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Proceedings Frontiers in Education 35th Annual Conference最新文献

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Teaching Embedded Systems Design – An International Collaborative Project 教学嵌入式系统设计&#8211国际合作项目
Pub Date : 2005-10-19 DOI: 10.1109/FIE.2005.1612049
S. Nooshabadi, J. Garside
This paper covers an international collaborative teaching project involving the design of a state-of-the-art microprocessor and embedded system between the University of New South Wales, Manchester University and the Imperial College, London University. This project, being the first of its kind anywhere in the world, provides an environment that replicates the current industrial practice in embedded system design in an easy and comprehensible setting; an environment where the processor, dedicated coprocessors and software are all integrated to create a functional system such as used in sophisticated electronic devices, including mobile phones, webphones, photocopiers, televisions, digital cameras and PDAs. We see such collaboration as important in both reducing development costs in developing up to date - and increasingly sophisticated - courses as well as fostering good relations between peer departments
本文涉及新南威尔士大学、曼彻斯特大学和伦敦大学帝国理工学院之间的一个国际合作教学项目,该项目涉及最先进的微处理器和嵌入式系统的设计。这个项目是世界上第一个这样的项目,它提供了一个环境,在一个简单易懂的环境中复制当前嵌入式系统设计的工业实践;在这个环境中,处理器、专用协处理器和软件都集成在一起,以创建一个功能系统,例如用于复杂的电子设备,包括移动电话、网络电话、复印机、电视、数码相机和pda。我们认为这种合作对于降低开发最新和日益复杂的课程的开发成本以及促进同级部门之间的良好关系非常重要
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引用次数: 8
Navigating rugged terrain: barriers and benefits to implementing an elective engineering design course in a high school setting 导航崎岖的地形:在高中设置实施选修工程设计课程的障碍和好处
Pub Date : 2005-10-19 DOI: 10.1109/FIE.2005.1612234
S. Krause, C. Roberts, D. Baker, Ş. Yaşar, S. Uysal, S. Kurpius
A team of engineering and education faculty and science education graduate students partnered with a local high school to implement an engineering design course. Course objectives included: learning to apply the engineering design methodology, acquiring and using basic engineering skills and tools, and understanding and valuing engineering as a career and a profession. The objectives were generally not achieved due to a variety of barriers related to the class. These included: varying maturity levels of students due to mixed age groups; lack of diversity; need for enhanced structuring of classes; inappropriate placement of students in engineering classes by guidance counselors; issues of materials management; inadequate application of science and math in design and problem solving; and the level of difficulty of course books. The nature of these barriers is discussed along with implications for teaching engineering design in high school. Recommendations for improvements to fulfil course objectives and achieve learning outcomes are presented
一个由工程和教育教师以及科学教育研究生组成的团队与当地一所高中合作,实施了一门工程设计课程。课程目标包括:学习应用工程设计方法,获得和使用基本的工程技能和工具,理解和重视工程作为一种职业和专业。由于与课程相关的各种障碍,目标通常无法实现。这些问题包括:由于混合年龄组,学生的成熟程度不同;缺乏多样性;加强课程结构的需要;辅导员不适当地安排学生上工程课;物资管理问题;科学和数学在设计和解决问题中的应用不足;以及课本的难度。讨论了这些障碍的性质以及对高中工程设计教学的启示。提出了改进建议,以实现课程目标和取得学习成果
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引用次数: 0
An Assessment of the Effectiveness of Interactive Technology in an Introductory Programming Course for Non-Majors 交互式技术在非专业程序设计入门课程中的有效性评估
Pub Date : 2005-10-19 DOI: 10.1109/FIE.2005.1612265
Shyamal Mitra, R. Lopez-Herrejon, D. Zimmaro, Mark Johnson, Morrie Schulman
