Digital technology is increasingly part of people's daily lives, including education. thus, with growing interest in the educational use of robotics, one of the observed barriers is the incorporation of this conte...
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ISBN:
(数字)9783031345500
ISBN:
(纸本)9783031345494;9783031345500
Digital technology is increasingly part of people's daily lives, including education. thus, with growing interest in the educational use of robotics, one of the observed barriers is the incorporation of this content into schools. Because this inclusion cannot be guaranteed by technology access alone, it requires contextual development, critical and interactive. the context of educational robotics requires complexity at different school levels and creativity to solve problems. therefore, the playful presentation of this content proves to be an excellent choice, especially for children, as it promotes children's logical thinking and physical and social skills through playful activities. Based on this context, this paper takes interaction design principles to evaluate the use of gamification artifacts to support introductory programming courses for children. In this study, the Roboquedo interaction test was evaluated. Its principles, in addition to using free technology withthe potential for collaboration, are low-cost projects and a methodological approach based on social constructivist epistemology. Based on the interaction analysis, any adjustments needed to improve the applied principles and deliverables of interaction design and other possibilities of educational robotics and digital inclusion may be reflected.
this article presents a critical review of research on digital fabrication in K-12 arts and crafts education. We provide an overview of the research field from two perspectives: 1) digital fabrication technologies and...
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ISBN:
(纸本)9783031344107;9783031344114
this article presents a critical review of research on digital fabrication in K-12 arts and crafts education. We provide an overview of the research field from two perspectives: 1) digital fabrication technologies and classroom practices, and 2) applied theoretical frameworks and research methodologies. Results show that robotics, e-textiles and 3D are the most common digital fabrication themes in arts and crafts education. In the typical DF research project, a qualitative paradigm is chosen, and learning is described from a constructionist perspective. We conclude the article with two specific opportunities for consolidating research on digital fabrication for arts and crafts education.
the role of non-formal education in increasing female participation in computerscience (CS) is a hot topic. Short-term interventions, including programming skill outreach activities, have been reported to increase se...
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ISBN:
(纸本)9798400701399
the role of non-formal education in increasing female participation in computerscience (CS) is a hot topic. Short-term interventions, including programming skill outreach activities, have been reported to increase self efficacy and willingness to pursue computing careers in young women. We explored the impact of a programming outreach activity on three types of measures for 30 female pupils: computing self-efficacy, social participation, and understanding of basic computing concepts. Preliminary results revealed a significant increase in participants' self-efficacy and sense of belonging in computing after the informal learning activity. Students were more focused on tasks when engaging socially withtheir peers and teachers. A decrease in misconception was observed in uni-structural knowledge but no significant difference was found in multi-structural computing knowledge acquisition. these data provide a baseline for study of the long term impact of outreach activities.
the COVID-19 pandemic caused the flaws of traditional grading systems to become even more apparent. In response, a growing number of educators are transitioning their classrooms to focus on alternative methods of asse...
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ISBN:
(纸本)9798400701382
the COVID-19 pandemic caused the flaws of traditional grading systems to become even more apparent. In response, a growing number of educators are transitioning their classrooms to focus on alternative methods of assessment. these subversive methods promote more equitable assessments, as they provide a more accurate picture of what a student has learned, cultivate students' intrinsic motivation, and do not privilege students from certain backgrounds. this article details how alternative grading, specifically "ungrading," was integrated into an introductory data science course. I detail how the course components align withthe principles of alternative grading, students' responses to the course structure, and the lessons I learned along the way. Finally, I close with a discussion of how infusing alternative methods of assessment into the classroom stands to cultivate the diversity continually lacking in computerscience and data science.
In late 2022, OpenAI released a new version of ChatGPT, a sophisticated natural language processing system capable of holding natural conversations while preserving and responding to the context of the discussion. Cha...
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ISBN:
(纸本)9798400701382
In late 2022, OpenAI released a new version of ChatGPT, a sophisticated natural language processing system capable of holding natural conversations while preserving and responding to the context of the discussion. ChatGPT has exceeded expectations in its abilities, leading to extensive considerations of its potential applications and misuse. In this work, we evaluate the influence of ChatGPT on university education, with a primary focus on computer security-oriented specialization. We gather data regarding the effectiveness and usability of this tool for completing exams, programming assignments, and term papers. We evaluate multiple levels of tool misuse, ranging from utilizing it as a consultant to simply copying its outputs. While we demonstrate how easily ChatGPT can be used to cheat, we also discuss the potentially significant benefits to the educational system. For instance, it might be used as an aid (assistant) to discuss problems encountered while solving an assignment or to speed up the learning process. Ultimately, we discuss how computerscience higher education should adapt to tools like ChatGPT.
