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Articles 31 - 60 of 78
Full-Text Articles in Education
A Computer Learning Environment For Novice Java Programmers That Supports Cognitive Load Reducing Adaptations And Dynamic Visualizations Of Computer Memory, James Stephen Williams
A Computer Learning Environment For Novice Java Programmers That Supports Cognitive Load Reducing Adaptations And Dynamic Visualizations Of Computer Memory, James Stephen Williams
Theses and Dissertations
Learning to program a computer is difficult for many. The Learning Edge Momentum hypothesis suggests that the difficulty may be due to the tightly integrated nature of programming concepts and adapting the way curriculum is offered may have a significant influence on the outcomes. We investigate applying cognitive load reducing methods to instruction of the introductory programming concepts of declaration, assignment and sequence, using a new learning environment that an instructor can adapt for a specific example or that a student can personalize for amount and modality of content provided. Our study has three learning surveys. Each learning survey has …
Overcoming Roadblocks In Introducing Virtual World Technology To High Schools, Casey Dylan Bailey
Overcoming Roadblocks In Introducing Virtual World Technology To High Schools, Casey Dylan Bailey
Graduate Theses and Dissertations
The EAST (Environmental And Spatial Technology) Initiative is a non-profit educational organization that provides students in over two hundred schools in eight states with access to advanced computing technologies for the purpose of enabling students to develop technical skills early and to produce solutions to local community problems. Although many high-end technologies are available through EAST, they are desktop solutions that individual students use and there are none that enable students within a school or between schools to collaborate.
This thesis is a saga that documents the identification and removal of many roadblocks to introducing a 3D multi-user virtual simulation …
Enabling National Software Development Competitions To Identify And Enhance Student Mentor Capability In Singapore, Chris Boesch, Sandra Boesch
Enabling National Software Development Competitions To Identify And Enhance Student Mentor Capability In Singapore, Chris Boesch, Sandra Boesch
Chris BOESCH
The authors previously developed a system to facilitate the self-directed learning and practicing of software languages in Singapore. One of the goals of this self-directed learning was to enable the creation of student mentors who would be able to assist other students during classroom sessions. Building on this work, the authors extended the platform to support the promotion and coordination of multiple programming competitions including multiple schools systems within Singapore with the goals of identifying, enabling, and mentoring students who might be better prepared to mentor their peers at their school after participating in the country wide competition. This paper …
Personalizing Software Development Practice Using Mastery-Based Coaching, Chris Boesch, Sandra Boesch
Personalizing Software Development Practice Using Mastery-Based Coaching, Chris Boesch, Sandra Boesch
Chris BOESCH
The authors previously developed a system to facilitate the self-directed learning and practicing of software languages in Singapore. One of the goals of this self-directed learning was to enable the development of student mentors who would then be able to assist other students during classroom sessions. Building on this work, the authors extended the platform to support personalized coaching with the goals of further enabling and preparing students to mentor their peers. This paper covers the challenges, insights, and features that were developed in order to develop and deploy this mastery-based coaching feature.
Automated Mentor Assignment In Blended Learning Environments, Chris Boesch, Kevin Steppe
Automated Mentor Assignment In Blended Learning Environments, Chris Boesch, Kevin Steppe
Chris BOESCH
In this paper we discuss the addition of automatic assignment of mentors during inclass lab work to an existing online platform for programing practice. SingPath is an web based tool for users to practice programming in several software languages. The platform started as a tool to provide students with online feedback on solutions to programming problems and expanded over time to support different of blended learning needs for a variety of classes and classroom settings. The SingPath platform supports traditional self-directed learning mechanisms such as badges and completion metrics as well as features for use in classrooms, such as tournaments. …
Creating Adaptive Quests To Support Personalized Learning Experiences When Learning Software Languages, Chris Boesch, Sandra Boesch
Creating Adaptive Quests To Support Personalized Learning Experiences When Learning Software Languages, Chris Boesch, Sandra Boesch
Chris BOESCH
Over the past three years the authors have been developing and refining an online practicing platform called SingPath, which enables users to practice writing code in various software languages. The most recent feature to be released is a Quest mode that encourages users by showing short video clips each time a user solves five problems. In addition, users are able to choose whether to play through these quests on easy, medium, or hard levels of difficulty. The ability for users to customize their game play enables them to modify the difficulty of the experience and ideally self-regulate how frustrating or …
Tournament-Based Teaching, Shannon Christopher Boesch, Sandra Boesch
Tournament-Based Teaching, Shannon Christopher Boesch, Sandra Boesch
Chris BOESCH
Over the past two years we have collaborated to develop a process and set of online games to enable additional feedback to both students and instructors in a classroom setting. We have named the resulting process Tournament-based Teaching due to the extensive use of tournament-based feedback for groups and individuals throughout course delivery. Tournament-based Teaching enables individualized and peer-based learning in a classroom setting and provides additional motivation for students to prepare for classroom sessions. It also provides feedback to instructors, which can be leveraged to provide better schedule classroom sessions.
