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Based on this feedback, we are reassessing the lab ques- tions, creating more levels of difficulty and fme tuning the wording. We will then add these questions to our Web site so that exploratories users outside of the course can have access to them.

3.5 Conclusion

For us, in-class demos and homeworks have provided the most rewarding and workable methods for integrating in- teractive computer-based learning experiences into our introductory graphics programming course. The demos are universally well received and the homeworks not only compel students to take advantage of what our applets have to offer, but also seem to create a critical mass of student- driven applet use. The teaching assistants have recently come into the computer lab in the evening to find students not only using exploratories for their assignments, but also perusing ones that teach related topics or that add depth to the class presentations.

For all of the approaches, advance planning was essential in order to take care of logistics such as room reservations, AV setup, software testing, TA training, lecture timing, as well as to develop new content for use in labs or home- works.

4

Future Work

We are working to create a comprehensive listing of cate- gories of integration techniques, such as in-class demo and extra lab session, for our Handbook. These, and the issues and solutions that we have gleaned, will be presented in the

pattern format 19 Our next step is

with examples from a range of projects. to create guidelines, templates, example

lists, and other materials that facilitate the ferent approaches.

use

of these

dif-

4 Acknowledgements

We would like to acknowledge Charlie Currie, 1999 Head TA for CS123 for his critical reading and suggestions. This work is sponsored by NSF, Adobe, IBM, Microsoft Re- search, Sun Microsystems, and TACO.

References

1 Abowd, G. D. "Classroom 2000: An Experiment with the Instrumentation of a Living Educational Environ- ment" in IBM Systems Journal, Special issue on Pervasive Computing, Volume 38, Number 4, pp. 508- 530, October 1999. http://www.cc.gatech.edu/fce.

2 Banchoff, T. http://www.geom.umn.edu/-banchoff/Calculus/Calculus.html; http://www.math.brown.edu/-banchoff/swork/research.html

3 Brown, M.H. "Perspectives on Algorithm Animation", Proceedings of the CHI '88 conference on Human Fac- tors in Computing Systems, May 1988, 33-38.

4 CS123 - Introduction to Computer Graphics. http://www.cs.brown.edu/courses/CS123.

119

5

Cuban, L. Teachers and Machines: The Classroom Use of Teclmology Since 1920. Teachers College Press, Columbia University, 1986.

6 Dockterman, D. A. Great Teaching in the One Com- puter Classroom. Tom Snyder Productions, Inc. 1997.

7 Educational Software Seminar, Brown University

Computer Science Department. http://www.cs.brown.edu/courses/es092/.

8 Exploratory project: home page: http://www.es.brown.edu/exploratory/; 3D creature construction kit: http://www.cs.brown.edu/research/graphics/research/creature/

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Gamma, E., Helm, R., Johnson, R., and Vlissides, J. Design Patterns, Elements of Reusable Object-Oriented Software. Addison-Wesley, 1995.

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Gelernter, D. J. "Technology can't provide a quick fix for societal problems", NY Times, Nov. 30, 1997.

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Gould, D.L., Simpson, R.M. and van Dam, A. GGranularityin the Design of Interactive Illustrations. ACM SIGCSE 1999 Technical Symposium, New Or-

leans, LA http://www.cs.brown.edu/exploratory/papers/CSE99- gould.pdf

12

Hughes, C. E. and Moshell, J. M. "Shared Virtual Worlds for Education: The ExploreNet Experiment." ACM Multimedia 5 (1997), 145-154.

13

Lerner, M. The Current State of Technology and Edu- cation: How Computers Are Used in K-12 and Brown

University Classrooms October 27, 1997. http://www.es.brown.edu/exploratory/papers/mrl/int_ed.html

14 Library of Congress American Memory Project: Port

of Entry. http://lcweb2.1oc.gov/ammem/ndlpedu/educator.html.

15

Majzner, Marc. Study of effectiveness of scaling app-

let based upon current interactive illustration model. www.cs.brown.edu/people/mgm/uistudy.html

16 Papert, S. The Children's Machine: Rethinking School in the Age of the Computer. BasicBooks - Harper- Collins Publishers, Inc., 1993.

17 PUMP project: http://act.psy.cmu.edu/ACT/awI~pump- home.html, http://act.psy.cmu.edu/ACT/act-home.html.

18

Sandholtz, J. H., Ringstaff, C, and Dwyer, D. C.

Teaching with Technology: Creating Student-Centered Classrooms. Teachers College Press, Columbia Univer- sity, 1997.

19

Spalter, A.M. and Simpson, R. M. "Reusable Hyper- text Structures for Distance and JIT Learning", submitted to ACM Hypertext '00.

20 University of Oregon, Virtual Laboratory. http://jersey.uoregon.edu/vlab/.

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