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Enhancing Computing Education in
India: A Design Story
Kode Sandhya
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http://dx.doi.org/10.1109/LaTiCE.2017.21
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Enhancing Computing Education in India: a design story
Sandhya Kode
EnhanceEdu,
IIIT Hyderabad
Hyderabad, India
email:
[email protected]
Erkki Sutinen
Department of Future Technologies,
University of Turku,
Turku, Finland
email:
[email protected]
Abstract: In the states of Andhra Pradesh and Telangana
also teachers and their teaching. While there are several
national teacher training programs in India, like the
large scale virtual classroom training T10kT [2],
National Institute for teacher training and research
NITTTR [3] and UGC Academic Staff colleges [4], we
are not aware of any reports of Level 3, [Felder, 5] i.e.
evaluating effects on students’ learning as a result of
teacher training, of these approaches. Felder and Brent
say it is very difficult to measure at Level 3, even in
their successful NETI implementation in the US [5].
Gibbs and Coffey [6], Ho et al. [7] came close as they
measured students’ approaches to studying indirectly,
and came up with the results that deep learning
approaches helped students to display improved
learning outcomes compared with using surface
learning methods.
In our research study, we have addressed Level 3
evaluation of our teacher training program (TTP) by
design. The design includes teacher training followed
by student training implementation by these trained
teachers, including progress monitoring with formative
and summative assessments. But, can trained teachers
effect changes? Are they empowered? Here, we
expanded our approach to include management of
colleges, as they would need to take ownership and
support all the stakeholders [15,17]. To track and
monitor the progress at all levels we created a new
center, EnhanceEdu, at IIIT, Hyderabad.
We present a novel pragmatic research method that
helps develop radically new empowering educational
interventions based on the lessons learned and
analyzed at each step of the design story of
EnhanceEdu. The Design Story Research (DeStoRe)
approach we describe here is based on a retrospective
and purposeful review of our work in EnhanceEdu.
in India, the number of engineering institutions grew
from under 10 to over 500 from 1978 to 2008. This
resulted in a severe shortage of good quality teachers and
therefore poor quality of graduating students. In India,
the employability of engineering graduates is 25%.
Considering the scale and wickedness of the problem, the
lead author and her team worked on designing innovative
and radical solutions to this problem during the last eight
years. We restrict our research focus to those colleges
who responded to our call for partnership in Andhra
Pradesh and Telangana and to the center, EnhanceEdu,
we created at IIIT (International Institute of Information
Technology) at Hyderabad. We present the EnhanceEdu
design story using a new pragmatic approach called
Design Story Research (DeStoRe) which has its basis in
Design Science Research. An overarching design story
frames past, present and future work of an entity, seeing
possibilities for radical innovation.
Keywords: Learning by Doing, engineering education,
information technology education, employability, wicked
problem, Design Science Research, teacher professional
development, Design Story Research
I. INTRODUCTION
According to The National Association of Software
and Services Companies (NASSCOM) report in 2005,
25% of university graduates in engineering in India
were employable [1]. The key areas in which graduates
needed to improve were technical domain skills, soft
skills like communication skills and learning to learn.
Recent NASSCOM reports show that employability of
graduating engineers is a continuing problem [1].
The state of higher education in the 90s changed
with the onset of IT globalization resulting in a large
and growing demand for software engineers. The
number of engineering colleges grew 50 fold by 2008 in
the states of Andhra Pradesh and Telangana.
We took up the project1 of imparting the necessary
skills to engineering students to increase their technical
domain skills using learning by doing. We wanted to
make training complete and applicable and to ensure
that what is learned is transferred to the field. We soon
saw that concentrating only on training students meant
that, once the students graduate, we need to train new
students repeatedly. This insight increased our worldview to include not just students and their learning, but
1
Project EQITEEC funded by MeitY (Government of India -Ministry of
Electronics and IT)
II. LITERATURE
A. Design Science Research and Design Stories
The design science research (DSR) paradigm has its
roots in engineering and sciences of the artificial [8]. It
is fundamentally a problem-solving paradigm. The main
outputs of DSR are artifacts, which are constructs,
models, methods and instantiations designed to meet
desired goals [9].
