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Yingcai Xiao

Yingcai Xiao. Learning Outcomes. What did you learn?. Learning Outcomes. What should we learn?. Bloom's Taxonomy. Bloom's Taxonomy is a classification of learning objectives proposed in 1956 by a committee of educators chaired by Benjamin Bloom

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Yingcai Xiao

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  1. Yingcai Xiao

  2. Learning Outcomes • What did you learn?

  3. Learning Outcomes • What should we learn?

  4. Bloom's Taxonomy • Bloom's Taxonomyis a classification of learning objectives • proposed in 1956 • by a committee of educators • chaired by Benjamin Bloom • who also edited the first volume of the standard text, Taxonomy of educational objectives: the classification of educational goals • http://en.wikipedia.org/wiki/Bloom’s_taxonomy

  5. Bloom's Taxonomy • Three domains • Cognitive • Affective • Psychomotor • Or • knowing/head • feeling/heart • doing/hands respectively).

  6. Cognitive Skills • Knowledge • Comprehension • Application • Analysis • Synthesis • Evaluation

  7. Cognitive Skills http://en.wikipedia.org/wiki/File:BloomsCognitiveDomain.svg

  8. Cognitive Skills Knowledge What is Computer Science? What is a Computer?

  9. Cognitive Skills Comprehension: Interpretation & Extrapolation Is a smart phone a computer?

  10. Cognitive Skills Application Solving new problems with acquired knowledge. Search: sequential, binary and quick Find an over-weight golf ball from a group of 8.

  11. Cognitive Skills Analysis Examine information to find causes. What bug? Debugging

  12. Cognitive Skills Synthesis Compile information in a different way by forming a new pattern. Converting code from sequential to parallel Finding the bad golf ball faster?

  13. Cognitive Skills • Evaluation • Making judgments based on a set of criteria. • SLO assessment rubrics

  14. Affective • Ability to feel • Receiving • Responding • Valuing • Organizing • Characterizing

  15. Affective Receiving Being taught.

  16. Affective Responding Active learning A conscious learner Engaging Visual Sketchpad Gaming

  17. Affective Valuing Attach value to, say, Computer Science

  18. Affective Organizing Put together in order Draw a table for searching techniques.

  19. Affective Characterizing Become a characteristic. He is a conscious learner.

  20. Psychomotor • Ability to manipulate • development in skill • Perception • Set • Guided response • Mechanism • Complex overt response • Adaptation • Origination

  21. Psychomotor Perception use sensory to guide 3D display on a 2D surface VR 3D Printing

  22. Psychomotor Set ready to act used in gaming

  23. Psychomotor Guided response Imitation, trial and error User Interface Design GUI: WYSIWYG Hints Record and Retract

  24. Psychomotor Mechanism become habitual Typewriter Keyboard: QWERTY Why?

  25. Psychomotor Complex overt response skillful complex movement Surgery Virtual Surgery Robotic-assisted Surgery

  26. Psychomotor Adaptation modify movement pattern to fit Chess game training software

  27. Psychomotor Origination Creating new Invention (engineering) Discovery (science) Computer Science : Computer Engineering

  28. Computer Scientist / Programmer • Be a life long learner • Or be a DBA • Enjoy learning like video games • Be a conscious learner (think) • Try to be a teacher • That’s all, folks.

  29. Accreditation Board for Engineering and Technology http://www.abet.org http://www.abet.org/types-of-programs-abet-accredits/

  30. Outcomes Assessments Measurements Improvements

  31. References • Accreditation Board for Engineering and Technology • http://www.abet.org • http://www.abet.org/types-of-programs-abet-accredits/ • http://www.uakron.edu/it/instructional_services/dds/outcomes.dot

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