Computing and people who work with computers are not the nerdy and negative images often portrayed in the media. As a computer scientist, educator and project evaluator with my hands and feet in many fields I live these realities every day. I am like the kid who never stops asking “why?” In this blog, I share my questions and curiosity about the interdisciplinary role of computing with a special concern for how computing can make the world a better place.
Showing posts with label Computing Course Lab Design. Show all posts
Showing posts with label Computing Course Lab Design. Show all posts
Thursday, September 29, 2011
Design Studios, Studying Design
Back in August, while attending the ICER conference, I discussed some work being done to incorporate the studio model into the computing classroom. Several people replied, sharing their own work in this area or knowledge of others' work. At least one person I spoke with believed the studio model was impractical. Interestingly enough, there is a discussion about the use of Design Studios within the UX (User Experience) community. In late August, the first of two articles in UX Magazine discussed the basics of Design Studio. The rationale for using Design Studios included the following:
"The reality of designing modern digital solutions is that no individual can solely capture all the complexity of creating a truly vibrant product with various customer engagement points, different usage patterns, and behaviors based on complex needs, goals, and customer backgrounds, all interwoven into an emergent, ubiquitous engagement tapestry. This is why innovation really is, and should be, a team sport."
The above quote reflects a key feature of UX work: obtaining a holistic view of the interactions, perceptions and ramifications of users interacting with digital artifacts. Beyond traditional user interface and graphical design issues (although those are relevant), to include all the complexities that people, as people, bring to the table and what that complexity means for their "experience" (hence the name User Experience). Cognition, affect, behavior, environmental and social factors.
The second of the articles, which came out today, provides resources and guidelines for how you can put Design Studios into action. Very interdisciplinary:
"Teams should be designed to have some balance representing various disciplines. Mix up key stakeholders representing various functions within the company. I have found that it’s crucial to include participants from sales and customer support. They bring a unique vision of the customer and the market to a process. Ideally, Design Studio should cut across executives, sales, customer support, product management, development, marketing, and experience design."
These articles are a great resource if you are interested in the implementation of design studios - either in the classroom or in your workplace.
If you follow the guidelines shared in these articles, ... what has your experience been?
Labels:
cognition,
Computing Course Lab Design,
design,
innovation,
interdisciplinary,
Studio Based Learning,
user experience
Friday, November 5, 2010
Catching up with the APCS Principles Class
Where to start. I think it makes sense to do a fast catchup across several related areas and a preview of what is coming down the pike (that's short for "turnpike" - a term that seems to be used more on the east coast of the US than elsewhere).
Catchup Post: The APCS Principles class:
Students took their midterm Tuesday. No results on that yet. Prior to that, as I mentioned before the presumed virus temporarily but very painfully brought my computer to its knees and suspended postings, Beth had reminded the students that the midterm would look very much (very much) like the clicker questions they work with in class every day. Just prior to the exam the percentage of correct answers on these in-class questions rose to 90% .
Also prior to the midterm, students were polled anonymously about their interest in taking another computing class next term. The most logical class, and the one referred to in the question, was the first programming class in the degree program. Approximately 184 students responded with positive replies - nice numbers to see. This doesn't guarantee enrollment but it certainly sends a message that the class and material are encouraging many students to consider additional computing study. And to think positively about computing in general.
Important contextual material when considering the above items, and thus worth noting, is that the course has gradually been doing less "hand holding" on the assignments. This process started as early as the second week of class. The resources and support continue as available as ever, but meanwhile the labs and homeworks have been gradually increasing the amount that students are asked to reflect for themselves and make decisions based upon their own analysis. There is also a built in mechanism for students to fully express their creativity and go the extra mile if they want to.
A quick example of how this works.
All programming based assignments clearly lay out goals, objectives and program requirements. For example, the first lab, following the early chapters of the Alice textbook, focused on Objects, Methods, the concept of an instruction, and of a control structure. In this lab students were provided a step by step set of instructions that helped them learn the Alice world as they simultaneously learned the programming concepts.
In a more recent lab, the goals, objectives and requirements focused on the use of functions, conditionals, and logical operators. Again, a list clearly laid out the programming requirements, e.g. "You must use as least 3 functions in your program, one of which must be new (e.g. you create it)". However, the approach for completing the assignment had evolved as follows:
There were two options for completing the assignment - one option allowed the student to create their own Alice world (program) using any scenario they desired, as long as it incorporated the listed requirements. The idea was to encourage creative expression.
