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Full-Text Articles in Education
Teaching Tip: The Flipped Classroom, Heng Ngee Mok
Teaching Tip: The Flipped Classroom, Heng Ngee Mok
Heng Ngee MOK
The flipped classroom has been gaining popularity in recent years. In theory, flipping the classroom appears sound: passive learning activities such as unidirectional lectures are pushed to outside class hours in the form of videos, and precious class time is spent on active learning activities. Yet the courses for information systems (IS) undergraduates at the university that the author is teaching at are still conducted in the traditional lecture-in-class, homework-after-class style. In order to increase students’ engagement with the course content and to improve their experience with the course, the author implemented a trial of the flipped classroom model for …
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.
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.
Logo Programming (Part 1) - A Creative And Fun Way To Learn Mathematics And Problem-Solving, Abhay B. Joshi, Sandesh R. Gaikwad
Logo Programming (Part 1) - A Creative And Fun Way To Learn Mathematics And Problem-Solving, Abhay B. Joshi, Sandesh R. Gaikwad
Abhay B Joshi
Programming means tapping into the computerʹs immense power by talking with it directly. Through programming, children use the computerʹs terrific power to draw graphics, design animation, solve mathematical or word puzzles, and even build robots. This idea was first proposed in the famous book ʺMindstormsʺ by Seymour Papert and has subsequently been appreciated and praised by educators and parents all over the world.
Through programming, students discover that the computer is a powerful and flexible tool. Using interesting ideas embedded in programming environments, students solve problems in their favorite subjects, and also develop interest in ʺdifficultʺ subjects like Math and …
Logo Programming (Part 2) - A Creative And Fun Way To Learn Mathematics And Problem-Solving, Abhay B. Joshi, Sandesh R. Gaikwad
Logo Programming (Part 2) - A Creative And Fun Way To Learn Mathematics And Problem-Solving, Abhay B. Joshi, Sandesh R. Gaikwad
Abhay B Joshi
Programming means tapping into the computerʹs immense power by talking with it directly. Through programming, children use the computerʹs terrific power to draw graphics, design animation, solve mathematical or word puzzles, and even build robots. This idea was first proposed in the famous book ʺMindstormsʺ by Seymour Papert and has subsequently been appreciated and praised by educators and parents all over the world.
Through programming, students discover that the computer is a powerful and flexible tool. Using interesting ideas embedded in programming environments, students solve problems in their favorite subjects, and also develop interest in ʺdifficultʺ subjects like Math and …