Adaptive Gameplay For Programming Practice, Chris Boesch, Sandra Boesch
Adaptive Gameplay For Programming Practice, Chris Boesch, Sandra Boesch
Chris BOESCH
Over the past four years, we have collaborated to develop a set of online games to enable users to practice software languages in a self-directed manner and as part of a class. Recently we introduced a new adaptive difficulty feature that enables players to self-regulate the difficulty of the games they are playing to practice. These new features also provide additional information to further adapt the problem content to better meet the needs of the users.
Evolving An Information Systems Capstone Course To Align With The Fast Changing Singapore Marketplace, Chris Boesch, Benjamin Kok Siew Gan
Evolving An Information Systems Capstone Course To Align With The Fast Changing Singapore Marketplace, Chris Boesch, Benjamin Kok Siew Gan
Chris BOESCH
Every year, around fifty-five undergraduate teams of four to six students are required to complete a capstone course for the School of Information Systems at Singapore Management University. Each team spends approximately five months working with an industry sponsor using the latest tools and techniques. Students actively learn by implementing the system to solve a real world problem. In addition to delivering value to the local sponsor, our students learn specialized skills currently needed in the marketplace, which might not yet be incorporated into electives and core courses. In this paper, we discuss the tradeoffs of providing students and project …
Case Study On Using A Programming Practice Tool For Evaluating University Applicants, Shannon Christopher Boesch, Kevin Steppe
Case Study On Using A Programming Practice Tool For Evaluating University Applicants, Shannon Christopher Boesch, Kevin Steppe
Chris BOESCH
We used a programming practice tool to test basic programming skills of prospective students. A live competition was used to test those skills. Students who did well were asked for further interviews. Most students had no prior background and reported learning the basics of two programming languages within two weeks of self-study.
A Women In Mathematics, Computer Science, And Physics Course, Jim Crumley, Kristen Nairn, Lynn Ziegler, Pamela L. Bacon, Yu Zhang
A Women In Mathematics, Computer Science, And Physics Course, Jim Crumley, Kristen Nairn, Lynn Ziegler, Pamela L. Bacon, Yu Zhang
MapCores Faculty Publications
Increasing women's participation is a concern in disciplines beyond
physics. As part of our Mathematics, Physics, Computer Science
Research Scholars (MapCores) program, we teach a women in science
class covering these three areas. Our course is a special version of
our college's first year seminar, which is a course designed to
prepare our students to read, write, and speak at a college-level. We
structure our FYS to promote academic confidence and interest in our
disciplines for the women in MapCores. It covers not only contributions
that women have made and barriers that women face in these
disciplines, but also research …
Simmons' Research Aims To Improve Function For Online Security, Danielle Kamp
Simmons' Research Aims To Improve Function For Online Security, Danielle Kamp
News and Events
No abstract provided.
Computer Science Major Interns At Google, Danielle Kamp
Computer Science Major Interns At Google, Danielle Kamp
News and Events
No abstract provided.
Computer Vision Aided Lip Movement Correction To Improve English Pronunciation, Shuang Wei
Computer Vision Aided Lip Movement Correction To Improve English Pronunciation, Shuang Wei
Open Access Theses
This paper explored the possibility of improving the pronunciation of English as a Foreign Language (EFL) learners by correcting their mouth-lip movement through visual feedback methods. As an EFL learner, I noticed that while learning pronunciation, for some words, the mouth-lip movement (e.g., opening size and duration) will affect the final pronunciation. A prototype system was developed to compare the standard pronunciation mouth shape movement with a user's pronunciation mouth shape movement and give visual feedback to users. Using computer vision technology, the mouth shape movement of standard pronunciation is extracted into moving contours. The user's mouth movement is video …
Personality And Programming, Amy B. Woszczynski, Tracy C. Guthrie, Sherri Shade
Personality And Programming, Amy B. Woszczynski, Tracy C. Guthrie, Sherri Shade
Sherri Shade
Information systems students continue to struggle to successfully complete computer programming classes. Learning how to program is difficult, and failure and attrition rates in college level programming classes remain at an unacceptably high rate. Since many IS students take a programming course as part of their program of study, IS educators should better understand why IS students tend to achieve low success rates in programming courses and what can be done to improve success rates. Little research to date has addressed potential reasons for student failure in programming principles courses. Many educators simply assume that high failure rates are acceptable …
Flipping The Classroom In An Academic Writing Course, Marion Engin, Senem Donanci
Flipping The Classroom In An Academic Writing Course, Marion Engin, Senem Donanci
All Works
This article describes a series of video lessons the authors prepared using the iPad application Educreations to teach elements of the academic essay in an English-medium university in the United Arab Emirates. The authors give a brief introduction to the topic, a rationale for flipping the classroom, and provide a step-by-step account of how the academic writing course progressed.
