Contribution: This article analyzes the learning effectiveness of a virtual educational escape room for teaching software engineering and compares this activity with traditional teaching through a randomized controlled trial. Background: Educational escape rooms have been used across a wide variety of disciplines at all levels of education and they are becoming increasingly popular among teachers. Nevertheless, there is a clear general need for more robust empirical evidence on the learning effectiveness of these novel activities and, particularly, on their application in software engineering education. Research Questions: Is game-based learning using educational escape rooms more effective than traditional lectures for teaching software engineering? What are the perceptions of software engineering students toward game-based learning using educational escape rooms? Methodology: The study presented in this article is a randomized controlled trial with a pre-and post-test design that was completed by a total of 326 software engineering students. The 164 students belonging to the experimental group learned software modeling by playing an educational escape room whereas the 162 student
Cybersecurity professionals need hands-on training to prepare for managing the current advanced cyber threats. To practice cybersecurity skills, training participants use numerous software tools in computer-supported interactive learning environments to perform offensive or defensive actions. The interaction involves typing commands, communicating over the network, and engaging with the training environment. The training artifacts (data resulting from this interaction) can be highly beneficial in educational research. For example, in cybersecurity education, they provide insights into the trainees' learning processes and support effective learning interventions. However, this research area is not yet well-understood. Therefore, this paper surveys publications that enhance cybersecurity education by leveraging trainee-generated data from interactive learning environments. We identified and examined 3021 papers, ultimately selecting 35 articles for a detailed review. First, we investigated which data are employed in which areas of cybersecurity training, how, and why. Second, we examined the applications and impact of research in this area, and third, we explored the community of res
Quantum information science (QIS) is an emerging interdisciplinary field at the intersection of physics, computer science, electrical engineering, and mathematics leveraging the laws of quantum mechanics to circumvent classical limitations on information processing. With QIS coursework proliferating across US institutions, including at the undergraduate level, we argue that it is imperative that ethics and social responsibility be incorporated into QIS education from the beginning. We discuss ethical issues of particular relevance to QIS education that educators may wish to incorporate into their curricula. We then report on findings from focus interviews with six faculty who have taught introductory QIS courses, focusing on barriers to and opportunities for incorporation of ethics and social responsibility (ESR) into the QIS classroom. Few faculty had explicitly considered discussion of ethical issues in the classroom prior to the interview, yet instructor attitudes shifted markedly in support of incorporating ESR in the classroom as a result of the interview process itself. Taking into account faculty's perception of obstacles to discussing issues of ESR in coursework, we propose
The gap between theory and practice is well-documented in educational research. Physics teachers' willingness to apply research findings in practice may be influenced by a sceptical attitude towards science education research. This study explores physics teachers' perspectives on science education research, with a particular focus on potential scepticism towards the discipline. A two-step mixed-methods approach was employed: (1) Interviews with a purposeful sample of 13 experienced physics teachers for a first exploration of attitudes towards physics education research, and (2) a quantitative survey of 174 physics teachers to examine, among other aspects, the previously observed attitudes in a larger sample and to identify teacher profiles using latent profile analysis. The interview study revealed both sceptical and non-sceptical attitudes towards physics education research, including some that fundamentally questioned its practical value. Based on the survey data and latent profile analysis, four distinct teacher profiles differing in their level of scepticism towards science education research were identified. While one profile is highly sceptical, the other three exhibit a mix
Physics Education Research (PER) practitioners have engaged in substantial curriculum development and dissemination work in recent years. Yet, it appears that this work has had minimal influence on the fundamental teaching practices of typical physics faculty. To better understand this situation interviews were conducted with 5 likely users of physics education research. All reported making changes in their instructional practices and all were influenced, to some extent, by educational research. Yet, none made full use of educational research and most had complaints about their interactions with educational researchers. In this paper we examine how these instructors used educational research in making instructional decisions and identify divergent expectations about how researchers and faculty can work together to improve student learning. Although different instructors emphasized different aspects of this discrepancy between expectations, we believe that they are all related to a single underlying issue: the typical dissemination model is to disseminate curricular innovations and have faculty adopt them with minimal changes while faculty expect researchers to work with them to inc
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational gamification, and learning through game creation. Educational serious games are digital games that support learning objectives. Gamification is defined as the use of "game design elements and game thinking in a non-gaming context" (Deterding et al. 2011, p. 13). Educational gamification is not developed through a digital game but includes game elements for supporting the learning objectives. Learning through game creation is focused on the process of designing and creating a prototype of a game to support a learning process related to the game creation process or the knowledge mobilized through the game creation process. Four modalities of educational games in secondary education are introduced in this entry to describe educational games in secondary education: educational purpose of entertainment games, serious games, gamification, and game design.
