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2. A Systematic Review of 'Hour of Code' Research
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Jessica Yauney, Scott R. Bartholomew, and Peter Rich
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Background and Context: Hour of Code is one of the largest educational campaigns implemented. It exposes millions of learners, to an hour of computer science fundamentals. With such a large impact, a large number of research articles have been published on the topic. This research ranges from reports of experiments testing the efficacy of Hour of Code and analysis of learner behavior, to reports of participation and suggestions for facilitating. Objective: The goal of this work is to determine the effects of Hour of Code on Computer Science education. Method: Articles in IEEE Xplore, ACM, EBSCO, ERIC, and Google Scholar that include "Hour of Code" were identified. Papers with "Hour of Code" as an emphasis of the research design or exploratory effort were analyzed. Findings: Systematic review identified 64 papers which were sorted into six categories. Papers focused on overall participation numbers to novel Hour of Code Activities and research using Hour of Code data. Implications: Analysis of these articles provides detail into the impact of Hour of Code on participants and influences resources for researchers. However, many questions remain to understand how Hour of Code can improve to meet its goals, expanding access to computer science to all students.
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- 2023
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3. Conceptual Development in Early-Years Computing Education: A Grounded Cognition and Action Based Conceptual Framework
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Kallia, Maria and Cutts, Quintin
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Background and Context: Since the surge of grounded cognition (GC) theories in cognitive psychology, many studies have focused on demonstrating the importance of embodiment and sensorimotor activities on students' conceptual development. In computing education, however, there is not yet a conceptual framework for developing age-appropriate. Objective: This paper brings these sets of work together, showing how the wider grounded cognition literature can be of value to computing education. The main objective of the paper is to suggest and set the theoretical foundations of a model for conceptual development in the early years of computing education. Method: The paper is a conceptual paper and thus, it is based on an extensive account of relevant cognitive psychology and education literature. Findings: The paper presents a model for conceptual development (EIFFEL -Enacted Instrumented Formal Framework for Early Learning in Computing). The general premise underlying the model is that programming concepts are first realised as actions performed on objects; as such, it aims to describe children's conceptual development in computing from their first actions on concrete objects to entirely abstract forms of action representation epitomised by a program. Implications: The model constitutes the first attempt to theorise conceptual development in the early years of computing education; as such it is expected to be used for the design of learning trajectories that progressively advance children's conceptualisations from concrete, situated and multi-modal to formal and more abstract representations.
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- 2023
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4. Take Space, Make Space: How Students Use Computer Science to Disrupt and Resist Marginalization in Schools
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Ryoo, Jean J., Tanksley, Tiera, Estrada, Cynthia, and Margolis, Jane
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Background and Context: Overlaying Computer Science (CS) courses on top of inequitable schooling systems will not move us toward "CS for All." This paper prioritizes the perspectives of minoritized students enrolled in high school CS classrooms across a large, urban school district in the Western United States, to help inform how CS can truly be for all. Objective: This paper explores what student agency looks like while answering the research question "From the perspective of minoritized students historically underrepresented in computing, what makes a critical difference in their sense of agency in introductory CS high school classes?" Method: Our research-practice partnership used qualitative data (including classroom observations, interviews, student artifacts, and video/photos) and surveys to surface the perspectives and visions of minoritized youth. Findings: The research describes what student agency looks like as youth -- who have had no prior CS learning experiences -- use CS as a tool to resist marginalization and dehumanizing school contexts, while declaring their own "rightful presence" in CS classrooms. Implications: Findings demonstrate the importance for CS curricula and pedagogy to center the lives of students in ways that are consequential for minoritized youth. This would support deeper engagement with content learning and student agency with computing.
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- 2020
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5. Review of Measurements Used in Computing Education Research and Suggestions for Increasing Standardization
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Margulieux, Lauren, Ketenci, Tuba Ayer, and Decker, Adrienne
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Background and context: The variables that researchers measure and how they measure them are central in any area of research, including computing education. Which research questions can be asked and how they are answered depends on measurement. Objective: To summarize the commonly used variables and measurements in computing education and to compare them to best practices in measurement for human-subjects research. Method: Systematic literature review analyzing 197 papers published during 2013-2017 in computing education research venues. Findings: The review illuminates common practices related to: variables measured (including learner characteristics), measurements used, and type of data analysis. The paper lists standardized measurements that were used and highlights commonly used variables for which no standardized measures exist. Implications: The paper concludes with information about best practices currently being used in the community that should be continued, as well as pointing out practices that could be improved along with recommendations for how to begin to adopt those best practices.
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- 2019
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6. Interpersonal Process Recall: A Novel Approach to Illuminating Students' Software Development Processes
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Moskal, Adon Christian Michael and Wass, Rob
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Background and Context: Encouraging undergraduate programming students to think more about their software development processes is challenging. Most programming courses focus on coding skill development and mastering programming language features; subsequently software development processes (e.g. planning, code commenting, and error debugging) are undervalued. Moreover, many of these processes involve tacit thinking that is often seemingly invisible, meaning it can be difficult for teachers to identify and address shortcomings in student processes. Objective: In this paper, we employ a novel approach called Interpersonal Process Recall (IPR) to encourage students to think more about their software development processes. Method: We conducted IPR sessions with five undergraduate programming students--we screen captured them working on programming assignments, and then used the screen captures to stimulate reflection. IPR is hallmarked by several key features, namely its developmental (rather than evaluative) focus, and the use of a facilitator to guide reflection in a structured way. Findings: We found IPR was useful for both the teaching staff and the students, revealing incongruence between the value students placed on certain development processes and what they actually do in practice. Implications: IPR is a novel approach for shining a light on student software development processes. We hope this paper encourages other practitioners to consider adding IPR to their toolbox of approaches for encouraging students to reflect on their software development processes.
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- 2019
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7. Assessing Individual Contributions to Software Engineering Projects: A Replication Study
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Hundhausen, C. D., Conrad, P. T., Carter, A. S., and Adesope, O.