Programming skills are in increasing demand in nearly all disciplines. To cater to this demand the Computer Sciences department, at our institution, offers programming courses tailored for non-majors. Historically, we have observed the highest drop rate in the introductory course even though most of the students have had some prior experience with computers. Course evaluations indicate that most of them feel that programming is a challenging intellectual exercise. To allay student concerns we decided to apply active learning techniques in the lectures as well as in the discussion sessions. We wanted to give students feedback on their understanding of the lecture material during the class period and thereby reinforce their learning process. We also wanted some insight on how well the lecture material was being assimilated. For these purposes, we used the classroom performance system (CPS), which is a software/hardware system that allowed us to pose multiple choice questions during lectures and receive responses from students through their hand held remote control pads. The system tallied and recorded the responses and displayed the results in histograms. The correct answer was highlighted for students to get immediate feedback on their performance compared to their peers. We measured the effectiveness of this approach through student surveys, student ratings, classroom observations, CPS results, and analyses of the students' performance on the final examination. Student experience was largely positive and most students reported that this active learning technique helped them understand new and difficult material. From the instructor's perspective this new approach provided us with a better gauge to student understanding and kept students engaged during the lectures
几乎所有学科对编程技能的需求都在增加。为了满足这种需求,我们学院的计算机科学系为非专业学生提供了专门的编程课程。从历史上看,我们观察到在入门课程中辍学率最高,即使大多数学生之前都有一些计算机经验。课程评估表明,他们中的大多数人认为编程是一项具有挑战性的智力练习。为了减轻学生的担忧,我们决定在讲座和讨论环节中应用主动学习技术。我们希望在课堂上给学生反馈他们对讲课材料的理解,从而加强他们的学习过程。我们还想了解一下课堂材料被吸收的情况。为此,我们使用了课堂表现系统(CPS),这是一个软件/硬件系统,允许我们在讲座期间提出多项选择题,并通过手持遥控板接收学生的回答。系统统计并记录响应,并以直方图的形式显示结果。正确的答案被突出显示,以便学生们与同龄人相比,可以立即得到他们的表现反馈。我们通过学生调查、学生评分、课堂观察、CPS结果和学生期末考试表现分析来衡量这种方法的有效性。学生的体验很大程度上是积极的,大多数学生报告说,这种积极的学习方法帮助他们理解新的和困难的材料。从教师的角度来看,这种新方法为我们提供了一个更好的衡量学生理解的标准,并使学生在讲课期间保持参与
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引用次数: 3
Incorporating feminist pedagogy into the engineering learning experience 将女性主义教学法融入工程学习经验
Pub Date : 2005-10-19 DOI: 10.1109/FIE.2005.1612156
E. Eschenbach, E. Cashman, A. Waller, S. Lord
A framework is presented for implementing feminist pedagogy along with demonstrative examples from engineering curricula. The framework for incorporating the values of feminism into the learning experience focuses on three aspects: 1) learning management strategies, 2) assessment and evaluation strategies and 3) strategies for critiquing existing power structures and the engineering process. Feminist pedagogy strategies suggested by others include cooperative learning, providing students a voice in classroom management decisions, structuring student interactions to facilitate all students' participation, having students participate in designing evaluation rubrics and assigning projects that require more than technical skills. A unique feature which feminist pedagogy offers to engineering education is the critique of power structures in relation to the engineering process. For example, the following questions can be addressed: (a) How are engineering processes influenced by the historical frameworks of their development?; (b) How are decisions made?; (c) Who makes decisions?; (d) Who benefits from the decisions?; and (e) What values do they reflect?
提出了一个实施女权主义教学法的框架,并从工程课程中给出了示范性的例子。将女性主义价值观纳入学习经验的框架主要集中在三个方面:1)学习管理策略;2)评估和评价策略;3)批评现有权力结构和工程过程的策略。其他人提出的女权主义教学法策略包括合作学习,让学生在课堂管理决策中有发言权,组织学生互动以促进所有学生的参与,让学生参与设计评估规则和分配需要更多技术技能的项目。女性主义教育学为工程教育提供的一个独特特征是对与工程过程相关的权力结构的批判。例如,可以处理下列问题:(a)工程进程如何受到其发展的历史框架的影响?(b)如何作出决定?(c)谁作决定?(d)谁从这些决定中受益?(e)它们反映了什么价值观?