Demographic data collection is essential in education research, as demographic data allows researchers to better describe the participant population they study and to contextualize findings. However, current research practices for neurodiversity demographics often rely on prescriptive methods (e.g., requiring participants to report official diagnoses) rather than allowing participants to self-identify. This approach can: a) not allow participants to express their intersecting identities in ways that are authentic; and b) limit trustworthiness and reliability of the data and interpretation. In addition, inconsistent dissemination and representation of demographic data across studies hinder the accessibility and usability of this work. Through a literature review of neurodivergent student experiences with learning and performing STEM, we identified widespread discrepancies in how demographic information is collected and reported. This paper explores how neurodivergent identities can be more accurately and inclusively represented in education research. We present findings of a thematic analysis on the ways neurodivergent demographic data collection is done in the literature using data
For many students, introductory college science courses are often the only opportunity in their formal higher education to be exposed to science, shaping their view of the subject, their scientific literacy, and their attitudes towards their own ability in STEM. While science writing instruction has been demonstrated to impact attitudes and outlooks of STEM majors in their coursework, this instructional strategy has yet to be explored for non-majors. In this work, we investigate student attitudes towards STEM before and after taking a writing-intensive introductory astronomy course. We find that students cite writing about science as beneficial to their learning, deepening their understanding of science topics and their perspective on science as a field and finding writing to be a "bridge" between STEM content and their focus on humanities in their majors. Students also report increased perceptions of their own ability and confidence in engaging with STEM across multiple metrics, leaving the course more prepared to be informed, engaged, and science literate citizens.
It is becoming increasingly important that physics educators equip their students with the skills to work with data effectively. However, many educators may lack the necessary training and expertise in data science to teach these skills. To address this gap, we created the Data Science Education Community of Practice (DSECOP), bringing together graduate students and physics educators from different institutions and backgrounds to share best practices and lessons learned from integrating data science into undergraduate physics education. In this article we present insights and experiences from this community of practice, highlighting key strategies and challenges in incorporating data science into the introductory physics curriculum. Our goal is to provide guidance and inspiration to educators who seek to integrate data science into their teaching, helping to prepare the next generation of physicists for a data-driven world.
