32,893 research outputs found

    Effects of Automated Interventions in Programming Assignments: Evidence from a Field Experiment

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    A typical problem in MOOCs is the missing opportunity for course conductors to individually support students in overcoming their problems and misconceptions. This paper presents the results of automatically intervening on struggling students during programming exercises and offering peer feedback and tailored bonus exercises. To improve learning success, we do not want to abolish instructionally desired trial and error but reduce extensive struggle and demotivation. Therefore, we developed adaptive automatic just-in-time interventions to encourage students to ask for help if they require considerably more than average working time to solve an exercise. Additionally, we offered students bonus exercises tailored for their individual weaknesses. The approach was evaluated within a live course with over 5,000 active students via a survey and metrics gathered alongside. Results show that we can increase the call outs for help by up to 66% and lower the dwelling time until issuing action. Learnings from the experiments can further be used to pinpoint course material to be improved and tailor content to be audience specific.Comment: 10 page

    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

    Volume 5 #2 Full Issue

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    Volume 5 #2 Full Issu

    KIPP Middle Schools: Impacts on Achievement and Other Outcomes

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    The Knowledge Is Power Program (KIPP) is a rapidly expanding network of public charter schools whose mission is to improve the education of low-income children. As of the 2012 -- 2013 school year, 125 KIPP schools are in operation in 20 different states and the District of Columbia (DC). Ultimately, KIPP's goal is to prepare students to enroll and succeed in college.Prior research has suggested that KIPP schools have positive impacts on student achievement, but most of the studies have included only a few KIPP schools or have had methodological limitations. This is the second report of a national evaluation of KIPP middle schools being conducted by Mathematica Policy Research. The evaluation uses experimental and quasi-experimental methods to produce rigorous and comprehensive evidence on the effects of KIPP middle schools across the country.The study's first report, released in 2010, described strong positive achievement impacts in math and reading for the 22 KIPP middle schools for which data were available at the time. For this phase of the study, we nearly doubled the size of the sample, to 43 KIPP middle schools, including all KIPP middle schools that were open at the start of the study in 2010 for which we were able to acquire relevant data from local districts or states. This report estimates achievement impacts for these 43 KIPP middle schools, and includes science and social studies in addition to math and reading. This report also examines additional student outcomes beyond state test scores, including student performance on a nationally norm-referenced test and survey-based measures of student attitudes and behavior

    Teaching Prevention through Design (PtD) Principles Using a Non-Traditional Pedagogical Strategy

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    abstract: Many accidents occur during construction and maintenance of facilities. Both research and practice have demonstrated that decisions made during the design and planning phases before work at a construction site can influence workers’ safety. The Prevention through Design (PtD) concept is the consideration of construction site safety in the design of a project. In one research study, more than 200 fatality investigation reports were reviewed, and the results showed that 42 percent of fatalities reviewed were linked to the absence of the PtD concept (Behm, 2005). This work indicates that the associated risk that contributed to the incident would have been reduced or eliminated if PtD had been utilized. Researchers have identified the reasons for not applying the PtD concept. The predominant reason is that most architects and design engineers do not learn about construction safety and construction processes required to eliminate construction safety hazards through design. Therefore, Prevention through Design education of architects, design engineers, and construction managers is vital. However, in most curricula, there is no room for an entire course focused on PtD. Therefore, one researcher implemented 70 minutes long lecture-based intervention in a project management class of the civil engineering discipline, but it did not prove effective (Behm, Culvenor, & Dixon, 2014). Hence, there is an opportunity to teach PtD to students using alternative teaching strategies such as computer games. Computer games are routinely considered as the most important and influential medium by college students. In this research study, a serious game and a paper-based game (paper version of the serious game) were developed and implemented. The aim of the study was to measure the effectiveness of alternative teaching methods to train students for safe design thinking. The result shows that the computer game engaged the students in comprehensive hazard recognition challenges. The learning experience of the students was compared to two other interventions: paper-based game and lecture-based teaching. The in-class lecture and the computer game were effective in delivering the prevention through design topics. The game was more effective compared to the lecture. The paper-based game failed to motivate students to learn. This dissertation discusses the possible reasons for success and failures of these pedagogical approaches.Dissertation/ThesisDoctoral Dissertation Civil, Environmental and Sustainable Engineering 201

    A Playful Experiential Learning System With Educational Robotics

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    This article reports on two studies that aimed to evaluate the effective impact of educational robotics in learning concepts related to Physics and Geography. The reported studies involved two courses from an upper secondary school and two courses froma lower secondary school. Upper secondary school classes studied topics ofmotion physics, and lower secondary school classes explored issues related to geography. In each grade, there was an “experimental group” that carried out their study using robotics and cooperative learning and a “control group” that studied the same concepts without robots. Students in both classes were subjected to tests before and after the robotics laboratory, to check their knowledge in the topics covered. Our initial hypothesis was that classes involving educational robotics and cooperative learning are more effective in improving learning and stimulating the interest and motivation of students. As expected, the results showed that students in the experimental groups had a far better understanding of concepts and higher participation to the activities than students in the control groups

    Eye movements in code reading:relaxing the linear order

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    Abstract—Code reading is an important skill in programming. Inspired by the linearity that people exhibit while natural lan-guage text reading, we designed local and global gaze-based mea-sures to characterize linearity (left-to-right and top-to-bottom) in reading source code. Unlike natural language text, source code is executable and requires a specific reading approach. To validate these measures, we compared the eye movements of novice and expert programmers who were asked to read and comprehend short snippets of natural language text and Java programs. Our results show that novices read source code less linearly than natural language text. Moreover, experts read code less linearly than novices. These findings indicate that there are specific differences between reading natural language and source code, and suggest that non-linear reading skills increase with expertise. We discuss the implications for practitioners and educators. I
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