Developing a Culturally-Rich Interactive Model for mLearning

Author(s):  
Patricia J. Donohue ◽  
Martha E. Crosby

The authors’ research group is part of a national consortium that developed and tested a successful Studio-Based Learning (SBL) model for teaching programming in undergraduate Computer Science (CS). The model was also developed for a 9th-grade Spatial Studies class to improve mathematics, digital literacy, and raise student interest in computing. Early CS course evaluations showed that culturally relevant content helped improve student learning and engagement. The group investigated the ability of mobile learning to personalize instruction, adapt content to cultural contexts, and coach students through complex design problems. Mobile offered a solution to improve and raise the quality of students’ SBL experience. The result presented here are the group’s modified mobile SBL model, the “mLearning Design Studio” (mLDS). The authors propose mLDS will improve students’ SBL experience, augment their analytical skills, attract more underrepresented students into computer science, raise all students’ skills needed to enter and compete in today’s global workforce.

2020 ◽  
Vol 75 (1) ◽  
pp. 42-55
Author(s):  
Ірина Василівна Борисенко ◽  
Оксана Павлівна Биконя ◽  
Ольга Олександрівна Рембач ◽  
Лариса Петрівна Шумна ◽  
Олександр Іванович Олійник ◽  
...  

The study was formulated within the context of an increasing recognition of ICT as curriculum priorities in primary schools of many European countries. The implementation of ICT-centered curriculum is a step towards realizing the goals of the new Law of Ukraine “On Education” (2017), National Strategy for the Development of Education in Ukraine until 2021, European strategic programme “Education and Training 2020”. Actuality of approaches to ICT implementation in present-day primary schools is caused by the substantial development of digital technologies and requirement of digital literacy for people’s work, social, and personal lives. The unique opportunity of primary education as a large sub-sector of any education system is to contribute to the renewal of societies through education of the young. The paper aims to study implementation of Computer science into national standard of primary education in Ukraine and the UK. In the recent years, many European countries have seen some changes of the content one of which relates to the area of computer science education that resulted in implementing an ambitious new curriculum in this subject. The author gives a comparative analysis of primary ICT within national standards in term of the Computer science development from the initial stage to present day situation. The comparative analysis specifies areas of similarities (aims, objectives, approaches to implementation, priorities of developing digital skills, teaching hours) and differences (programme topics, characterization of learning outcomes) in the study of ICT covering the subject content, expected learning results and general principles of ICT in education, as well as examples of ICT implementation. The paper is also focused at discussing the role of the ICT curriculum in modern-day primary classroom; advantages and disadvantages of ICT integration at primary stage. Much attention is paid to how it is integrated into daily learning modes to allow and encourage active learning. In primary education there are two main models of ICT implementation into curriculum, these are: ICT integrated across the curriculum; ICT (or Informatics, Computer Science and Computing) as a discrete subject within national standard.


2009 ◽  
Vol 2009 ◽  
pp. 1-12 ◽  
Author(s):  
Alf Inge Wang ◽  
Bian Wu

This paper describes how a game development framework was used as a learning aid in a software engineering. Games can be used within higher education in various ways to promote student participation, enable variation in how lectures are taught, and improve student interest. In this paper, we describe a case study at the Norwegian University of Science and Technology (NTNU) where a game development framework was applied to make students learn software architecture by developing a computer game. We provide a model for how game development frameworks can be integrated with a software engineering or computer science course. We describe important requirements to consider when choosing a game development framework for a course and an evaluation of four frameworks based on these requirements. Further, we describe some extensions we made to the existing game development framework to let the students focus more on software architectural issues than the technical implementation issues. Finally, we describe a case study of how a game development framework was integrated in a software architecture course and the experiences from doing so.


2020 ◽  
Vol 58 (7) ◽  
pp. 1372-1411 ◽  
Author(s):  
Simon P. Rose ◽  
M. P. Jacob Habgood ◽  
Tim Jay

The recent shift in compulsory education from ICT-focused computing curricula to informatics, digital literacy and computer science, has resulted in children being taught computing using block-based programming tools such as Scratch, with teaching that is often limited by school resources and teacher expertise. Even without these limitations, Scratch users often produce code with ‘code smells’ such as duplicate blocks and long scripts which impact how they understand and debug projects. These code smells can be removed using procedural abstraction, an important concept in computer science rarely taught to this age group. This article describes the design of a novel educational block-based programming game, Pirate Plunder, which concentrates on how procedural abstraction is introduced and reinforced. The article then reports an extended evaluation to measure the game’s efficacy with children aged 10 and 11, finding that children who played the game were then able to use procedural abstraction in Scratch. The article then uses game analytics to explore why the game was effective and gives three recommendations for educational game design based on this research: using learning trajectories and restrictive success conditions to introduce complex content, increasing learner investment through customisable avatars and suggestions for improving the evaluations of educational games.