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Background and Context: Assessing team members' indivdiual contributions to software development projects poses a key problem for computing instructors. While instructors typically rely on subjective assessments, objective assessments could provide a more robust picture. To explore this possibility, In a 2020 paper, Buffardi presented a correlational analysis of objective metrics and subjective metrics in an advanced software engineering project course (n= 41 students and 10 teams), finding only two significant correlations. Objective: To explore the robustness of Buffardi's findings and gain further insight, we conducted a larger scale replication of the Buffardi study (n = 118 students and 25 teams) in three courses at three institutions. Method: We collected the same data as in the Buffardi study and computed the same measures from those data. We replicated Buffardi's exploratory, correlational and regression analyses of objective and subjective measures. Findings: While replicating four of Buffardi's five significant correlational findings and partially replicating the findings of Buffardi's regression analyses, our results go beyond those of Buffardi by identifying eight additional significant correlations. Implications: In contrast to Buffardi's study, our larger scale study suggests that subjective and objective measures of individual performance in team software development projects can be fruitfully combined to provide consistent and complementary assessments of individual performance.
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- 2022
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8. Developing the Next Generation of Diverse Computer Scientists: The Need for Enhanced, Intersectional Computing Identity Theory
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Rodriguez, Sarah L. and Lehman, Kathleen
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This theoretical paper explores the need for enhanced, intersectional computing identity theory for the purpose of developing a diverse group of computer scientists for the future. Greater theoretical understanding of the identity formation process specifically for computing is needed in order to understand how students come to understand themselves as computer scientists. To ensure that the next generation of computer scientists is diverse, this paper presents a case for examining identity development intersectionally, understanding the ways in which women and underrepresented students may have difficulty identifying as computer scientists and be systematically oppressed in their pursuit of computer science careers. Through a review of the available scholarship, this paper suggests that creating greater theoretical understanding of the computing identity development process will inform the way in which educational stakeholders consider computer science practices and policies.
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- 2017
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9. An Evaluation of a Professional Learning Network for Computer Science Teachers
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Cutts, Quintin, Robertson, Judy, Donaldson, Peter, and O'Donnell, Laurie
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This paper describes and evaluates aspects of a professional development programme for existing CS teachers in secondary schools (PLAN C) which was designed to support teachers at a time of substantial curricular change. The paper's particular focus is on the formation of a teacher professional development network across several hundred teachers and a wide geographical area. Evidence from a series of observations and teacher surveys over a two-year period is analysed with respect to the project's programme theory in order to illustrate not only "whether" it worked as intended, by "why". Results indicate that the PLAN C design has been successful in increasing teachers' professional confidence and appears to have catalysed powerful change in attitudes to learning. Presentation of challenging pedagogical content knowledge and conceptual frameworks, high-quality teacher-led professional dialogue, along with the space for reflection and classroom trials, triggered examination of the teachers' own current practices.
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- 2017
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10. Rac(e)ing to Computer Science for All: How Teachers Talk and Learn about Equity in Professional Development
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Goode, Joanna, Ivey, Allison, Johnson, Stephany RunningHawk, Ryoo, Jean J., and Ong, Christine
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Background and Context: Though computer science education is marked by a pronounced racial participation gap, there is little research about effective ways that teachers can be supported in creating racially-just and equitable computer science learning opportunities for students. Objectives: This paper examines how teachers engage in learning about race and equity in computer science education during professional development. Method: Drawing from data collected from 94 participants attending a summer week-long Exploring Computer Science workshop, this mixed-methods study revealed how key curricular and instructional features of professional development foster race-conscious discussions and shifts in beliefs and agency around broadening participation in computing. Findings: Given the importance of developing teacher capacity to increase opportunities for students of color in computing classrooms, the findings of this study highlight how intentionally integrating race education in the center of professional development for teachers can support teachers' equity-based beliefs and practices. Implications: Professional development for teachers that seeks to broaden participation in computing is supported by long-term professional learning that explicitly center issues of race and equity in the curriculum.
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- 2021
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11. Helping Teachers Make Equitable Decisions: Effects of the TEC Rubric on Teachers' Evaluations of a Computing Curriculum
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Coenraad, Merijke, Hopcraft, Connor, Jozefowicz, Jane, Franklin, Diana, Palmer, Jen, and Weintrop, David
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Background and Context: Educators make consequential curricular decisions, often with little support, particularly as it relates to equity and how to support all students. Objective: This paper investigates the use of a rubric to support educators evaluating computer science curricula, especially with regards to equity. Method: Seventeen in-service elementary teachers evaluated a computer science curriculum with and without the Teacher Accessibility, Equity, and Content (TEC) Rubric. We examine teachers' responses to prompts and completed TEC Rubrics to understand if and how the rubric supported their evaluations. Findings: The TEC Rubric helped teachers attend not only to curricular factors related to instructional design but also to issues of equity and accessibility and to identify opportunities to draw on the cultural resources of students and their communities. Implications: We contribute evidence supporting curricular evaluation instruments, specifically the TEC Rubric, and their use to direct teachers' attention to attributes of equitable computing instruction.
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- 2021
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12. A Principled Approach to Designing Computational Thinking Concepts and Practices Assessments for Upper Elementary Grades
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Basu, Satabdi, Rutstein, Daisy W., Xu, Yuning, Wang, Haiwen, and Shear, Linda
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Background and Context: In today's increasingly digital world, it is critical that all students learn to think computationally from an early age. Assessments of Computational Thinking (CT) are essential for capturing information about student learning and challenges. When programming is used as a vehicle to foster CT skills, assessment of CT skills needs to measure understanding of programming concepts alongside general problem-solving practices applicable in contexts beyond programming. Objective: In this paper, we discuss the development of and results from separate validated assessments of programming concepts and generic CT practices for 4th-6th grade students. Method: An Evidence-Centered Design approach was used for the development and validation of the assessments, that were used with 15,000 upper elementary students in Hong Kong. Findings: Results from assessment implementation indicate that the assessments worked as designed and reveal student challenges with CT concepts and practices. Implications: These results point to the utility of our assessment as a curricular tool and the need for emphasizing certain CT concepts and practices in future curricular initiatives and teacher professional development.
