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Full-Text Articles in Education

Towards Automated Slide Augmentation To Discover Credible And Relevant Links, Dilan Dinushka Senarath Arachchige, Christopher M. Poskitt, Kwan Chin (Xu Guangjin) Koh, Heng Ngee Mok, Hady Wirawan Lauw Jul 2024

Towards Automated Slide Augmentation To Discover Credible And Relevant Links, Dilan Dinushka Senarath Arachchige, Christopher M. Poskitt, Kwan Chin (Xu Guangjin) Koh, Heng Ngee Mok, Hady Wirawan Lauw

Research Collection School Of Computing and Information Systems

Learning from concise educational materials, such as lecture notes and presentation slides, often prompts students to seek additional resources. Newcomers to a subject may struggle to find the best keywords or lack confidence in the credibility of the supplementary materials they discover. To address these problems, we introduce Slide++, an automated tool that identifies keywords from lecture slides, and uses them to search for relevant links, videos, and Q&As. This interactive website integrates the original slides with recommended resources, and further allows instructors to 'pin' the most important ones. To evaluate the effectiveness of the tool, we trialled the system …


Educational Technologies And Assessment Practices: Evolution And Emerging Research Gaps, Lim Ming Soon Tristan, Gottipati Swapna, Michelle L. F. Cheong Jan 2024

Educational Technologies And Assessment Practices: Evolution And Emerging Research Gaps, Lim Ming Soon Tristan, Gottipati Swapna, Michelle L. F. Cheong

Research Collection School Of Computing and Information Systems

This chapter examines the integration and trajectory of ubiquitous, adaptive, and immersive technologies in educational assessments, based upon qualitative predictions from Horizon Report and quantitative bibliometric analysis. Through network analysis, the authors identified key educational technological trends and their interconnectedness within the academic domain. These findings underscored the ascendance of adaptive assessments for personalized real-time feedback, the role of virtual immersive assessments adding layers of complexity, variability, and adaptability that a physical environment might not offer, and the pervasive reach of ubiquitous assessments in crafting contextually anchored evaluations. Grounded in pedagogical underpinnings, the chapter presents pressing research gaps, theoretical and …


Leading By Example And Giving Back To Society, N.R. Narayana Murthy, Havovi Joshi Nov 2023

Leading By Example And Giving Back To Society, N.R. Narayana Murthy, Havovi Joshi

Asian Management Insights

N.R. Narayana Murthy, the founder and former Chairman of Infosys, a global provider of next-generation digital services and consulting, speaks with Havovi Joshi about the Indian growth story.


Overcoming Challenges In Devops Education Through Teaching Methods, Samuel Ferino, Marcelo Fernandes, Elder Cirilo, Lucas Agnez, Bruno Batista, Uirá Kulesza, Eduardo Aranha, Christoph Treude May 2023

Overcoming Challenges In Devops Education Through Teaching Methods, Samuel Ferino, Marcelo Fernandes, Elder Cirilo, Lucas Agnez, Bruno Batista, Uirá Kulesza, Eduardo Aranha, Christoph Treude

Research Collection School Of Computing and Information Systems

DevOps is a set of practices that deals with coordination between development and operation teams and ensures rapid and reliable new software releases that are essential in industry. DevOps education assumes the vital task of preparing new professionals in these practices using appropriate teaching methods. However, there are insufficient studies investigating teaching methods in DevOps. We performed an analysis based on interviews to identify teaching methods and their relationship with DevOps educational challenges. Our findings show that project-based learning and collaborative learning are emerging as the most relevant teaching methods.


Investigating Collaborative Problem Solving Temporal Dynamics Using Interactions Within A Digital Whiteboard, Hua Leong Fwa Apr 2023

Investigating Collaborative Problem Solving Temporal Dynamics Using Interactions Within A Digital Whiteboard, Hua Leong Fwa

Research Collection School Of Computing and Information Systems

Collaborative Problem Solving, the resolution of complex problems with the collaboration of multiple peoplepooling their knowledge, skills and effort is postulated as an essential 21st century skills for the futureworkforce. Collaborative Problem Solving has been embraced in schools where both online and face-to-face collaboration are afforded through the proliferation of educational technology tools. Assessing the amount of collaboration that has taken place among the students has however been challenging. In this research, we seek to identify the collaboration patterns of our students by mining the temporal sequence of their actions logs captured within a digital whiteboard tool. With the use …


