10 research outputs found

    Retention in Introductory Programming

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    The introductory programming course is one of the very first courses that computer science students encounter. The course is challenging not only because of the content, but also due to the challenges related to finding a place in a new community. Many have little knowledge of what to expect from university studies, some struggle to adjust their study behavior to match the expected pace, and a few simply cannot attend instruction due to e.g. family or work constraints. As a consequence, a considerable number of students end up failing the course, or pass the course with substandard knowledge. This leads to students failing to proceed in their studies at a desirable pace, to students who struggle with the subsequent courses, and to students who completely drop out from their studies. This thesis explores the issue of retention in introductory programming courses through multiple viewpoints. We first analyze how the teaching approaches reported in literature affect introductory programming course pass rates. Then, changes on the retention at the University of Helsinki are studied using two separate approaches. The first approach is the use of a contemporary variant of Cognitive Apprenticeship called the Extreme Apprenticeship method, and the second approach is the use of a massive open online course (MOOC) in programming for recruiting students before they enter their university studies. Furthermore, data from an automatic assessment system implemented for the purposes of this thesis is studied to determine how novices write their first lines of code, and what factors contribute to the feeling of difficulty in learning programming. On average, the teaching approaches described in the literature improve the course pass rates by one third. However, the literature tends to neglect the effect of intervention on the subsequent courses. In both studies at the University of Helsinki, retention improved considerably, and the students on average also fare better in subsequent courses. Finally, the data that has been gathered with the automatic assessment system provides an excellent starting point for future research.Ohjelmointi on nykyajan käsityöläistaito, jolle on akuutti tarve työelämässä. Tämän taidon opettelua harkitseva tietää harvoin, kuinka riippuvainen yhteiskuntamme on ohjelmoinnin tuotoksista eli ohjelmistoista. Ilman ohjelmointia esimerkiksi yhteydenpito, kaupankäynti, matkustaminen ja terveydenhuolto olisivat heikommalla tasolla. Puhelimet eivät toimisi, internettiä ei olisi, eikä lääketeollisuus pystyisi käsittelemään yhtä suuria datamassoja uusia parannuskeinoja etsiessä. Kukaan ei olisi kirjoittanut ohjelmaa, joka auttoi avaruuteen pääsemisessä. Väitöskirjassa tarkastellaan ohjelmoinnin opetusmenetelmiä ja niiden toimivuutta korkeakouluissa sekä esitellään kognitiiviseen oppipoikamalliin (Cognitive Apprenticeship) perustuva “ajatuskäsityöläisten” opetusmenetelmä tehostettu kisällioppiminen (Extreme Apprenticeship). Tehostetussa kisällioppimisessa oppimista edesauttava yksilöllinen ohjaus on mahdollista skaalata satoja opiskelijoita sisältäville kursseille. Väitöskirjatyössä ehdotetaan lisäksi kaikille avoimen verkkokurssin (MOOC) käyttöä yliopisto-opiskelijoiden valintaan sekä tarkastellaan tällaisen valintaväylän toimivuutta tietojenkäsittelytieteen alalla. Väitöskirja käsittelee myös ohjelmointitehtävien automaattista arviointia ja esittelee tähän tarkoitetun Test My Code -järjestelmän, jota voidaan käyttää askeleittaisten ohjeiden ja palautteen antamiseen aloitteleville ohjelmoijille sekä tiedon keräämiseen ohjelmointiprosessissa esiintyvistä ongelmista. Tällaista tietoa voidaan tutkia oppimisanalytiikan menetelmin. Väitöskirjassa tarkastellaan myös aloittelevien ohjelmoijien ensimmäisten ohjelmien kirjoittamisessa esiintyviä ongelmia sekä esitellään ohjelmointitehtävien vaikeuden ennustamiseen sopivia menetelmiä