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- 2021
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13. Static Analysis of Programming Exercises: Fairness, Usefulness and a Method for Application
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Nutbrown, Stephen and Higgins, Colin
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This article explores the suitability of static analysis techniques based on the abstract syntax tree (AST) for the automated assessment of early/mid degree level programming. Focus is on fairness, timeliness and consistency of grades and feedback. Following investigation into manual marking practises, including a survey of markers, the assessment of 97 student Java programming submissions is automated using static analysis rules. Initially, no correlation between human provided marks and rule violations is found. This paper investigates why, and considers several improvements to the approaches used for applying static analysis rules. New methods for application are explored and the resulting technique is applied to a second exercise with 95 submissions. The results show a stronger positive correlation with manual assessment, whilst retaining advantages in terms of time cost, pedagogic advantages and instant feedback. This study provides insight into the differences between human assessment and static analysis approaches and highlights several potential pitfalls of simplistic implementations. Finally, this paper concludes that static analysis approaches are appropriate for automated assessment; however, these approaches should be used with care.
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- 2016
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14. Embedded Design: Engaging Students as Active Participants in the Learning of Human-Centered Design Practices
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Borge, Marcela, Toprani, Dhvani, Yan, Shulong, and Xia, Yu
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Background and Context: in this paper, we argue that integrating Human-Computer Interaction (HCI) into K-12 computing education can present learners with opportunities to develop human-centered design skills as well as higher-order thinking skills. Objective: to address the issues related to the development of HCI forms of expertise, we introduce an approach, called embedded design, which extends cognitive apprenticeship methods. Method: we present case studies to illustrate the embedded design approach. Findings: six principles were drawn from the case studies, to inform the implementation of the embedded design approach. Three principles address learners as agents, actively participating in domain thinking processes, and three principles address facilitators as learning designers, orchestrating the co-construction of knowledge. Implications: embedded design provides concrete guidance for implementation to help learners to improve their own thinking processes and succeed in computing education fields, but more research is needed to extend what is known about these complex learning contexts.
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- 2020
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15. Women in Coding Boot Camps: An Alternative Pathway to Computing Jobs
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Lyon, Louise Ann and Green, Emily
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Background and Context: Non-traditional training grounds such as coding boot camps that attract a higher proportion of women are important sites for understanding how to broaden participation in computing. Objective: This work aims to help us better understand the women choosing boot camps and their pathways through these camps and into the computing workforce. Method: This paper reports on a longitudinal, qualitative study investigating female boot camp attendees. Findings: Findings show that women attending boot camps are career changers that develop an interest in software development too late to major in CS, discovering a post-college enjoyment of programming undertaken to support work goals at a current job or an aspirational job. Implications: Women at boot camps illustrate a missed opportunity to diversify postsecondary CS classrooms when not recruited early, not given interdisciplinary options, not exposed to enjoyable programming tasks, and not exposed to the array and number of job prospects.
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- 2020
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16. The Curious Case of Loops
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Morrison, Briana B., Margulieux, Lauren E., and Decker, Adrienne
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Background and Context: Subgoal labeled worked examples have been extensively researched, but the research has been reported piecemeal. This paper aggregates data from three studies, including data previously unreported, to holistically examine the effect of subgoal labeled worked examples across three student populations and across different instructional designs. Objective: By aggregating the data, we provide more statistical power for somewhat surprising yet replicable results. We discuss which results generalize across populations, focusing on a stable effect size for subgoal labels in programming instruction. Method: We use descriptive and inferential statistics to examine the data collected from different student populations and different classroom instructional designs. We concentrate on the effect size across samples of the intervention for generalization. Findings: Students using two variations of subgoal labeled instructional materials perform better than the others: the group that was given the subgoal labels with farther transfer between worked examples and practice problems and the group that constructed their own subgoal labels with nearer transfer between worked examples and practice problems.
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- 2020
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17. Languages, Literacies and Literate Programming: Can We Use the Latest Theories on How Bilingual People Learn to Help Us Teach Computational Literacies?
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Vogel, Sara, Hoadley, Christopher, Castillo, Ana Rebeca, and Ascenzi-Moreno, Laura
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Background and Context: In this theory paper, we explore the concept of translanguaging from bilingual education, and its implications for teaching and learning programming and computing in especially computer science (CS) for all initiatives. Objective: We use translanguaging to examine how programming is and isn't like using human languages. We frame CS as computational literacies. We describe a pedagogical approach for teaching computational literacies. Method: We review theory from applied linguistics, literacy, and computational literacy. We provide a design narrative of our pedagogical approach by describing activities from bilingual middle school classrooms integrating Scratch into academic subjects. Findings: Translanguaging pedagogy can leverage learners' (bilingual and otherwise) full linguistic repertoires as they engage with computational literacies. Implications: Our data helps demonstrate how translanguaging can be mobilized to do CS, which has implications for increasing equitable participation in computer science.
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- 2020
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18. The Effects of Integrating Service Learning into Computer Science: An Inter-Institutional Longitudinal Study
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Payton, Jamie, Barnes, Tiffany, and Buch, Kim
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This study is a follow-up to one published in computer science education in 2010 that reported preliminary results showing a positive impact of service learning on student attitudes associated with success and retention in computer science. That paper described how service learning was incorporated into a computer science course in the context of the Students & Technology in Academia, Research, and Service (STARS) Alliance, an NSF-supported broadening participation in computing initiative that aims to diversify the computer science pipeline through innovative pedagogy and inter-institutional partnerships. The current paper describes how the STARS Alliance has expanded to diverse institutions, all using service learning as a vehicle for broadening participation in computing and enhancing attitudes and behaviors associated with student success. Results supported the STARS model of service learning for enhancing computing efficacy and computing commitment and for providing diverse students with many personal and professional development benefits.
