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This workshop from OOPSLA 2000, organized by Robert Biddle, Rick Mercer, and Eugene Wallingford, focused on integrating active learning techniques into object-oriented design (OOD) education. It covered key concepts like the importance of student engagement, higher-order thinking tasks, and practical methods for incorporating active learning in the classroom. Presentations addressed barriers to implementation, strategies such as cooperative learning, and the modification of lectures. Participants explored various active learning techniques, ultimately aiming to improve student involvement and understanding in computer science disciplines.
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OOPSLA 2000 Workshop 13Active Learning for OO Design Organisers: Robert Biddle, Rick Mercer, Eugene Wallingfordhttp://www.mcs.vuw.ac.nz/comp/research/design1/
Agenda • Overview of Active Learning • Presentations • Demonstrations • Discussion Issues • New Techniques • Strengths and Weaknesses • Process Coverage Issues • Sequencing, Cataloguing • Results
What is “Active Learning”? • Bonwell and Eison: • Research literature suggests thatstudents must do more than just listen. • They must read, write, discuss, or be engaged in solving problems. • Most important, to be actively involved, studentsmust engage in such higher-order thinking tasks as analysis, synthesis, and evaluation. Charles C. Bonwell and James A. Eison, “Active Learning: Creating Excitement in the Classroom”, ERIC Digests.
How can Active Learning Be Incorporated in the Classroom? • Bonwell and Eison: • Modification of lectures, pauses • Demonstrations, Brief Exercises, Discussion • In-class writing, Problem solving, Case studies • Cooperative Learning, Debates, Drama, Roleplay, Simulation, Peer Teaching
What are the Barriers? • Bonwell and Eison: • Limited class time • Possible increase in preparation time • Potential difficulties with large classes • Lack of materials, equipment, resources • Risks: • No participation, no deep involvement, insufficient content • Loss of control, Lack of respect for unorthodoxy
Active Learning and its use in Computer Science • McConnell: • Modified lectures: “what if” and discussions • Algorithm Tracing: “be the computer” • Demonstration Software: “predict and check” • Physical Activities: protocol games Jeffrey J. McConnell, “Active Learning and its use in Computer Science”, SIGCSE Bulletin, vol. 28, Special Issue, pp. 52-54)
Presentations • Biddle, Noble, Tempero: • Exploring Active Learning Techniques for OOD • Botting: • Active Learning of OO Analysis and Design • Skrien: • Experience with OOD in CS1 and CS2 • Smialek: • Teaching OOD with Active Lectures and Brainstorms