49 research outputs found

    Defining the Competencies, Programming Languages, and Assessments for an Introductory Computer Science Course

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    The purpose of this study was to define the competencies, programming languages, and assessments for an introductory computer science course at a small private liberal arts university. Three research questions were addressed that involved identifying the competencies, programming languages, and assessments that academic and industry experts in California’s Central Valley felt most important and appropriate for an introduction to computer science course. The Delphi methodology was used to collect data from the two groups of experts with various backgrounds related to computing. The goal was to find consensus among the individual groups to best define aspects that would best comprise an introductory CS0 course for majors and non-majors. The output would be valuable information to be considered by curriculum designers who are developing a new program in software engineering at the institution. The process outlined would also be useful to curriculum designers in other fields and geographic regions who attempt to address their local education needs. Four rounds of surveys were conducted. The groups of experts were combined in the first round to rate the items in the straw models determined from the literature and add additional components when necessary. The academic and industry groupings were separated for the remainder of the study so that a curriculum designer could determine not only the items deemed most important, but also their relative importance among the two distinct groups. The experts selected items in each of the three categories in the second round to reduce the possibilities for subsequent rounds. The groups were then asked to rank the items in each of the three categories for the third round. A fourth round was held as consensus was not reached by either of the groups for any of the categories as determined by Kendall’s W. The academic experts reached consensus on a list of ranked competencies in the final round and showed a high degree of agreement on lists of ranked programming languages and assessments. Kendall’s W, values, however, were just short of the required 0.7 threshold for consensus on these final two items. The industry experts did not reach consensus and showed low agreement on their recommendations for competencies, programming languages, and assessments

    Comparing Programming Self-Esteem of Upper Secondary School Teachers to CS1 Students

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    Teacher self-esteem has been found to impact student learning in a number of non-computing fields. As computing slowly becomes a part of the upper secondary school (high school) curriculum in many countries, instruments designed to measure teachers’ programming self-esteem can help inform classroom practice and processes such as teacher professional development needs. This study examines if there are differences in programming self-esteem (using the Bergin Programming Self-Esteem Instrument) between upper secondary school teachers and CS1 students in Ireland. In addition this study provides evidence of validity when using this instrument (originally developed for CS1 students) to measure upper secondary school teacher programming self-esteem. To test for evidence of validity, we compared the results of the programming self-esteem construct given to upper secondary school teachers (n=130) to a recent study of programming selfesteem among CS1 students (n=693). We found evidence of both reliability and validity with teachers that aligns with the evidence found for the CS1 students, demonstrating utility for use with teacher cohorts. Comparing these findings, teachers reported statistically significantly lower programming self-esteem compared to CS1 students. Interestingly CS1 students identifying as male had a statistically significant higher programming self-esteem than those identifying as female. However, we found no statistically significant difference for teacher gender, unlike previous work. Our results indicate that teacher programming self-esteem should be given consideration in the design and implementation of professional development

    Enhancing the social issues components in our computing curriculum: Computing for the social good

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    The acceptance and integration of social issues into computing curricula is still a work in progress twenty years after it was first incorporated into the ACM Computing Curricula. Through an international survey of computing instructors, this paper corroborates prior work showing that most institutions include the societal impact of ICT in their programs. However, topics often concentrate on computer history, codes of ethics and intellectual property, while neglecting broader issues of societal impact. This paper explores how these neglected topics can be better developed through a subtle change of focus to the significant role that ICT plays in addressing the needs of the community. Drawing on the survey and a set of implementation cases, the paper provides guidance by means of examples and resources to empower teaching teams to engage students in the application of ICT to bring about positive social outcomes – computing for the social good

    Addressing the "Leaky Pipeline": A Review and Categorisation of Actions to Recruit and Retain Women in Computing Education

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    Gender imbalance in computing education is a well-known issue around the world. The term "leaky pipeline" is often used to describe the lack of retention of women before they progress to senior roles. Numerous initiatives have targeted the problem of the leaky pipeline in recent decades. This paper provides a comprehensive review of initiatives related to techniques used to boost recruitment and retention of women in undergraduate computing and related courses in higher education. The primary aim was to identify interventions or initiatives (which we called "actions") that have shown some effectiveness. A secondary objective was to structure our findings as a categorisation, in order to enable future action discussion, comparison and planning. A particular challenge faced in a significant portion of the work was the lack of evaluation: i.e. the assessment of the direct relationship between the initiatives and the outcomes on retention or recruitment. The actions were categorised into four groups: Policy, Pedagogy, Influence and Support and Promotion and Engagement. Policy actions need support and potentially structural change at institution level. Pedagogy actions are initiatives related to the teaching of computing courses. The Influence and Support category includes actions associated with ways to influence women to choose computing and once enrolled to support and encourage them to stay. Finally, Promotion and Engagement actions are initiatives to promote computing based courses and involve engagement and outreach activities. We present our categorisation, identifying the literature related to actions under each category and subcategory. We discuss the challenges with evaluating the direct impact of actions and outline how this work leads towards the next phase of our work - a toolkit of actions to promote retention and recruitment of women in computing undergraduate courses.Comment: 13 pages, 1 figure, 1 tabl