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- 2015
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19. A Review of Computer Science Resources for Learning and Teaching with K-12 Computing Curricula: An Australian Case Study
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Falkner, Katrina and Vivian, Rebecca
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To support teachers to implement Computer Science curricula into classrooms from the very first year of school, teachers, schools and organisations seek quality curriculum resources to support implementation and teacher professional development. Until now, many Computer Science resources and outreach initiatives have targeted K-12 school-age children, with the intention to engage children and increase interest, rather than to formally teach concepts and skills. What is the educational quality of existing Computer Science resources and to what extent are they suitable for classroom learning and teaching? In this paper, an assessment framework is presented to evaluate the quality of online Computer Science resources. Further, a semi-systematic review of available online Computer Science resources was conducted to evaluate resources available for classroom learning and teaching and to identify gaps in resource availability, using the Australian curriculum as a case study analysis. The findings reveal a predominance of quality resources, however, a number of critical gaps were identified. This paper provides recommendations and guidance for the development of new and supplementary resources and future research.
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- 2015
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20. A Blended Learning Approach for Teaching Computer Programming: Design for Large Classes in Sub-Saharan Africa
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Bati, Tesfaye Bayu, Gelderblom, Helene, and van Biljon, Judy
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The challenge of teaching programming in higher education is complicated by problems associated with large class teaching, a prevalent situation in many developing countries. This paper reports on an investigation into the use of a blended learning approach to teaching and learning of programming in a class of more than 200 students. A course and learning environment was designed by integrating constructivist learning models of Constructive Alignment, Conversational Framework and the Three-Stage Learning Model. Design science research is used for the course redesign and development of the learning environment, and action research is integrated to undertake participatory evaluation of the intervention. The action research involved the Students' Approach to Learning survey, a comparative analysis of students' performance, and qualitative data analysis of data gathered from various sources. The paper makes a theoretical contribution in presenting a design of a blended learning solution for large class teaching of programming grounded in constructivist learning theory and use of free and open source technologies.
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- 2014
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21. Reversing: A Fundamental Idea in Computer Science
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Armoni, Michal and Ginat, David
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Reversing is the notion of thinking or working in reverse. Computer science textbooks and tutors recognize it primarily in the form of recursion. However, recursion is only one form of reversing. Reversing appears in the computer science curriculum in many other forms, at various intellectual levels, in a variety of fundamental courses. As such, it is too important a notion to be left unexplored. In this paper we discuss reversing in the context of two theoretical frameworks--as a fundamental idea in computer science, in the context of Schwill's model of fundamental ideas, and as a powerful problem solving means, in the context of Schoenfeld's cognitive model of problem solving. We recognize seven different forms of reversing, and demonstrate the essential role of each in algorithm or proof design. Our focus in the paper is conceptual, yet we briefly note our initial experimental experience, with student difficulties in both the invocation and utilization of reversing. We then discuss cognitive aspects of the teaching of reversing and offer ways to assimilate its awareness and elaborate its fundamental role in computer science. (Contains 1 note.)
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- 2008
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22. A Classification of Recent Australasian Computing Education Publications
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A new classification system for computing education papers is presented and applied to every computing education paper published between January 2004 and January 2007 at the two premier computing education conferences in Australia and New Zealand. We find that while simple reports outnumber other types of paper, a healthy proportion of papers address and answer a research question. We find that more papers deal with programming courses than with other courses, and that more than half of all publications are situated in single subjects. To the extent that differing circumstances permit, we compare our results with those of an earlier study of the SIGCSE conference, and find that the Australasian publications include fewer simple reports and more papers describing analysis and experiment. We note a reasonable number of publications on multi-institutional work, which we interpret as evidence of a sense of computing education community within Australia and New Zealand. (Contains 5 figures and 5 tables.)
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- 2007
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23. Implementations of the CC'01 Human-Computer Interaction Guidelines Using Bloom's Taxonomy
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Manaris, Bill, Wainer, Michael, and Kirkpatrick, Arthur E.
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In today's technology-laden society human-computer interaction (HCI) is an important knowledge area for computer scientists and software engineers. This paper surveys existing approaches to incorporate HCI into computer science (CS) and such related issues as the perceived gap between the interests of the HCI community and the needs of CS educators. It presents several implementations of the HCI subset of the CC'01 curricular guidelines, targeting CS educators with varying degrees of HCI expertise. These implementations include course/module outlines from freshman to graduate levels, suggested texts, and project ideas and issues, such as programming languages and environments. Most importantly, each outline incorporates Bloom's taxonomy to identify the depth of knowledge to be mastered by students. This paper condenses collaborative contributions of 26 HCI/CS educators aiming to improve HCI coverage in mainstream CS curricula. (Contains 11 tables.)
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- 2007
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24. Reductive Thinking in Computer Science
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Armoni, Michal, Gal-Ezer, Judith, and Hazzan, Orit
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This paper discusses the role of reduction in computer science and describes a study on undergraduate students' perception of the concept of reduction. Specifically, based on an analysis of students answers to questions addressing different computer science topics, we present several findings regarding the ways in which undergraduate students conceive of and apply reduction. These findings can be interpreted within the framework of the tension that exists between the following two factors: The need to think in terms of high levels of abstraction, on one hand, and the fact that reduction introduces a new approach to be used in problem-solving situations, on the other. In addition the paper suggests several teaching applications.
