scholarly journals A MOOC-BASED COMPUTER SCIENCE PROGRAM FOR MIDDLE SCHOOL: RESULTS, CHALLENGES, AND THE COVID-19 EFFECT

2021 ◽  
Author(s):  
Shai Perach ◽  
Giora Alexandron

In an attempt to pave the way for more extensive Computer Science Education (CSE) coverage in K-12, this researchdeveloped and made a preliminary evaluation of a blended-learning Introduction to CS program based on an academicMOOC. Using an academic MOOC that is pedagogically effective and engaging, such a program may provide teacherswith disciplinary scaffolds and allow them to focus their attention on enhancing students' learning experience and nurturingcritical 21st-century skills such as self-regulated learning. As we demonstrate, this enabled us to introduce an academiclevel course to middle-school students.In this research, we developed the principals and initial version of such a program, targeting ninth-graders in science-trackclasses who learn CS as part of their standard curriculum. We found that the middle-schoolers who participated in theprogram achieved academic results on par with undergraduate students taking this MOOC for academic credit. Participatingstudents also developed a more accurate perception of the essence of CS as a scientific discipline.The unplanned school closure due to the COVID19 pandemic outbreak challenged the research but underlined theadvantages of such a MOOC-based blended learning program above classic pedagogy in times of global or local crises thatlead to school closure. While most of the science track classes seem to stop learning CS almost entirely, and the end-of-yearMoE exam was discarded, the program's classes smoothly moved to remote learning mode, and students continued tostudy at a pace similar to that experienced before the school shut down.

Author(s):  
Thanh Hong Lam ◽  
Jaheer Mukthar K. P. ◽  
Lanh Thanh Le ◽  
Hien Thanh Le ◽  
Nam Duy Nguyen ◽  
...  

The present study aims to examine the effect of the combination of learning methods, in which diverse IT resources are applied to facilitate study activities of Vietnamese undergraduate students. The main focus of this study is that in the blended learning context of Vietnam education, the combination of various communication means such as F2F and traditional education technologies can enable the level of engagement of students with the blended courses. The study measured the level of students' engagement in the blended learning program, in which physical classrooms and different IT resources are implemented. The authors distinguish two kinds of IT resources: traditional education technologies and social media applications. It is proposed that while F2F classrooms and traditional education technologies can enable students' engagement, which leads to stronger satisfaction and motivation. Meanwhile, social media applications can intensify those relationships.


Author(s):  
Chris Brook ◽  
Graeme Lock

In light of current interest in teacher education, this chapter presents an outcome of a study that sought to explore ways that the classroom practices and status of teachers might be improved. The enquiry used a model of professional learning that incorporated blended learning, reflective practice, performance management processes, authentic experiences, and tertiary learning to encourage change in classroom settings. Teacher insights were explored and their classroom practices analysed to identify any change in teacher behaviours that might be attributed to participation in the learning program. Findings suggest that teachers are largely dissatisfied with conventional approaches to professional development believing them to be separate from the classroom experience and ineffective in bring about change. However, teachers in this study found that a blended learning setting that fostered an intentional connection between theory and practice and collaborative learning provided a strong learning experience that translated to change in classroom practice.


Author(s):  
Kathryn Strom ◽  
Bradley Porfilio ◽  
Bobbie Plough

This paper describes the first cycle of an action research study investigating the impact of new blended learning courses in a professional doctorate program, the results of which will inform future course planning and pedagogy.  Specifically, core researcher-faculty members associated with the program were interested in understanding how a blended learning program impacted students’ learning experiences. In our findings from this initial inquiry, we detail both constraining and enabling elements of the hybrid experiences provided to students. We also describe the revised action plan created from these findings to improve our ability to utilize the online portion of our doctoral coursework to meet our larger goals of preparing educational leaders to fight for issues of social justice in K-12 settings and beyond.


2018 ◽  
Vol 3 (3) ◽  
pp. 51 ◽  
Author(s):  
Lauren Birney ◽  
Denise McNamara

This article provides an overview of the work pioneered by the consortium of collaborators in the Billion Oyster Curriculum and Community Enterprise for Restoration Science Project (BOP-CCERS). The BOP-CCERS are working to support computational thinking in the New York City public school classrooms by creating curriculum which combines:1. The Field Station Research (Oyster Restoration Stations) and data collection2. The Billion Oyster Project Digital Platform and data input and storage 3. The New York State Science Intermediate Level Learning Standards. 4. The Computer Science Teachers Association K-12 Computer Science StandardsThe integration of computational thinking in the STEM middle school classroom is showcased through the intertwining of these dimensions into a trans-disciplinary learning experience that is rich in both content and practice. Students will be able to explain real-world phenomena found in their own community and design possible solutions through the key components of computational thinking.The Curriculum and Community Enterprise for Restoration Science Project digital platform and curriculum will be the resources that provide the underpinnings of the integration of computational thinking in the STEM middle school classroom. The primary functions of the platform include the collection and housing of the data pertaining to the harbor and its component parts, both abiotic and biotic and the storage of the curriculum for both the classroom and the field stations.


