CS教育中主动式学习设计模式与主动式学习设计模式之比较

Nasrin Dehbozorgi, S. Macneil, M. Maher, Mohsen Dorodchi
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引用次数: 6

摘要

本文描述并比较了CS教育实践中出现的两类教学设计模式:基于讲座的设计模式和主动学习的设计模式。教学设计模式为教师提供了对教学和学习中出现的问题和解决方案的综合描述。形成设计模式的好处是将成功的实践规范化,这些实践可以在多种场景中重用,并利用教师的创造力来定义与课程和学生相关的细节。自从Alexander最初的设计模式模型强调了在创建和使用模式的每个领域中重要的不同方面以来,设计模式已经以多种格式表示。本文分析了CS教育中基于讲座的教学法和主动学习的最新发展中出现的设计模式。计算机科学、工程和其他STEM学科的传统讲座正在被重新考虑,因为研究表明,学生在倾听中学习的可能性更小,而在积极参与中学习的可能性更大。在计算机科学教育中,解决问题并为传统讲座提供潜在解决方案的设计模式已经出版,这些模式提供了在讲座期间吸引学生的解决方案。翻转课堂和主动学习的教学方法最近被许多计算机科学学院采用,导致了主动学习的新兴设计模式。我们比较了以前发表的基于讲座的模式和我们的主动学习模式如何用不同的解决方案来解决类似的问题,以吸引学生。我们展示了教学设计模式的基于对象的结构如何能够提供关于更容易索引和组合的模式所解决的问题和解决方案的附加信息。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Comparison of Lecture-based and Active Learning Design Patterns in CS Education
This paper describes and compares two categories of pedagogical design patterns that have emerged from CS education practice: lecture-based design patterns and active learning design patterns. Pedagogical design patterns provide faculty with combinations of generalized descriptions of problems and solutions that occur in teaching and learning. The benefit of forming design patterns is the codification of successful practice that can be reused in multiple scenarios and draw on the creativity of the instructor for defining the details relevant to the course and the students. Design patterns have been represented in many formats since Alexander’s initial design pattern model highlighting different aspects of what is important in each domain in which the patterns are created and used. This paper analyzes design patterns emerging from recent developments in lecture-based pedagogy and active learning in CS education. Traditional lectures in computer science, engineering, and other STEM disciplines are being reconsidered due to research that shows that students are less likely to learn while listening and more likely to learn while actively engaged. Design patterns that address problems and provide potential solutions to traditional lectures in computer science education have been published that provide solutions to engage students during the lecture. The pedagogy of flipped classrooms and active learning have recently been adopted by many faculty in Computer Science leading to emerging design patterns for active learning. We compare how previously published lecture-based patterns and our active learning patterns address similar problems with different solutions to engaging students. We show how an object-based structure for pedagogical design patterns can provide additional information about the problems and the solutions addressed by the patterns that are more easily indexed and combined.
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