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- 2006
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25. Essential Use Cases for Pedagogical Patterns
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Derntl, Michael and Botturi, Luca
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Coming from architecture, through computer science, pattern-based design spread into other disciplines and is nowadays recognized as a powerful way of capturing and reusing effective design practice. However, current pedagogical pattern approaches lack widespread adoption, both by users and authors, and are still limited to individual initiatives. This paper contributes to creating a shared understanding of what a pattern system is by defining the key terms. Moreover, the paper builds upon and extends a set of existing functional and non-functional requirements for pattern systems, adds structure to these requirements, and derives essential use cases following a goal-based approach for both pattern maintenance and pattern application. Finally, implications concerning the pedagogical use of pattern-based design are drawn, concluding that a stronger focus on the underlying (pedagogical) value system is required in order to make a pattern system a meaningful tool for effective educational design. (Contains 1 table and 3 figures.)
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- 2006
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26. Multi-Agent Systems Design for Novices
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Lynch, Simon and Rajendran, Keerthi
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Advanced approaches to the construction of software systems can present difficulties to learners. This is true for multi-agent systems (MAS) which exhibit concurrency, non-determinacy of structure and composition and sometimes emergent behavior characteristics. Additional barriers exist for learners because mainstream MAS technology is young and design methodologies are still evolving.This paper considers the benefits and difficulties associated with teaching/learning agent technology and recommends an approach used by the authors. The paper examines Agent UML--a set of proposed extensions to UML to facilitate MAS design but suggests that simpler design tools are more appropriate for novice MAS programmers. A small suite of preferred tools are presented. (Contains 6 figures.)
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- 2005
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27. Understanding Professional Learning for Computing Teachers from the Perspective of Situated Learning
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Sentance, Sue and Humphreys, Simon
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Situated learning theory maintains that there is a relationship between learning and the social situation in which it occurs; learning is embedded in activity, context and culture. In terms of professional learning for teachers, this implies that effective learning takes place within a community where experts and novices meet and where practice is modelled; such a community needs to be deeply relevant to everyday practice in the classroom. In this paper, we discuss Computing At School, a grass-roots organisation that has grown up over the last 10 years through teacher communities, and also with broad support of academia and industry. In a time of increased interest in the inclusion of computer science in school curricular, Computing At School is a community of practice of all teachers affected by curriculum change in Computing and models an innovative approach to professional learning that is based on community and support. We describe here how Computing At School draws on situated learning theory to contribute to the development of Computing in the curriculum, evidencing both the journey and lessons learned.
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- 2018
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28. An Ecosystem Approach to Teacher Professional Development within Computer Science
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Falkner, Katrina, Vivian, Rebecca, and Williams, Sally-Ann
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Computer Science (CS) curricula are being adopted worldwide. However, the lack of prior teaching training within this area means that we have an urgent need to provide teacher professional development. Best practice teacher professional development motivates us to construct interactive and sustainable models of professional development. However, there are challenges in doing this at the scale that we need and with the resources that are available. In this paper, we describe an ecosystem-based approach to supporting teacher professional development, aligned with best practices and with teachers' and schools' needs. An ecosystem approach operates under the coordination of a governance model, features a central hub and conceptualises the relationships of the organisations as a network. Ecosystems are underpinned by value co-creation, shared logic and can be non-geographical. We believe an ecosystem view of a teacher professional development program supports sustainability, authenticity and flexibility in how teachers engage with professional development, positioning teachers as co-contributors.
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- 2018
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29. Influence of Programming Style in Transformation Bad Smells: Mining of ETL Repositories
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Bonet, Nicolás, Garcés, Kelly, Casallas, Rubby, Correal, María Elsa, and Wei, Ran
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Bad smells affect maintainability and performance of model-to-model transformations. There are studies that define a set of transformation bad smells, and some of them propose techniques to recognize and--according to their complexity--fix them in a (semi)automated way. In academia it is necessary to make students aware of this subject and provide them with guidelines to improve the quality of their transformations. This paper presents the most common bad smells made by master students from Universidad de los Andes, and compares them with those from publicly available repositories of Epsilon transformation language transformations, with the purpose of knowing whether programming style affects the incidence of smells. Three concrete contributions are presented: (i) two new bad smells that enrich the existing catalogs; (ii) a process that includes the automated extraction of transformation metrics and bad smells metrics from the repositories, and a statistical analysis that helps in identifying the relation between such metrics; and (iii) a tool that automatizes the process. From the statistical analysis, we conclude that, students must be encouraged and guided to develop maintainable declarative transformations. At this point, our tool has been proved to be very useful to help improve the quality of students' transformations.
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- 2018
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30. A Call for Action (Research): Applying Science Education Research to Computer Science Instruction
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Clement, John M.
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In educational research, investigators in one field are often ignorant of similar research in other fields. Physics education in particular has undergone dramatic reforms in recent years, all based on insights gained from conducting educational research. Often, pedagogical methods resulting from research in one field can be revised and transferred to another. This paper demonstrates that many methods used in physics and other science programmes can be adapted to teaching computer science. The author has pursued action research in computer science and implemented ideas from science education, especially from physics education, in teaching computer science classes at a small religious secondary school in the southwestern United States. This paper presents ideas and teaching strategies with the hope of building bridges between computer science education research and other science education research. (Contains 5 footnotes.)
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- 2004
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31. A Wittgenstein Approach to the Learning of OO-Modeling
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Holmboe, Christian
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The paper uses Ludwig Wittgenstein's theories about the relationship between thought, language, and objects of the world to explore the assumption that OO-thinking resembles natural thinking. The paper imports from research in linguistic philosophy to computer science education research. I show how UML class diagrams (i.e., an artificial context-free language) correspond to the logically perfect languages described in "Tractatus Logico-Philosophicus". In "Philosophical Investigations" Wittgenstein disputes his previous theories by showing that natural languages are not constructed by rules of mathematical logic, but are language games where the meaning of a word is constructed through its use in social contexts. Contradicting the claim that OO-thinking is easy to learn because of its similarity to natural thinking, I claim that OO-thinking is difficult to learn because of its differences from natural thinking. The nature of these differences is not currently well known or appreciated. I suggest how explicit attention to the nature and implications of different language games may improve the teaching and learning of OO-modeling as well as programming. (Contains 1 figure.)
