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IEEE Transactions on Education Information for Authors IEEE作者教育信息汇刊
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-12-20 DOI: 10.1109/TE.2024.3508959
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引用次数: 0
IEEE Transactions on Education Publication Information IEEE教育出版信息汇刊
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-12-20 DOI: 10.1109/TE.2024.3508957
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引用次数: 0
Guest Editorial Coding, Computational, Algorithmic, Design, Creative, and Critical Thinking in K–16 Education K-16教育中的编码、计算、算法、设计、创造性和批判性思维
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-12-20 DOI: 10.1109/TE.2024.3508372
Francesco Maiorana;Agueda Gras-Velazquez;Elisabetta Paladino;Giusy Cristaldi;Jessica Niewint-Gori;Shitanshu Mishra;Monica Trifas;Sadia Sharmin;Carina S. Gonzalez
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引用次数: 0
The Universal Micro-Credential Framework: The Role of Badges, Micro-Credentials, Skills Profiling, and Design Patterns in Developing Interdisciplinary Learning and Assessment Paths for Computing Education 通用微证书框架:徽章、微证书、技能分析和设计模式在开发计算机教育跨学科学习和评估路径中的作用
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-12-12 DOI: 10.1109/TE.2024.3486016
Rupert Ward;Sheryl Grant;Megan Workmon Larsen;Kate Giovacchini
The purpose of this article is to share worked examples of skills profiling within the universal micro-credential framework, a novel approach designed to further the enablement of 21st century skills which are defined here as a generalized series of competencies gained by a learner that enable them to self-reflect, self-regulate and self-optimize their capabilities within highly emergent contexts. This approach improves interdisciplinary learning and assessment paths for computing education by providing personalized learning and assessment options and by enabling curricula to better accommodate both internal and external interdisciplinary content. Through these worked examples, this article addresses potential solutions to fundamental and persistent structural issues in today’s learning-earning ecosystem. Most significant of these issues is what the authors refer to as a “capability-competency chasm,” a term used to describe an enduring gap that creates problematic deficits for learners as they transition between education and employment. At the core of the universal micro-credential framework is skills profiling, which can leverage micro-credential pathways and badge catalogues, both within the context of computing education in particular and across higher education in general. Accounting for the complexity of implementing system-wide redesign in highly variable higher-education contexts, this article also briefly references the role of design patterns to enable such implementation. Collectively, these flexible credentialing innovations offer a globally innovative solution to systemic challenges, explaining both the importance of addressing such challenges and the opportunities arising from them.
本文旨在分享通用微证书框架内的技能剖析实例,这是一种新颖的方法,旨在进一步提高 21 世纪技能的能力,这里的 21 世纪技能被定义为学习者获得的一系列通用能力,使他们能够在高度新兴的环境中进行自我反思、自我调节和自我优化。这种方法通过提供个性化的学习和评估选择,使课程更好地适应内部和外部的跨学科内容,从而改进了计算机教育的跨学科学习和评估路径。通过这些实例,本文探讨了解决当今学习-学习生态系统中长期存在的根本性结构问题的潜在方案。在这些问题中,最重要的是作者所提到的 "能力-胜任鸿沟",这个术语用来描述一种持久的差距,这种差距在学习者从教育过渡到就业的过程中造成了问题性缺陷。通用微证书框架的核心是技能剖析,它可以利用微证书途径和徽章目录,尤其是在计算机教育和整个高等教育中。考虑到在千变万化的高等教育环境中实施全系统重新设计的复杂性,本文还简要提及了设计模式的作用,以促成这种实施。总之,这些灵活的学历认证创新为应对系统性挑战提供了一个全球性的创新解决方案,既说明了应对这些挑战的重要性,也说明了由此带来的机遇。
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引用次数: 0
A Gamified Learning Framework to Cultivate Critical Thinking Skills in Students 培养学生批判性思维能力的游戏化学习框架
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-11-08 DOI: 10.1109/TE.2024.3431872
K. G. Srinivasa;Aman Singh;Kshitij Kumar Singh Chauhan
Contribution: This article investigates the impact of gamified learning on high school students (grades 9–12) in computer science, emphasizing learner engagement, knowledge improvement, and overall satisfaction. It contributes insights into the effectiveness of gamification in enhancing educational outcomes. Background: Gamification in education is explored, focusing on its potential to address challenges in learner engagement. The study draws on gamification principles and user-centered design frameworks to create meaningful gamified learning experiences. Intended Outcomes: The study aims to measure knowledge improvement, overall satisfaction, and engagement in gamified learning. It seeks to assess the effectiveness of the designed educational games in enhancing algorithmic, computational, and analytical thinking skills. Application Design: Utilizing an agile development process, Unity game engine, and Swift Core-AR, this article details the creation of user-centered gamified environments. It outlines the deployment methodology for augmented reality-based games, emphasizing iterative design based on user feedback. Findings: Statistical analyses show positive correlations between overall satisfaction, engagement, and motivation with knowledge improvement. The paired t-test reveals a significant increase in knowledge levels post-gamification. One-way alternative to the one-way analysis of variance underscores the influence of satisfaction on knowledge improvement, highlighting its critical role.