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引用次数: 26
The role of writing in effective team projects: students and professionals differ 写作在有效的团队项目中的作用:学生和专业人士不同
Pub Date : 2005-10-19 DOI: 10.1109/FIE.2005.1611986
J. Wolfe
This paper describes the results of an NSF funded study of 17 student teams in computer science and technical writing classes. Observations and interviews with students are contrasted with the practices of experienced professional engineers. The results suggest major differences between how students and professionals view the role of written communication in team projects. Students viewed teamwork almost exclusively in terms of verbal communication and rarely produced managerial documents such as meeting minutes and task lists- even when explicitly encouraged to do. By contrast, professional engineers see such documentation as essential to project success. Student teams also used ineffective strategies for coauthoring documents, often trying to write major sections of text synchronously as a group. Finally, student evaluations of their teammates' written contributions were often inaccurate. Recommendations for structuring classroom team projects are presented
本文描述了由美国国家科学基金会资助的计算机科学和技术写作班的17个学生小组的研究结果。对学生的观察和访谈与经验丰富的专业工程师的实践进行了对比。研究结果表明,学生和专业人士对书面交流在团队项目中的作用的看法存在重大差异。学生们几乎完全从口头交流的角度来看待团队合作,很少产生诸如会议纪要和任务清单之类的管理文件——即使是在明确鼓励的情况下。相比之下,专业工程师认为这样的文档是项目成功的关键。学生团队还使用无效的策略来共同创作文档,经常试图作为一个小组同步编写文本的主要部分。最后,学生对队友的书面贡献的评价往往是不准确的。并提出建构课堂小组计画的建议
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引用次数: 5
Pioneering entrepreneurial software engineers 开创性的创业软件工程师
Pub Date : 2005-10-19 DOI: 10.1109/FIE.2005.1612030
A. Rusu, R. Elliott, D. Jones, K. McGarry, C. Santiago, H.S. Mohammed
The majority of undergraduate software engineering courses are taught by presenting theoretical background, reinforced by group or individual work on in-class projects. However, exposure to real-world projects would greatly improve a student's performance in industry. So far, attempts at involving students in real-world projects have been focused on large software products. This approach almost never succeeds in producing a final workable product because of the short period and provides little satisfaction to the customer or to the students. Hence, a fundamental question arises: can we develop a one-semester undergraduate software engineering course where we teach software engineering concepts and methodologies, and at the same time, have each student experience every software engineering phase, work in teams on a real-world project, interact with a real-world customer, and develop a marketable product which can be used, as is, by the customer? In this paper, we answer this question in the affirmative by presenting a novel approach for teaching software engineering to undergraduates
大多数本科软件工程课程都是通过展示理论背景来教授的,并通过小组或个人在课堂上的项目来加强。然而,接触现实世界的项目将大大提高学生在行业中的表现。到目前为止,让学生参与实际项目的尝试主要集中在大型软件产品上。这种方法几乎从来没有成功地生产出一个最终可行的产品,因为时间短,给客户或学生提供很少的满意度。因此,一个基本的问题出现了:我们能否开发一个学期的本科软件工程课程,在这个课程中,我们教授软件工程概念和方法,同时让每个学生体验软件工程的每个阶段,在现实世界的项目中与团队合作,与现实世界的客户互动,并开发一个可以被客户使用的适销对路的产品?在本文中,我们通过提出一种新的软件工程教学方法来肯定地回答这个问题
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引用次数: 3
Work in progress - ASAP: an automatic student adapted learning path generator 工作正在进行中- ASAP:一个自动的学生适应学习路径生成器
Pub Date : 2005-10-19 DOI: 10.1109/FIE.2005.1612110
F. Colace, M. De Santo, M. Iacone
Thanks to the technological improvements of recent years, distance education today represents a real and effective tool for integrate (and sometimes substitute) the traditional formative processes. In literature, it is widely recognized that an important component of this success is related with the ability "to customize" the learning process for the specific needs of a given learner. This ability is still far to have been reached and there is a lot of interest in investigating new approaches and tools to adapt the formative process on the specific individual needs. In this paper, we present and discuss a model to capture information about learning style and capabilities of students; this information is successively used to select the most suitable learning objects and to arrange them in "adapted" learning paths. We discuss experimental results in using our approach
由于近年来技术的进步,今天的远程教育是整合(有时是替代)传统形成过程的一个真正有效的工具。在文献中,人们普遍认为这种成功的一个重要组成部分与“定制”学习过程以满足特定学习者的特定需求的能力有关。这种能力还远远没有达到,人们对研究新的方法和工具来适应具体的个人需求的形成过程很感兴趣。在本文中,我们提出并讨论了一个模型来捕捉有关学生的学习风格和能力的信息;这些信息依次用于选择最合适的学习对象,并将它们安排在“适应的”学习路径中。我们讨论了使用我们的方法的实验结果
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引用次数: 3
Learning Resource Adaptation and Delivery Framework for Mobile Learning 面向移动学习的学习资源适配与交付框架
Pub Date : 2005-10-19 DOI: 10.1109/FIE.2005.1612035
Zhao Gang, Yong Zongkai
