While informatics is a well-established discipline in higher education around the world, it is not the case in secondary education, with the exception of a few countries. Generally, what is taught is not informatics as a subject with its own methods, concepts, and principles, but some software tools with the goal that the use is sufficient for students to acquire skills. In addition, an analysis of the current situation reveals that the real competencies of teachers and students in informatics are far weaker than might be expected in secondary education. This work proposes a concept-based pedagogical approach to school informatics. The aim is to provide the students with a more thorough understanding of informatics as a school subject. The work also explores students' views on the contribution of the pedagogical approach and the implications for the teaching and learning of school informatics in secondary schools.
The notion of ''don't care'', that encapsulates the unimportance of which of several scenarios will occur, is a fundamental notion in computer science. It is the core of non-determinism; it is essential in various computational models; it is central in distributed and concurrent algorithms; and it also is relevant in sequential, deterministic algorithms. It is a valuable tool in algorithmic problem solving. Yet, in the teaching of (deterministic) algorithms it is not made explicit, and left unexplored. Its implicit exposition yields limited student invocations and limited student comprehension upon its utilization. These phenomena are also due to its rather unintuitive ''black-box'' characteristic. In this paper, we illuminate and elaborate on this notion with six algorithmic illustrations, and describe our experience with novice difficulties with respect to this notion.
Internet and its services have become inherent element of the lives of young people. Nevertheless, we observe that educational potential, which the Internet offers for supporting learning processes, is acknowledged and exploited only partially. On that account, for several years we have been involved in developing investigative on-line activities, highly popular interactive events among students of the Slovak schools. In this way, as a value-added benefit, we have created unique opportunity for us to study how students behave when solving problems in the technology enhanced learning situations, how they communicate and cooperate in the teams, which competencies they cultivate. For such educational research, we have made use of the thoroughly projected combination of the intervention design and qualitative non-participant unstructured observations - within the framework of the design-based research methodology.
In this paper we present our initial assumptions and inspirations, methods of our research work and major observations, we clarify what investigative on-line activities are and how we have collected and analyzed data obtained by observing students while solving the investigative tasks. In our research we have focused on the development of three classes of competencies, namely digital competencies (i.e., those that pertain to the area of general digital literacy), computational competencies (i.e., those that correspond to the goals of informatics in education) and social competencies (i.e., those that allow students to communicate, cooperate, create or evaluate their own doings, learning etc.). In our paper we present corresponding observations and also attitudes and reactions of the teachers - who have been involved merely as supervisors, not as members of the teams. We also summarise potential contribution of our investigative on-line activities to education in the modern society.
This work highlights the importance of verbal creativity, providing a productive online discourse definition, in which students intertwine convergent and divergent thinking by means of a transactional and controversial dialog. Developing the formulated productive online discourse definition, it is also presented and evaluated, an original scaffolding process designed here to further collaborative knowledge building, during ill-structured problem-solving, focusing on creativity and innovation. Evidence from qualitative online discourse analysis indicated an improvement in the knowledge building processes, and knowledge advancement and deepening after teacher's scaffolding.
Muscular strength tests are of fundamental importance for the physiotherapeutic diagnosis and a difficult issue for learning. Also, there are very few softwares specifically developed for teaching/learning and diagnosis in the Physical Therapy area. This work describes the development and evaluation of MuStreT, an educational multimedia computer tool for Physical Therapy students. MuStreT integrates hypertext, movie clips, narrations, animations, self-evaluation questionnaires, and was inspired by the constructivism concepts. The software was developed using Unified Modeling Language concepts and implemented using animation and authoring tools. MuStreT was quantitatively evaluated by Physical Therapy students and qualitatively evaluated by Physical Therapy professionals/lecturers and Computer Science students. Results show that learning was increased using MuStreT, thanks to its interactivity potential and multimedia features. This work suggests that the use of informatics in Physical Therapy education has a great potential for improving the teaching-learning process.
Domain ontology as an instrument for knowledge representation, sharing, reuse and interoperability takes an increasingly important role in the approaches for personalised intelligent e-learning architectures and systems. However, wider practical acceptance of domain ontology as an engineering product and as a part of web-based learning systems is still needed. We believe that one of the barriers for wider spreading of domain ontologies in different fields, including e-learning, is the problem of the design and maintenance of high quality ontologies. As the importance of the quality of learning resources is obvious, the quality of domain ontology for e-learning is even more important, because ontology is intended to be re-used in design and implementation of various learning resources. In this paper, we analyse the quality-related characteristics of domain ontology. We propose a framework for evaluation of the quality of domain ontology for web-based learning. Further, we propose a model for ontology evaluation, based on its technical and complexity-related characteristics. We identify main conceptual (semantic) quality characteristics, and analyse the relationship between both types of ontology quality characteristics. Also we present an application of proposed framework to the evaluation of ontologies for web based learning.
This paper reports a qualitative study designed to investigate the issues of cybersafety and cyberbullying and report how students are coping with them. Through discussion with 74 students, aged from 10 to 17, in focus groups divided into three age levels, data were gathered in three schools in Victoria, Australia, where few such studies had been set. Social networking sites and synchronous chat sites were found to be the places where cyberbullying most commonly occurred, with email and texting on mobile phones also used for bullying. Grades 8 and 9 most often reported cyberbullying and also reported behaviours and internet contacts that were cybersafety risks. Most groups preferred to handle these issues themselves or with their friends rather then alert parents and teachers who may limit their technology access. They supported education about these issues for both adults and school students and favoured a structured mediation group of their peers to counsel and advise victims.
The journal Informatics in Education and the conference Koli Calling are compared, starting with Simon's system for the classification of computing education papers and going on to conduct a brief bibliometric analysis of the authors of papers in both publications, including their repeat rates and the countries from which they come. The analysis finds that despite their different natures, the Lithuanian journal and the Finnish conference are highly comparable in many respects. The broad conclusion is that the two publications work well together - but it would be good to see some Lithuanian authors contributing papers to Koli Calling.
Motivation plays a key role in the learning process. This paper describes an experience in the context of undergraduate teaching of Artificial Intelligence at the Computer Science Department of the Faculty of Sciences in the University of Porto. A sophisticated competition framework, which involved Prolog programmed contenders and game servers, including an appealing GUI, was developed to motivate students on the deepening of the topics covered in class. We report on the impact that such a competitive setup caused on students' commitment, which surpassed our most optimistic expectations.
To create good and optimal school schedule is very important and practical task. Currently in Lithuania schools are using two programs for making the school schedule at the moment. But none of these programs is very effective. Optimization Department of Lithuanian Institute of Mathematics and Informatics (IMI) has created ``School schedule optimization program''. It has three optimization algorithms for making best school schedule. A user can choose not only few optimization options and get few optimal schedules, but some subjective and objectives parameters. The making of initial data file is advanced in this program. XML format is used for creating initial data file and getting all optimal results files.
The purpose of this study is to analyze used optimization algorithms used in ``School schedule optimization program'' and to compare results with two most popular commercial school scheduling programs in Lithuania.