Showing posts with label Undergraduate. Show all posts
Showing posts with label Undergraduate. Show all posts

Wednesday, 17 June 2015

Games Jam challenge here comes our students

Taken from: http://www.gamasutra.com/view/pressreleases/246331/

[This unedited press release is made available courtesy of Gamasutra and its partnership with notable game PR-related resource GamesPress.]

Five students from the University of Northampton are gearing up for a gruelling video games-building contest.
Student teams from around the globe will converge on Cambridge later this month for the prestigious Brains Eden Gaming Festival, which will see them battle it out in a Games Jam – a 48-hour competition to build a video game from scratch.
Computer Games Development undergraduates at the University, Gabriel Rosu, Henrique Galati and Rob Paton have teamed up with Game Art students Holly Hilson and David Bush for the event, which takes place at Anglia Ruskin University between 26 and 29 June.
The Games Jam will see the teams tasked with making an original game within 48 hours – with the theme only revealed to competitors at the event.
Shane Mitchell, Senior Lecturer in Games Art at the University, said: “It may seem quite a daunting task, to be given a theme and then expected to build a game around it within two days, but our students will be incredibly well prepared for it.
“A unique selling point of our games courses is that we ensure the students work together in groups, which mirrors the way the games industry works, and so they learn to work as a team – which is invaluable to be successful in the Games Jam.
“People from the games industry have also told us the best way to understand how to make a game, is to actually make a game. This is something all of our games students do, from week one of their course. In fact, over a three-year degree, each student will have worked on three games.
“So the Games Jam is really a culmination of everything our students have been putting into practice.”
The Festival also provides the students with an opportunity to enhance their career prospects, as representatives from some of the biggest games companies in the world will be there, including Sony, Frontier, Unity and Jagex.
Shane added: “The students will be able to attend workshops, get career advice and generally showcase their talents to industry professionals.
“It’s a fantastic opportunity – the competition is sponsored by big games companies and in the past they have offered winners either internships or jobs.”
More details about Brains Eden Gaming Festival, visit the website http://www.brainseden.net/ .
Notes for editors:
  • At the University of Northampton, we offer our students more than just a good degree; we blend academic and vocational skills with ‘real world’ industry experience and are ranked a top 50 University in the Guardian University league table two years in a row (2014 and 2015).
  • We were the first UK University to be awarded the Ashoka U ‘Changemaker Campus’ status, in recognition of our commitment to Social Entrepreneurship.
For further information contact the University of Northampton Press Office
Chris Fidler, Senior Marketing and Communications Officer: Press and PR
Telephone: 01604 893230

Email: chris.fidler@northampton.ac.uk

If you'd like to find out more about Computing at the University of Northampton go to: www.computing.northampton.ac.uk. All views and opinions are the author's and do not necessarily reflected those of any organisation they are associated with

Friday, 1 May 2015

Review of a problems-first approach to first year undergraduate programming

A paper was recently presented at the 11th China-Europe International Symposium of Software Engineering Education, 29-30 April 2015, Zwickau, Germany http://whz-cms-10.zw.fh-zwickau.de/bo/index_CEISEE.html

Review of a problems-first approach to first year undergraduate programming

Gary J. Hill
(Head of Department, Computing & Immersive Technologies, University of Northampton, Northampton, NN2 6JB, UK)

 

ABSTRACT

This paper, predominantly discusses the teaching of programming and problem solving to undergraduate first year computing students, using robots/robot simulators and visual programming to emulate the robot tasks. The needs to focus initial programming education on problem solving, prior to the teaching of programming syntax and software design methodology is also considered. The main vehicle for this approach is a robot/robot simulation programmed in Java, followed by the programming of a visual representation/simulation to develop programming skills. Problem solving is not trivial (Beaumont & Fox, 2003) and is an important skill, central to computing and engineering. The paper aims to summarise the authors earlier research on a problems-first approach to programming (Hill & Turner, 2011, 2014  to further emphasise the importance of problem solving, problem-based learning/project-based learning and the benefits of both physical and visual solutions.

The importance of linking the problem-solving robot activity and the programming assignment, whilst maintaining the visual nature of the problem, will be discussed, together with the comparison of this work with similar work reported by other authors relating to teaching programming using robots (Williams, 2003, Burbaitė et al., 2013).


The approaches discussed have been disseminated to colleagues, not only within the author’s University, but also in Europe and internationally (Kariyawasam, Turner & Hill, 2012, Hill & Turner, 2011, 2014) . Development funding support has also been received from the Higher Education Academy (HEA) – Information & Computer Sciences (ICS) Development Fund (2015a) and the HEA-ICS/Microsoft Innovative Teaching Fund (2015b).


References
Adams, J., Turner, S., Kaczmarczyk, S., Picton, P., & Demian, P. (2008). Problem solving and creativity for undergraduate engineers: Findings of an action research project involving robots. Paper presented at the International Conference on Engineering Education (ICEE 2008), Budapest, Hungary.
 
