The paper considers a problem of financial resource allocation in a higher education institution. The basic financial management instruments and the multi-stage cost minimization model created are described involving financial instruments to constraints. Both societal and institutional factors that determine the costs of educating students are examined and involved into the model, too. A financial flow planning model of an education institution (e.g., university) has been created, using two-stage or four-stage stochastic programming algorithms, with easily selected education institution's accounting data. The created model has been adapted to solve the two-stage and multi-stage financial flow optimization problem of the branch of university, and the obtained results of two-stage and multi-stage tasks have been compared. A mixed integer programming algorithm, realized in the model using CPLEX Studio 126 for optimization, can be flexibly adapted for practical needs of financial planning of education institutions.
Context: concept Maps (CMs) enable the creation of a schematic representation of a domain knowledge. For this reason, CMs have been applied in different research areas, including Computer Science. Objective: the objective of this paper is to present the results of a systematic mapping study conducted to collect and evaluate existing research on CMs initiatives in Computer Science. Method: the mapping study was performed by searching five electronic databases. We also performed backward snowballing and manual search to find publications of researchers and research groups that accomplished these studies. Results: from the mapping study, we identified 108 studies addressing CMs initiatives in different subareas of Computer Science that were reviewed to extract relevant information to answer a set of research questions. The mapping shows an increasing interest in the topic in recent years and it has been extensively investigated due to support in teaching and learning. Conclusions: based on our results we conclude that the use of CMs as an educational tool has been widely accepted in Computer Science.
Although widely used, the SCORM metadata model for content aggregation is difficult to be used by educators, content developers and instructional designers. Particularly, the identification of contents related with each other, in large repositories, and their aggregation using metadata as defined in SCORM, has been demanding efforts of computer science researchers in pursuit of the automation of this process. Previous approaches have extended or altered the metadata defined by SCORM standard. In this paper, we present experimental results on our proposed methodology which employs ontologies, automatic annotation of metadata, information retrieval and text mining to recommend and aggregate related content, using the relation metadata category as defined by SCORM. We developed a computer system prototype which applies the proposed methodology on a sample of learning objects generating results to evaluate its efficacy. The results demonstrate that the proposed method is feasible and effective to produce the expected results.
The management of contemporary software projects is unfeasible without the support of a Project Management (PM) tool. In order to enable the adoption of PM tools in practice, teaching its usage is important as part of computer education. Aiming at teaching PM tools, several approaches have been proposed, such as the development of educational PM tools. However, such approaches are typically limited with respect to content coverage and instructional support. In this context, an important technique is the provision of instructional feedback, which is essential in order to help the students to learn based on the evaluation of their own actions. In order to take advantage of this technique, this article proposes its employment in an Instructional Unit, being integrated into the PM tool dotProject+, providing automated feedback based on the project plan being developed with the tool. This technique has been evaluated through a series of case studies.
New technologies are evidently gaining access to daily school life. Considering new challenges, the educators search for new ways to update educational content in the 21st Century when learning paradigms are changing. Soon, the new technological tools and solutions become predominant and change the traditional approach to teaching and learning. The new technologies not only help the educators to provide the relevant educational content in an easier and diverse way, but also to organise the evaluation of the results. This is particularly important for the educational process, taking into account the relevant issues of the period.
The article presents results of a survey. Participants of the survey were teachers who use the ActivInspire interactive evaluation system in their lessons. These teachers were the first to use this system in Lithuania. No studies on the experience in the use of the interactive evaluation system in Lithuania have been carried out before. During a school year, the teachers were writing reflections about their experience in using the interactive teaching tools in lessons: interactive whiteboard, electronic textbooks and the audience response system. Generally, the teachers had a positive opinion about the use of the interactive evaluation system in classroom. The teachers emphasized in particular the aspect of usefulness of the audience response system. In addition to the aspect of usefulness, other aspects marked by the teachers as important were those of attractiveness, time management and impact on learning. This experience of teachers in Lithuania in using the ActivInspire evaluation system in classroom is similar to the experience of teachers in other countries.
