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Computer Science Courses Using Laptops 使用笔记本电脑的计算机科学课程
Pub Date : 2014-06-24 DOI: 10.11120/ITAL.2014.00011
G. Hill, Espen Svennevik, S. J Turner
Traditionally computer sciences courses have been taught using laboratories full of expensive desktop computers. Although this approach may have been valid in the 80, 90s and even the early part of this decade, this paper suggests that buying, maintaining and replacing laboratories full of computers is no longer required. This paper raises the issues associated with attempting to use laptops – as thin/thick clients using virtual machines – to deliver the computer science curriculum and offers potential solutions that, in some cases, may make computer science courses at such ‘brave’ institutions more appealing.
传统上,计算机科学课程是在摆满昂贵台式电脑的实验室里教授的。尽管这种方法在80年代、90年代甚至本世纪初可能是有效的,但本文表明,不再需要购买、维护和更换满是计算机的实验室。本文提出了与尝试使用笔记本电脑(作为使用虚拟机的瘦/厚客户端)来提供计算机科学课程相关的问题,并提供了潜在的解决方案,在某些情况下,可能会使这些“勇敢”机构的计算机科学课程更具吸引力。
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引用次数: 1
ICT industry involvement with ICT education and research in universities: Industry perceptions 信息通信技术产业对大学信息通信技术教育和研究的参与:行业看法
Pub Date : 2014-06-19 DOI: 10.11120/ITAL.2014.00010
T. McGill, T. Koppi, J. Armarego
Stronger linkages between the ICT industry and universities have been called for by both the ICT industry and by universities. The study described in this paper explores the ways in which the ICT industry believes it can and should contribute to ICT education and research in universities. The results confirm how important relationships with universities are seen to be and that industry would like to expand its level of involvement. Industry would like further involvement in curriculum design, both directly and through professional associations. The involvement sought is not just with respect to high-level themes, but many participants felt that they would like input into the content of individual subjects. In addition to providing teaching related input and support, many in industry would also like to benefit from the expertise in universities by attending university run short courses. The paper makes recommendations for how universities and industry can act to strengthen linkages.
信息和通信技术产业和大学都呼吁加强信息和通信技术产业与大学之间的联系。本文中描述的研究探讨了ICT行业认为它可以并且应该为大学的ICT教育和研究做出贡献的方式。调查结果证实了与大学的关系是多么重要,而且工业界希望扩大其参与程度。工业界希望进一步参与课程设计,无论是直接参与还是通过专业协会参与。所要求的参与不仅涉及高级别主题,而且许多与会者认为他们希望对个别主题的内容作出投入。除了提供教学相关的投入和支持外,许多工业界人士也希望通过参加大学开办的短期课程,从大学的专业知识中受益。这篇论文就大学和产业界如何加强联系提出了建议。
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引用次数: 9
Usability of Tablet Computers to Facilitate Instant Written Feedback 平板电脑的可用性促进即时书面反馈
Pub Date : 2014-03-14 DOI: 10.11120/ITAL.2014.00009
Martyn Prigmore, Duke Gledhill
AbstractWe undertake a usability evaluation of tablet computers and handwriting capture and recognition software for use in the classroom. The aim is to assess whether the current crop of tablets and available software offer a viable platform for the immediate capture and dissemination of formative or summative written feedback. If so, then these devices could offer an effective and efficient approach to sharing feedback with our students.We examine a range of tablet devices, covering the major operating systems and touchscreen technologies. For each device, we consider a selection of handwriting capture and recognition apps, in each case choosing the best available for a detailed usability analysis. We develop usability criteria based on Nielsen's heuristics, refining them for the task at hand. The set of usability criteria developed should prove useful as a basis for future usability analyses of mobile technologies.Our findings indicate that there are combinations of tablet computer and handwriting capt...
摘要本文对平板电脑和手写识别软件进行了可用性评估。目的是评估当前的平板电脑和可用的软件是否提供了一个可行的平台,可以立即获取和传播形成性或总结性的书面反馈。如果是这样,那么这些设备可以提供一种有效和高效的方法来与我们的学生分享反馈。我们研究了一系列平板设备,涵盖了主要的操作系统和触摸屏技术。对于每台设备,我们都选择了一些手写捕捉和识别应用程序,在每种情况下,我们都会选择最好的应用程序进行详细的可用性分析。我们根据尼尔森的启发法开发可用性标准,并根据手头的任务对其进行细化。开发的可用性标准集应该被证明是有用的,作为未来移动技术可用性分析的基础。我们的研究结果表明,平板电脑和手写字体的结合……
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引用次数: 1
Gender Imbalance in Undergraduate IT Programs – A Vietnamese Perspective 从越南的角度看本科信息技术课程中的性别失衡
Pub Date : 2013-11-01 DOI: 10.11120/ital.2013.00005
A. Shillabeer, K. Jackson
Abstract The issue of gender imbalance in computing professions and higher education programs is well documented. The specific contextual reasons for the observed disparity are less well documented and in Vietnam are until now unrealized. There are a number of social, political, personal and historical factors that influence female enrollment into IT programs at university and there is no single global scenario. This paper discusses the trends and barriers around the world and examines the gender imbalance in an undergraduate IT course at a Vietnamese campus of an Australian university. A number of initiatives and key success factors for closing the gender gap are presented.