Adams J. P., & Turner, S. J., (2008) Problem Solving and Creativity for Undergraduate Engineers: process or product? International Conference on Innovation, Good Practice and Research in Engineering Education July 14-16, 2008, Loughborough, England, Higher Education Academy. 9781904804659.
 
Burbaitė, R., Damaševičius, R., Štuikys, V., (2013) Teaching of Computer Science Topics Using Meta-Programming-Based GLOs and LEGO Robots, Informatics in Education - An International Journal (Vol12_1), pp125-142.
 
Beaumont, C., & Fox, C. (2003). Learning programming: Enhancing quality through problem-based learning. In proceeding of 4th Annual Conference of the subject centre for Information and Computer Sciences of the Higher Education Academy (pp. 90-95). Newtownabbey, Northern Ireland: Higher Education Academy.
 
Bloom, B. S. (Ed.). (1956). Taxonomy of educational objectives, handbook I: Cognitive domain. White Plains, NY: Longman.
 
Chickering, A. W., Gamson. Z., F. (1987) "Seven Principles for Good Practice in Undergraduate Education." AAHE Bulletin 39:3-7. ED 282 491.6 pp. MF-01; PC-01.
 
Computing Curricula. (2001) IEEE CS, ACM Joint Task Force on Computing Curricula, IEEE Computer Society Press and ACM Press. Retrieved January 22, 2015 from http://www.acm.org/education/curricula.html.
 
Gallopoulos E, Houstis E, Rice JR (1994) Computer as Thinker/Doer: Problem-Solving Environments for Computational Science IEEE Computational Science and Engineering pp 11-23
http://dx.doi.org/10.1109/99.326669
 
Gold. N., (2010) Motivating Students in Software Engineering Group Projects: An Experience Report. Innovation in Teaching and Learning in Information and Computer Sciences 9(1), 10-19. DOI: 10.11120/ital.2010.09010010
http://dx.doi.org/10.11120/ital.2010.09010010
 
Greenfoot (2013) Teach and Learn Java Programming. Retrieved August 1, 2013, from http://www.greenfoot.org/
 
HEA-ICS Development Fund (2015a) HEA-ICS Development Fund [online] Available from: http://www.ics.heacademy.ac.uk/projects/development-fund/index.php [Accessed February 2015].
 
HEA-ICS/Microsoft Innovative Teaching Fund (2015b) "Developing problem-solving teaching materials based upon Microsoft Robotics Studio" [online] Available from: http://www.ics.heacademy.ac.uk/projects/development-fund/fund_details.php?id=88 [Accessed February 2015].
 
Hill, G. and Turner, S. J. (2014) Problems first, second and third. International Journal of Quality Assurance in Engineering and Technology Education (IJQAETE). 3(3), pp. 88-109. 2155-496X.
 
Hill G. J., Turner S. (2011) "Chapter 7: Problems First", Software Industry-Oriented Education Practices and Curriculum Development: Experiences and Lessons, M Hussey, X Xu & B Wu (Eds.), IGI Global, USA, pp 110-126, ISBN: 978-1-60960-797-5.
 
Houghton, W., (2004) How can Learning and Teaching Theory assist Engineering Academics? [online]. School of Engineering - University of Exeter. Available from: http://www.engsc.ac.uk/er/theory/problemsolving.asp [Accessed November 2007].
 
JICC5 (2001) Java & the Internet in the Computing Curriculum, Higher Education Academy (HEA) – Information and Computer Sciences (ICS) Conference, South Bank University, London, 22nd Jan, (http://www.ics.heacademy.ac.uk/events/displayevent.php?id=127).
 
Kariyawasam K., A., Turner S., Hill G. (2012) "Is it Visual? The importance of a Problem Solving Module within a Computing course", Computer Education, Volume 10, Issue 166, May 2012, pp. 5-7, ISSN: 1672-5913.
 
Microsoft. (2006). Microsoft robotics studio. Retrieved February 14, 2008, from http://msdn2.microsoft.com/en-us/robotics/aa731520.aspx
 
Savin-Baden, M. & Wilkie, K. (2004) (eds) Challenging Research in Problem-based Learning. Maidenhead: Open University Press/SRHE.
 
Turner S., Hill G. J., (2010) Innovative Use of Robots and Graphical Programming in Software Education, Computer Education, Volume 9, May 2010, pp. 54-6, ISSN: 1672-5913.
 