    Addressing the Leaky Pipeline : A Review and Categorisation of Actions to Recruit and Retain Women in Computing Education

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    Gender imbalance in computing education is a well-known issue around the world. For example, in the UK and Ireland, less than 20% of the student population in computer science, ICT and related disciplines are women. Similar figures are seen in the labour force in the field across the EU. The term leaky pipeline ; is often used to describe the lack of retention of women before they progress to senior roles. Numerous initiatives have targeted the problem of the leaky pipeline in recent decades. This paper provides a comprehensive review of initiatives related to techniques used to boost recruitment and improve retention among women in undergraduate computer science and computing courses in higher educational institutions. The review covers 350 publications from both academic sources and grey literature sources including governmental guidance, white papers and non-academic reports. It also includes sources in languages other than English. The primary aim was to identify interventions or initiatives (which we have called actions ;) that have shown some effectiveness. A secondary objective was to structure our findings as a categorisation, in order to enable future action discussion, comparison and planning. A particular challenge faced in a significant portion of the work reviewed was the lack of evaluation: i.e. the assessment of the direct relationship between the initiatives undertaken and the outcomes on retention or recruitment. There are only a limited number of studies that include a control group and these tend to focus on one particular intervention or action. In addition often the work presents a number of actions that were implemented and it is difficult to determine which action produced most impact. Considering these challenges, actions were identified that had some level of evaluation with positive impact, including where the evaluation was by measuring feedback. The actions were categorised into four groups: Policy, Pedagogy, Influence and Support and Promotion and Engagement. Policy actions require support and potentially structural change and resources at organisation level. This can be at a department or school level within a higher level institution, and not necessarily just at the higher institution level. Pedagogy related actions are initiatives that are related to the teaching of computer science and technology in terms of curriculum, module delivery and assessment practice. The Influence and Support category includes actions associated with ways to influence women to choose computing at third level and once enrolled to support and encourage them to stay in the field. Finally, Promotion and Engagement actions are initiatives to promote computer science and technology based courses and involve engagement and outreach with external stakeholders such as industry, communities and schools. We present our categorisation, identifying the literature related to actions under each category and subcategory. We discuss the challenges with evaluating the direct impact of actions and outline how this work leads towards the next phase of our work, a toolkit of actions to promote retention and recruitment of women in computing based undergraduate courses. This work will be of interest to third level institutions with STEM faculties, gender-balance policy makers, technical industry players, or any stakeholder in the field of STEM who wishes to understand and implement solutions to the imbalance of women in computing education and beyond

    Evaluating Creative Choice in K-12 Computer Science Curriculum

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    Computer Science is an increasingly important topic in K-12 education. Ever since the computing crisis of the early 2000s, where enrollment in CS dropped by over half in a five year span, increasing research has gone into improving and broadening enrollment in CS courses. Research shows the importance of introducing CS at a young age and the need for more exposure for younger children and young adults alike in order to work towards equity in the field. While there are many reasons for disinterest in CS courses, studies found one reason young adults do not want to study CS is a perception of it being tedious and lacking opportunities for creativity. Making more creative assignments is one way to try and engage more students who may not feel like stereotypical computer scientists. This thesis focuses in on the effects of creative choice in CS curriculum on students\u27 self-efficacy, engagement/preferences, and performance. It aims to capture the effects of creative choice on a range of K-12 students of varying demographics in order to make CS more accessible for everyone. The first half of the thesis experimentally validates the effects of creative choice in existing 5th grade CS classes. We created two variants of worksheets for the students - creative worksheets and rigid worksheets. After distributing these worksheets, surveys, and quizzes, we found students still feel a sense of ownership with limited versions of creative choice and benefit from a blend of creative and rigid instructions. In addition, student performance was not affected by our different treatments. The second half of the thesis adapted and launched the fifth grade curriculum to a new demographic, teaching the course to Juvenile Hall students. Student surveys and reports from their teacher showed this class had a positive impact and was well received by students and staff. We found students would prefer a longer class next iteration, as this one only extended five weeks. Future work will be needed to experimentally evaluate the specific impact of creative choice in this new demographic

    Introductory programming: a systematic literature review

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    As computing becomes a mainstream discipline embedded in the school curriculum and acts as an enabler for an increasing range of academic disciplines in higher education, the literature on introductory programming is growing. Although there have been several reviews that focus on specific aspects of introductory programming, there has been no broad overview of the literature exploring recent trends across the breadth of introductory programming. This paper is the report of an ITiCSE working group that conducted a systematic review in order to gain an overview of the introductory programming literature. Partitioning the literature into papers addressing the student, teaching, the curriculum, and assessment, we explore trends, highlight advances in knowledge over the past 15 years, and indicate possible directions for future research

    The role of app development and mobile computing in motivating the secondary mathematics classroom

