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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Joint Proceedings of SEED &amp; NLPaSE co-located with APSEC</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>A G-READY model to support subject design for Software Engineering</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jagdeep Kaur Sabharwal</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Shailey Chawla</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>James Cook University</institution>
          ,
          <country country="SG">Singapore</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>01</volume>
      <fpage>0000</fpage>
      <lpage>0003</lpage>
      <abstract>
        <p>This paper contributes to Scholarship of Teaching and Learning by proposing a dynamic model to support subject design for Computer Science during the current Coronavirus pandemic. The proposed G-READY model borrows from the greedy algorithm, which can support quick and efficient transition of subject teaching from F2f to online mode and vice versa in the most economical and time efficient manner. This model aims to deliver adaptable, optimized learning experience to students within shortest possible time frame. The paper also offers a support repository of learning and teaching tools that can help the faculty with designing their subjects with minimal effort spent on exploration for resources. This open source repository is aimed to bring efficiency to the process of curating effective learning and teaching resources for computer science teaching and can be extended further. The G-READY model proposes a learning design that is insightful, reflective, dynamic and learning supportive.</p>
      </abstract>
      <kwd-group>
        <kwd>Learning</kwd>
        <kwd>teaching</kwd>
        <kwd>SoTL</kwd>
        <kwd>active learning tools</kwd>
        <kwd>repository</kwd>
        <kwd>computer science</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>The COVID- 19 pandemic affected populations worldwide and its effects will be felt for many years to
come. People, regardless of their race, religion, nationality, economic status and gender have felt the impact
of pandemic in all aspects of their lives. Sadly, the effect has been more profound for the most vulnerable in
our societies- the old and the young populations. While on one hand, the pandemic has severe health
consequences for the aged population, it has created uncertainties for the young, majority of whom are
students, by disrupting the most stable and essential part of their life- schooling.</p>
      <p>
        Most governments around the world took conscious decisions to temporarily close down the educational
institutions in an attempt to contain the spread of COVD-10 pandemic [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ][
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. The school closures in 188
countries heavily disrupted the learning process of more than 1.7 billion children and youth [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. With nearly
80% of the world’s enrolled students not being able to continue education through traditional means,
educational institutions responded by providing students with learning opportunities via online and distance
learning [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] in order to prevent a learning crisis.
      </p>
      <p>
        Though, for many years now, blended mode of learning has become increasingly popular [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], the
suddenness with which the institutions were expected to convert lesson delivery to full online mode became
a big challenge for the educators. In order to mitigate the impact of school closures due to Pandemic on
students’ learning outcomes, higher education providers redeveloped curriculum for online offering [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        Caught unawares, several institutions initially focused on transition of teaching to online environment and
overlooked the online pedagogy and the student learning experience [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ][
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The unprecedented circumstances
created by COVID-19 gave very narrow preparation window to the teaching faculty to improvise their
teaching methods in order to have successful learning outcomes in a fully online environment. The sudden
and staggering shift in teaching mode was considered test of organizational agility [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], and brought the digital
readiness of the higher education sector under scrutiny.
      </p>
      <p>
        Unlike the traditional face to face teaching, online learning and teaching involves a diverse range of
educational tools, resources and pedagogical approaches [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] giving resources and opportunities to wow the
learners. However, online learning and teaching imply not just use of internet to deliver lessons but also an
awareness of pedagogical content knowledge [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. We have to acknowledge the fact that quality of learning is
significantly influenced by the instructional strategy and not the learning technologies. The instructor has to
be mindful of using a blend of learning features to deliver “...the right content in the right format to the right
people at the right time.” [10, p.139].
      </p>
      <p>
        For students, online learning could be challenging if the delivered teaching content has not been created
keeping them in mind. A well-designed learning design can help learners engage and interact well with the
learning materials to acquire meaningful knowledge. Over the years numerous models, standards and criteria
have been developed to evaluate the quality and effectiveness of online education, which includes both online
teaching and learning components [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. An effective learning design encourages learner’s interactions with the
materials as well as with the peers and instructors [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. By using the latest learning technologies, the
practitioners can incorporate collaborations, discussion and feedbacks in their design to improve these
interactions. In fact, designs which create potential for these interactions can have a significant effect on
students’ "deep and meaningful formal learning" [12, p.4].
      </p>
    </sec>
    <sec id="sec-2">
      <title>1.1 Learning design for Software Engineering</title>
      <p>
        Software Engineering teaching draws from various teaching pedagogies to prepare students for their future.
