72 research outputs found

    Using accessible digital resources for teaching database design: towards an inclusive distance learning proposal

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    [Proceedings of] 13th Annual Conference on Innovation and Technology in Computer Science Education (ITiCSE'08), Madrid, Spain, June 30-July 2, 2008This paper introduces a pilot experience in teaching database using accessible digital resources in 3er course of Computer Science degree at Universidad Carlos III de Madrid. A platform containing learning material in different formats (video, audio, slides presentation) has been designed allowing students accessing resources as well as to be evaluated by means of tests. Preliminary results show that 46.81% of the students have already interacted with the system and 97.12% of the students passed the tests.Publicad

    Teachers' perceptions of the value of research-based school lectures

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    A major challenge facing secondary schools is to encourage students to take computing courses. One approach is to invite external speakers from universities or industry to give lectures. The cs4fn project, a large UK-based initiative to enthuse students about computer science, includes this approach. Speakers from Queen Mary, University of London, visit schools to talk to students about computer science research. Our interactive talks tell engaging research-based stories on topics such as artificial intelligence and human-computer interaction as well as using magic tricks to illustrate computing principles. We asked teachers to complete post-talk surveys online; in particular we were interested in whether they believed students’ perceptions of the subject had changed. They reported that their students’ views of computer science were improved, and that they felt students were more likely to take classes in computing in the future as a result of the talk

    Active learning and generic competences in an operating systems course

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    The Bologna Declaration and the implementation of the European Higher Education Area are promoting the use of active learning methodologies. The aim of this study is to evaluate the effects obtained after applying active learning methodologies to the achievement of generic competences as well as to the academic performance. This study has been carried out at the Universidad Politécnica de Madrid, where these methodologies have been applied to the Operating Systems I subject of the degree in Technical Engineering in Computer Systems. The fundamental hypothesis tested was whether the implementation of active learning methodologies (cooperative learning and problem based learning) favours the achievement of certain generic competences (‘teamwork’ and ‘planning and time management’) and also whether this fact improved the academic performance of our students. The original approach of this work consists in using psychometric tests to measure the degree of acquired student’s generic competences instead of using opinion surveys, as usual. Results indicated that active learning methodologies improve the academic performance when compared to the traditional lecture/discussion method, according to the success rate obtained. These methods seem to have as well an effect on the teamwork competence (the perception of the behaviour of the other members in the group) but not on the perception of each students’ behaviour. Active learning does not produce any significant change in the generic competence ‘planning and time management’

    Supporting Collaboration in Introductory Programming Classes Taught in Hybrid Mode: A Participatory Design Study

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    Hybrid learning modalities, where learners can attend a course in-person or remotely, have gained particular significance in post-pandemic educational settings. In introductory programming courses, novices' learning behaviour in the collaborative context of classrooms differs in hybrid mode from that of a traditional setting. Reflections from conducting an introductory programming course in hybrid mode led us to recognise the need for re-designing programming tools to support students' collaborative learning practices. We conducted a participatory design study with nine students, directly engaging them in design to understand their interaction needs in hybrid pedagogical setups to enable effective collaboration during learning. Our findings first highlighted the difficulties that learners face in hybrid modes. The results then revealed learners' preferences for design functionalities to enable collective notions, communication, autonomy, and regulation. Based on our findings, we discuss design principles and implications to inform the future design of collaborative programming environments for hybrid modes

    Predicting Academic Performance: A Systematic Literature Review

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    The ability to predict student performance in a course or program creates opportunities to improve educational outcomes. With effective performance prediction approaches, instructors can allocate resources and instruction more accurately. Research in this area seeks to identify features that can be used to make predictions, to identify algorithms that can improve predictions, and to quantify aspects of student performance. Moreover, research in predicting student performance seeks to determine interrelated features and to identify the underlying reasons why certain features work better than others. This working group report presents a systematic literature review of work in the area of predicting student performance. Our analysis shows a clearly increasing amount of research in this area, as well as an increasing variety of techniques used. At the same time, the review uncovered a number of issues with research quality that drives a need for the community to provide more detailed reporting of methods and results and to increase efforts to validate and replicate work.Peer reviewe

    Computing Education Research Compiled: Keyword Trends, Building Blocks, Creators, and Dissemination

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    The need for organized computing education efforts dates back to the 1950s. Since then, computing education research (CER) has evolved and matured from its early initiatives and separation from mathematics education into a respectable research specialization of its own. In recent years, a number of meta-research papers, reviews, and scientometric studies have built overviews of CER from various perspectives. This paper continues that approach by offering new perspectives on the past and present state of CER: analyses of influential papers throughout the years, of the theoretical backgrounds of CER, of the institutions and authors who create CER, and finally of the top publication venues and their citation practices. The results reveal influential contributions from early curriculum guidelines to rigorous empirical research of today, the prominence of computer programming as a topic of research, evolving patterns of learning-theory usage, the dominance of high-income countries and a cluster of 52 elite institutions, and issues regarding citation practices within the central venues of dissemination.</p

    Supporting Co-Regulation and Motivation in Learning Programming in Online Classrooms

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    Self-regulation of learning in programming has been extensively investigated, emphasising an individual's metacognitive and motivational regulation components. However, learning often happens in socially situated contexts, and little emphasis has been paid to studying social modes of regulation in programming. We designed Thyone, a collaborative Jupyter Notebook extension to support learners' programming regulation in an online classroom context with the overall aim to foster their intrinsic motivation toward programming. Thyone's salient features - Flowchart, Discuss and Share Cell - incorporate affordances for learners to co-regulate their learning and drive their motivation. In an exploratory quasi-experimental study, we investigated learners' engagement with Thyone's features and assessed its influence on their learning motivation in an introductory programming course. We found that Thyone facilitated the co-regulation of programming learning and that the users' engagement with Thyone appeared to positively influence components of their motivation: interest, autonomy, and relatedness. Our results inform the design of technological interventions to support co-regulation in programming learning

    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

    The BRACElet 2009.1 (Wellington) Specification

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    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
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