The second option listed the same program requirements as for option 1 but provided a scenario to get them going. The scenario in this case was: Help fish clean up polluted water while avoiding swimming into the pollution. Although behavior suggestions were given for the Objects that would help the students meet the objectives, there was no step by step set of instructions on how to complete the assignment. Thus students had to perform the same kind of planning and analysis as students who chose option 1.
Finally, for those who really wanted to go the extra mile, there was an extra credit assignment. Students programmed the calculation for the power of an ocean wave - while keeping a surfer on top of the wave. This is San Diego after all - surfing is big time here. If you can't surf you can always get a boogie board.
Coming Down the Pike: visiting dignitaries, more on mobile applications, medical bio-informatics. And a few other things.
Catchup Post: The APCS Principles class:
Students took their midterm Tuesday. No results on that yet. Prior to that, as I mentioned before the presumed virus temporarily but very painfully brought my computer to its knees and suspended postings, Beth had reminded the students that the midterm would look very much (very much) like the clicker questions they work with in class every day. Just prior to the exam the percentage of correct answers on these in-class questions rose to 90% .
Also prior to the midterm, students were polled anonymously about their interest in taking another computing class next term. The most logical class, and the one referred to in the question, was the first programming class in the degree program. Approximately 184 students responded with positive replies - nice numbers to see. This doesn't guarantee enrollment but it certainly sends a message that the class and material are encouraging many students to consider additional computing study. And to think positively about computing in general.
Important contextual material when considering the above items, and thus worth noting, is that the course has gradually been doing less "hand holding" on the assignments. This process started as early as the second week of class. The resources and support continue as available as ever, but meanwhile the labs and homeworks have been gradually increasing the amount that students are asked to reflect for themselves and make decisions based upon their own analysis. There is also a built in mechanism for students to fully express their creativity and go the extra mile if they want to.
A quick example of how this works.
All programming based assignments clearly lay out goals, objectives and program requirements. For example, the first lab, following the early chapters of the Alice textbook, focused on Objects, Methods, the concept of an instruction, and of a control structure. In this lab students were provided a step by step set of instructions that helped them learn the Alice world as they simultaneously learned the programming concepts.
In a more recent lab, the goals, objectives and requirements focused on the use of functions, conditionals, and logical operators. Again, a list clearly laid out the programming requirements, e.g. "You must use as least 3 functions in your program, one of which must be new (e.g. you create it)". However, the approach for completing the assignment had evolved as follows:
There were two options for completing the assignment - one option allowed the student to create their own Alice world (program) using any scenario they desired, as long as it incorporated the listed requirements. The idea was to encourage creative expression.
The second option listed the same program requirements as for option 1 but provided a scenario to get them going. The scenario in this case was: Help fish clean up polluted water while avoiding swimming into the pollution. Although behavior suggestions were given for the Objects that would help the students meet the objectives, there was no step by step set of instructions on how to complete the assignment. Thus students had to perform the same kind of planning and analysis as students who chose option 1.
Finally, for those who really wanted to go the extra mile, there was an extra credit assignment. Students programmed the calculation for the power of an ocean wave - while keeping a surfer on top of the wave. This is San Diego after all - surfing is big time here. If you can't surf you can always get a boogie board.
Coming Down the Pike: visiting dignitaries, more on mobile applications, medical bio-informatics. And a few other things.
Labels:
APCS Principles Course,
Computing Course Lab Design,
curriculum development,
digital literacy
Monday, September 13, 2010
APCS Principles Pilot Course: Designing Meaningful Labs for Humungous Classes
In the ongoing conversation about the APCS Principles course pilot project, today I am thinking about labs. I have been creating away... Lab creation, when a goal is to encourage creativity and exploration while making sure that design and coding content is covered appropriately, in a given time frame, and in a way that can be assessed (all of those 750 students....). Labs last two hours and pretty much run 5 days a week, all day. There will be 14 lab sections, with a 40-46 : 4 student - assistant ratio. The "assistants" are 1 graduate Teaching Assistant and 3 undergraduate tutors per lab. Students must attend the lab that they are registered for (no floating) which will help with keeping track of student progress and also with students getting to know their assistants. In a large class, that relationship can prove invaluable and needs to be encouraged. I envision a logistical nightmare if students were able to attend any lab on any given day or week. (Migraine anyone?)