The focus of teaching Software Engineering has been mainly process oriented with the aim to develop
problem-solving skills [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] and providing them authentic assessments to prepare them for real world
projects [14]. Due to the nature of discipline, computer science students require hand-on practice to
transform their knowledge to skills. For any instructional design to have significant impact on the learning
outcomes of the students enrolled in computer science program, it has to incorporate strategies that are
effective and supportive student learning. Learning programming can be considered challenging by many
students [15]. Low problem-solving skills is an important factor that leads to frustration among students
enrolled in programming courses [16]. It can be improved by creating an environment supportive of student
learning. By understanding the students’ learning styles, creating programming patterns and building upon
them can significantly improve the programming skills [17]. Hazzan et al [18] have described the problems
in teaching abstraction in computer science and the gaps in actual programming and thinking about problem
solving. Pedagogical studies indicate that the use of collaborative learning strategies is a significant
motivator for increased student performance in programming [19]. It is suggested to use active learning
methodology to address these heuristics.
      </p>
      <p>Future-ready students need to have multiple areas of expertise or at least appreciate how a range of skills
fit together. More and more students are facing the prospect of finding employment at the end of their
studies in industries or job roles that do not yet exist [20]. In a rapidly changing economy, the subject
content in CS subjects should align in a way that gets students ready for a world which will need
professionals with ability to communicate effectively and as well as to collaborate across different
backgrounds and experiences. With the expectation of industry to have prospective employees not only
technically sound, but also having transferable skills like communication, collaboration and
timemanagement, it’s important to provide the students various opportunities that can help in developing both
these facets of learning.</p>
      <p>
        The above issues can be addressed by creating a systematic model that can guide an effective learning
design, though the process can be very time consuming [21]. Learning designs are guided by precious
student data that educators sieve through to understand how student learning has been shaped. The
effectiveness of classroom practices is examined, and strategies are devised to improve delivery the in the
next round of teaching. A well-designed online course can take six to nine months to develop [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The
urgency to shift to online teaching due to the pandemic does not allow us that luxury anymore. Educators
and learning designers need to come up with learning model which is time-effective, and which assists the
faculty in delivering an enriching learning experience to the students. It should incorporate within it a range
of digital tools and resources, use of which is guided by pedagogical awareness. The model also needs to
include elements that can evaluate teaching effectiveness and the learning outcomes.
2.
      </p>
    </sec>
    <sec id="sec-3">
      <title>The G-READY Model</title>
      <p>This model draws inspiration from the Greedy strategy in algorithms [22] that works on the principle of
finding local optimum solution. It may or may not always deliver a best solution but can help mitigate the
effect of situational factors that are beyond our control like unprecedented circumstances, which need
urgent actions in minimum possible time. The proposed G-READY model aims to optimize
studentlearning experience by choosing whatever learning solution is readily available yet at the same time is the
best fit for the students. Time being of prime essence in creating best possible learning experience in the
uncertain times, the model aims to provide an alternative to the traditionally followed instructional models,
which would need longer periods to complete the iterations. Unlike the traditionally used models, this model
encourages the course designers to incorporate surveys and checks in the first iteration itself, making it
possible for the educators to shift and switch modes/ assessments/activities as per the changing situations.
Table 1 summarizes the suggested action points and resources for each of the phases described in the model.</p>
    </sec>
    <sec id="sec-4">
      <title>2.1 The Goal Phase</title>
      <p>The G-READY model emphasis the role of goal is the pivot around which the whole instructions deign
balances. The first question we need to ask at this stage is “What is the purpose of this learning design?”
Learning is most effective when it is guided by clear goals and expectations. In other words, goal guides
the development of curriculum, activities and assessments as to ensure that the students achieve the desired
learnings. Inspired from the ‘backward design process,’ popularized by Wiggins and McTighe [23], the
process starts with a vision of the desired results. Backward design is beneficial to instructors because it
encourages intentionality during the subject design process. Clarity on outcomes can give educators a focus
and direction to develop a cohesive design content that will help meet the learning goals. For some educators
the goals can be course-learning outcomes, for others it can be the subject learning outcomes. According to
Wiggins and McTighe [23], having an explicit goal is like being purposeful as opposed to being purposeless.
Clearly defined goals can lead to improved subject design and an effective and efficient study program [24].
