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The Routledge International Handbook of Work-Integrated Learning, third edition, provides an extensive overview of work-integrated learning (WIL) for practitioners and educators, and contains practical insights on how to improve everyday application of it. WIL is a diverse and complex subject, with much debate around what constitutes good practice. In this Handbook, well-established international WIL, an extensive compilation of relevant literature related to its application, and examples of good practice. The third edition has been substantively revised and restructured, presenting 11 different models of WIL along with supporting literature and examples, and discusses developing and managing WIL within a qualification and across the institution. The Handbook also presents evidence-based benefits for stakeholders and explores topics such as stakeholder engagement, risk management, and the role of national and international associations. This Handbook presents discussions on defining the practice of WIL and explores the current literature on theoretical thinking of WIL, wellbeing, equity and inclusion, assessment, and quality indicators. Bringing together scholars and specialists from around the world, this Handbook is essential reading for practitioners, educators, researchers, higher education leaders, and policy makers.
This concise yet thorough textbook presents an active-learning model for the teaching of computer science. Offering both a conceptual framework and detailed implementation guidelines, the work is designed to support a Methods of Teaching Computer Science (MTCS) course, but may be applied to the teaching of any area of computer science at any level, from elementary school to university. This text is not limited to any specific curriculum or programming language, but instead suggests various options for lesson and syllabus organization. Fully updated and revised, the third edition features more than 40 new activities, bringing the total to more than 150, together with new chapters on computational thinking, data science, and soft concepts and soft skills. This edition also introduces new conceptual frameworks for teaching such as the MERge model, and new formats for the professional development of computer science educators. Topics and features: includes an extensive set of activities, to further support the pedagogical principles outlined in each chapter; discusses educational approaches to computational thinking, how to address soft concepts and skills in a MTCS course, and the pedagogy of data science (NEW); focuses on teaching methods, lab-based teaching, and research in computer science education, as well as on problem-solving strategies; examines how to recognize and address learners’ misconceptions, and the different types of questions teachers can use to vary their teaching methods; provides coverage of assessment, teaching planning, and designing a MTCS course; reviews high school teacher preparation programs, and how prospective teachers can gain experience in teaching computer science. This easy-to-follow textbook and teaching guide will prove invaluable to computer science educators within all frameworks, including university instructors and high school teachers, as well as to instructors of computer science teacher preparation programs.
This volume presents the 17th International Conference on Information Technology—New Generations (ITNG), and chronicles an annual event on state of the art technologies for digital information and communications. The application of advanced information technology to such domains as astronomy, biology, education, geosciences, security, and healthcare are among the themes explored by the ITNG proceedings. Visionary ideas, theoretical and experimental results, as well as prototypes, designs, and tools that help information flow to end users are of special interest. Specific topics include Machine Learning, Robotics, High Performance Computing, and Innovative Methods of Computing. The conference features keynote speakers; a best student contribution award, poster award, and service award; a technical open panel, and workshops/exhibits from industry, government, and academia.
This book covers the most important subjects of digital twin in a process plant, including foundations, methods, achievements, and applications in a brownfield environment. Besides offering a variety of applications and procedural variants from research and industrial practice, this book also provides a comprehensive insight into holistic plant planning. It also discusses the challenges that currently exist in different application areas. This book would be of interest to industry professionals and researchers in industrial and manufacturing engineering.
Research and Evidence in Software Engineering: From Empirical Studies to Open Source Artifacts introduces advanced software engineering to software engineers, scientists, postdoctoral researchers, academicians, software consultants, management executives, doctoral students, and advanced level postgraduate computer science students. This book contains research articles addressing numerous software engineering research challenges associated with various software development-related activities, including programming, testing, measurements, human factors (social software engineering), specification, quality, program analysis, software project management, and more. It provides relevant theoretical frameworks, empirical research findings, and evaluated solutions addressing the research challenges associated with the above-mentioned software engineering activities. To foster collaboration among the software engineering research community, this book also reports datasets acquired systematically through scientific methods and related to various software engineering aspects that are valuable to the research community. These datasets will allow other researchers to use them in their research, thus improving the quality of overall research. The knowledge disseminated by the research studies contained in the book will hopefully motivate other researchers to further innovation in the way software development happens in real practice.