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- 2004
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32. Women Planning to Major in Computer Science: Who Are They and What Makes Them Unique?
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Lehman, Kathleen J., Sax, Linda J., and Zimmerman, Hilary B.
- Abstract
Despite the current growing popularity of the computer science (CS) major, women remain sorely underrepresented in the field, continuing to earn only 18% of bachelor's degrees. Understanding women's low rates of participation in CS is important given that the demand for individuals with CS training has grown sharply in recent years. Attracting and retaining more women to high-paying fields like CS may also help narrow the gender pay gap. Further, it is important that women participate in developing new technology so that technology advances serve the needs of both women and men. This paper explores the background characteristics, career aspirations, and self-perceptions of 1,636 female first-year college students in the United States who intend to major in CS and compares them with 4,402 male CS aspirants as well as with 26,642 women planning to major in other STEM sub-fields. The findings reveal a unique profile of women who pursue the CS major and notes many significant differences between men and women in CS and between women in CS and those in other STEM fields. For instance, women in CS tend to earn lower high school grades than women in other STEM fields, but earn higher SAT verbal scores. They also rate themselves higher than men in CS and women in other STEM fields on measures of their artistic ability, but rate themselves lower on other self-ratings, including academic and leadership ability. Further, women in CS are more likely to be undecided in their career plans than men in CS and women in other STEM fields. Understanding the unique characteristics of women in CS will help inform policies and recruitment programs designed to address the gender gap in computing.
- Published
- 2017
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33. Expanding Capacity and Promoting Inclusion in Introductory Computer Science: A Focus on Near-Peer Mentor Preparation and Code Review
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Pon-Barry, Heather, Packard, Becky Wai-Ling, and St. John, Audrey
- Abstract
A dilemma within computer science departments is developing sustainable ways to expand capacity within introductory computer science courses while remaining committed to inclusive practices. Training near-peer mentors for peer code review is one solution. This paper describes the preparation of near-peer mentors for their role, with a focus on regular, consistent feedback via peer code review and inclusive pedagogy. Introductory computer science students provided consistently high ratings of the peer mentors' knowledge, approachability, and flexibility, and credited peer mentor meetings for their strengthened self-efficacy and understanding. Peer mentors noted the value of videotaped simulations with reflection, discussions of inclusion, and the cohort's weekly practicum for improving practice. Adaptations of peer mentoring for different types of institutions are discussed. Computer science educators, with hopes of improving the recruitment and retention of underrepresented groups, can benefit from expanding their peer support infrastructure and improving the quality of peer mentor preparation.
- Published
- 2017
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34. Effective Compiler Error Message Enhancement for Novice Programming Students
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Becker, Brett A., Glanville, Graham, Iwashima, Ricardo, McDonnell, Claire, Goslin, Kyle, and Mooney, Catherine
- Abstract
Programming is an essential skill that many computing students are expected to master. However, programming can be difficult to learn. Successfully interpreting compiler error messages (CEMs) is crucial for correcting errors and progressing toward success in programming. Yet these messages are often difficult to understand and pose a barrier to progress for many novices, with struggling students often exhibiting high frequencies of errors, particularly repeated errors. This paper presents a control/intervention study on the effectiveness of enhancing Java CEMs. Results show that the intervention group experienced reductions in the number of overall errors, errors per student, and several repeated error metrics. These results are important as the effectiveness of CEM enhancement has been recently debated. Further, generalizing these results should be possible at least in part, as the control group is shown to be comparable to those in several studies using Java and other languages.
- Published
- 2016
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35. Identification and Addressing Reduction-Related Misconceptions
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Gal-Ezer, Judith and Trakhtenbrot, Mark
- Abstract
Reduction is one of the key techniques used for problem-solving in computer science. In particular, in the theory of computation and complexity (TCC), mapping and polynomial reductions are used for analysis of decidability and computational complexity of problems, including the core concept of NP-completeness. Reduction is a highly abstract technique that involves revealing close non-trivial connections between problems that often seem to have nothing in common. As a result, proper understanding and application of reduction is a serious challenge for students and a source of numerous misconceptions. The main contribution of this paper is detection of such misconceptions, analysis of their roots, and proposing a way to address them in an undergraduate TCC course. Our observations suggest that the main source of the misconceptions is the false intuitive rule "the bigger is a set/problem, the harder it is to solve." Accordingly, we developed a series of exercises for proactive prevention of these misconceptions.
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- 2016
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36. Teaching and Learning Recursive Programming: A Review of the Research Literature
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McCauley, Renée, Grissom, Scott, and Fitzgerald, Sue
- Abstract
Hundreds of articles have been published on the topics of teaching and learning recursion, yet fewer than 50 of them have published research results. This article surveys the computing education research literature and presents findings on challenges students encounter in learning recursion, mental models students develop as they learn recursion, and best practices in introducing recursion. Effective strategies for introducing the topic include using different contexts such as recurrence relations, programming examples, fractal images, and a description of how recursive methods are processed using a call stack. Several studies compared the efficacy of introducing iteration before recursion and vice versa. The paper concludes with suggestions for future research into how students learn and understand recursion, including a look at the possible impact of instructor attitude and newer pedagogies.
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- 2015
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37. Motivational and Metacognitive Feedback in SQL-Tutor
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Hull, Alison and du Boulay, Benedict
- Abstract
Motivation and metacognition are strongly intertwined, with learners high in self-efficacy more likely to use a variety of self-regulatory learning strategies, as well as to persist longer on challenging tasks. The aim of the research was to improve the learner's focus on the process and experience of problem-solving while using an Intelligent Tutoring System (ITS) and including motivational and metacognitive feedback based on the learner's past states and experiences. An existing ITS, SQL-Tutor, was used with first-year undergraduates studying a database module. The study used two versions of SQL-Tutor: the Control group used a base version providing domain feedback and the Study group used an extended version that also provided motivational and metacognitive feedback. This paper summarises the pre- and post-process results. Comparisons between groups showed some differing trends both in learning outcomes and behaviour in favour of the Study group.
