No Arabic abstract
In visualization education, both science and humanities, the literature is often divided into two parts: the design aspect and the analysis of the visualization. However, we find limited discussion on how to motivate and engage visualization students in the classroom. In the field of Writing Studies, researchers develop tools and frameworks for student peer review of writing. Based on the literature review from the field of Writing Studies, this paper proposes a new framework to implement visualization peer review in the classroom to engage todays students. This framework can be customized for incremental and double-blind review to inspire students and reinforce critical thinking about visualization.
Hundreds of thousands of astronomy education activities exist, but their discoverability and quality is highly variable. The web platform for astronomy education activities, astroEDU, presented in this paper tries to solve these issues. Using the familiar peer-review workflow of scientific publications, astroEDU is improving standards of quality, visibility and accessibility, while providing credibility to these astronomy education activities. astroEDU targets activity guides, tutorials and other educational activities in the area of astronomy education, prepared by teachers, educators and other education specialists. Each of the astroEDU activities is peer-reviewed by an educator as well as an astronomer to ensure a high standard in terms of scientific content and educational value. All reviewed materials are then stored in a free open online database, enabling broad distribution in a range of different formats. In this way astroEDU is not another web repository for educational resources but a mechanism for peer-reviewing and publishing high-quality astronomy education activities in an open access way. This paper will provide an account on the implementation and first findings of the use of astroEDU.
Computing devices such as laptops, tablets and mobile phones have become part of our daily lives. End users increasingly know more and more information about these devices. Further, more technically savvy end users know how such devices are being built and know how to choose one over the others. However, we cannot say the same about the Internet of Things (IoT) products. Due to its infancy nature of the marketplace, end users have very little idea about IoT products. To address this issue, we developed a method, a crowdsourced peer learning activity, supported by an online platform (OLYMPUS) to enable a group of learners to learn IoT products space better. We conducted two different user studies to validate that our tool enables better IoT education. Our method guide learners to think more deeply about IoT products and their design decisions. The learning platform we developed is open source and available for the community.
Peer review is a widely utilized feedback mechanism for engaging students. As a pedagogical method, it has been shown to improve educational outcomes, but we have found limited empirical measurement of peer review in visualization courses. In addition to increasing engagement, peer review provides diverse feedback and reinforces recently-learned course concepts through critical evaluation of others work. We discuss the construction and application of peer review in two visualization courses from different colleges at the University of South Florida. We then analyze student projects and peer review text via sentiment analysis to infer insights for visualization educators, including the focus of course content, engagement across student groups, student mastery of concepts, course trends over time, and expert intervention effectiveness. Finally, we provide suggestions for adapting peer review to other visualization courses to engage students and increase instructor understanding of the peer review process.
Peer review is the backbone of academia and humans constitute a cornerstone of this process, being responsible for reviewing papers and making the final acceptance/rejection decisions. Given that human decision making is known to be susceptible to various cognitive biases, it is important to understand which (if any) biases are present in the peer-review process and design the pipeline such that the impact of these biases is minimized. In this work, we focus on the dynamics of between-reviewers discussions and investigate the presence of herding behaviour therein. In that, we aim to understand whether reviewers and more senior decision makers get disproportionately influenced by the first argument presented in the discussion when (in case of reviewers) they form an independent opinion about the paper before discussing it with others. Specifically, in conjunction with the review process of ICML 2020 -- a large, top tier machine learning conference -- we design and execute a randomized controlled trial with the goal of testing for the conditional causal effect of the discussion initiators opinion on the outcome of a paper.
In the context of a classroom lesson, concepts must be visualized and organized in many ways depending on the needs of the teacher and students. Traditional presentation media such as the blackboard or electronic whiteboard allow for static hand-drawn images, and slideshow software may be used to generate linear sequences of text and pre-animated images. However, none of these media support the creation of dynamic visualizations that can be manipulated, combined, or re-animated in real-time, and so demonstrating new concepts or adapting to changes in the requirements of a presentation is a challenge. Thus, we propose Chalktalk as a solution. Chalktalk is an open-source presentation and visualization tool in which the users drawings are recognized as animated and interactive sketches, which the user controls via mouse gestures. Sketches help users demonstrate and experiment with complex ideas (e.g. computer graphics, procedural animation, logic) during a live presentation without needing to create and structure all content ahead of time. Because sketches can interoperate and be programmed to represent underlying data in multiple ways, Chalktalk presents the opportunity to visualize key concepts in computer science: especially data structures, whose data and form change over time due to the variety of interactions within a computer system. To show Chalktalks capabilities, we have prototyped sketch implementations for binary search tree (BST) and stack (LIFO) data structures, which take advantage of sketches ability to interact and change at run-time. We discuss these prototypes and conclude with considerations for future research using the Chalktalk platform.