摘要在计算机专业和高等教育项目中,性别失衡的问题是有据可查的。观察到的差异的具体背景原因没有得到很好的记录,在越南至今尚未认识到。有许多社会、政治、个人和历史因素影响着女性在大学里进入IT专业,这并不是一个单一的全球情况。本文讨论了世界各地的趋势和障碍,并研究了澳大利亚大学越南校区本科IT课程中的性别失衡。提出了缩小性别差距的若干倡议和关键成功因素。
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引用次数: 6
A Module Designed with Chaos and Complexity in Mind 一个考虑到混乱和复杂性的模块设计
Pub Date : 2013-11-01 DOI: 10.11120/ital.2013.00007
P. Schoenborn, T. Rees
Abstract This case study focuses on the conceptual framework, implementation and evaluation of a ‘chaotic learning’ based module which utilised an ‘assessment for learning’ rather than an ‘assessment of learning’ approach (Black & William 1998). The development entailed combining different types of teaching and learning methods (face-to-face learning, eLearning and project-based learning) to create an Object Oriented Analysis and Design module for second year computing students at Plymouth University. Initial results show that students gained valuable workplace skills and that attainment results were improved compared to those of the previous year’s cohort.
本案例研究的重点是基于“混沌学习”的模块的概念框架、实施和评估,该模块使用“学习评估”而不是“学习评估”方法(Black & William 1998)。这一发展需要结合不同类型的教学和学习方法(面对面学习、电子学习和基于项目的学习),为普利茅斯大学计算机专业二年级的学生创建一个面向对象的分析和设计模块。初步结果显示,学生们获得了宝贵的职场技能,与前一年的学生相比,他们的成绩有所提高。
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引用次数: 1
An Animated Tutoring System for Interactive Learning of Nonlinear Data Structures 非线性数据结构交互式学习的动画辅导系统
Pub Date : 2013-11-01 DOI: 10.11120/ital.2013.00002
Haiying Wang, C. Saunders, Huiru Zheng
Abstract This paper presents an interactive, user-friendly tutoring system, which can be used to enhance students' understanding of the principles behind data structures. The system has the capability to display data structures graphically as well as providing the facility to allow users to perform the basic operations on the data structure generated. An animation-based approach has been developed to provide a step-by-step illustration of how various traversal techniques are performed in the context of binary search and AVL trees data structure. The system has a tutorial mode incorporating exercises, where students can learn basic concepts operations associated with each data structure. The evaluation was carried out by computer science undergraduate students in the School of Computing and Mathematics. It is generally acknowledged that the system was very useful in teaching students about data structures. This system can be used as an effective supplement to traditional teaching methods.
本文介绍了一个交互式的、用户友好的辅导系统,它可以用来增强学生对数据结构背后原理的理解。该系统具有图形化显示数据结构的能力,并提供了允许用户对生成的数据结构执行基本操作的设施。我们开发了一种基于动画的方法,以逐步说明如何在二叉搜索和AVL树数据结构的背景下执行各种遍历技术。该系统有一个结合练习的教程模式,学生可以学习与每个数据结构相关的基本概念和操作。评估是由计算与数学学院计算机科学专业的本科生进行的。人们普遍认为,该系统在教授学生数据结构方面非常有用。该系统可以作为传统教学方法的有效补充。
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引用次数: 1
Computing Science in the Classroom: Experiences of a STEM Ambassador 计算机科学在课堂上:一个STEM大使的经历
Pub Date : 2013-11-01 DOI: 10.11120/ital.2013.00001
G. Renaud, K. Renaud
Abstract Computing Science is not a popular subject choice in UK secondary schools. Teachers complain of low numbers due to a lack of interest from parents and pupils. This unfortunate trend means the current education system will very likely fail to meet the skill needs of industry in the future, and it is unfortunate for a nation which has a long and proud history of innovation and technical expertise. In the following report we will reflect upon one of the authors’ (Gareth’s) experiences and observations as a STEM Ambassador (http://www.stemnet.org.uk/content/ambassadors/whoareambassadors) in a Scottish High School. We highlight the differences he observed between first and third year students. We reflect on his experiences, consider them in the light of the literature on creativity in schools and make some suggestions as to how the situation could be improved.