Author(s):  
Neil Andrew Gordon ◽  
Mike Brayshaw

Connecting undergraduate students as partners can lead to the enhancement of the undergraduate experience and allow students to see the different sides of the university. Such holistic perspectives may better inform academic career choices and postgraduate study. Furthermore, student involvement in course development has many potential benefits. This paper outlines a framework for connecting research and teaching within Computer Science- though this is applicable across other disciplines. Three case studies are considered to illustrate the approach. The first case study involves students in their honours’ stage (level 6, typically 3rd year) project, the second an undergraduate intern between stages 5 and 6, and finally, a MSc (level 7) project. All three case studies have actively involved students in core parts of the University’s teaching and research activities, producing usable software systems to support these efforts. We consider this as a continuing engagement process to enhance the undergraduate learning experience within Computer Science.Keywords:  Enquiry Based Learning; Computing Education; Research Inspired Education.


Author(s):  
Ruben Weiser

<p>The blended learning „Leadership Program“ is a clever combination of self-learning and face-to-face-teaching periods. Heart of the self-learning period are interactive exercises and multimedia eLearning videos. A moderator, who leads trough every section of the eLearning, ensures a strong involvement for the participants. With the help of valuable play scenes with real actors, the participants get encouraged to question their own behavior in daily business. In addition, there are graphically animated explainer videos and highly qualified interactive learning exercises.</p><p>The eLearnings contain also transfer-exercises, which empower participants to adapt new learning contents easily to their working environment and gain valuable experiences.</p><p>The blended learning “Leadership Program” contains, beside the eLearning videos, two face-to-face teaching periods. These periods are very important for the learning experience, because they put focus on self-reflection and refer to the transfer-exercises from the eLearnings. The trainer discusses with the participants their experiences, encourages them to share their findings from the self-learn period and provides feedback and advices. The face-to-face teaching is not about delivering knowledge, this happens during the self-learning period, it is about strengthen it.</p><p>In the blended learning approach, the trainer is a learning companion, who guides participants through the different learning periods. Therefore, the trainer is always available for guidance during the self-learning period. The participants can get back to them over phone or email. All trainers have a special certificate, which enables them to teach with our blended learning approach. They know all eLearnings and transfer-exercises very well. Furthermore, a trainer guideline was specially developed for every blended learning program. This is possible due to our cooperation with the training company “Pawlik”, which gives us the opportunity to work with 150 specialized and highly certified trainers.</p><p>Self-learning and face-to-face teaching periods are framed by webinars. In the first session the participants get a detailed overview about the blended learning approach and its structure. In addition, they have the opportunity to introduce their self and get to know each other. The blended learning journey ends with two coaching calls, where the trainer offers support to the participants, in case they struggle to put their learnings into practice.</p><p>Our blended learning “Leadership Program” can be booked over Pink University. There are no extra bookings required for the trainers.  It is structured in modules and can be adapted easily to customer needs.</p>


Author(s):  
Ugochi Acholonu ◽  
Jessa Dickinson ◽  
Dominic Amato ◽  
Nichole Pinkard

Opportunities to participate in computing-related informal programs are limited in terms of quantity and geographic distribution. This limitation is due, in part, to the dearth of adults who have the expertise to mentor youth on computational concepts. This chapter introduces the Digital Youth Network Minecraft Server Project, which aims to reduce the barriers to for non-expert adults to be able to provide informal, computing-related learning opportunities to diverse youth. Using Minecraft, an online multiplayer game, the authors investigate a blended approach to mentorship that diversifies who can lead informal computing opportunities. This study examines learner-mentor interactions in a Synchronous Blended Learning Environment (SBLE) focused on engaging African American and Latina middle school girls in computer science. The chapter concludes with design recommendations for SBLEs to better support the needs of mentors facilitating computing opportunities for African American and Latina middle-school girls.


2018 ◽  
pp. 818-836
Author(s):  
Ugochi Acholonu ◽  
Jessa Dickinson ◽  
Dominic Amato ◽  
Nichole Pinkard

Opportunities to participate in computing-related informal programs are limited in terms of quantity and geographic distribution. This limitation is due, in part, to the dearth of adults who have the expertise to mentor youth on computational concepts. This chapter introduces the Digital Youth Network Minecraft Server Project, which aims to reduce the barriers to for non-expert adults to be able to provide informal, computing-related learning opportunities to diverse youth. Using Minecraft, an online multiplayer game, the authors investigate a blended approach to mentorship that diversifies who can lead informal computing opportunities. This study examines learner-mentor interactions in a Synchronous Blended Learning Environment (SBLE) focused on engaging African American and Latina middle school girls in computer science. The chapter concludes with design recommendations for SBLEs to better support the needs of mentors facilitating computing opportunities for African American and Latina middle-school girls.


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