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    An increasing amount of high school students are interested in developing their own mobile application. Incorporating mobile development into the classroom can increase student engagement in the fields of science, technology, engineering, and mathematics. In this paper I present a study done with a group of sophomore level students who created their own mathematics apps with no programming experience. The aim of this study is to assess the knowledge gained and motivational appeal of secondary mathematics students taught basic state of Texas exam concepts with the use of the proposed mobile development labs. Students in this study used algebraic and geometric models to describe situations, geometric transformations, proportions, and used probability models. Students practiced the concepts and then created a mobile application related to each concept taught by their teachers. Using MIT’s Appinventor, students easily developed games by putting puzzle pieces together. An increase in confidence was observed and 43% of the students increased their benchmark score. The results of this study demonstrate that students are motivated to learn their math concepts by developing mobile apps

    Impact of Scratch on the achievements of first-year computer science students in programming in some Nigerian polytechnics

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    To support the advancement of modern civilisation, our institutions of higher learning must produce the right pool of professionals, who can develop innovative software. However, the teaching and learning of the first programming language (CS1) remains a great challenge for most educators and novice computer students. Indicators such as failure and attrition rates, and CS1 student engagement, continue to show that conventional pedagogy does not adequately meet the needs of some beginning CS students. For its ease in introducing novices to programming, Scratch—a visual programming environment following the constructionism philosophy of Seymour Papert—is now employed even in some higher education CS1 classes with mixed evidence of its impact. Scratch captures the constructionist agenda by its slogan: “Imagine, Program, Share.” Therefore, this study explored the impart of using a constructionist Scratch programming pedagogy on higher education CS1 students’ achievements. This study also sought to compare the impacts of the two CS1 modes: the conventional class - involving textual programming language, lectures and labs, and the constructionist Scratch inquiry-based programming class. It further aims to discover if gender, academic level, age, prior programming, and visual artistic abilities moderate the effects of programming pedagogy on students’ achievements. To realize the study’s aims, the study employed a quasi-experimental pretest-posttest nonequivalent groups design, involving four intact CS1 classes of polytechnic students (N = 418) in north-central Nigeria. The investigation was conducted in phases: a pilot (n = 236) and main (n=182) studies lasting two academic sessions, with each study comprising one experimental and one control group. In each session, learning in both modes lasted for six weeks. In both studies, purposive sampling was employed to select institutions, and selected institutions were randomly assigned to treatment groups. Instruments employed included CS1 Student Profile Questionnaire (CSPROQ) and Introductory Programming Achievement Test (IPAT). To strengthen the research design, I employed Coarsened Exact Matching (CEM) algorithm—after conducting a priori power analysis—to generate matched random samples of cases from both studies. Thus, research data employed in the analysis include: from the pilot, 41 cases in each treatment group; from the main study, 42 cases in each treatment group. Descriptive and inferential statistics were employed to find answers to research questions and test the research hypothesis. Data from both studies satisfied the requirements for statistical tests employed, i.e., t-test and ANCOVA. The alpha level used in testing hypotheses was p = 0.05. The dependent variable is the IPAT post-test score, while the independent variables are treatment, gender, age, academic achievement level, prior programming, and prior visual art. The covariate was the IPAT pretest score. Statistical analyses were conducted using SPSS version 23. The t-test results from both pilot and main studies indicated that, both programming pedagogies had significant effects on student IPAT scores, although the effect of the constructionist Scratch intervention was higher. Results from the one-way ANCOVA analysis of both pilot and main study data—while controlling for students’ IPAT pretest scores—yielded the same outcome: There was significant main effect of treatment on students’ IPAT posttest scores, although the impact was moderate. Controlling for pre test scores, analysis of the main studies data yielded no significant main effects of: gender, age, academic level, prior programming and prior visual artistic ability. The result from the main study also reveals no interaction effect of treatment, gender, academic level, age, prior programming, and prior artistic ability. While the quality of CS1 students’ performance in each session varies as their IPAT achievements show, yet the results of this research revealed a consistent pattern: Students in the constructionist Scratch class outperformed those in the conventional class, although the impart was moderate. This finding implies college students without prior programming experience can perform better in a class following a constructionist Scratch programming pedagogy. The study recommends the use of Scratch, following a constructionist pedagogy with first-year students in colleges, especially those without prior background in programmingSchool of ComputingPh. D. (Computing Education

    Introductory programming in higher education: A systematic literature review

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    A systematic literature review was performed on 33 papers obtained from the ACM, IEEE and Sciencedirect databases, in order to understand in depth, the introductory programming discipline (CS1) in higher education. Recently published works have been covered, providing an overview of the teaching-learning process of introductory programming and enabling to find out whether the research developed by universities worldwide is in line with the proposals made by ACM/IEEE-CS group for computer courses, regarding the transition to the competency-based model. The results show that the new techniques/technologies currently used in software development, as an example of agile methodology, has influenced the teaching-learning process of CS1 together with methods such as visual programming and e-learning. The analyzed papers discuss the importance of developing not only technical, but also social skills, corroborating that methodologies used in introductory programming courses need to focus on preparing students for an increasingly competitive market, associating new skills with technical aspects.This work is supported by CIEd – Research Centre on Education, Institute of Education, University of Minh
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