The Art and Science of Everything

Formerly thoughts on gender and technology, I'm expanding this as a place to just generally geek out on gender, technology, design, cognition, perception, and culture. The title should not be considered hubris, but instead enthusiasm.

Saturday, March 06, 2004

some design principles of computer science learning experience design

Fill these in with cases of how this has happened in different sorts of contexts, paying attention to any possibly subte particulars about the context that made the described practice successful in supporting the design principle.

* Students should be able to frequently and accurately assess their performance in relation to the class.
- therefore giving hour estimates for how long a program takes isn't successful as it doesn't account for the perceptual flexibility of time; what are you going to do -- journal your hours?
- What are strategies for mediating attribution differences in men and women?

* Students should be able to validly assess their performance in relation to their peers.

* Students should feel safe participating in course activities, both emotionally and physically. (i.e. a lab can be a great place, but maybe not for a campus where you need to walk and there are muggings right and left)

* Curricula should support varied styles of learning.
- i.e. Listeners, readers, talkers

* Curricula should support varied styles of conceptualizing and solving problems. (This does not imply "writing sloppy code is okay." Solutions will be subject to the same standards and models to the same tests of robustness.)

more more more! we need more! these are but paltry examples

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