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Full-Text Articles in Computer Sciences

Cold Calls To Enhance Class Participation And Student Engagement, Manoj Thulasidas, Aldy Gunawan Dec 2022

Cold Calls To Enhance Class Participation And Student Engagement, Manoj Thulasidas, Aldy Gunawan

Research Collection School Of Computing and Information Systems

The question whether cold calls increase student engagement in the classroom has not been conclusively answered in the literature. This study describes the automated system to implement unbiased, randomized cold calling by posing a question, allowing all students to think first and then calling on a particular student to respond. Since we already have a measure of the level of student engagement as the self-reported classparticipation entries from the students, its correlation to cold calling is also further studied. The results show that there is a statistically significant increase in the class participation reported, and therefore in student engagement, in …


Vr Computing Lab: An Immersive Classroom For Computing Learning, Shawn Pang, Kyong Jin Shim, Yi Meng Lau, Swapna Gottipati Dec 2022

Vr Computing Lab: An Immersive Classroom For Computing Learning, Shawn Pang, Kyong Jin Shim, Yi Meng Lau, Swapna Gottipati

Research Collection School Of Computing and Information Systems

In recent years, virtual reality (VR) is gaining popularity amongst educators and learners. If a picture is worth a thousand words, a VR session is worth a trillion words. VR technology completely immerses users with an experience that transports them into a simulated world. Universities across the United States, United Kingdom, and other countries have already started using VR for higher education in areas such as medicine, business, architecture, vocational training, social work, virtual field trips, virtual campuses, helping students with special needs, and many more. In this paper, we propose a novel VR platform learning framework which maps elements …


Gamified Online Industry Learning Platform For Teaching Of Foundational Computing Skills, Yi Meng Lau, Rafael Jose Barros Barrios, Gottipati Swapna, Kyong Jin Shim Dec 2022

Gamified Online Industry Learning Platform For Teaching Of Foundational Computing Skills, Yi Meng Lau, Rafael Jose Barros Barrios, Gottipati Swapna, Kyong Jin Shim

Research Collection School Of Computing and Information Systems

Online industry learning platforms are widely used by organizations for employee training and upskilling. Courses or lessons offered by these platforms can be generic or specific to an enterprise application. The increased demand of new hires to learn these platforms or who are already certified in some of these courses has led universities to look at the opportunities for integrating online industry learning platforms into their curricula. Universities hope to use these platforms to aid students in their learning of concepts and theories. At the same time, these platforms can equip students with industryrecognized certifications or digital badges. This paper …


A Recommendation On How To Teach K-Means In Introductory Analytics Courses, Manoj Thulasidas Dec 2022

A Recommendation On How To Teach K-Means In Introductory Analytics Courses, Manoj Thulasidas

Research Collection School Of Computing and Information Systems

We teach K-Means clustering in introductory data analytics courses because it is one of the simplest and most widely used unsupervised machine learning algorithms. However, one drawback of this algorithm is that it does not offer a clear method to determine the appropriate number of clusters; it does not have a built-in mechanism for K selection. What is usually taught as the solution for the K Selection problem is the so-called elbow method, where we look at the incremental changes in some quality metric (usually, the sum of squared errors, SSE), trying to find a sudden change. In addition to …


Uncovering Inclusivity Gaps In Design Pedagogy Through The Digital Design Marginalization Framework, Jaisie Sin, Cosmin Munteanu, Michael Nixon, Velian Pandeliev, Garreth W. Tigwell, Kristen Shinohara, Anthony Tang, Steve Szigeti Jul 2022

Uncovering Inclusivity Gaps In Design Pedagogy Through The Digital Design Marginalization Framework, Jaisie Sin, Cosmin Munteanu, Michael Nixon, Velian Pandeliev, Garreth W. Tigwell, Kristen Shinohara, Anthony Tang, Steve Szigeti

Research Collection School Of Computing and Information Systems

Designers play a key role in the design of inclusive and socially conscious interfaces. Thus, it is imperative for designers to be thoughtful of the ethical and social implications of design. However, gaps in the foundational training that designers receive (e.g., as university students) can negatively impact their ability to consider the social implications of their design practice. This can result in consequences such as digital marginalization, which, as defined by the Digital Design Marginalization (DDM) framework, is the “pushing away”, whether intentional or not, of a defined group of users from a digital or online service or system, where …


Itss: Interactive Web-Based Authoring And Playback Integrated Environment For Programming Tutorials, Eng Lieh Ouh, Benjamin Gan, David Lo May 2022

Itss: Interactive Web-Based Authoring And Playback Integrated Environment For Programming Tutorials, Eng Lieh Ouh, Benjamin Gan, David Lo

Research Collection School Of Computing and Information Systems

Video-based programming tutorials are a popular form of tutorial used by authors to guide learners to code. Still, the interactivity of these videos is limited primarily to control video flow. There are existing works with increased interactivity that are shown to improve the learning experience. Still, these solutions require setting up a custom recording environment and are not well-integrated with the playback environment. This paper describes our integrated ITSS environment and evaluates the ease of authoring and playback of our interactive programming tutorials. Our environment is designed to run within the browser sandbox and is less intrusive to record interactivity …


Lessons Learnt Conducting Capture The Flag Cybersecurity Competition During Covid-19, Kee Hock Tan, Eng Lieh Ouh Jan 2022

Lessons Learnt Conducting Capture The Flag Cybersecurity Competition During Covid-19, Kee Hock Tan, Eng Lieh Ouh

Research Collection School Of Computing and Information Systems

This innovative practice full paper describes our experiences conducting cybersecurity capture the flag (CTF) competition for cybersecurity enthusiast participants (inclusive of both tertiary students and working professionals) local and abroad during the COVID-19 pandemic. Learning and appreciation of cybersecurity concepts for our participants with little to no technical background can be challenging. Gamification methods such as capture the flag competition style is a popular form of cybersecurity education to help participants overcome this challenge and identify talents. Participants get to apply theoretical concepts in a controlled environment, solve hands-on tasks in an informal, game-like setting and gain hands-on active learning …