Notwithstanding the hype surrounding the enthusiasm and rush that characterises the employment of robotics in formal educational contexts, their use is described as nothing less than fragmented. In the circumstances that processes of adoption and application of digital tools are clearly outpacing their accommodation and enactment in formal educational settings, a teacher-training framework for the integration of robotics in primary schools is being proposed.
Anticipated to be editable in context by teachers, a mediating tool whose actions are defined by the Activity Theory is presented to provide a framework for activities, aims, learning outcomes and suggestive complementing hardware. Thematically built around a constructionist approach, and having a long-standing tradition in early childhood education, it should simultaneously enhance the student and teacher learning experience towards robotics in a meaningful manner.
The teaching of sorting algorithms is an essential topic in undergraduate computing courses. Typically the courses are taught through traditional lectures and exercises involving the implementation of the algorithms. As an alternative, this article presents the design and evaluation of three educational games for teaching Quicksort and Heapsort. The games have been evaluated in a series of case studies, including 23 applications of the games in data structures courses at the Federal University of Santa Catarina with the participation of a total of 371 students. The results provide a first indication that such educational games can contribute positively to the learning outcome on teaching sorting algorithms, supporting the students to achieve learning on higher levels as well as to increase the students' motivation on this topic. The social interaction the games promote allows the students to cooperate or compete while playing, making learning more fun.
Algorithms are hard to understand for novice computer science students because they dynamically modify values of elements of abstract data structures. Animations can help to understand algorithms, since they connect abstract concepts to real life objects and situations. In the past 30-35 years, there have been conducted many experiments in the field of usage of animations and visualizations in education, but they showed mixed results. In this paper, we review past research within the field and summarize recommendations regarding the graphic design and interactivity of the animations. In the second part of the paper, we present our interactive card sorting animations with conceptual views. The goal of these animations is to help students understand the main ideas and differences between basic sorting algorithms. In a pedagogical experiment related to these animations, 92 first-year computer science students of J. Selye University in Komarno (Slovakia) were asked to fill in a pre-test, experiment with the interactive animations, and fill in a post-test. The results showed that animations helped students to understand essential aspects of sorting algorithms. However, the participants were not able to understand the sorting algorithms in detail, so other types of animations are needed to teach algorithms in-depth.
This paper focuses on the results of the national research of cyberbullying of Czech teachers, which was realized in year 2016 in the entire Czech Republic. The research focused on the prevalence of cyberbullying of teachers, the impact of cyberbullying on teachers, strategies of coping with cyberbullying and methods of solving the incidents. The research involved a total of 5,136 primary and secondary school teachers from all regions of the Czech Republic. The research has shown that a fifth of respondents (21.73%) has experienced a cyber attack on their person, however cyberbullying during the last 12 months lasting over 1 week was confirmed only by 3.52% of the total number of respondents. Most often the cyberattacks were committed by students (34.92% of attacks).
The purpose of this study was to examine students' experiences using Facebook as a learning management system during a course. The study participants were 18 junior education faculty students attending a compulsory distance education undergraduate course delivered by the Computer Education and Instructional Technology Department at a university in Turkey. Upon completion of the 14-week Facebook-based course, participants were requested to answer nine open-ended questions. The results of content analysis show some advantages and some problematic aspects to using Facebook as a learning management system (LMS). Most students were satisfied with their learning experience using Facebook. The students favoured some features and situations, while other students saw the same things as being problematic. They also appreciated the sharing of course materials, instant messaging, opportunity to upload files, having discussions and getting instant notifications. A few students had negative thoughts about sharing materials in terms of accessing pre-uploaded files. However, their thoughts about synchronous and asynchronous communication were all positive. In particular, all students favoured the instant Facebook communications with their instructor and engagement in discussions. Almost half of the students had positive thoughts about the usefulness of Facebook in education. When these positive thoughts were examined, the students were found to consider that Facebook could be used as a LMS because it has many similar features.