DSR in Information Systems addresses wicked
problems [10]. Characteristics of a wicked problem are:
i) requirements and constraints are unstable, based on
ill-defined environmental contexts, with complex
interactions among subcomponents. ii) a serious
dependence upon human cognitive and social abilities
to produce effective solutions [10]. The problem of
student employability appears to qualify as a wicked
problem.
We use the DSR by Hevner [11] with its three
cycles of relevance, rigor and design, providing a sound
methodological process for designing and building
artifacts for addressing various problems.
While storytelling has a very rich and long heritage
in human culture, storytelling research and design have
received more attention in the last few decades [8, 12,
13, 14]. FODEM (FOrmative DEvelopment Method)
captures threads and dependencies for developing
learning environments for sparse learning communities
[14]. Similar to FODEM, design stories have parallel
independent threads which we call frames. Frames can
be design stories themselves. A design story can
proceed to a defined goal and/or evolves with each
frame inspired by its predecessor. A design story may
evolve in time, or may evolve in learning accumulated
from iterations due to continuous improvement.
RESEARCH DESIGN
B. Research questions
1) What are the characteristics of a designoriented research method that support the development
process of new empowering educational interventions
to address student employability?
2) How can we validate the new research method
by evidence of its usefulness in a real-life case?
C. Research context
The lead author and her team have worked on
enhancing quality of IT education and employability
with a large number of interventions spanning from
2008 to 2016, training over 500 teachers in 70+
engineering colleges, and through trained teachers, over
6000 students [15, 16, 17] in 9 iterations.
D. Research method
In order to answer our research questions, we
design a novel pragmatic research method that helps to
develop radically new, empowering educational
interventions, based on lessons learned and
analyzed at each step of the design story.
We conduct a retrospective analysis of EnhanceEdu
as an individual design story taking various
interventions (design processes) and applying Design
Science Research (DSR) to each intervention and
proceeding to the next step in the sequence of unfolding.
DSR follows seven guidelines, but Hevner advises
against rote following [11]. The first two are below and
others are discussed in DSR example in Section IV A.
Guideline 1. Design as an artifact. There are a large
number of artifacts that are the output of the design
cycle for addressing the problem under study [15, 16,
17]. In our case, the artifact will also be a new research
method, called Design Story Research, also called
DeStoRe (Research Contributions - Guideline 4).
While DSR is used to craft an individual artifact using
the seven guidelines of DSR [11], DeStoRe constructs a
sequence of design processes influencing its successors.
Guideline 2. Problem relevance. The core problems of
student employability and teacher quality are both
relevant to the economy of any country, not just India.
III. RESULTS: DESIGN STORY RESEARCH
Our concept design for a design story consists of a
sequence of design processes (which we call frames),
each inspiring the next, to work towards a goal. Any
frame can operate independently and concurrently like
in a story. An arc from one frame to another is a
dependency. In a design story, we could have a new
frame inserted in the next iteration of an instantiation,
carrying its own DSR process. Thus any arc can be
broken and a new intervention (frame) inserted. Fig. 1
depicts a design story frame. This frame includes the
three cycles in DSR by Hevner [11]. Ri refers to the
Rigor cycle. Re refers to the Relevance cycle, and D
refers to the Design cycle with its Build and Evaluate
components.
Re
Ri
D
Figure 1. Design Story frame with 3 cycles of DSR
A. CIT Course Content Development frame:
In Fig. 2, a frame of the Content Development
process is shown per Hevner’s 3 cycle DSR. This
represents the building of Certificate of IT (CIT)
course content (Computational Thinking, Java and
Data Structures). The problem was one of designing a
set of IT courses usable by teachers and students in
engineering colleges dispersed over a wide
geographical area, with poor internet connections, and
different levels of knowledge. The artifacts included IT
courses using Learning by Doing, on a portal with a
learning management system, and rubrics for
evaluating each task in each module of each course.
Teachers could evaluate student submissions using the
rubrics, and an EnhanceEdu coordinator at another
location, could monitor and calibrate. These design
artifacts are published in earlier work we have done
[15, 16, 17] (Research Contributions – Guideline 4 and
Communication of research – Guideline 7). In this
paper, we use DSR and DeStoRe lenses to view and
analyze the design story.