.e growing ubiquity of artificial intelligence (AI) is reshaping much of daily life..is in turn is raising awareness of the need to introduce AI educationthroughout the K-12 curriculum so that students can *** unders...
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ISBN:
(纸本)9798400701399
.e growing ubiquity of artificial intelligence (AI) is reshaping much of daily life..is in turn is raising awareness of the need to introduce AI educationthroughout the K-12 curriculum so that students can *** understand and utilize AI. A particularly promising approach for engaging young learners in AI education is game-based learning. In this work, we present our efforts to embed a unit on AI planning within an immersive game-based learning environment for upper elementary students (ages 8 to 11) that utilizes a scaffolding progression based on the Use-Modify-Create framework. Further, we present how the scaffolding progression is being refined based on findings from piloting the game with students.
While functionality and correctness of code has traditionally been the main focus of computing educators, quality aspects of code are getting increasingly more attention. High-quality code contributes to the maintaina...
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ISBN:
(纸本)9798400701382
While functionality and correctness of code has traditionally been the main focus of computing educators, quality aspects of code are getting increasingly more attention. High-quality code contributes to the maintainability of software systems, and should therefore be a central aspect of computing education. We have conducted a systematic mapping study to give a broad overview of the research conducted in the field of code quality in an educational context. the study investigates paper characteristics, topics, research methods, and the targeted programming languages. We found 195 publications (1976-2022) on the topic in multiple databases, which we systematically coded to answer the research questions. this paper reports on the results and identifies developments, trends, and new opportunities for research in the field of code quality in computing education.
the use of technology in education is a tool that has gained much strength today, especially due to the changes in the paradigms of educationthat seek to provide attention to the needs and learning styles of the indi...
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ISBN:
(纸本)9783031358968;9783031358975
the use of technology in education is a tool that has gained much strength today, especially due to the changes in the paradigms of educationthat seek to provide attention to the needs and learning styles of the individuals who make up the community. educational;a wide variety of applications, with various styles of use, are available for teachers to download and integrate into their daily practice. As there are so many modalities, applications and multimedia content available, it is of great importance to have a selection process for these resources that involves taking into account the needs of the students, the context, and even YOUR tastes of the students, so that, the use of digital resources has a positive impact on teaching-learning methods. this article proposes a methodology that supports teachers in the incorporation of technological resources in their daily practice, taking into account the diversity of the members of the community, accompanying them from the planning phase to the selection of content, all of the above through instruments that allow you to assess technical feasibility, the relationship withthe content addressed, visual aspects, agreement withthe interests and context of the group, the closure and evaluation of the appropriation of knowledge. the case study presented reflects the positive results obtained with students from the city of Aguascalientes, Mexico, during their training in the fourth grade of basic education (corresponding to the age of 9 years), culminating in the preparation and attendance at the National Competition of Robotics RoboMath Challenge.
the revised Czech national computing curriculum for grades 6-9 entails the topic of how digital devices work. Up to date materials for teaching this topic are lacking in the Czech context. Our goal is to create such m...
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ISBN:
(纸本)9798400701399
the revised Czech national computing curriculum for grades 6-9 entails the topic of how digital devices work. Up to date materials for teaching this topic are lacking in the Czech context. Our goal is to create such materials. As a first step, we mapped preconceptions of children from grades 6-9 about how a digital devices work and what hardware parts they comprise of (N = 53, semi-structured interviews). Preliminary analysis uncovered some preconceptions not discovered by existing literature. this poster presents these preconceptions.
Novice learners of programming tend to neglect error messages, even though the messages have a lot of useful information for solving problems. While there exists research that aims to user-friendly error messages by c...
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ISBN:
(纸本)9798400701382
Novice learners of programming tend to neglect error messages, even though the messages have a lot of useful information for solving problems. While there exists research that aims to user-friendly error messages by changing the wording and by adding visual assistance, most of them do not focus on drawing learners' attention to error messages. We propose the enbugging quiz, a novel quiz format that requests the learner to craft a program that produces a specified error. this paper reports our design of enbugging quizzes and reports the results of our initial experiment, where we observed positive effects on the learners' attitudes towards error messages.
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