Foundations for Computing: Applying Pedagogy to a Foundation Year Computer Science Module
Abstract
This paper presents a critical evaluation of a Foundation Year module at Keele University, FYO-00096 Computers and Programming. This work was originally completed as part of a reflective portfolio for Keele’ s MA Higher Education Practice Design and Development in Higher Education module. Introduction to FYO-00096
Article # 3
Title:
Foundations for Computing: Applying Pedagogy to a Foundation Year Computer Science Module
Authors:
Dr Adam Wootton Computing and Physics, Foundation Year, Keele University
DOI:
https:// doi. org / 10.21252 / PBAN-V980
Foundations for Computing: Applying Pedagogy to a Foundation Year Computer Science Module
Abstract
Computers and Programming is a core module for Foundation Year students at Keele University intending to progress on to study Computer Science. This paper details a three-year reflection on how this module could be better delivered. After several areas for address were identified, it was found that changes to the structure, teaching activities and assessment of the module, in keeping with the principles of constructive alignment, led to significant improvement in student assessment performance.
This paper presents a critical evaluation of a Foundation Year module at Keele University, FYO-00096 Computers and Programming. This work was originally completed as part of a reflective portfolio for Keele’ s MA Higher Education Practice Design and Development in Higher Education module. Introduction to FYO-00096
FYO-00096 Computers and Programming was first introduced in the 2013-14 academic year as a two-semester, 20 credit core module for Foundation Year students intending to progress on to study Computer Science. It has a very wide remit in giving the students an introduction to both computational theory and programming.
The intended learning outcomes for the module are as follows:
1. Demonstrate basic knowledge and understanding of computer architecture;
2. Describe and utilize various types of computer data, variables, programming statements, procedures and functions;
3. Define a problem with regard to design of a computer animation;
4. Break a programming problem into components in a hierarchy diagram;
5. Design an algorithm to solve a problem;
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