This design is informed by (the Rigor cycle)
Learning by Doing [18], ideas on what builds expertise
[19], Bigg’s Constructive Alignment and related
Rubrics [20], and Capability Maturity Model- CMM
Level 5 continuous improvement process [21] and
from the author’s experience and expertise building a
SEI CMM Level 5 organization (Research Rigor –
Guideline 5). The Relevance cycle helps identify the
business needs of the stakeholders, namely, teachers,
students, colleges and management, with their compute
equipment and internet constraints.
improves employability of students helps conceptualize
custom designs (artifacts) for each stakeholder group.
In Fig. 3, in the EnhanceEdu frame, the team is
built, its culture, tasks and goals established, and
content development, teacher training and student
training goals set. The content development frame in
Fig. 2 builds CIT course content. Principal’s meeting
frame is used for introducing the TTP and CIT seeking
management commitment and teacher nominations
through MoU (Memorandum of Understanding) and
other artifacts, using Roger’s theory of innovation of
diffusion [22] in the rigor cycle. TTP frame built
methods to train teachers readying them for training
students. Students interested in CIT course and its
advantages, sign up for it in Student Orientation. The
CIT frame built methods for teachers to conduct
training for the signed up students in their colleges,
with formative and summative assessments [17].
Students completing the CIT course had improved
confidence and technical skills [16, 17]. Each frame in
the design story analyzed with DSR, results in building
artifacts like methods and instantiations and evaluated
at each step of the way.
a.
Figure 2. CIT Content Development frame – 3 cycle DSR view
The Design Cycle includes the Build and Evaluate
components where the course content are built using
the theories in the Rigor cycle and evaluated (Design
Evaluation - Guideline 3) by a method called Batting
Practice by EnhanceEdu team emulating teachers and
working through the content like real users and
capturing time taken, issues in content etc. [16].
Further evaluation is done by an independent review
team against the principles of constructive alignment
and rubrics, and in the TTP instantiation. Each
instantiation enables the artifacts to be more robust
with continuous improvement applied (Design as a
search process – Guideline 6).
B. Design Story itself as a frame and evolving:
Our first design story was one frame, EnhanceEdu.
This expanded to three frames – content development,
TTP and student training (CIT) [15]. However, we
knew that these interventions (shown as frames) alone
would not work, as having good e-content and training
teachers did not imply automatic use or application [22,
23, 24]. We expanded the design story with more
frames in Fig. 3.
Past, present and future design processes can be
represented as frames in the design story. EnhanceEdu
story weaves in design interventions for various groups
of stakeholders to empower them. The thinking of what
b.
Figure 3. Evolving generic model of the design story
The generic model (meta-story) in Fig. 3, abstracts
the design story and problem. Fig. 3a has feedback
loops at every step (frame), with inputs for continuous
improvement. However, since continous improvement
was an implicit goal in our design story, we remove the
explicit feedback loops and depict the meta-story as in
Fig. 3b. The artifacts created in this design story may
be used for enhancing engineering education in another
context.
The instantiation of a part of EnhanceEdu design
story is shown in Fig. 4. We view the design story of
addressing the larger theme of graduating engineer
employability over multiple iterations of the teacher
training and student training programs [16]. The far
right in Fig. 4 shows CIT being conducted for students
by trained teachers in their colleges. Each of these
instantiations provides feedback to the preceding
frames of content development, teacher training etc.
This iterative improvement is taken as new business
needs from the relevance cycle and helps improve the
design of the artifacts. A historically earlier frame can
learn from later (in time) frames as the feedback goes
to enhance the frames in the generic model (metastory) of EnhanceEdu, which is instantiated with the
new learning for the next iteration. Thus the top
horizontal design story in the Fig. 4 is evolving in
learning as a meta-story. The next several design
stories horizontally below indicate iterations. These are
evolving in time. The design story starting from a
generic frame (frame of a generic model or meta-story)
like TTP indicates the design story of the various
iterations of TTP as TTP1, TTP2 etc. also over time.
Our problem solving approach uses design, design as a
search process (Guideline 6), design of the many
artifacts and a sequence of design processes to engage
various stakeholders for gaining their commitment and
support for the interventions to be introduced and used.