- Published
- 2015
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38. Opinions on Computing Education in Korean K-12 System: Higher Education Perspective
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Kim, Dae-Kyoo, Jeong, Dongwon, Lu, Lunjin, Debnath, Debatosh, and Ming, Hua
- Abstract
The need for computing education in the K-12 curriculum has grown globally. The Republic of Korea is not an exception. In response to the need, the Korean Ministry of Education has announced an outline for software-centric computing education in the K-12 system, which aims at enhancing the current computing education with software emphasis. In this paper, we review the outline from a higher education perspective and provide insights into its constructive improvement based on our experience in computer science education in higher education and a study of global initiatives on computing education. We also consider the social environment for computing education in Korea. In the proposed implementation, we first discuss goals for software-centric computing education and identify areas of focus. The identified areas are discussed in terms of topics to be covered and appropriate exposure of knowledge depth in the three levels in the Korean K-12 system. We then discuss necessary preparations for the success of the plan from academic, governmental and social perspectives.
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- 2015
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39. Metonymy and Reference-Point Errors in Novice Programming
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Miller, Craig S.
- Abstract
When learning to program, students often mistakenly refer to an element that is structurally related to the element that they intend to reference. For example, they may indicate the attribute of an object when their intention is to reference the whole object. This paper examines these reference-point errors through the context of metonymy. Metonymy is a rhetorical device where the speaker states a referent that is structurally related to the intended referent. For example, the following sentence states an office bureau but actually refers to a person working at the bureau: "The tourist asked the travel bureau for directions to the museum." Drawing upon previous studies, I discuss how student reference errors may be consistent with the use of metonymy. In particular, I hypothesize that students are more likely to reference an identifying element even when a structurally related element is intended. I then present two experiments, which produce results consistent with this analysis. In both experiments, students are more likely to produce reference-point errors that involve identifying attributes than descriptive attributes. Given these results, I explore the possibility that students are relying on habits of communication rather than the mechanistic principles needed for successful programming. Finally I discuss teaching interventions using live examples and how metonymy may be presented to non-computing students as pedagogy for computational thinking.
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- 2014
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40. Mastering Cognitive Development Theory in Computer Science Education
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Gluga, Richard, Kay, Judy, and Lister, Raymond
- Abstract
To design an effective computer science curriculum, educators require a systematic method of classifying the difficulty level of learning activities and assessment tasks. This is important for curriculum design and implementation and for communication between educators. Different educators must be able to use the method consistently, so that classified activities and assessments are comparable across the subjects of a degree, and, ideally, comparable across institutions. One widespread approach to supporting this is to write learning objects in terms of Bloom's Taxonomy. This, or other such classifications, is likely to be more effective if educators can use them consistently, in the way experts would use them. To this end, we present the design and evaluation of our online interactive web-based tutorial system, which can be configured and used to offer training in different classification schemes. We report on results from three evaluations. First, 17 computer science educators complete a tutorial on using Bloom's Taxonomy to classify programming examination questions. Second, 20 computer science educators complete a Neo-Piagetian tutorial. Third evaluation was a comparison of inter-rater reliability scores of computer science educators classifying programming questions using Bloom's Taxonomy, before and after taking our tutorial. Based on the results from these evaluations, we discuss the effectiveness of our tutorial system design for teaching computer science educators how to systematically and consistently classify programming examination questions. We also discuss the suitability of Bloom's Taxonomy and Neo-Piagetian theory for achieving this goal. The Bloom's and Neo-Piagetian tutorials are made available as a community resource. The contributions of this paper are the following: the tutorial system for learning classification schemes for the purpose of coding the difficulty of computing learning materials; its evaluation; new insights into the consistency that computing educators can achieve using Bloom; and first insights into the use of Neo-Piagetian theory by a group of classifiers. (Contains 14 figures.)
- Published
- 2013
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41. Robotics for Computer Scientists: What's the Big Idea?
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Touretzky, David S.
- Abstract
Modern robots, like today's smartphones, are complex devices with intricate software systems. Introductory robot programming courses must evolve to reflect this reality, by teaching students to make use of the sophisticated tools their robots provide rather than reimplementing basic algorithms. This paper focuses on teaching with Tekkotsu, an open source robot application development framework designed specifically for education. But, the curriculum described here can also be taught using ROS, the Robot Operating System that is now widely used for robotics research.
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- 2013
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42. Mindstorms Robots and the Application of Cognitive Load Theory in Introductory Programming
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Mason, Raina and Cooper, Graham
- Abstract
This paper reports on a series of introductory programming workshops, initially targeting female high school students, which utilised Lego Mindstorms robots. Cognitive load theory (CLT) was applied to the instructional design of the workshops, and a controlled experiment was also conducted investigating aspects of the interface. Results indicated that a truncated interface led to better learning by novice programmers as measured by test performance by participants, as well as enhanced shifts in self-efficacy and lowered perception of difficulty. There was also a transfer effect to another programming environment (Alice). It is argued that the results indicate that for novice programmers, the mere presence on-screen of additional (redundant) entities acts as a form of tacit distraction, thus impeding learning. The utility of CLT to analyse, design and deliver aspects of computer programming environments and instructional materials is discussed.
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- 2013
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43. Introduction to Autonomous Mobile Robotics Using 'Lego Mindstorms' NXT
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Akin, H. Levent, Meriçli, Çetin, and Meriçli, Tekin
- Abstract
Teaching the fundamentals of robotics to computer science undergraduates requires designing a well-balanced curriculum that is complemented with hands-on applications on a platform that allows rapid construction of complex robots, and implementation of sophisticated algorithms. This paper describes such an elective introductory course where the "Lego Mindstorms" NXT kits are used as the robot platform. The aims, scope and contents of the course are presented, and the design of the laboratory sessions as well as the term projects, which address several core problems of robotics and artificial intelligence simultaneously, are explained in detail.