    Scaffolding for social personalised adaptive e-learning

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    This work aims to alleviate the weaknesses and pitfalls of the strong modern trend of e-learning by capitalising on and taking advantage of theoretical and implementation advances that have been made in the fields of adaptive hypermedia, social computing, games research and motivation theories. Whilst both demand for and supply of e-learning are growing, especially with the rise of MOOCs, the problems that it faces remain to be addressed, notably isolation, de-personalisation and lack of individual navigation. This often leads to poor learning experience. This work explores an innovative method of combining, threading and balancing the amount of adaptation, social interaction, gamification and open learner modelling for e-learning techniques and technologies. As a starting point, a novel combination of classical adaptation based on user modelling, fine-grained social interaction features and a Facebook-like appearance is explored. This has been shown to be able to ensure a high level of effectiveness, efficiency and satisfaction amongst learners when using the e-learning system. Contextual gamification strategies rooted in Self-Determination Theory (SDT) are then proposed, which have been shown to be able to ensure learners of the system adopt desirable learning behaviours and achieve pre-specified learning goals, thus providing a high level of motivation. Finally, a multifaceted open social learner modelling is proposed. This allows visualising both learners’ performance and their contributions to a learning community, provides various modes of comparison, and is integrated and adapted to learning content. Evidence has shown that this can provide a high level of effectiveness, efficiency and satisfaction amongst learners. Two innovative social personalised adaptive e-learning systems including Topolor and Topolor 2 are devised to enable the proposed approach to be tested in the real world. They have been used as online learning environments for undergraduate and postgraduate students in Western and Eastern Europe as well as Middle Eastern universities, including the University of Warwick, UK, Jordan University, Jordan, and Sarajevo School of Science and Technology, Bosnia and Herzegovina. Students’ feedback has shown this approach to be very promising, suggesting further implementation of the systems and follow-up research. The worldwide use of Topolor has also promoted international collaborations

    Student Expectations: The effect of student background and experience

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    CONTEXT The perspectives and previous experiences that students bring to their programs of study can affect their approaches to study and the depth of learning that they achieve Prosser & Trigwell, 1999; Ramsden, 2003). Graduate outcomes assume the attainment of welldeveloped independent learning skills which can be transferred to the work-place. PURPOSE This 5-year longitudinal study investigates factors influencing students’ approaches to learning in the fields of Engineering, Software Engineering, and Computer Science, at two higher education institutes delivering programs of various levels in Australia and New Zealand. The study aims to track the development of student approaches to learning as they progress through their program. Through increased understanding of students’ approaches, faculty will be better able to design teaching and learning strategies to meet the needs of an increasingly diverse student body. This paper reports on the first stage of the project. APPROACH In August 2017, we ran a pilot of our survey using the Revised Study Process Questionnaire(Biggs, Kember, & Leung, 2001) and including some additional questions related to student demographics and motivation for undertaking their current program of study. Data were analysed to evaluate the usefulness of data collected and to understand the demographics of the student cohort. Over the period of the research, data will be collected using the questionnaire and through focus groups and interviews. RESULTS Participants provided a representative sample, and the data collected was reasonable, allowing the questionnaire design to be confirmed. CONCLUSIONS At this preliminary stage, the study has provided insight into the student demographics at both institutes and identified aspects of students’ modes of engagement with learning. Some areas for improvement of the questionnaire have been identified, which will be implemented for the main body of the study

    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

    Chair a session/Integration of theory and practice in the learning and teaching process

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    The theme for AAEE-2017 is “Integrated Engineering”, which covers a range of sub-themes, such as: Integration of theory and practice in the learning and teaching process Interdisciplinary and cross-disciplinary engineering programs and learning environments Integration of teaching and research in the engineering training process The role and impact of engineering students and educators in the wider community Systems perspectives on engineering education. Integration is also about connections, e.g. between students and teachers, between students in learning together, and between educational institutions and industry and wider society in the engineering education process

    A new strategy for active learning to maximise performance in intensive courses

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    This paper describes an innovation in the delivery of an introductory thermodynamics course offered to students studying towards an engineering qualification. The course was delivered in intensive format, across three weeks of study. Students find it challenging to engage with complex engineering topics in a short period of time, and there is no sizeable study break for pre-exam study. This means that students cannot afford to delay in learning and applying content. Every class must be an opportunity to interact with the content immediately. The innovation described here involved implementing a new daily structure for the course that attempted to mimic the standard process by which students learn material, apply it, study it and practice it in across a traditional-length semester. The new structure involved integrating the lecture and recitation components to the course to increasing the active learning during material delivery, then allowing students to engage in guided study and open-book formative assessment. This paper describes the implementation of this innovation. A brief review of the literature on intensive courses is provided, followed by a description of the approach used in this particular class. The results are then presented, and evaluated in the context of the research and the instructor’s own critical reflection

