TY - GEN
T1 - Mind the Gap
T2 - 54th ACM Technical Symposium on Computer Science Education, SIGCSE 2023
AU - Bao, Yeting
AU - Hosseini, Hadi
N1 - Publisher Copyright:
© 2023 ACM.
PY - 2023/3/2
Y1 - 2023/3/2
N2 - With the advent of online educational platforms and the advances in pedagogical technologies, self-directed learning has emerged as one of the most popular modes of learning. Distance education - -elevated by the COVID-19 pandemic - -involves methods of instruction through a variety of remote activities which often rely on educational videos for mastery. In the absence of direct student engagement, the asynchronous nature of remote activities may deteriorate the quality of education for learners. Students often have an illusion of skill acquisition after watching videos, which results in overestimation of abilities and skills. We focus on the efficacy of skill acquisition through interactive technologies and assess their impact on computational thinking in comparison with delivery through other traditional media (e.g. videos and texts). In particular, we investigate the relationship between actual learning, perception of learning, and learners' confidence in adult learners. Our results reveal intriguing observations about the role of interactivity and visualization and their implications on the pedagogical design for self-directed learning modules.
AB - With the advent of online educational platforms and the advances in pedagogical technologies, self-directed learning has emerged as one of the most popular modes of learning. Distance education - -elevated by the COVID-19 pandemic - -involves methods of instruction through a variety of remote activities which often rely on educational videos for mastery. In the absence of direct student engagement, the asynchronous nature of remote activities may deteriorate the quality of education for learners. Students often have an illusion of skill acquisition after watching videos, which results in overestimation of abilities and skills. We focus on the efficacy of skill acquisition through interactive technologies and assess their impact on computational thinking in comparison with delivery through other traditional media (e.g. videos and texts). In particular, we investigate the relationship between actual learning, perception of learning, and learners' confidence in adult learners. Our results reveal intriguing observations about the role of interactivity and visualization and their implications on the pedagogical design for self-directed learning modules.
UR - http://www.scopus.com/inward/record.url?scp=85149878651&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85149878651&partnerID=8YFLogxK
U2 - 10.1145/3545945.3569749
DO - 10.1145/3545945.3569749
M3 - Conference contribution
AN - SCOPUS:85149878651
T3 - SIGCSE 2023 - Proceedings of the 54th ACM Technical Symposium on Computer Science Education
SP - 778
EP - 784
BT - SIGCSE 2023 - Proceedings of the 54th ACM Technical Symposium on Computer Science Education
PB - Association for Computing Machinery, Inc
Y2 - 15 March 2023 through 18 March 2023
ER -