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- 2013
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44. Pair Programming and Secondary School Girls' Enjoyment of Programming and the Subject Information Technology (IT)
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Liebenberg, Janet, Mentz, Elsa, and Breed, Betty
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This paper reports on a qualitative study that examined how pair programming shapes the experience of secondary school girls taking IT as a subject, with respect to their enjoyment of programming and the subject itself. The study involved six Grade 11 girls who were doing solo programming in Grade 10 and pair programming in their following Grade. The results showed that the girls enjoyed the subject more when programming in pairs due to improved comprehension of the task. They especially enjoyed the socialization and communication brought about by pair programming. The assistance, support, motivation, focus and encouragement they received from partners when stuck or while fixing errors made the programming experience more enjoyable for them. The increased enjoyment brought about by pair programming resulted in the perception of greater learning in the subject IT and also to greater interest in it. It also led to greater persistence in dealing with problems. Pair programming should be implemented right from the start of Grade 10 since it may lead to greater enjoyment of programming and the subject IT in general. The approach may also lead to more girls being attracted to the subject. (Contains 1 note.)
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- 2012
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45. On Valuing Peers: Theories of Learning and Intercultural Competence
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Cajander, Asa, Daniels, Mats, and McDermott, Roger
- Abstract
This paper investigates the links between the "contributing student pedagogy" and other forms of peer-mediated learning models, e.g. "open-ended group projects" and "communities of practice." We find that a fundamental concern in each of these models is the attribution of "value"; specifically, recognition of the value of learning that is enabled by peer interaction, and the way in which value is created and assessed within a learning community. Value is also central to theories of "intercultural competence." We examine the role that the concept of value plays in the development cycle of intercultural competence and relate it to its function in peer-mediated learning models. We also argue that elements of social learning theory, principally recent work on value creation in communities of practice, are very relevant to the construction and assessment of the type of activities proposed within the contributing student pedagogy. Our theoretical analysis is situated within the context of a globally distributed open-ended group project course unit and our conclusions are illustrated with reference to student practice in this environment. (Contains 1 table and 1 figure.)
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- 2012
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46. Supporting and Structuring 'Contributing Student Pedagogy' in Computer Science Curricula
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Falkner, Katrina and Falkner, Nickolas J. G.
- Abstract
Contributing student pedagogy (CSP) builds upon social constructivist and community-based learning principles to create engaging and productive learning experiences. What makes CSP different from other, related, learning approaches is that it involves students both learning from and also explicitly valuing the contributions of other students. The creation of such a learning community builds upon established educational psychology that encourages deep learning, reflection and engagement. Our school has recently completed a review and update of its curriculum, incorporating student content-creation and collaboration into the design of key courses across the curriculum. Our experiences, based on several years of experimentation and development, support CSP-based curriculum design to reinforce the value of the student perspective, the clear description of their own transformative pathway to knowledge and the importance of establishing student-to-student networks in which students are active and willing participants. In this paper, we discuss the tools and approaches that we have employed to guide, support and structure student collaboration across a range of courses and year levels. By providing an account of our intentions, our approaches and tools, we hope to provide useful and transferrable knowledge that can be readily used by other academics who are considering this approach. (Contains 6 tables and 5 figures.)
- Published
- 2012
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47. Phenomenography and Grounded Theory as Research Methods in Computing Education Research Field
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Kinnunen, Paivi and Simon, Beth
- Abstract
This paper discusses two qualitative research methods, phenomenography and grounded theory. We introduce both methods' data collection and analysis processes and the type or results you may get at the end by using examples from computing education research. We highlight some of the similarities and differences between the aim, data collection and analysis phases and the type of resulting outcomes of these methods. We also discuss the challenges and threats the both methods may pose to the researcher. We conclude that while aimed at tackling different types of research questions, both of these methods provide computing education researchers a useful tool in their research method toolbox. (Contains 2 tables and 2 notes.)
- Published
- 2012
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48. Discourse Analysis of Teaching Computing Online
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Bower, Matt
- Abstract
This paper analyses the teaching and learning of computing in a Web-conferencing environment. A discourse analysis of three introductory programming learning episodes is presented to demonstrate issues and effects that arise when teaching computing using such an approach. The subject of discussion, the interactive nature of discussion and any actions performed by both the teacher and students were coded in order to determine how the approach to teaching impacted upon discourse. Student participation increased under student-centred approaches as the responsibility for the direction of curriculum-based discussion was devolved from the teacher to the students. However, teacher-led approaches incurred less of a collaborative overhead relating to coordinating activity between people and operating the technology. The data analysed and the approach adopted represent a subset of outputs from a PhD thesis investigating the teaching and learning of computer programming using Web-conferencing. (Contains 1 note, 7 tables, and 3 figures.)
- Published
- 2009
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49. Editorial.
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Dorn, Brian and Vahrenhold, Jan
- Subjects
STUDENT attitudes ,SCIENTIFIC computing ,COMPUTER science education ,INFORMATION science ,SOFTWARE engineering - Published
- 2020
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50. Process as Content in Computer Science Education: Empirical Determination of Central Processes
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Zendler, A., Spannagel, C., and Klaudt, D.
- Abstract
Computer science education should not be based on short-term developments but on content that is observable in multiple domains of computer science, may be taught at every intellectual level, will be relevant in the longer term, and is related to everyday language and/or thinking. Recently, a catalogue of "central concepts" for computer science education such as "algorithm", "computer", and "data" has been empirically determined. This paper now concentrates on "central processes" relevant for computer science education. Experts of computer science rated 44 general-education processes regarding four criteria. By using a cluster analysis approach the following central processes for computer science education have been identified: "problem solving and problem posing", "analyzing", "generalizing", "finding relationships", "classifying", and "investigating". (Contains 1 table, 6 figures, and 2 notes.)
- Published
- 2008
- Full Text
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