Pre-post testing is a commonly used method in physics education community for evaluating students' achievement and or the effectiveness of teaching through a specific period of instruction. A popular method to analyze pre-post testing results is the normalized gain first brought to the physics education community in wide use by R.R. Hake. This paper presents a measurement based probabilistic model of the dynamic process of learning that explains the experimentally observed features of the normalized gain. In Hake's study with thousands of students' pre-post testing results, he observed that on average 48 courses employing "interactive engagement" types of instruction achieved average normalized gains about two standard deviations greater than did 14 courses subjected to traditional instruction. For all courses the average normalized gains had a very low correlation +0.02 with average pretest scores. This feature of the normalized gain has allowed researchers to investigate the effectiveness of instruction using data collected from classes with widely different average pretest scores. However, the question of why the average normalized gain has this feature and to what extent this f
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work presents comparative data and findings obtained from 217 students who played the game in a face-to-face format (control group) and 104 students who played the game in an online format (experimental group). Background: Serious video games have been proven effective at computer science education, however, it is still unknown whether the effectiveness of these games is the same regardless of their format, face-to-face or online. Moreover, the usage of games created through authoring tools has barely been explored. Research Questions: Are teacher-authored educational video games effective in terms of learning and motivation for computer science students? Does the effectiveness of teacher-authored educational video games depend on whether they are used in a face-to-face or online format? Methodology: A quasi-experiment has been conducted by using three instruments (pre-test, post-test, and questionnaire) with the purpose of comparing the effectiveness o
Due to time and financial restrictions in an educational laboratory, we are making compromises, using experimental setups in which limitations and uncertainties are important. In these cases we should pay particular attention to the role of different factors that affect our experiment, in order to achieve the best possible educational outcome and to avoid misconceptions. In this paper problems related to the use of very low activity source 60Co in the experiment of measuring the linear attenuation coefficient of gamma rays through matter, will be presented. The role of background radiation in measurements and in the relative statistical uncertainty as well as the role of statistical uncertainty in the choice of representative measurements is discussed. Moreover students' difficulties and misconceptions related mainly to the statistical uncertainty and its connection to measurements overlapping are recorded. An explanation for the possible reasons of these misunderstandings is attempted in order to improve the educational outcome in this experiment.
Physics education researchers (PER) often analyze student data with single-level regression models (e.g., linear and logistic regression). However, education datasets can have hierarchical structures, such as students nested within courses, that single-level models fail to account for. The improper use of single-level models to analyze hierarchical datasets can lead to biased findings. Hierarchical models (a.k.a., multi-level models) account for this hierarchical nested structure in the data. In this publication, we outline the theoretical differences between how single-level and multi-level models handle hierarchical datasets. We then present analysis of a dataset from 112 introductory physics courses using both multiple linear regression and hierarchical linear modeling to illustrate the potential impact of using an inappropriate analytical method on PER findings and implications. Research can leverage multi-institutional datasets to improve the field's understanding of how to support student success in physics. There is no post hoc fix, however, if researchers use inappropriate single-level models to analyze multi-level datasets. To continue developing reliable and generalizable
Educational technology has attained significant importance as a mechanism for supporting experiential learning of science concepts. However, the growth of this mechanism is limited by the significant time and technical expertise needed to develop such products, particularly in specialized fields of science. We sought to test whether interactive, educational, online software modules can be developed effectively by students as a curriculum component of an advanced science course. We discuss a set of fifteen such modules developed by Harvard University graduate students to demonstrate various concepts related to astronomy and physics. Their successful development of these modules demonstrates that online software tools for education and outreach on specialized topics can be produced while simultaneously fulfilling project-based learning objectives. We describe a set of technologies suitable for module development and present in detail four examples of modules developed by the students. We offer recommendations for incorporating educational software development within a graduate curriculum and conclude by discussing the relevance of this novel approach to new online learning environmen