Designing Flipped Learning Activities For Beginner Programming Course, Benjamin Gan, Eng Lieh Ouh Jul 2022

Designing Flipped Learning Activities For Beginner Programming Course, Benjamin Gan, Eng Lieh Ouh

Research Collection School Of Computing and Information Systems

This study focuses on designing flipped classroom learning activities across pre-class problem-based exercises; with in-class active discussions and practical problem-solving sessions; and follow up with postclass problem-based labs and assessments. We evaluate the effectiveness of our learning activities based on student surveys, course feedback, grades, and teacher feedback for a beginner programming course with non-IS students. We describe detail programming learning activities with comparisons to existing practices based on related work. Our findings are that majority of students (86%) agreed with flipped classroom, but teachers should be aware of the 14% who disagreed and cater for them. Teachers should avoid …


Balancing Learning And Enjoyment In Serious Games: Kerbal Space Program And The Communication Mediation Model, Sonny Rosenthal, Rabindra A. Ratan Jun 2022

Balancing Learning And Enjoyment In Serious Games: Kerbal Space Program And The Communication Mediation Model, Sonny Rosenthal, Rabindra A. Ratan

Research Collection College of Integrative Studies

When designed well, serious games can support effective learning. This study used the communication mediation model to examine the process and outcomes of playing serious games, in this case, the science-themed game, Kerbal Space Program. During a 4-h research session, 241 undergraduate students played through the game's tutorial missions and completed surveys to measure variables of interest. Results of structural equation modeling showed that game progress was positively related to self-efficacy in computer gaming (β = 0.26) and ordinary science intelligence (β = 0.13). Knowledge acquisition was positively related to game progress (β = 0.21) and positively predicted experiential attitude …


Gender Influence On Communication Initiated Within Student Teams, Rita Garcia, Chieh-Ju Trinity Liao, Ariane Pearce, Christoph Treude Mar 2022

Gender Influence On Communication Initiated Within Student Teams, Rita Garcia, Chieh-Ju Trinity Liao, Ariane Pearce, Christoph Treude

Research Collection School Of Computing and Information Systems

Collaboration is important during software development, but related work has found gender differences can influence the collaboration process, creating inequality in the team’s dynamics. In this paper, we present a gender analysis study that involved 39 students, examining their teams’ online collaborations while contributing to a large open-source software project. Eight teams of 4-6 Software Engineering (SE) students communicated over an online messaging platform, Slack, to complete an eight-week project. The goal of this study is to identify gender differences emerging from team collaboration. A mixed-methods approach was used to collect students’ teamwork experiences and analyse their collaboration. Our research …


Flip & Slack – Active Flipped Classroom Learning With Collaborative Slack Interactions, Kyong Jin Shim, Gottipati Swapna, Yi Meng Lau Nov 2021

Flip & Slack – Active Flipped Classroom Learning With Collaborative Slack Interactions, Kyong Jin Shim, Gottipati Swapna, Yi Meng Lau

Research Collection School Of Computing and Information Systems

Active flipped classroom learning is stipulated with faculty structuring the activities involving constructive interactions, either formal or informal. Sharing ideas and responding to ideas improve the cognitive skills of the students. Encouraging peers to contribute to class activities and respecting peers contribute to the development of affective skills. We present an integrated platform for cognitive and affective skills development. A flipped classroom arrangement allows the faculty to focus more on in-class activities such as programming and lab exercises to support active learning in computing courses. We share the design of an innovative flipped classroom model integrated with Slack and present …


Integrated Discourse Analysis & Learning Skills Framework For Class Conversations, Devyn Wei Hung Tan, Gottipati Swapna, Kyong Jin Shim, Shankararaman, Venky Oct 2021

Integrated Discourse Analysis & Learning Skills Framework For Class Conversations, Devyn Wei Hung Tan, Gottipati Swapna, Kyong Jin Shim, Shankararaman, Venky