Libraries Respond To Mobile Ubiquity: Research And Assessment Of Mobile Device Usage Trends For Academic And Medical Libraries, Megan M. Hurst, Eleanor I. Cook, J. Michael Lindsay, Martha F. Earl
Libraries Respond To Mobile Ubiquity: Research And Assessment Of Mobile Device Usage Trends For Academic And Medical Libraries, Megan M. Hurst, Eleanor I. Cook, J. Michael Lindsay, Martha F. Earl
Charleston Library Conference
The authors consider trends in mobile device usage for the Internet as a whole, for EBSCO Discovery Service across all client libraries, and at two specific libraries: Preston Medical Library, serving the University of Tennessee (UT) Graduate School of Medicine and UT Medical Center, and the Joyner Library at East Carolina University, serving students and faculty on the main campus. Librarians at Preston Medical Library conducted a survey to determine which mobile devices, platforms, and apps were used by their patrons in 2012. East Carolina University piloted an iPad and e-reader lending program in 2010–2011. The results of each are …
New A*Star-Smu Centre Combines High-Powered Computing And Behavioural Sciences To Study People-Centric Issues, Singapore Management University
New A*Star-Smu Centre Combines High-Powered Computing And Behavioural Sciences To Study People-Centric Issues, Singapore Management University
SMU Press Releases
The Agency for Science, Technology and Research (A*STAR) and the Singapore Management University (SMU) will establish a Centre for Technology and Social-Behavioural Insights (CTSBI) to tap on high performance computing technology, big data analytics and behavioural sciences to study people-centric issues and human behaviour including how people think, feel and act in different settings. Such information can be used to enhance planning and address issues in different areas such as retail, logistics, urban planning, education and community development.
Evolving An Information Systems Capstone Course To Align With The Fast Changing Singapore Marketplace, Chris Boesch, Benjamin Kok Siew Gan
Evolving An Information Systems Capstone Course To Align With The Fast Changing Singapore Marketplace, Chris Boesch, Benjamin Kok Siew Gan
Research Collection School Of Computing and Information Systems
Every year, around fifty-five undergraduate teams of four to six students are required to complete a capstone course for the School of Information Systems at Singapore Management University. Each team spends approximately five months working with an industry sponsor using the latest tools and techniques. Students actively learn by implementing the system to solve a real world problem. In addition to delivering value to the local sponsor, our students learn specialized skills currently needed in the marketplace, which might not yet be incorporated into electives and core courses. In this paper, we discuss the tradeoffs of providing students and project …
Building A Framework For Indiana Geospatial Education, Benjamin D. Branch, Kathy L. Kozenski
Building A Framework For Indiana Geospatial Education, Benjamin D. Branch, Kathy L. Kozenski
Libraries Faculty and Staff Presentations
No abstract provided.
College Of Engineering Senior Design Competition Spring 2014, University Of Nevada, Las Vegas
College Of Engineering Senior Design Competition Spring 2014, University Of Nevada, Las Vegas
Fred and Harriet Cox Senior Design Competition Projects
Part of every UNLV engineering student’s academic experience, the senior design project stimulates engineering innovation and entrepreneurship. Each student in their senior year chooses, plans, designs, and prototypes a product in this required element of the curriculum. A capstone to the student’s educational career, the senior design project encourages the student to use everything learned in the engineering program to create a practical, real world solution to an engineering challenge. The senior design competition helps focus the senior students in increasing the quality and potential for commercial application for their design projects. Judges from local industry evaluate the projects on …
A Computational Model Of Memetic Evolution: Optimizing Collective Intelligence, Noah Welsh
A Computational Model Of Memetic Evolution: Optimizing Collective Intelligence, Noah Welsh
All Dissertations
The purpose of this study was to create an adaptive agent based simulation modeling the processes of creative collaboration. This model aided in the development of a new evolutionary based framework through which education scholars, academics, and professionals in all disciplines and industries can work to optimize their collective ability to find creative solutions to complex problems. The basic premise follows that the process of idea exchange, parallels the role sexual reproduction in biological evolution and is essential to society's collective ability to solve complex problems. The study outlined a set of assumptions used to develop a new theory of …
Dougan Award's Sponsor Named Recipient, Kim Hill
Dougan Award's Sponsor Named Recipient, Kim Hill
News and Events
No abstract provided.
