabov

The author shares his experiences teaching various online computer-science courses (via the Canvas™ and synchronous web conferencing tools) using state-of-the-art free-license software tools for conducting online virtual labs and numerous students' projects. The labs were designed to help students explore modern, sophisticated techniques in several areas of computer science: computer-system analysis and design, programming in C/C++ and Java, software quality assurance, data communication in networking systems, computer security, system simulation and modeling, numerical analysis, image processing, multimedia applications, Web development, and database design and management. All the online courses include “warm-up” exercises and lab-based projects that provide students with knowledge, instructions, and hands-on experience, and that motivate them in selecting topics for technology overviews and research. To concentrate mostly on the students' hands-on training, the “flipped classroom” pedagogy and individual or team tutoring were used in the online classes. The preventive strategies on plagiarism and cheating among students were developed and successfully implemented in the virtual classroom using the Cloud environment.


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