Once the learning goals or desired outcomes have been identified, instructors can curate teaching and
learning tools, develop assessments and design the subject around the established learning outcomes. Each
of the chosen task or piece of instruction will have a specific purpose that is optimized student learning
experience.</p>
    </sec>
    <sec id="sec-5">
      <title>2.2 The Reflect Phase</title>
      <p>In the second phase, information on the students, learning environment, nature of the subject, level of the
subject, challenges that students or the teachers might face, the accessibility to the resources is gathered and
reflected upon. The understanding of these elements will guide how the existing content and delivery
methods must be modified, revised or changed to meet the subject goals [25]. In educational design
research, reflection is an active process that allows the practitioner to connect the theory with the research
and consciously examine and evaluate the reasons for making a choice [26].</p>
    </sec>
    <sec id="sec-6">
      <title>2.3 The Explore Phase</title>
      <p>In this stage the faculty becomes a curator overseeing the collection of subject tools and resources. This
phase involves exploration of teaching tools that will deliver the initially established learning goals and
satisfy the expectations of the reflection phase. Teaching is not just about engaging the students. The
educators must ensure that the students have the relevant and appropriate resources to support their
understanding. In other words, the educators should look for possibilities and explore the existing resource
repositories in their quest for the most relevant and student supportive learning tools.</p>
      <p>Over the past decades, students and their expectations have changed which could be due to multitude of
factors including a technology rich upbringing. They appear to have “different” needs, goals, and learning
preferences [27]. As they want to be challenged to reach their own conclusions and find their own results,
the learning activities must include – “Interaction, Exploration, Relevancy, Multimedia and Instruction”
[28, pp 5.7-5.9]. To meet these student expectations the educators can access the online resources, the
resources available on the LMS, attend workshops to learn more about the available learning technologies
and brainstorm with colleagues to develop a resource bank. A vast range of educational resource offerings
are available on the internet too [29].</p>
      <p>While exploring for the relevant tools/ activities, the educators should at all times guided by learning Goals.
Since the G-READY model puts value on time efficiency, the educators should not spend too many hours
collecting and organizing the resource bank. To help the educators access range of meaningful
tools and resources, Table 1 gives curated resource bank of activities/tools that can be used by the faculty
in their classroom- real or virtual. The bank aims to bring a degree of efficiency when conducting such
a search, as we understand how the time pressed staff sometimes might not be able to search far and
wide for effective teaching resources.</p>
      <p>Software engineering encompasses multiple phases from understanding of requirements to deploying
and maintaining the systems. There are multiple tools available in the market for managing various
processes of Software Engineering both for desktop downloads and for online collaborative set up. Due
to sudden shift to a fully online teaching environment educators have to rely on online collaborative
tools more than ever and appreciate their merits. Since, teaching of many Software Engineering concepts
requires hands-on exercises, it is important to explore online learning, practice and development tools
that can replicate face to face learning as closely as possible. Table 2 shows some of the teaching and
industry specific tools that can help in providing an active learning environment with collaborative
opportunities for student projects and practice which are an intrinsic part of any Software Engineering
course.</p>
    </sec>
    <sec id="sec-7">
      <title>2.4 The Appraise Phase</title>
      <p>By purposely leveraging multiple learning pedagogies, a teacher can help learners become engaged,
achieve mastery and knowledge [30]. As process of learning plays a significant role in what students
learn [30][31], in this phase the faculty will evaluate the current teaching pedagogies for the subject and
select the tools/ learning activities , curated during the Explore phase, as potential offerings to be
included in the subject design in the next phase. Using effective learning strategies in classrooms can
engage students better and engaged students are good learners [35]. Student engagement has been known
to increases student satisfaction, enhance student motivation to learn, improves student performance and
reduce the sense of isolation [36][37]. Table 3 is a guide to some learning methods and strategies and
the corresponding activities as well as expected outcomes which can help educators make a decision on
what to include for their weekly sessions.</p>
      <p>Collaboration
Student engagement
Interactions with peers while working on a collaborative
task enhances critical thinking [52], increases academic
and social abilities [32], creates positive community
feelings among students from diverse backgrounds and
fosters socioemotional skills beneficial for overall
functioning in today’s environment [33][34][42].</p>
      <p>Student engagement has been known to increases
student satisfaction, enhance student motivation to
learn, improves student performance and reduce the
sense of isolation [37] [38].</p>
      <p>Critical thinking can help students see e more solution
opportunities. It also allows the students to effectively
identify, analyze, and evaluate subject content or their