Research Collection School Of Computing and Information Systems

Constructive interactions through discussion forums allow students to open their horizons and thought processes to acquire more knowledge and develop skills. Thus, discussion forums play an important role in supporting learning. Additionally, the discussion forum provides the content for creating a knowledge repository. It contains discussion threads related to key course topics that are debated by the students. One approach to understanding the student learning experience is through the analysis of the discussion threads. This research proposes the application of discourse analysis and collaborative learning frameworks to discussion forums to gain further insights into the student’s learning in a classroom. …


Effective Digital Learning Practices For Is Design Courses During Covid-19, Eng Lieh Ouh, Benjamin Gan Aug 2021

Effective Digital Learning Practices For Is Design Courses During Covid-19, Eng Lieh Ouh, Benjamin Gan

Research Collection School Of Computing and Information Systems

The COVID-19 pandemic has pushed educational institutions to adopt digital learning for an extended period. This research studies the effectiveness of digital learning practices based on student feedback data collected for two Information Systems design courses: human interaction design and solution architecture design. This paper leverages the data to analyze the effectiveness of a set of digital learning practices: ZOOM lectures, polling or Kahoot questions, self-reflection, virtual exercises and virtual mentorship. Our research questions are on the effectiveness of these learning practices to keep the student’s interest and learn the course materials. The research compares each learning practice and the …


Educating Children During Covid-19 And Beyond, Alvin Lee May 2021

Educating Children During Covid-19 And Beyond, Alvin Lee

Asian Management Insights

Since the World Health Organization declared Covid-19 a pandemic in March 2020, school closures across the Asia-Pacific region have affected some 325 million children.


Art Attack! Tanya Wilson's Creative Mission To Engage Children On Social Issues, Singapore Management University Apr 2020

Art Attack! Tanya Wilson's Creative Mission To Engage Children On Social Issues, Singapore Management University

Social Space

Meet Tanya Wilson, 41, co-founder of EYEYAH!, an interactive platform that uses visually arresting design and artworks to educate children on important social issues like internet safety, healthy eating, mental health, climate change and so on. The mother of two primary-school-aged daughters is no stranger to the creative industry, having spent two decades developing content and experiences for the likes of Netflix, Facebook, Nike, Coca-Cola, Tiger Beer and Heineken. These days, Tanya and her co-founder Steve Lawler are busy equipping young learners with creative thinking skills which, they believe, are essential to solving the world's complex challenges. ISHAN SINGH …


Effectiveness Of Bite-Sized Lecture On Student Learning Outcomes, Noi Sian Koh, Swapna Gottipati, Venky Shankararaman Jun 2018

Effectiveness Of Bite-Sized Lecture On Student Learning Outcomes, Noi Sian Koh, Swapna Gottipati, Venky Shankararaman

Research Collection School Of Computing and Information Systems

Bite-Sized teaching approach uses relatively small learning units with short term focused activities. The paper presents the effectiveness of Bite-Sized lecture pedagogy on learning outcomes for an analytics course offered by the School of Information Technology at Nanyang Polytechnic. The methodology involves breaking a typical 1 hour lecture into 3 to 4 short lectures followed by related tutorial / practical exercises relevant to each respective short lecture. The results from the exercises shows statistically significant improvements in the assessed learning outcomes for the Bite-Sized lecture over the traditional one hour lecture. 75% of the surveyed respondents agreed that the speed …


Using Teaching Cases For Achieving Bloom’S High-Order Cognitive Levels: An Application In Technically-Oriented Information Systems Course, Kar Way Tan Dec 2017

Using Teaching Cases For Achieving Bloom’S High-Order Cognitive Levels: An Application In Technically-Oriented Information Systems Course, Kar Way Tan

Research Collection School Of Computing and Information Systems

Case-teaching has been an attractive pedagogy method for bringing in real-world examples into the classroom. However, it is challenging to introduce cases to address high-order cognitive skills such as analyzing and creating new IT solutions in technically-oriented computing course. In this research, we present our experience in introducing three types of case studies -- Story-Telling case, Design-and-Problem-Solving case, and Create-Design-Implement case to a course in an undergraduate Information Systems programme. For each case study, we plan and map the learning objectives to address various cognitive levels in the revised Bloom’s Taxonomy. Using surveys conducted over two academic years, we show …


Analyzing The E-Learning Video Environment Requirements Of Generation Z Students Using Echo360 Platform, Swapna Gottipati, Venky Shankararaman Dec 2017

