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Enhancing Learning Management Systems to Better Support Computer Science Education
Many individual instructors — and, in some cases, entire
universities — are gravitating towards the use of comprehensive
learning management systems (LMSs), such as Blackboard and
Moodle, for managing courses and enhancing student learning.
As useful as LMSs are, they are short on features that meet
certain needs specific to computer science education. On the
other hand, computer science educators have developed—and
continue to develop—computer-based software tools that aid in
management, teaching, and/or learning in computer science
courses. In this report we provide an overview of current CS
specific on-line learning resources and guidance on how one
might best go about extending an LMS to include such tools and
resources. We refer to an LMS that is extended specifically for
computer science education as a Computing Augmented
Learning Management System, or CALMS. We also discuss
sound pedagogical practices and some practical and technical
principles for building a CALMS. However, we do not go into
details of creating a plug-in for some specific LMS. Further, the
report does not favor one LMS over another as the foundation
for a CALMS.
2011-03-31
Layered Architecture for Automatic Generation of Conflictive Animations in Programming Education
Abstract—Fundamental concepts of programming and data structures are usually taught with graphical tools such as simulations and
animations. Conflictive animations have been proposed to improve students’ understanding of programming concepts. In conflictive
animations, errors are introduced in the animations to motivate students to constantly check their knowledge against what is being
animated. We have implemented a framework in an animation tool that allows the automatic generation of conflictive animations of
statements, expressions, and other programming constructs. The automatic generation is challenging due to the alternative paths
execution can take and their side effects. The architecture of the tool consists of several layers that can alter the normal interpretation
or visualization of the program. The framework and the tool have been evaluated by creating conflictive animations of two
programming concepts—for-loops and inheritance—and by running a set of 27 examples taken from Java textbooks. Of these, over
two thirds (19) required no modification or only minor changes to create the conflictive animations. The reasons that the remaining
examples did not generate conflictive animations automatically were divided between the layered architecture used and the example
program itself.
2011-03-31
Critical Factors for Technology Integration in Game-Based Pervasive Learning Spaces
Abstract—Pervasive learning is a branch of mobile learning with an emphasis on context-awareness. Pervasive learning spaces
(PLSs) create bridges from the real world to the virtual world, allowing the context-sensitive utilization of real-world objects and
information in the learning process. Thus far, no model of technology integration for PLSs exists. We present a three-year process
during which several game-based PLSs were developed. Based on the development experiences and a series of literature analyses,
we present a technology integration model for game-based PLSs. The model meets the requirements of context, pedagogy, and
game-design with technology. From these requirements, we derive three critical factors for technology integration in PLSs: 1) contextawareness,
2) available resources, and 3) unobtrusiveness of the technology. The model is discussed and evaluated through applying
the model to the development process of LieksaMyst, a game-based PLS for a museum. User perceptions and usability of our games
are also evaluated. The model can be utilized by PLS designers and developers for determining which requirements must be
considered when integrating technology into a PLS. While the foundations of a technology integration model are now laid, work
remains to be done in identifying development and evaluation methods based on the model.
2011-03-31
ECONOMIC GROWTH AND THE ENVIRONMENT IN TRANSITIONAL CHINA—AN OLD TOPIC WITH NEW PERSPECTIVES
Abstract: Following experience elsewhere in the world, China has pinned its hopes for
development on industrialisation and China’s economy has grown exceptionally fast in the last
two decades. But many unintended environmental consequences have been recognised. This
paper asks whether there really is a trade-off between economic and environmental performance.
This is considered in the context of China’s macroeconomic performance as well as in
the case study of a Chinese state-owned enterprise (SOE) (Zhengzhou Abrasive Company
(ZZAC)). The feature of the paper is that stakeholders’ perceptions of the trade-off were
considered. Our results indicate that the low economic performance of ZZAC to some extent
resulted in its improved environmental performance. However, other factors like investment in
pollution abatement, which is also influenced by the economic performance, have had a
positive impact. Furthermore, ZZAC is found to have increased its labour productivity level,
but is retreating from social commitments. Finally, our results clearly indicate that the
characteristics of the stakeholders, as well as their positions in the local economy, make a
significant difference to their perception of trade-offs between economic growth and the
environment, which will finally affect environmental policy making in China. Copyright #
2007 John Wiley & Sons, Ltd.
2011-03-30
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