This systematic mapping study consisted of tracking the scientific literature that addresses the issue of analogies as a didactic strategy in science teaching. An analogy can be understood as comparing an existing knowledge with a new knowledge to achieve a better understanding of the new knowledge as a result of the comparison of similarities; or in other words, use students' own concepts to introduce new concepts using comparisons between the two. The purpose of this study was to identify, analyze, synthesize and evaluate research works that touched on this topic, with this, to have knowledge about the models of uses of analogies, most used didactic strategies, research methodologies in this field and how to evaluate the learning effectiveness of working with analogies. The methodology that was used is the systematic mapping study; Five questions were posed that guided the information tracking process. Later, the electronic documents in English for the last twenty years were traced in five databases related to the educational field. Finally, it is concluded by responding to the purpose of the study where it is evident that, broadly speaking, the research methodologies in this fie
Despite numerous calls for the transformation of undergraduate STEM education, there is still a lack of successful models for creating large-scale, systemic cultural changes in STEM departments. To date, change efforts have generally focused on one of three areas: developing reflective teachers, disseminating curricula and pedagogy, or enacting institutional policy. These efforts illustrate many of the challenges of departmental change; in particular, they highlight the need for a holistic approach that integrates across all three of these levels: individual faculty, whole departments, and university policymakers. To address these challenges, as part of our campus-wide AAU-sponsored effort in STEM education transformation, we import and integrate models of change from multiple perspectives. We draw from models in organizational change, from departmental and disciplinary change in STEM education, and from efforts to support individual efforts such as the development and dissemination model. As a result, our departmental cultural change efforts are an attempt at holistic reform. We will discuss our theoretical underpinnings and ground this theory in a sample of approaches in two depa
In the symposium contributions we discuss research in physics education and the consequences of its results for physics teaching. The symposium presents four different aspects of physics teaching and learning, but all of them have research-based problem analysis in common. The problems analysed cover different aspects of the physics teaching-learning process. Innovative aspects such as the effect on learning of the integration of engineering projects in the science teaching process, the influence on the learning process of conceptions about science and attitudes, and aspects related to teaching contents and students' learning difficulties. Its conclusions are not merely intuitive proposals based on teaching experience, but on a careful planning of data collection, analysis of results and empirical basis
In the last decade, major efforts have been made to promote inquiry-based mathematics learning at the tertiary level. The Inquiry-Based Mathematics Education (IBME) movement has gained strong momentum among some mathematicians, attracting substantial funding, including from some US government agencies. This resulted in the successful mobilization of regional consortia in many states, uniting over 800 mathematics education practitioners working to reform undergraduate education. Inquiry-based learning is characterized by the fundamental premise that learners should be allowed to learn 'new to them' mathematics without being taught. This progressive idea is based on the assumption that it is best to advance learners to the level of experts by engaging learners in mathematical practices similar to those of practising mathematicians: creating new definitions, conjectures and proofs - that way learners are thought to develop 'deep mathematical understanding'. However, concerted efforts to radically reform mathematics education must be systematically scrutinized in view of available evidence and theoretical advances in the learning sciences. To that end, this scoping review sought to con
Modern Education is not \textit{Modern} without AI. However, AI's complex nature makes understanding and fixing problems challenging. Research worldwide shows that a parent's income greatly influences a child's education. This led us to explore how AI, especially complex models, makes important decisions using Explainable AI tools. Our research uncovered many complexities linked to parental income and offered reasonable explanations for these decisions. However, we also found biases in AI that go against what we want from AI in education: clear transparency and equal access for everyone. These biases can impact families and children's schooling, highlighting the need for better AI solutions that offer fair opportunities to all. This chapter tries to shed light on the complex ways AI operates, especially concerning biases. These are the foundational steps towards better educational policies, which include using AI in ways that are more reliable, accountable, and beneficial for everyone involved.
This paper looks at the increasing popularity of massive open and online courses (MOOCs) and open educational resources (OERs) offered in Singapore. Despite being a relatively new phenomenon, the Singapore government has collaborated with different organizations to improve the quality and accessibility of MOOCs, and many institutions of higher learning (IHLs) are spearheading efforts to improve OERs to facilitate greater public access to educational resources. It will also explore the benefits and potential problems that MOOCs and OERs face. For example, both MOOCs and OERs are able to lower the costs of university-level education and increase public access to such courses. They also provide skills and job training for members of the public as well as encourage lifelong learning. However, both MOOCs and OERs may not be sustainable in the long run, as the financial gains of both may not be able to cover the costs of mounting them. Each system also has its own set of problems. For example, formal structures to guarantee the quality of MOOCs offered remain lacking. MOOCs also tend to have low completion rates and there have been issues regarding plagiarism with the use of MOOCs as lea