Analyzing The E-Learning Video Environment Requirements Of Generation Z Students Using Echo360 Platform, Swapna Gottipati, Venky Shankararaman

Research Collection School Of Computing and Information Systems

As with any other generational cohort,Generation Z students have their own unique characteristics that influencetheir approach to learning process. They are the future workforce and severalefforts are undertaken by Government and education institutes to consider thecharacteristics of Gen-Z in developing the curriculum and teaching environmentsuitable for these students. E-learning plays a key role in students learningprocess and has been widely adopted by many education institutions. Inparticular, videos play a major role in the learning process of Gen-Zstudents. The purpose of this paper isto focus the on requirements of Gen-Z students and to provide suggestions forhow to create a e-learning video …


Learn To Play, Play To Learn: Designing A Digital Board Game For A Law Of Torts Class, Gary Kok Yew Chan, Swee Liang Tan, Khe Foon Timothy Hew, Li Siong Lim, Bernie Grayson Koh Dec 2015

Learn To Play, Play To Learn: Designing A Digital Board Game For A Law Of Torts Class, Gary Kok Yew Chan, Swee Liang Tan, Khe Foon Timothy Hew, Li Siong Lim, Bernie Grayson Koh

Research Collection Yong Pung How School Of Law

This paper documents the learning journey and outcomes of designing an electronic roll-and-move board game, The Grade Inflation Game (GIGAME). It was developed by the Centre for Teaching Excellence (CTE) for classes conducted in the School of Law at the Singapore Management University (SMU). It investigates the effectiveness of using an electronic board game in teaching and learning. Based on the survey on 64 student-players of the game, the study revealed that the game enabled students to consolidate objective skills and knowledge while having 'serious' fun.


Learning Of Business Processes & Application: An Industry-Ready Approach, Yi Meng Lau, Yu Yee Poon, Mike Wee Sep 2015

Learning Of Business Processes & Application: An Industry-Ready Approach, Yi Meng Lau, Yu Yee Poon, Mike Wee

Research Collection School Of Computing and Information Systems

The Learning Framework for Business Processes was developed by lectures from School of InfoComm Technology (ICT)to support their students’ learning in the Diploma of Financial Informatics. This framework leverage on the use of learning approaches such as Inquiry based learning to create opportunities for students to be engaged, explore, explain and apply their learning. This framework was presented at International Symposium on Advances in Technology Education (ISATE) 2015 in Nagaoka, Japan.


Uniquely Bloomberg, Singapore Management University Apr 2014

Uniquely Bloomberg, Singapore Management University

Perspectives@SMU

A study conducted at the global media company unveiled the "And factor", which defines leadership qualities in the organisation.


Changing Views On Media Ethics And Societal Functions Among Students In Singapore, Benjamin Hill Detenber, Sonny Rosenthal Jan 2014

Changing Views On Media Ethics And Societal Functions Among Students In Singapore, Benjamin Hill Detenber, Sonny Rosenthal

Research Collection College of Integrative Studies

This panel study assessed changes in ethical ideology and beliefs about the societal function of media over the course of undergraduate communication education in Singapore. First, students' agreement with the ethical principles of truth telling, independence, and accountability increased. Second, change in agreement with the ethical principle of minimizing harm was negatively related to change in justification of contentious newsgathering methods. Third, belief that the media should function as a watchdog increased and that it should serve national development decreased. Change in these variables was inversely correlated. We relate these findings to global contexts and make recommendations for curriculum development.


E-Learning At The Li Ka Shing Library: Another Step Forward, Yuyun W. Ishak, Rajendra Munoo, Chrissy Tan, Devika Sangaram, Janelle Chin Dec 2011

E-Learning At The Li Ka Shing Library: Another Step Forward, Yuyun W. Ishak, Rajendra Munoo, Chrissy Tan, Devika Sangaram, Janelle Chin

Research Collection Library

No abstract provided.


