56 research outputs found

    A First Look at the Year in Computing

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    In this paper, we discuss students’ expectations and experiences in the first term of the Year in Computing, a new programme for non-computing majors at the University of Kent, a public research university in the UK. We focus on the effect of students’ home discipline on their experiences in the programme and situate this work within the context of wider efforts to make the study of computing accessible to a broader range of students

    Teaching informatics to novices: big ideas and the necessity of optimal guidance

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    This thesis reports on the two main areas of our research: introductory programming as the traditional way of accessing informatics and cultural teaching informatics through unconventional pathways. The research on introductory programming aims to overcome challenges in traditional programming education, thus increasing participation in informatics. Improving access to informatics enables individuals to pursue more and better professional opportunities and contribute to informatics advancements. We aimed to balance active, student-centered activities and provide optimal support to novices at their level. Inspired by Productive Failure and exploring the concept of notional machine, our work focused on developing Necessity Learning Design, a design to help novices tackle new programming concepts. Using this design, we implemented a learning sequence to introduce arrays and evaluated it in a real high-school context. The subsequent chapters discuss our experiences teaching CS1 in a remote-only scenario during the COVID-19 pandemic and our collaborative effort with primary school teachers to develop a learning module for teaching iteration using a visual programming environment. The research on teaching informatics principles through unconventional pathways, such as cryptography, aims to introduce informatics to a broader audience, particularly younger individuals that are less technical and professional-oriented. It emphasizes the importance of understanding informatics's cultural and scientific aspects to focus on the informatics societal value and its principles for active citizenship. After reflecting on computational thinking and inspired by the big ideas of science and informatics, we describe our hands-on approach to teaching cryptography in high school, which leverages its key scientific elements to emphasize its social aspects. Additionally, we present an activity for teaching public-key cryptography using graphs to explore fundamental concepts and methods in informatics and mathematics and their interdisciplinarity. In broadening the understanding of informatics, these research initiatives also aim to foster motivation and prime for more professional learning of informatics

    Efficient Use of Teaching Technologies with Programming Education

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    Learning and teaching programming are challenging tasks that can be facilitated by using different teaching technologies. Visualization systems are software systems that can be used to help students in forming proper mental models of executed program code. They provide different visual and textual cues that help student in abstracting the meaning of a program code or an algorithm. Students also need to constantly practice the skill of programming by implementing programming assignments. These can be automatically assessed by other computer programs but parts of the evaluation need to be assessed manually by teachers or teaching assistants.There are a lot of existing tools that provide partial solutions to the practical problems of programming courses: visualizing program code, assessing student programming submissions automatically or rubrics that help keeping manual assessment consistent. Taking these tools into use is not straightforward. To succeed, the teacher needs to find the suitable tools and properly integrate them into the course infrastructure supporting the whole learning process. As many programming courses are mass courses, it is a constant struggle between providing sufficient personal guidance and feedback while retaining a reasonable workload for the teacher.This work answers to the question "How can the teaching of programming be effectively assisted using teaching technologies?" As a solution, different learning taxonomies are presented from Computer Science perspective and applied to visualization examples so the examples could be used to better support deeper knowledge and the whole learning process within a programming course. Then, different parts of the assessment process of programming assignments are studied to find the best practices in supporting the process, especially when multiple graders are being used, to maintain objectivity, consistency and reasonable workload in the grading.The results of the work show that teaching technologies can be a valuable aid for the teacher to support the learning process of the students and to help in the practical organization of the course without hindering the learning results or personalized feedback the students receive from their assignments. This thesis presents new visualization categories that allow deeper cognitive development and examples on how to integrate them efficiently into the course infrastructure. This thesis also presents a survey of computer-assisted assessment tools and assessable features for teachers to use in their programming assignments. Finally, the concept of rubric-based assessment tools is introduced to facilitate the manual assessment part of programming assignments

    Introducing Computational Thinking in K-12 Education: Historical, Epistemological, Pedagogical, Cognitive, and Affective Aspects

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    Introduction of scientific and cultural aspects of Computer Science (CS) (called "Computational Thinking" - CT) in K-12 education is fundamental. We focus on three crucial areas. 1. Historical, philosophical, and pedagogical aspects. What are the big ideas of CS we must teach? What are the historical and pedagogical contexts in which CT emerged, and why are relevant? What is the relationship between learning theories (e.g., constructivism) and teaching approaches (e.g., plugged and unplugged)? 2. Cognitive aspects. What is the sentiment of generalist teachers not trained to teach CS? What misconceptions do they hold about concepts like CT and "coding"? 3. Affective and motivational aspects. What is the impact of personal beliefs about intelligence (mindset) and about CS ability? What the role of teaching approaches? This research has been conducted both through historical and philosophical argumentation, and through quantitative and qualitative studies (both on nationwide samples and small significant ones), in particular through the lens of (often exaggerated) claims about transfer from CS to other skills. Four important claims are substantiated. 1. CS should be introduced in K-12 as a tool to understand and act in our digital world, and to use the power of computation for meaningful learning. CT is the conceptual sediment of that learning. We designed a curriculum proposal in this direction. 2. The expressions CT (useful to distantiate from digital literacy) and "coding" can cause misconceptions among teachers, who focus mainly on transfer to general thinking skills. Both disciplinary and pedagogical teacher training is hence needed. 3. Some plugged and unplugged teaching tools have intrinsic constructivist characteristics that can facilitate CS learning, as shown with proposed activities. 4. Growth mindset is not automatically fostered by CS, while not studying CS can foster fixed beliefs. Growth mindset can be fostered by creative computing, leveraging on its constructivist aspects

    Using elementary patterns to analyse Scratch programs.