This book covers a qualitative study on the programming competencies of novice learners in higher education. To be precise, the book investigates the expected programming competencies within basic programming education at universities and the extent to which the Computer Science curricula fail to provide transparent, observable learning outcomes and assessable competencies. The study analyzes empirical data on 35 exemplary universities' curricula and interviews with experts in the field. The book covers research desiderata, research design and methodology, an in-depth data analysis, and a presentation and discussion of results in the context of programming education. Addressing programming competency in such great detail is essential due to the increasing relevance of computing in today’s society and the need for competent programmers who will help shape our future. Although programming is a core tier of computing and many related disciplines, learning how to program can be challenging in higher education, and many students fail in introductory programming. The book aims to understand what programming means, what programming competency encompasses, and what teachers expect of novice learners. In addition, it illustrates the cognitive complexity of programming as an advanced competency, including knowledge, skills, and dispositions in context. So, the purpose is to communicate the breadth and depth of programming competency to educators and learners of programming, including institutions, curriculum designers, and accreditation bodies. Moreover, the book’s goal is to represent how a qualitative research methodology can be applied in the context of computing education research, as the qualitative research paradigm is still an exception in computing education research. The book provides new insights into programming competency. It outlines the components of programming competencies in terms of knowledge, skills, and dispositions and their cognitive complexity according to the CC2020 computing curricula and the Anderson-Krathwohl taxonomy of the cognitive domain. These insights are essential as programming constitutes one of the most relevant competencies in all computing study programs. In addition, being able to program describes the capability of solving problems, which is also a core competency in today’s increasingly digitalized society. In particular, the book reveals the great relevance of dispositions and other competency components in programming education, which curricula currently fail to recognize and specify. In addition, the book outlines the resulting implications for higher education institutions, educators, and student expectations. Yet another result of interest to graduate students is the multi-method study design that allows for the triangulation of data and results.
Theorising STEM Education in the 21st Century is a book that captures the essence of Science, Technology, Engineering and Mathematics and the intricacies of STEM education in the contemporary society. It explores STEM as an interdisciplinary field as well as the individual disciplines that make up STEM. This ensures the field of STEM as a whole is theorised. The book provides critical insight on STEM education from Cairo to Cape Town or from America to Indonesia. With a team of authors from universities across the world, the book is a vital contribution to critical scholarship on STEM education in contemporary times.
This year, an ITiCSE record of 243 papers were submitted, of which 66 were accepted, giving an acceptance rate of 27%. Of these papers, just over half had an author from the United States or Canada, while European authors were represented in about 40% of the papers. We also accepted papers with authors from Central and South America, China, Japan, Australia, and the Middle East, giving us a truly international avour of current Computer Science Education research and practice. In addition to the Paper, Poster and Panel submissions, and Tips, Techniques and Courseware presentations, we have ten Working Groups investigating these topics: the pacing of introductory CS courses; fostering program comprehension for novice programmers; exploring pass rates in computing and other STEM subjects; sustainability issues in CS; diversity in the cybersecurity eld; data science education; benchmarking K-12 CS education in schools; developing a model curriculum for cloud computing; and designing better compiler error messages. The reports from these groups will be published in a companion volume to the nal proceedings, but we look forward to the working groups presenting preliminary findings during the conference.
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
This book presents a collection of meta-studies, reviews, and scientometric analyses that together reveal a fresh picture about the past, present, and future of computing education research (CER) as a field of science. The book begins with three chapters that discuss and summarise meta-research about the foundations of CER, its disciplinary identity, and use of research methodologies and theories. Based on this, the book proceeds with several scientometric analyses, which explore authors and their collaboration networks, dissemination practices, international collaboration, and shifts in research focus over the years. Analyses of dissemination are deepened in two chapters that focus on some of the most influential publication venues of CER. The book also contains a series of country-, or region-level analyses, including chapters that focus on the evolution of CER in the Baltic Region, Finland, Australasia, Israel, and in the UK & Ireland. Two chapters present case studies of influential CER initiatives in Sweden and Namibia. This book also includes chapters that focus on CER conducted at school level, and cover crucially important issues such as technology ethics, algorithmic bias, and their implications for CER.In all, this book contributes to building an understanding of the past, present and future of CER. This book also contributes new practical guidelines, highlights topical areas of research, shows who to connect with, where to publish, and gives ideas of innovative research niches. The book takes a unique methodological approach by presenting a combination of meta-studies, scientometric analyses of publication metadata, and large-scale studies about the evolution of CER in different geographical regions. This book is intended for educational practitioners, researchers, students, and anyone interested in CER. This book was written in collaboration with some of the leading experts of the field.