With the rapid development of wireless networks and mobile devices, mobile learning has got more and more attention. However, most of current learning resources (LR) were designed with desktop computers and high-speed network connections. Moreover, for different user preferences in mobile learning environment, not all of the data are relevant and critical to the learning process. It is a challenge to deliver such learning resources to various devices with limited capability over low-speed wireless network while ensuring higher synthetically quality of learning resource. To solve above problem, in this paper we proposed a Learning Resource Adaptation and Delivery Framework to adapt learning resources to various learning environments. It consists of two layers: multimedia adaptation layer and learning object adaptation layer. In the multimedia adaptation layer, MPEG-21 Digital Item Adaptation (DIA) mechanism is incorporated to handle the adaptation of low-level multimedia contents contained in learning resources. In the learning object layer, the appropriate selection of learning objects is based on an extended Learning Object Model for mobile learning. With the introduction of an integrated quality mechanism filling the quality metrics gap between high-level learning objects and low-level multimedia objects, an adaptation decision algorithm is presented to ensure higher final adaptation quality of learning resources
随着无线网络和移动设备的快速发展,移动学习越来越受到人们的关注。然而,目前大多数学习资源(LR)都是用台式电脑和高速网络连接设计的。此外,对于移动学习环境中不同的用户偏好,并非所有数据都与学习过程相关且至关重要。如何通过低速无线网络将这些学习资源传输到各种能力有限的设备上,同时保证学习资源的综合质量是一个挑战。为了解决上述问题,本文提出了一个学习资源适应与交付框架,使学习资源适应不同的学习环境。它包括两层:多媒体适应层和学习对象适应层。在多媒体适配层,引入了MPEG-21数字项目适配(DIA)机制来处理学习资源中包含的底层多媒体内容的适配。在学习对象层,学习对象的适当选择基于移动学习的扩展学习对象模型。通过引入集成的质量机制,填补了高阶学习对象与低阶多媒体对象之间的质量度量差距,提出了一种适应决策算法,以保证学习资源最终具有更高的适应质量
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引用次数: 24
Work in progress - a study on educational computer games for e-learning based on activity theory 正在进行的工作-基于活动理论的电子学习教育电脑游戏研究
Pub Date : 2005-10-19 DOI: 10.1109/FIE.2005.1612004
Youngkwon Bae, Jinsook Lim, Taewuk Lee
Recently, people in the area of e-learning contents development are paying attention to educational games, which utilize games in education for pleasant learning. This study purposed to analyze the effects of educational activities using educational computer games as a part of e-learning based on the activity theory, which provides theoretical framework to educational activities. Learning through educational games is attained situation-contextually as learners practice various phenomena happening while they play games. Thus, the activity theory is fit for explaining the educational and entertaining elements of educational activities involved in game learning. For this, the study investigated educational games as e-learning analyzed based on the activity theory
最近,在电子学习内容开发领域,人们开始关注教育游戏,即利用游戏在教育中进行愉快的学习。本研究旨在以活动理论为基础,分析利用教育电脑游戏作为电子学习的一部分进行教育活动的效果,为教育活动提供理论框架。通过教育游戏学习是在情境情境中实现的,因为学习者在玩游戏时练习发生的各种现象。因此,活动理论适合于解释游戏学习中所涉及的教育活动的教育性和娱乐性。为此,本研究将教育游戏作为基于活动理论分析的电子学习进行研究
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引用次数: 6
Anchored discussions of multimedia lecture recordings 主持多媒体讲座录音的讨论
Pub Date : 2005-10-19 DOI: 10.1109/FIE.2005.1611919
T. Lauer, S. Trahasch, B. Zupancic
Lecture recording has become a widespread way of producing learning contents rapidly. However, the resulting documents have some disadvantages regarding learner interaction, in particular regarding collaborative learning based on such documents. This paper proposes a model for anchoring group discussions in learning contents in a fine-granular way. Artifact-centered discussion is regarded as collaborative annotation of documents, with an extended data model for annotations which is independent of document and media types. After outlining the generic framework and data model, we describe its application to the scenario of group discussions around lecture recordings. Notes can be anchored both spatially and temporally in the multimedia documents. The infrastructure for sharing notes has been implemented as an Annotation Web Service (AWS), and the player software for viewing recordings has been extended into a client providing thread-based as well as document-centered discussion features
讲座录音已经成为一种广泛使用的快速生成学习内容的方式。然而,由此产生的文档在学习者交互方面存在一些缺点,特别是在基于这些文档的协作学习方面。本文提出了一个以细粒度方式锚定学习内容的小组讨论模型。以工件为中心的讨论被视为文档的协作注释,具有独立于文档和媒体类型的注释的扩展数据模型。在概述了通用框架和数据模型之后,我们描述了它在围绕讲座录音的小组讨论场景中的应用。注释可以在空间和时间上锚定在多媒体文档中。用于共享笔记的基础设施已作为注释Web服务(Annotation Web Service, AWS)实现,用于查看记录的播放器软件已扩展为客户端,提供基于线程和以文档为中心的讨论功能
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引用次数: 16
期刊
Proceedings Frontiers in Education 35th Annual Conference
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