What Factors Impact On Primary Students Using The Internet And Media For Learning And Entertainment At Home?, Jiangyan Lu, Qiang Hao
What Factors Impact On Primary Students Using The Internet And Media For Learning And Entertainment At Home?, Jiangyan Lu, Qiang Hao
Computer Science Faculty and Staff Publications
With the increasing affordability of Information Communication Technology (ICT), children can now access Internet from home via multiple devices. In developed countries, earlier concerns about a ‘digital divide’ among children due to inequalities in access to ICT have been replaced by concerns on ways they use ICT in schools and at homes (Kerawalla & Crook, 2002). However, little is known about how students use Internet to learn at home. It is generally viewed that some students engage too much time in online activities, such engaging in new media, playing games, or participating social networking, we do not know to what …
Mapcores 2013-2014 Assessment Report, Kristen Nairn, Pamela L. Bacon, Jim Crumley, Yu Zhang
Mapcores 2013-2014 Assessment Report, Kristen Nairn, Pamela L. Bacon, Jim Crumley, Yu Zhang
MapCores Faculty Publications
This is a report showing the assessment results for the MapCores (MAthematics, Physics, COmputer science REsearch Scholars) program at the College of Saint Benedict. Started in 2009, MapCores is a cohort-based program designed to increase women's interest and achievement in mathematics, physics, computer science and engineering. The report was submitted for the National Science Foundation grant number 0965705.
Classroom Polling Software For Use With Mobile And Web-Based Devices, Nick Renford, Jeremy Straub, Scott Kerlin
Classroom Polling Software For Use With Mobile And Web-Based Devices, Nick Renford, Jeremy Straub, Scott Kerlin
Jeremy Straub
The goal of this project is to create an interface for Android, iOS, and Win-dows Phone smartphones, as well as a web interface that will act as a “clicker”. The instructors will be able to send out questions, and the students will be able to answer the questions, and get feedback if the instructor wants them to have it. The teacher can decide whether the feedback is instant or manually initiated, and what format the response will be, whether it includes the correct answer, and what type of chart, if any, indicating the most com-monly selected answer(s). There will be …
Emotion Capture: Emotion Mimicry Using Facial Motion Capture, Thomas Emmauel Haley-Hermiz
Emotion Capture: Emotion Mimicry Using Facial Motion Capture, Thomas Emmauel Haley-Hermiz
Open Access Theses
This study explored the application of facial motion capture to Autism Spectrum Disorder therapy. The FaceShift technology was utilized in a behavior change intervention for children with ASD. The intervention focused on using facial expressions to display emotions.
The results of the study exhibit that all students involved achieved a higher percent in both facial expressions attempted and successfully demonstrated in intervention over baseline. However, this increase was not maintained in generalization. Without a successful generalization the intervention would not be recommended in its current framework. Recommendations for further research are provided.
A Computer-Based Approach For Identifying Student Conceptual Change, Junchao Yan
A Computer-Based Approach For Identifying Student Conceptual Change, Junchao Yan
Open Access Theses
Misconceptions are commonly encountered in many areas of science and engineering where a to-be-learned concept conflicts with prior knowledge. Conceptual change is an approach for identifying and repairing the misconceptions. One of the ways to promote student conceptual change is providing students with ontological schema training. However, assessment of conceptual change relies on qualitative analysis of student responses. With the exponential growth of qualitative data in the form of graphical representations or written responses, the process of data analysis relying on human experts has become time-consuming and costly. This study took the advantages of natural language processing and machine learning …
Usability Testing Of The M.A.E.G.U.S. Serious Game, James He
Usability Testing Of The M.A.E.G.U.S. Serious Game, James He
Open Access Theses
Interpreting raw data in serious games and simulations can be a time consuming and uninteresting task without visualizations. This study proposes one possible solution for an interface that incorporates data visualizations for Whittinghill and Nataraja's (2013) MAEGUS simulation, a serious game used to increase the retention of wind energy and solar energy concepts in students, while still being fun. After the interface was designed and developed, a think aloud usability test was conducted to answer the following research questions: how do students use a series of information visualizations to operate a multi-variate game-based simulation and what are some the usability …
Automated Mentor Assignment In Blended Learning Environments, Chris Boesch, Kevin Steppe
Automated Mentor Assignment In Blended Learning Environments, Chris Boesch, Kevin Steppe
Research Collection School Of Computing and Information Systems
In this paper we discuss the addition of automatic assignment of mentors during inclass lab work to an existing online platform for programing practice. SingPath is an web based tool for users to practice programming in several software languages. The platform started as a tool to provide students with online feedback on solutions to programming problems and expanded over time to support different of blended learning needs for a variety of classes and classroom settings. The SingPath platform supports traditional self-directed learning mechanisms such as badges and completion metrics as well as features for use in classrooms, such as tournaments. …