2018 ◽  
Author(s):  
Indah Muzdalifah

English is a Foreign Language as a subject that has been studying since elementary. However, most of the students; English is a difficult course to learn. Thus, it needs improvement both from the media system used and the appropriate strategy for the English course as a general basic course in particular in the Faculty of Computer Science into a fun learning. A way to make English fun and easy to learn is the use of the strategy of a game called Crossword Puzzle Games. The purpose of the research is to find out whether the use of Crossword Puzzle strategy can improve the value of English courses, whether by using the Crossword Puzzle Learning Strategy can improve students' Vocabulary and find out whether using the learning strategy of Crosswords Puzzle can increase students' interest in Computer science faculty in learning English. The method used in this research is descriptive qualitative, which the result of this research is the elucidation of data obtained from quantitative and qualitative. The results of this study obtained through the collecting and analyzing of quantitative and qualitative data. Quantitative data obtained through the oral test at Mid Semester Test and qualitative data acquisition of questionnaires, observation, and interviews with several students. The result obtained from the research is the use of strategy Crossword Puzzle can increase the value of English courses in the first-semester students’ faculty of Computer Science, by using Crossword Puzzle learning strategy can improve Vocabulary first-semester students’ faculty of the Computer Science, and by using Crosswords Puzzle learning strategy can increase student interest of the first-semester students’ faculty of Computer Science in learning English


2015 ◽  
Vol 6 (2) ◽  
pp. 125-134 ◽  
Author(s):  
Susan Burkett ◽  
Tabatha Dye ◽  
Pauline Johnson

The National Academy of Engineering (NAE) Grand Challenges provides the theme for this NSF-funded Research Experience for Undergraduates (REU) site. Research topics, with their broad societal impact, allow undergraduate students from multiple engineering disciplines and computer science to work together on exciting and critical problems. The approach to addressing the need for research in critical technical areas includes: providing research training in multi-disciplinary research fields; developing technical and professional skills; networking with fellow REU students and participating faculty advisors; and raising student interest and awareness in both graduate studies and our nation’s most critical problems. The Grand Challenges investigated by student participants include: making solar energy economical; providing access to clean water; advancing health informatics; securing cyberspace; restoring and improving urban infrastructure; engineering the tools of scientific discovery; engineering better medicines; and advancing personalized learning. Over a three-year period, 34 students participated in the REU Site and 58.8% were students underrepresented in engineering. The student participants published their work and gave presentations in regional and national conferences. Several graduate students gained leadership experience by assisting in program coordination. Based on surveys, overall, student participants value most the opportunity to contribute to a research group on exciting and relevant problems. Tracking efforts resulted in locating 100% of the student participants. We found 38.2% completed their undergraduate degrees and now have positions in industry; 38.2% are currently in graduate school and 8.8% have completed their graduate degrees; 14.7% are still pursuing engineering or computer science undergraduate degrees.


2019 ◽  
Vol 8 (1) ◽  
pp. 1-7 ◽  
Author(s):  
Hary Soedarto Harjono

Abstrak Artikel ini mengetengahkan gagasan awal mengenai prospek dan implikasi literasi digital dalam konteks pembelajaran bahasa. Sejalan dengan pesatnya perkembangan teknologi informasi dan komunikasi, tuntutan pembelajaran bahasa pada era milenial ini tidak saja mensyaratkan penguasaan kemampuan membaca, menulis, dan berhitung, melainkan juga penguasaan teknologi digital yang didukung kemampuan komunikasi dan keterampilan analitik.  Penguasaan literasi digital dalam konteks pembelajaran dapat  mengefisienkan, memudahkan, dan menguatkan proses dan hasil pendidikan. Pada konteks ini, penguasaan literasi digital memungkinkan pembelajar meningkatkan kompetensi kognitif, afektif, dan psikomotor melalui aktivitas belajar yang lebih baik, lebih cepat, lebih mudah, dan menyenangkan.   Kata Kunci: Literasi digital, pembelajaran bahasa   Abstract This article focuses on the initial idea of the prospects and the implications of digital literacy in language learning context. In line with the rapid development of information and communication technology, the demands of language learning in this millennial era not only requires a mastery of reading skills, writing, and arithmetic, but also mastery of digital technology supported by communication skills and analytical skills.  Digital literacy in this sense is just like a powerful tool in strengthening process and outcomes of education. In this context, the mastery of digital literacy allows learners to improve their cognitive competencies, affective and psychomotor skills through more effective and interesting learning activities.   Keywords: Digital Literacy, language learning


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