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Author(s): MacKellar, Bonnie Kathleen; Kiesler, Natalie; Raj, Rajendra K.; Sabin, Mihaela; McCauley, Renée; Kumar, Amruth N.
Title: Promoting the dispositional dimension of competency in undergraduate computing programs
In: American Society for Engineering Education (Hrsg.): Proceedings of the 2023 Annual Conference and Exposition of the American Society for Engineering Education, June 25 - 28, 2023, Baltymore, MD, Washington; D.C.: ASEE, 2023 , S. 1-15
URL: https://peer.asee.org/43018
Publication Type: 4. Beiträge in Sammelbänden; Beiträge in Proceedings mit Peer-Review-System
Language: Englisch
Keywords: Befragung; Bewusstmachung; Charakterbildung; Curriculum; Empirische Untersuchung; Förderung; Grundstudium; Informatik; Kompetenzerwerb; Mixed-Methods-Design; Persönlichkeitsmerkmal; Pilotstudie; Quasi-Experiment; Reflexion <Phil>; Student; Studentin; Vignette <Methode>
Abstract (english): The Computing Curricula 2020 (CC2020) report, issued by the ACM and IEEE Computer Society, identified knowledge, skills, and dispositions as the three main components of competency for undergraduate programs in computer engineering, computer science, cybersecurity, information systems, information technology, and software engineering, as well as data science. As earlier generations of curricular guidelines in computing have described knowledge and skills to some extent, the notion of dispositions is relatively new to computing. Dispositions are cultivable behaviors, such as adaptability, meticulousness, and self-directedness, that are desirable in the workplace. Multiple employer surveys and interviews confirm that dispositions are as crucial for success in the workplace as the knowledge and skills students develop in their academic programs of study. As such, the CC2020 report describes eleven dispositions that are expected of competent computing graduates. These are distinct and separate from the technical knowledge and disciplinary skills of computing and engineering. Dispositions are also distinct from baseline or cross-disciplinary skills, such as critical thinking, problem-solving, teamwork, and communication. In contrast, dispositions are inherently human characteristics that describe individual qualities and behavioral patterns that lead to professional success. Dispositions are learnable, not necessarily teachable. This work-in-progress paper motivates dispositions within computing disciplines and presents the background of this approach. It also discusses the use of reflection exercises and vignettes in understanding, promoting, and fostering behavioral patterns that undergraduate computing students identify as related to dispositions they experience in the course. Preliminary data and results from the study are also presented.
DIPF-Departments: Informationszentrum Bildung
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Author(s): Loesche, Patrick; Wiley, Jennifer; Hasselhorn, Marcus
Title: How knowing the rules affects solving the Raven Advanced Progressive Matrices Test
In: Intelligence, 48 (2015) , S. 58-75
DOI: 10.1016/j.intell.2014.10.004
Publication Type: 3a. Beiträge in begutachteten Zeitschriften; Aufsatz (keine besondere Kategorie)
Language: Englisch
Keywords: Arbeitsgedächtnis; Chicago; Ill.; Deutschland; Experiment; Frankfurt a.M.; Grundstudium; Induktives Lernen; Intelligenztest; Kognitionspsychologie; Kognitive Prozesse; Problemlösen; Richtlinie; Schüler; Schuljahr 05; Schuljahr 06; Schuljahr 07; Schuljahr 08; Sekundarstufe I; Student; USA; Wissen
Abstract: The solution process underlying the Raven Advanced Progressive Matrices (RAPM) has been conceptualized to consist of two subprocesses: rule induction and goal management. Past research has also found a strong relation between measures of working memory capacity and performance on RAPM. The present research attempted to test whether the goal management subprocess is responsible for the relation between working memory capacity and RAPM, using a paradigm where the rules necessary to solve the problems were given to subjects, assuming that it would render rule induction unnecessary. Three experiments revealed that working memory capacity was still strongly related to RAPM performance in the given-rules condition, while in two experiments the correlation in the given-rules condition was significantly higher than in the no-rules condition. Experiment 4 revealed that giving the rules affected problem solving behavior. Evidence from eye tracking protocols suggested that participants in the given-rules condition were more likely to approach the problems with a constructive matching strategy. Two possible mechanisms are discussed that could both explain why providing participants with the rules might increase the relation between working memory capacity and RAPM performance. (DIPF/Orig.)
DIPF-Departments: Bildung und Entwicklung