Turner S., Hill G. J., (2008) Robots within the teaching of Problem-Solving, ITALICS, HEA-ICS, Volume 7 Issue 1, June 2008, pp. 108-119, ISSN: 1473-7507. http://dx.doi.org/10.11120/ital.2008.07010108
 
Turner S., Hill G. J., (2007) Robots in Problem-Solving and Programming 8th Annual Conference of the Subject Centre for Information and Computer Sciences, University of Southampton, 28th - 30th August 2007, pp 82-85 ISBN 0-978-0-9552005-7-1
 
Turner S., Hill G. J., (2006) The Inclusion of Robots Within The Teaching OF Problem Solving: Preliminary Results, 7th Annual Conference of the ICS HE Academy, Trinity College, Dublin, 29th - 31st August 2006, Proceedings pg 241-242 ISBN 0-9552005-3-9
 
Wing, J. (2006). Computational thinking. Communications of the Association for Computing Machinery, 49(3), 33.
http://dx.doi.org/10.1145/1118178.1118215




Gary is also on the International Programme committee (http://whz-cms-10.zw.fh-zwickau.de/bo/CEISEE_ProgComm.html)  and was a panel member of the discussion of Software Engineering Education and Industry




If you'd like to find out more about Computing at the University of Northampton go to: www.computing.northampton.ac.uk. All views and opinions are the author's and do not necessarily reflected those of any organisation they are associated with

Saturday, 9 February 2013

Computing students and Public Engagement Skills


Ed Drewitt, know for his involvement with the Bristol Dinosaur Project, University of Bristol (www.thebristoldinosaurproject.org.uk) and +Nicholas Garrick  from Director of Lighting up Learning Limited (www.lightinguplearning.com ) facilitated a lively, interactive and very fun CPD session on Public Engagement with Primary schools at the School of Science and Technology, University of Northampton, UK on 8th February 2013.

The audience was made of staff and undergraduate students. The majority (around 90%) of the undergraduate students  were on the BSc and HND Computing programmes coming from all three years. Some who are already doing outreach work; some who have ideas that they would liked to do; others who were interested in finding out more about. Feedback from talking to participants was very positive; with a great number of student-lead potential activities being discussed in groups.

What is especially pleasing about Computing students taken an active interest in outreach activities is this coincides with Computing added to the National Curriculum for England and Wales for Key Stage 1 to 3. The draft Curriculum (see http://media.education.gov.uk/assets/files/pdf/n/national%20curriculum%20consultation%20-%20framework%20document.pdf) on page 152-156 has Computer Science at its core with less ICT. This welcome change, matches directly with the nature of outreach activities the students were proposing.


Last year The University of Northampton (TUoN) took part in Ed and Nick's Enhancing STEM Academics' Public Engagement Skills adopter programme sponsored by HE STEM South West Spoke to take concepts from their earlier work and for these to be applied in the outreach activity of other Universities.  This involvement lead to Ed and Nick offering this half day session to the The University of Northampton and other Universities involved with the earlier adopter programme.  Details of TUoN's outputs from the adopter programme and links to activities can be found at http://junkbots.blogspot.co.uk/2012/06/junkbot-project-case-study-and-session.html


BSc and HND Computing Provision (click on the links below for more details of the courses)




Friday, 25 November 2011

Embedding Computer Forensics within an Undergraduate Programme

An paper on teaching computer forensics was recent published at 7th Annual Teaching Computer Forensics Workshop University of Sunderland on the 10th Nov 2011.


An Embedded Pedagogic Model for Computer Forensics within an
Undergraduate Programme
Authors: Ali Al-Sherbaz , Amir Minai, James Xue, Rashmi Dravid , The University of Northampton


Abstract
The discipline of computer forensics which has a strong mutli-disciplinary background derives from the computing subjects in networking, programming, security and mathematics. Increasing awareness of cybersecurity and emphasising the need for a common vision among students addresses the challenges. The proposed pedagogic model is to embed the computer forensics materials within the undergraduate modules to extend students’ knowledge and skills in a practical context. However, it is also recognised that the depth of knowledge required learning such topics as cyber security should be offered from the underlying principles to their abstraction.


Cyber crimes are on the rise however, Cyber security professionals are in a depressingly low numbers. The lack of focus on this area has certainly resulted in a limited number of experts. Today, there is a demanding need to create new cyber security jobs, which should hopefully bring leverage to the uncontrollable rise of cyber crimes. It is, therefore, necessary to develop the analytical skills which create challenges in building a constructive approach to learning. Also, reflecting the technological fluctuations, it is seen as essential for students to be continuously updated.


The proposed model focuses on the delivery and assessment of certain computing modules, with an evaluation of its efficiency on the use of time and effort in order to satisfy the minimum requirements of the curriculum. The study has also discovered that some of the modules already cover part of computer forensics implicitly. Therefore, highlighting these topics to the students and making them more visible as computer forensics is one of the main objectives. Another objective is to enhance the existing computing modules by dedicating certain amount of lecture time on computer forensic related concepts. The model can then be adopted by Universities when considering developing new modules.


Over  the  last  few  years  there  have  been  large  increases  in  cyber-crimes  which  have  threatened individuals and organisations. To reduce the threat it is imperative that the computing courses within universities increase the level of student awareness by providing them with professional education in computer forensics and cyber-security without the need to create a separate specialised pathway.


For more information contact: Dr Ali Al-Sherbaz (ali.al-sherbaz@northampton.ac.uk)


Computing Courses

BSc and HND Computing Provision (click on the links below for more details of the courses)


    The University of Northampton's, Department of Computing and Immersive Technologies offers five courses within the MSc Computing postgraduate provision (shown below) all available either part-time or full-time. 

    The contents are the opinion of the author(s) and not necessarily the view of the University of Northampton.