With these kinds of numbers, every little detail has to be taken into consideration when writing the lab. Lab assignments are being designed with the intent that they be completed during the two hours. However, in discussing learning style issues, we are debating the pros and cons of posting the lab assignments in advance - what subtle messages would that send and is that productive or not? Is it fair?.....Does it make life easier or more stressful for the student?.....
Some students will more readily "run with the ball" than others - a learning style issue rather than an ability issue. So the labs are being designed with two options of equal difficulty. One option will list the program code minimum requirements and let them loose, with a few reminders and suggestions about how to stay on task and not get lost in the technical weeds. The second option will provide a backdrop for the students to work within, and a scenario to use (for example: help a person to escape from a Southern California wildfire). The program code requirements are the same as with Option 1. We are taking great care to make each option be equally difficult/easy. And we want it to be FUN. (another scenario involves having fish swim around neutralizing ocean pollution).
After the very early labs that are fairly structured, the labs tasks will open up and encourage more and more freedom and creativity. The idea here is to support the general Alice philosophical approach of encouraging experimentation and "play" while learning. That makes creating them both a challenge and fun. If it takes me 4 hours to complete my own lab idea, well then...hmmm. Too difficult. If I find Option 1 easier than Option 2, is that an accurate perception? hmmmmmm How many hints are appropriate and where to place them? hmmmmmmmmmmm.
There will also be an extra credit option for any student who whizzes through the primary part of the lab and has time to spare. The extra credit will put the pedal to the metal so to speak: add in something unusual, new, thought provoking. These exercises will not necessarily be harder in content; sometimes they may be harder in terms of design, or some other factor that we are trying to emphasize.
It will be interesting to see how students react to these two options. We intend to keep track of which labs students choose, if there is any pattern, if our intent for the level of challenge and "fun factor" plays out as intended.
This afternoon I was tasked with taking some time out to think again and more about assessing these labs. So now, I'm off going hmmmmmmmmmm about that. Stay tuned.
With these kinds of numbers, every little detail has to be taken into consideration when writing the lab. Lab assignments are being designed with the intent that they be completed during the two hours. However, in discussing learning style issues, we are debating the pros and cons of posting the lab assignments in advance - what subtle messages would that send and is that productive or not? Is it fair?.....Does it make life easier or more stressful for the student?.....
Some students will more readily "run with the ball" than others - a learning style issue rather than an ability issue. So the labs are being designed with two options of equal difficulty. One option will list the program code minimum requirements and let them loose, with a few reminders and suggestions about how to stay on task and not get lost in the technical weeds. The second option will provide a backdrop for the students to work within, and a scenario to use (for example: help a person to escape from a Southern California wildfire). The program code requirements are the same as with Option 1. We are taking great care to make each option be equally difficult/easy. And we want it to be FUN. (another scenario involves having fish swim around neutralizing ocean pollution).
After the very early labs that are fairly structured, the labs tasks will open up and encourage more and more freedom and creativity. The idea here is to support the general Alice philosophical approach of encouraging experimentation and "play" while learning. That makes creating them both a challenge and fun. If it takes me 4 hours to complete my own lab idea, well then...hmmm. Too difficult. If I find Option 1 easier than Option 2, is that an accurate perception? hmmmmmm How many hints are appropriate and where to place them? hmmmmmmmmmmm.
There will also be an extra credit option for any student who whizzes through the primary part of the lab and has time to spare. The extra credit will put the pedal to the metal so to speak: add in something unusual, new, thought provoking. These exercises will not necessarily be harder in content; sometimes they may be harder in terms of design, or some other factor that we are trying to emphasize.
It will be interesting to see how students react to these two options. We intend to keep track of which labs students choose, if there is any pattern, if our intent for the level of challenge and "fun factor" plays out as intended.
This afternoon I was tasked with taking some time out to think again and more about assessing these labs. So now, I'm off going hmmmmmmmmmm about that. Stay tuned.
Labels:
Alice,
APCS Principles Course,
Computing Course Lab Design,
Computing Education Research,
Social Issues in Computing
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