768 research outputs found
A review of Australasian investigations into problem solving and the novice programmer
This Australasian focused review compares a number of recent studies that have identified difficulties encountered by novices while learning programming and problem solving. These studies have shown that novices are not performing at expected levels and many novices have only a fragile knowledge of programming, which may prevent them from learning and applying problem solving strategies. The review goes on to explore proposals for explicitly incorporating problem solving strategy instruction into introductory programming curricula and assessment, in an attempt to produce improved learning outcomes for novices. Finally, directions suggested by the reviewed studies are gathered and some unanswered questions are raised
A collaborative and experiential learning model powered by real-world projects
Information Technology (IT) curricula\u27s strong application component and its focus on user centeredness and team work require that students experience directly real-world projects for real users of IT solutions. Although the merit of this IT educational tenet is universally recognized, delivering collaborative and experiential learning has its challenges.
Reaching out to identify projects formulated by actual organizations adds significantly to course preparation. There is a certain level of risk involved with delivering a useful solution while, at the same time, enough room should be allowed for students to experiment with, be wrong about, review, and learn. Challenges pertaining to the real-world aspect of problem-based learning are compounded by managing student teams and assessing their work such that both individual and collective contributions are taken into account. Finally, the quality of the project releases is not the only measure of student learning. Students should be given meaningful opportunities to practice, improve, and demonstrate their communication and interpersonal skills.
In this paper we present our experience with two courses in which teams of students worked on real-world projects involving three external partners. We describe how each of the challenges listed above has impacted the course requirements, class instruction, team dynamics, assessment, and learning in these courses. Course assessment and survey data from students are linked to learning outcomes and point to areas where the collaborative and experiential learning model needs improvement
Improving the viability of mental models held by novice programmers
Recent research has found that many novice programmers often hold non-viable mental models of basic programming concepts such as assignment and object reference. This paper proposes a constructivist-based teaching model, integrating a cognitive conflict strategy with program visualization, with the aim of improving novice programmersâ mental models. The results of a preliminary empirical study suggest that, for the relatively straightforward concept of assignment, tight integration of program visualization with a cognitive conflict event that highlights a studentâs inappropriate understanding can help improve studentsâ non-viable mental models. 14 out of 18 participants who held non-viable mental models of the assignment process successfully changed their model to be viable as a result of the proposed teaching model
A multinational, multi-institutional study of assessment of programming skills of first-year CS students
In computer science, an expected outcome of a student's education is programming skill. This working group investigated the programming competency students have as they complete their first one or two courses in computer science. In order to explore options for assessing students, the working group developed a trial assessment of whether students can program. The underlying goal of this work was to initiate dialog in the Computer Science community on how to develop these types of assessments. Several universities participated in our trial assessment and the disappointing results suggest that many students do not know how to program at the conclusion of their introductory courses. For a combined sample of 216 students from four universities, the average score was 22.89 out of 110 points on the general evaluation criteria developed for this study. From this trial assessment we developed a framework of expectations for first-year courses and suggestions for further work to develop more comprehensive assessments
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Introducing TU100 âMy Digital Lifeâ: Ubiquitous computing in a distance learning environment
In this paper we describe the Open Universityâs progress towards delivering an introduction to ubiquitous computing within a distance-learning environment. Our work is strongly influenced by the philosophy of learning-through-play and we have taken technologies originally designed for childrenâs education and adapted them for adult learners, many of whom will have no formal experience of computer science or information technology.
We will introduce two novel technologies; Sense, a drag-and-drop programming language based on Scratch; and the SenseBoard, an inexpensive hardware device that can be connected to the studentâs computer, through which they can sense their environment and display outputs.
This paper is not intended as a detailed discussion of individual technologies (they will follow in time), rather it should serve as an introduction to the Open Universityâs method of teaching and how we hope to continue to recruit new computer scientists and engineers using novel technologies
Service Learning Models Connecting Computer Science to the Community
Service learning is an educational experience that enables students to apply material learned in the classroom by volunteering in a real-world situation. This paper provides a brief review of service learning and describes two models that the computer science department at Saint Anselm College implemented successfully
The BRACElet 2009.1 (Wellington) Specification
BRACElet is a multi-institutional computer education research study of novice programmers. The project is open to new members. The purpose of this paper is to: (1) provide potential new members with an overview of BRACElet, and (2) specify the common core for the next data collection cycle. In this paper, BRACElet is taking the unusual step of making its study design public before data is collected. We invite anyone to run their own study using our study design, and publish their findings, irrespective of whether they formally join BRACElet. We look forward to reading their paper. © 2009, Australian Computer Society, Inc
Student Monks â Teaching Recursion in an IS or CS Programming Course Using the Towers of Hanoi
Educators have been using the Towers of Hanoi problem for many years as an example of a problem that has a very elegant recursive solution. However, the elegance and conciseness of this solution can make it difficult for students to understand the amount of computer time required in the execution of this solution. And, like many recursive computer programs, students often find it difficult to follow a trace of the solution. Research in computer education has shown that active learning exercises achieve positive educational results. In line with this research, an active learning exercise was employed in the classroom to assist students in gaining a better understanding of the recursive solution to the Towers of Hanoi problem. This demonstration can be used in an introductory IS or CS programming class, independent of the language used. The demonstration involves using student volunteers, who, in the demonstration, are referred to as âmonks,â a reference to the original problem that had monks moving the golden rings in the Towers of Hanoi. An anonymous student survey revealed that students felt strongly that the demonstration helped them better understand recursion, and that the demonstration was a good use of class time. In addition, an analysis of a small sample of studentsâ computer programs following the demonstration, suggests that there may be pedagogical benefits to use of the student monk demonstration
Student reaction to parallel hypertext and menuâbased interfaces
It is often necessary to consider the question of what sort of interface is most useful for retrieving information from a particular land of database. A small database of textâbased but multiâfaceted items is used here in order to compare ease and speed of retrieval from two commonly used combinations of interface â HyperCard on an Apple Macintosh and dBase III+ on a PC. For the restricted range of tasks employed here, the latter combination appears to be more acceptable to students with limited computer experience. However, in more general terms, the acceptability of an interface for information retrieval depends on what particular aspect of information retrieval is being emphasized, and what conceptual frameworks students bring to their tasks
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