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    Teaching programming to school children is a challenging task, and this re- search contributes in two dimensions. First, it explores issues around “code smells,” such as object naming, long and repeated code, and unused and illogical code, in relation to block-based languages. Second, the suitability of “elementary patterns” as a potential teaching pedagogy to overcome the issues caused by code smells is investigated at a large scale. Elementary patterns such as Whether-or-Not, Alternative-Action, Linear-Search, and Loop-and-a- Half provide a structured approach to teaching programming using recommended practices based on experience gained through worked solutions. Elementary patterns are used as a benchmark in each of the studies re- ported in this thesis: finding code smells in students’ work, analysing the frequency of patterns in users’ projects, measuring progression in skills of Scratch users, the impact of remixing on learning, and evaluation of a selection of resources used for teaching programming. Millions of Scratch programs are analysed by software that reports on the various facets of the use of block-based languages, using programs posted to the online Scratch community as a sample. The results showed little use of modular approaches, infrequent use of variables and collections, and only very light usage of elementary patterns and programming elements in relation to problem solving in students’ work, even after a student has been program- ming in Scratch for many years. Remixing is one of the attractive features in Scratch that aims to support learning by collaboration, where students can take a copy of an existing project and develop it further themselves. The use of remixing was examined to evaluate if it leads to learning and plays any part in improving programming skills. There were no clear signs of progression in children’s depth of understanding with or without remixing. In principle the Scratch language can be used for students to explore elementary patterns, so we explore the teaching resources available in the community to see if they take advantage of this. We find that for novices, most resources covered only introductory ideas when evaluated as a means to teach the fundamentals of programming. This suggests a culture that has developed around Scratch, and potentially other block-based programming languages, that has led to them being regarded as a “toy” system and not taken seriously despite having the full power of programming. This does not necessarily mean that the programming that students do in Scratch is not worthwhile, but it gives some insight into how far most students progress, possibly moving to other languages to learn concepts that are nevertheless supported in Scratch

    OnCreate and the virtual teammate: an analysis of online creative processes and remote collaboration

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    This paper explores research undertaken by a consortium of 10 universities from across Europe as part of an EU Erasmus Strategic Partnership project called OnCreate. Recent research and experiences prove the importance of the design and implementation of online courses that are learner-centred, include collaboration and integrate rich use of media in authentic environments. The OnCreate project explores the specific challenges of creative processes in such environments. The first research phase comprises a comparative qualitative analysis of collaboration practices in design-related study programmes at the ten participating universities. A key outcome of this research was in identifying the shortcomings of the hierarchical role models of established Learning Management Systems (such as Moodle or Blackboard) and the tendency towards evolving 'mash-up' environments to support creative online collaboration

    Educating the effective digital forensics practitioner: academic, professional, graduate and student perspectives

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    Over the years, digital forensics has become an important and sought-after profession where the gateway of training and education has developed vastly over the past decade. Many UK higher education (HE) institutions now deliver courses that prepare students for careers in digital forensics and, in most recent advances, cyber security. Skills shortages and external influences attributed within the field of cyber security, and its relationship as a discipline with digital forensics, has shifted the dynamic of UK higher education provisions. The implications of this now sees the route to becoming a digital forensic practitioner, be it in law enforcement or business, transform from on-the-job training to university educated, trained analysts. This thesis examined courses within HE and discovered that the delivery of these courses often overlooked areas such as mobile forensics, live data forensics, Linux and Mac knowledge. This research also considered current standards available across HE to understand whether educational programmes are delivering what is documented as relevant curriculum. Cyber security was found to be the central focus of these standards within inclusion of digital forensics, adding further to the debate and lack of distinctive nature of digital forensics as its own discipline. Few standards demonstrated how the topics, knowledge, skills and competences drawn were identified as relevant and effective for producing digital forensic practitioners. Additionally, this thesis analyses and discusses results from 201 participants across five stakeholder groups: graduates, professionals, academics, students and the public. These areas were selected due to being underdeveloped in existing literature and the crucial role they play in the cycle of producing effective practitioners. Analysis on stakeholder views, experiences and thoughts surrounding education and training offer unique insight, theoretical underpinnings and original contributions not seen in existing literature. For example, challenges, costs and initial issues with introducing graduates to employment for the employers and/or supervising practitioners, the lack of awareness and contextualisation on behalf of students and graduates towards what knowledge and skills they have learned and acquired on a course and its practical application on-the-job which often lead to suggestions of a lack of fundamental knowledge and skills. This is evidenced throughout the thesis, but examples include graduates: for their reflections on education based on their new on-the-job experiences and practices; professionals: for their job experiences and requirements, academics: for their educational practices and challenges; students: their initial expectations and views; and, the public: for their general understanding. This research uniquely captures these perspectives, bolstering the development of digital forensics as an academic discipline, along with the importance these diverse views play in the overall approach to delivering skilled practitioners. While the main contribution to knowledge within this thesis is its narrative focusing on the education of effective digital forensic practitioners and its major stakeholders, this thesis also makes additional contributions both academically and professionally; including the discussion, analysis and reflection of: - improvements for education and digital forensics topics for research and curriculum development; - where course offerings can be improved for institutions offering digital forensic degree programmes; - the need for further collaboration between industry and academia to provide students and graduates with greater understanding of the real-life role of a digital forensic practitioner and the expectations in employment; - continuous and unique challenges within both academia and the industry which digital forensics possess and the need for improved facilities and tool development to curate and share problem and scenario-based learning studies
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