在英国中学,计算机科学并不是一门受欢迎的学科。教师们抱怨由于家长和学生缺乏兴趣,人数太少。这种不幸的趋势意味着,目前的教育体系很可能无法满足未来工业对技能的需求,对于一个拥有悠久而自豪的创新和技术专长历史的国家来说,这是不幸的。在下面的报告中,我们将反思作者(Gareth)在苏格兰高中担任STEM大使(http://www.stemnet.org.uk/content/ambassadors/whoareambassadors)时的经历和观察。我们强调了他在一年级和三年级学生之间观察到的差异。我们对他的经历进行了反思,并结合有关学校创造力的文献进行了思考,并就如何改善这种情况提出了一些建议。
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引用次数: 2
Maximising Gain for Minimal Pain: Utilising Natural Game Mechanics 以最小的痛苦获得最大的收益:利用自然的游戏机制
Pub Date : 2013-11-01 DOI: 10.11120/ital.2013.00004
N. Gordon, M. Brayshaw, S. Grey
Abstract This paper considers the application of natural games mechanics within higher education as a vehicle to encourage student engagement and achievement of desired learning outcomes. It concludes with desiderata of features for a learning environment when used for assessment and a reflection on the gap between current and aspired learning provision. The context considered is higher (tertiary) education, where the aims are both to improve students’ engagement with course content and also to bring about potential changes in the students’ learning behaviour. Whilst traditional approaches to teaching and learning may focus on dealing with large classes, where the onus is frequently on efficiency and on the effectiveness of feedback in improving understanding and future performance, intelligent systems can provide technology to enable alternative methods that can cope with large classes that preserve the cost benefits. However, such intelligent systems may also offer improved learning outcomes via a personalised learning experience. This paper looks to exploit particular properties which emerge from the game playing process and seek to engage them in a wider educational context. In particular we aim to use game engagement and flow as natural dynamics that can be exploited in the learning experience.
摘要:本文认为自然游戏机制在高等教育中的应用是一种鼓励学生参与和实现预期学习成果的工具。它总结了用于评估的学习环境的特征,并反思了当前和期望的学习提供之间的差距。所考虑的背景是高等(高等)教育,其目标是提高学生对课程内容的参与度,同时也带来学生学习行为的潜在变化。虽然传统的教学方法可能侧重于处理大班,其责任往往是提高效率和反馈的有效性,以提高理解和未来的表现,但智能系统可以提供技术,使替代方法能够应对大班,同时保持成本效益。然而,这种智能系统也可以通过个性化的学习体验提供更好的学习效果。本文着眼于开发游戏过程中出现的特定属性,并试图将其融入更广泛的教育背景中。特别是,我们的目标是将游戏粘性和心流作为自然动力,在学习体验中加以利用。
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引用次数: 31
Building a Virtual Constructivist Learning Environment for Learning Computing Security and Forensics 构建计算机安全与取证学习的虚拟建构主义学习环境
Pub Date : 2013-11-01 DOI: 10.11120/ital.2013.00006
Liangxiu Han, Jamie Harries, P. Brown
Abstract Practical experience of security and forensic computing is of increasing relevance for student employability. Further, courses related to these topics have increased in student popularity. Learning by doing (or experiential learning) is an effective pedagogical way to help students constructively build up their knowledge related to these courses. To improve student engagement and employability and make these courses sustainable, the paper has proposed and developed a portable unified constructivist-learning environment using virtualisation technology, and designed a wide spectrum of hands-on materials on both security and forensic computing topics to offer students a great chance to experience experiential learning. The work presented in this paper is a typical exemplar of applying constructivist learning theories into security and forensic computing education and other similar courses. It is a new way to improve and transform undergraduate STEM education.
安全和取证计算的实践经验与学生的就业能力越来越相关。此外,与这些主题相关的课程在学生中越来越受欢迎。边做边学(或体验式学习)是一种有效的教学方法,可以帮助学生建设性地建立与这些课程相关的知识。为了提高学生的参与度和就业能力,并使这些课程可持续发展,本文提出并开发了一个使用虚拟化技术的便携式统一建构主义学习环境,并设计了关于安全和取证计算主题的广泛实践材料,为学生提供了体验式学习的绝佳机会。本文所提出的工作是将建构主义学习理论应用于安全和法医计算教育以及其他类似课程的典型范例。这是改进和改造本科STEM教育的新途径。
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引用次数: 0
Elective Course OOP II: Creation and Experiences 选修课程OOP II:创作与体验
Pub Date : 2013-11-01 DOI: 10.11120/ital.2013.00003
M. Ivanović, Dejan Mitrovic, Miloš Radovanović
Abstract As an outcome of a DAAD (German Academic Exchange Service) sub-project started in 2004 and devoted to teaching the Java programming language, a joint pool of primarily advanced topics has been created. This teaching material has since been used by teachers from different member universities and countries. In this paper we present recent modifications of the joint pool, with the main goal of innovating and improving its topics. The result of these efforts has been a realization of a completely new, elective object-oriented programming II course.
作为2004年开始的DAAD(德国学术交流服务)子项目的结果,致力于教授Java编程语言,已经创建了一个主要高级主题的联合池。该教材已被来自不同成员大学和国家的教师使用。在本文中,我们介绍了联合池的最新修改,其主要目标是创新和改进其主题。这些努力的结果是实现了一个全新的面向对象编程II选修课。
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引用次数: 0
期刊
Innovation in Teaching and Learning in Information and Computer Sciences
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