Figure 4. Instantiation of a part of EnhanceEdu design story
C. Learning by Doing perspective of the design story:
The theories used to inform the design of CIT
course content and guide the design story, are shown in
Fig. 2. Learning by doing ripples through all the frames
of our instantiated story (Fig. 4) having an implication
for each frame for each stakeholder. This is particularly
important in the CIT student training where the students
also learn by doing the tasks in the content, and the
trained teachers act as mentors [16, 17]. Learning by
Doing perspective is carried through the design story
with each stakeholder understanding and supporting the
new methodology. This resulted in many artifacts like
Computing course content, scaffolding for content,
dashboards for monitoring implementations [16, 17]
and CS and ECE Courses [25].
D. Story of Change:
Teachers made their plans for implementation at
their respective colleges during their TTP. They worked
on removing potential barriers that could arise for
training students when they returned to their colleges.
When they have clarity of what to do and how to do it,
then they can do it [23]. TTP gave them the confidence
[16], and the process of making detailed plans gave
them the necessary clarity [23] to effect change.
E. Benefits and Validation of Design Story Research:
How do we know that DeStoRe makes a difference?
Here is a first cut validation of DeStoRe by examining
its usefulness through real-life cases. The benefits of
DeStoRe are many, and a full discussion of these is
outside the scope of this paper. Briefly the benefits
include:
1) Ability to take a design story and frame each of
its interventions, instantiations etc. using DSR.
2) Framing past, present and/or future work of an
entity for tracking and improvement.
3) Tracing productivity and effectiveness of
organizations.Example: TTP and Content development.
4) As a strategic planning tool; Planning strategy
over a period of a few years is like building the future
story of an organization. This maps well into DeStoRe
as one can have frames in the story calling for a
solution to a problem, or meeting an objective etc,
viewed through a DSR lens.
5) Work partitioning among teams (having clear
artifacts as outputs of one instantiation, feeding back to
the knowledge base informing another intervention)
6) Seeing possibilities for radical innovation: the
design story offers a unique view to an expert with rich
experience, even without an explicit relevance cycle.
He/she can find opportunities for new models,
constructs etc. for an unnamed need - opportunities for
radical innovation. We use the sense making and
technology use ideas for radical innovations [26].
New empowering innovations emerged when the
systems view and EnhanceEdu design story intersected
as shown in Fig. 5. These are the Butterfly model, Art
of Teaching (AoT) and Wikiday workshops [25, 27]
shown as frames starting new design stories in Fig. 5.
The Butterfly model [25] is the design story of an
instructional design model building and publications,
with two grants from MHRD (Govt. of India - Ministry
of Human Resource Development) for developing 2
pilot and 17 courses in Computer Science and
Electronics & Communication. Another empowering
innovation is the design story of Art of Teaching, for
teachers of humanities, arts, sciences or engineering
[27]. A few hundred teachers have benefited from the
3-day Art of Teaching workshop.
Limitations: It is possible to miss frames (by
missing to create/ review with DSR) in the design story.
On the flip side, one can go to an extreme by following
everything through the DSR lens making slow progress.
V. CONCLUSIONS AND FUTURE WORK
We have introduced a new pragmatic method, Design
Story Research (DeStoRe), with its basis in Design
Science Research, giving the rigor, relevance and
design required to address the wicked problems we are
tackling of student employability and teacher quality.
We have exemplified DeStoRe with examples from the
EnhanceEdu design story. Only process steps without a
DSR lens would miss the rigorous practical solutions.
We further show how to move from a generic model in
the research design to instantiations with multiple
iterations of the design story evolving both in time and
learning, with iterative improvement of artifacts. The
benefits of DeStoRe were discussed, including framing
past, present and future work of an entity and seeing
possibilities of radical innovation with real-life
examples. DeStoRe limitations were also presented.
[8]
[9]
[10]
[11]
[12]
[13]
[14]
[15]
[16]
Figure 5. Design story view of new, empowering innovations
DeStoRe can be explored further for bringing rigor
to design stories. Future work includes further
elaborating DeStoRe, Its features, methodology and
benefits. The wider future implications of our design
story include using the artifacts built along the way, in
methodologies for improved teacher training and
computing engineering education in India and beyond.
ACKNOWLEDGMENTS
We acknowledge Prof. Kesav Vithal Nori for his belief,
encouragement and guidance, the many colleagues who
worked with EnhanceEdu, MeitY and MHRD for funding
EQITEEC and LbD Content Development Projects, And Prof.
K. Viswanath for his help in the writing of this paper.
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