Engaging Knowledge Management Learners Through Web-Based Ict: An Empirical Study, Thomas Menkhoff, Tze Yian Thang, Yue Wah Chay, Yue Kee Wong May 2011

Engaging Knowledge Management Learners Through Web-Based Ict: An Empirical Study, Thomas Menkhoff, Tze Yian Thang, Yue Wah Chay, Yue Kee Wong

Research Collection Lee Kong Chian School Of Business

The purpose of this paper is to examine how to successfully blend an e-learning module into a knowledge management (KM) course aimed at getting KM students interested in the respective subject matter (=KM) in a web-based learning environment. Based on data obtained from 138 undergraduate business management students at a university in Singapore, practical aspects of effectively implementing an e-learning system with a focus on KM are analyzed and the importance determined of three conceptual variables in the context of successful blended learning approaches: online faculty to student interaction, social presence and personal e-learning experiences. The study shows some positive …


Evaluating The Blending Of An E-Learning Module Into A Knowledge Management Course: A Case Study From The Singapore Management University (Smu), Thomas Menkhoff, Tze Yian Thang, Yue Kee Wong Sep 2007

Evaluating The Blending Of An E-Learning Module Into A Knowledge Management Course: A Case Study From The Singapore Management University (Smu), Thomas Menkhoff, Tze Yian Thang, Yue Kee Wong

Research Collection Lee Kong Chian School Of Business

In 2005, the authors of this essay led the development and launch of SMU’s (Singapore Management University) first e-learning package on ‘Knowledge Management’. The package is aimed at supporting SMU’s mission to be committed to an interactive, participative and technologically-enabled learning experience. Since its inception in 2000, SMU’s educational and administrative practices are modelled after American institutions, in particular the Wharton School of the University of Pennsylvania. To support SMU’s unique pedagogy, wireless technology for mobile computing is a central feature at SMU. Against this background, the paper features a self-critical and reflective case study of the roll out of …


A Hybrid Of Plot-Based And Character-Based Interactive Storytelling, Yundong Cai, Chunyan Miao, Ah-Hwee Tan, Zhiqi Shen Jun 2007

A Hybrid Of Plot-Based And Character-Based Interactive Storytelling, Yundong Cai, Chunyan Miao, Ah-Hwee Tan, Zhiqi Shen

Research Collection School Of Computing and Information Systems

Interactive storytelling in the virtual environment attracts a lot of research interests in recent years. Story plot and character are two most important elements of a story. Based on these two elements, currently there are two research directions: plot-based and character-based interactive storytelling. However, plot-based approach lacks the refinement of character behaviors as character-based approach. On the other side, character-based approach does not follow a well organized story plot so that the moral of the story might be distorted. Therefore, there is a need to develop an integrated framework to achieve the balance between conveying story moral and enhancing the …


Giving The Learners Control Of Navigation: Cognitive Gains And Losses, Tamas Makany, Paula C. Engelbrecht, Katie Meadmore, Richard Dudley, Edward S. Redhead, Itiel E. Dror Mar 2007

Giving The Learners Control Of Navigation: Cognitive Gains And Losses, Tamas Makany, Paula C. Engelbrecht, Katie Meadmore, Richard Dudley, Edward S. Redhead, Itiel E. Dror

Research Collection Lee Kong Chian School Of Business

E-learning often involves exploration of the information space that is somewhat similar to the exploration of space in the real world. Initial paths taken in any environment (be it a physical, virtual, or any other type) will not only guide the discoveries of what the environment contains, but also formulate the underlying organising principles. The suggested route in an art gallery frequently presents artworks that are either chronological or conceptually tied together. Deviating from this –and taking a route of our own, if at all possible– might be either confusing or insightful. The structure of the information, and the control …


It Is Not Worth Learning If It Is Not Remembered: Designing E-Learning To Increase Memory, Paula C. Engelbrecht, Tamas Makany, Katie Meadmore, Richard Dudley, Itiel E. Dror Mar 2007

It Is Not Worth Learning If It Is Not Remembered: Designing E-Learning To Increase Memory, Paula C. Engelbrecht, Tamas Makany, Katie Meadmore, Richard Dudley, Itiel E. Dror

Research Collection Lee Kong Chian School Of Business

The collation, storage and retrieval of information are essential components of successful learning. Whether information is retained depends on a variety of factors, including how the information fits with an individual’s existing knowledge, the way in which information is presented, and its complexity. Some of these factors are under the direct control of the e-learning designers and developers. Investigating these factors and how they impact on memory is important and can enhance the quality of e-learning. Evidence from cognitive neuroscience suggests that information is stored in a semantically meaningful manner. It follows that e-learning technologies, which either mimic how knowledge …