skills [48].</p>
      <p>Active learning [35], [38] can promote student-teacher
interaction [39] and enhance student engagement.</p>
      <p>Exit tickets, Self-test tools, Student
created videos, Discussion forums,
Peer review , mini-quizzes</p>
      <p>Contributes to student engagement and learning by
providing timely feedback to the student about his/her
performance [40] [41][43] [44] [45] [46] [47].</p>
    </sec>
    <sec id="sec-8">
      <title>2.5 The Design Phase</title>
      <p>In the Design phase the role of instructor, assessment instruments, subject content, exercises and media
selection are aligned to deliver a course, which addresses the goals and expectations established for
enhanced student-learning experience. This phase is very significant since the actual delivery of the
subject is kick started in this phase once the subject has been organized in the LMS. As can be seen in
the Figure 1, the educators can move back and forth between the Appraise and the Design phase when
including, discarding or reviewing the shortlisted tools if they do not flow well with the subject design
or are not supportive of positive learning experience for the students or are not aligned with the initially
set learning goals.</p>
      <p>Subject delivery can be offered in a fully online or blended mode, wherein the content is delivered in
the form of lectures and tutorials in a synchronous or asynchronous manner. When planning for redesign
for CS subjects, a learner-centered approach is recommended, giving extensive attention to the needs,
interest and skills of the students. This approach allows students to participate more fully in the
arrangement of their own learning experiences [49]. By highlighting learner-centered approach,
educators can make the learning journey enjoyable, engaging, relevant, and informative [50]. It also
allows faculty to consider student engagement, learning, and assessment more intentionally [51]. The
selection of the tools and the subject content will then be such that it fits in well with the subject’s
instructional, visual and technical design strategy. Figure 2 offers an overview of building blocks for a
robust subject design. The selection of the tools and the subject content can be made in a way that it fits
in well with the subject’s instructional, visual and technical design strategy.</p>
      <p>Subject Design</p>
      <p>Learning
Pedagogies
Assessments</p>
      <p>Student
Engagement
Collaborative</p>
      <p>Activities
Summative
Assessments
Formative
Assessments</p>
      <p>Active Learning</p>
      <p>Interactive
Multimedia</p>
      <p>Exercises
Active Learning</p>
      <p>stratergies</p>
    </sec>
    <sec id="sec-9">
      <title>2.6 The Yield Phase</title>
      <p>The Yield phase includes the outcomes of the learning design. The student feedback gathered from the
pulse surveys, teaching team feedback and Analytics from the LMS is examined to check for regarding
what, how, why, when of the things that were accomplished (or not accomplished). This feedback allows
the faculty to gain insights into student engagement with course concepts and the classroom/online
activities that either facilitated or failed to facilitate desired levels of engagement [51]. The subject’s
formative or summative assessment results are evaluated to check for student learning. The assessment
questions should be changed frequently, timed tasks, open ended/ critical thinking questions if possible.
In group projects, have identifiable elements to ensure equity within the partnership. For example,
communication monitoring through slack channels, version control and commit monitoring using
Github or similar software.</p>
      <p>By analyzing the feedbacks, educators can align their teaching with the Goal and go on to the reflect
phase to introspect regarding what changes, if any, to be incorporated in the learning design so that the
overall subject design is supportive of enhanced student learning experience.</p>
    </sec>
    <sec id="sec-10">
      <title>3. Discussion and Conclusion</title>
      <p>Software engineering education has evidently been changing rapidly due to new technologies and
development paradigms. This paper proposes G-READY model which is a time-efficient and quick
iterative learning design model that is student centric and supports educators. Borrowing from greedy
strategy of algorithm analysis, it aims to optimize within constraints, teacher supportive yet learner
focused content delivery. This model encourages a teacher to be a reflective practitioner who constantly
evaluates the delivery and outcomes against the conscious reflections while mapping it with the goals.
Teaching Software Engineering requires hands-on activities, with close supervision of projects,
collaboration between team members, multiple roles requiring regular feedbacks. It recommends that
teachers explore the readily available materials at hand or access the curated sources to design and
deliver learning design in the shortest possible time. For switching to an online set up, online teaching
tools/ strategies and software project management tools have been suggested to make the transition
easier. Besides addressing the purpose of various phases, the model supports time- efficiency as it
provides a template of guiding questions and set of resources that can be used by the educators to suit
their subject requirements. While the G-READY model was created primarily for teaching a software
engineering course, but it is very flexible and can be adapted for use in any discipline. The proposed
model addresses the gap in the existing learning design models that require longer planning and multiple
iterations. The model is pivoted by the ‘Goal’ of the subject design and supports quick iterations which
can be as short as a week.</p>
    </sec>
    <sec id="sec-11">
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