贡献:本文调查了游戏化学习对高中学生(9-12年级)计算机科学的影响,强调学习者的参与,知识的提高和整体满意度。它有助于深入了解游戏化在提高教育成果方面的有效性。背景:探索教育中的游戏化,重点关注其解决学习者参与挑战的潜力。该研究利用游戏化原则和以用户为中心的设计框架来创造有意义的游戏化学习体验。预期结果:本研究旨在衡量游戏化学习的知识改进、总体满意度和参与度。它旨在评估设计的教育游戏在提高算法、计算和分析思维技能方面的有效性。应用程序设计:利用敏捷开发过程、Unity游戏引擎和Swift Core-AR,本文详细介绍了以用户为中心的游戏化环境的创建。它概述了基于增强现实的游戏的部署方法,强调了基于用户反馈的迭代设计。研究结果:统计分析表明,总体满意度、敬业度和动机与知识进步呈正相关。配对t检验显示游戏化后知识水平显著提高。单向方差分析的单向替代强调了满意度对知识改进的影响,突出了其关键作用。
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引用次数: 0
IEEE Transactions on Education Publication Information 电气和电子工程师学会教育期刊》出版信息
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-10-07 DOI: 10.1109/TE.2024.3468851
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引用次数: 0
IEEE Transactions on Education Information for Authors IEEE 教育论文集 作者须知
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-10-07 DOI: 10.1109/TE.2024.3468853
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引用次数: 0
Analyzing Pedagogic Practice and Assessments in a Cross-Campus Programming Course 跨校园程序设计课程教学实践与评估分析
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-10-03 DOI: 10.1109/TE.2024.3465870
Grethe Sandstrak;Bjørn Klefstad;Arne Styve;Kiran Raja
Teaching programming efficiently to students in the first year of computer science education is challenging. It is especially cumbersome to retain the interest of both groups, when the student group consists of novice (i.e., those who have never programmed before) and expert programmers in the same crowd. Thus, individualized teaching cannot be achieved in a traditional lecture hall for a larger student population setting and poses a pedagogical challenge. This article presents various pedagogical approaches and explores different assessment forms to foster student active learning (SAL), drawing from years of experience teaching a programming course. A detailed analysis has been conducted to understand the effect on the students’ learning and perception of a course given different pedagogical approaches and varied assessment forms. The analysis is based on a course offered across three different campuses with the same course description. The key difference between the campuses however is the choice of pedagogical approach, where one of the campuses uses a bottom-up pedagogy. In contrast, the other two campuses use the top-down pedagogy to teach programming concepts to the students. Across the three campuses, the assessment form in the course has varied from regular practical school exams together with a theoretical multiple choice format, a practical home exam during the pandemic and most recently a portfolio. The findings show no significant differences in the learning outcomes based on an analysis of the grades across campuses and extensive student surveys.
在计算机科学教育的第一年有效地向学生教授编程是一项挑战。当学生群体由新手(即那些以前从未编程过的人)和专家程序员组成时,保持这两个群体的兴趣是特别麻烦的。因此,个性化教学不能在传统的讲堂中实现,因为学生人数较多,这对教学提出了挑战。本文根据多年的编程课程教学经验,提出了各种教学方法,并探讨了不同的评估形式,以促进学生的主动学习。我们进行了详细的分析,以了解不同的教学方法和不同的评估形式对学生的学习和对课程的感知的影响。这项分析是基于在三个不同校区开设的一门课程,课程描述相同。然而,两个校区之间的关键区别在于教学方法的选择,其中一个校区采用自下而上的教学法。相比之下,另外两个校区使用自上而下的教学法向学生教授编程概念。在这三个校区,课程的评估形式各不相同,既有常规的学校实践考试,也有理论选择题形式,有大流行期间的家庭实践考试,以及最近的作品集考试。根据对各校区成绩的分析和广泛的学生调查,研究结果显示,在学习成果上没有显著差异。
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引用次数: 0
Development and Evaluation of Remote Laboratory System for Simulated Induction Motor 模拟感应电机远程实验室系统的开发与评估
IF 2.6 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-09-13 DOI: 10.1109/te.2024.3454236
Hisao Fukumoto, Tomoki Kamio, Toshihiro Matsuo, Takayuki Nitta, Hideki Shimada, Masashi Ohchi, Hideaki Itoh
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引用次数: 0
Developing and Validating the Contextual Technology Andragogy/Pedagogy Entrepreneurship Work Content Knowledge Model: A Framework for Vocational Education 开发和验证情境技术教学法/教育法创业工作内容知识模型:职业教育框架
IF 2.6 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-09-11 DOI: 10.1109/te.2024.3449636
Bilal Younis
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引用次数: 0
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