    Practical approaches to delivering pandemic impacted laboratory teaching

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    #DryLabsRealScience is a community of practice established to support life science educators with the provision of laboratory-based classes in the face of the COVID-19 pandemic and restricted access to facilities. Four key approaches have emerged from the innovative work shared with the network: videos, simulations, virtual/augmented reality, and datasets, with each having strengths and weaknesses. Each strategy was used pre-COVID and has a sound theoretical underpinning; here, we explore how the pandemic has forced their adaptation and highlight novel utilisation to support student learning in the laboratory environment during the challenges faced by remote and blended teaching

    Using Active Learning to Teach Critical and Contextual Studies: One Teaching Plan, Two Experiments, Three Videos.

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    Since the 1970s, art and design education at UK universities has existedas a divided practice; on the one hand applying active learning in thestudio and on the other hand enforcing passive learning in the lecturetheatre. As a result, art and design students are in their vast majorityreluctant about modules that may require them to think, read and writecritically during their academic studies. This article describes, evaluatesand analyses two individual active learning experiments designed todetermine if it is possible to teach CCS modules in a manner thatencourages student participation. The results reveal that opting foractive learning methods improved academic achievement, encouragedcooperation, and enforced an inclusive classroom. Furthermore, andcontrary to wider perception, the article demonstrates that activelearning methods can be equally beneficial for small-size as well aslarge-size groups

    Adaptive games for learner and systems (bidirectional) learning

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    Thesis (PhD)--Stellenbosch University, 2022.ENGLISH ABSTRACT:Traditional learning environments are ineffective and inefficient and are failing to adequately equip students and employees with the knowledge and skills required in today’s jobs, let alone prepare them for the jobs of tomorrow. Given the rapidly changing landscapes of technologies and business models, organisations need to be flexible and adaptable to respond to, and even pre-empt future demands. One of the primary shortcomings of existing learning environments is their inflexibility and the ‘one size fits all’ approach followed. Serious games and game-based learning are widely recognised for their potential in providing more effective learning environments, especially when designed in a personalised, adaptive manner, and are explored in this dissertation. In addition to adapting to the individual traits and preferences of users, games are also highly context dependent. Whilst there is a great deal of literature and documented case studies of game-based learning, most focus only on the implementation of one particular game in a specific context. Whilst many existing game design models and approaches focus on achieving improved learning outcomes of learners, there is an opportunity to consider the impact of gameplay on other stakeholders and drive the active development of meta-skills in various stakeholders. Bidirectional learning, where learning simultaneously takes place in a two-way direction [295], has great potential and has, to date, not been incorporated in serious game design. By integrating different perspectives and variable scenarios, the dynamic personalisation of learning trajectories may be possible. Serious games offer a potential platform to aggregate learner behaviours and results, and use these to dynamically configure, adjust and tailor the game to individuals and contexts, ultimately providing a learning environment of improved quality, effectiveness and efficiency. In this dissertation, adaptive, bidirectional games are explored as a means to provide more effective and efficient learning environments for multiple stakeholders. Moreover, an architecture is presented to support the creation of such games for specific scenarios in a faster, more effective and more efficient manner. Following a research-by-design approach, the architecture is iteratively developed and simultaneously applied in four case studies. Experiences and learnings from each case study are infused into subsequent design iterations of the architecture. The architecture allows users to explore and exploit the solution space more deliberately and better understand the various functions and the interrelations between them. The flexible and modular structure of the architecture allows users to prioritise functionalities as required in the given scenario. Furthermore, the directional relations between functions can be interpreted and prioritised as needed given the specific context and requirements. The architecture incorporates various stakeholders in the design process, leading to greater transparency and better understanding throughout the process. More importantly, it emphasises bidirectional learning whereby different stakeholders can learn from gameplay and the aggregated results and behaviours of players.AFRIKAANS OPSOMMING: Tradisionele leeromgewings is oneffektief en ondoeltreffend en slaag nie daarin om studente en werknemers voldoende toe te rus met die kennis en vaardighede wat in die huidige werk benodig is nie, en nog minder vir toekomstige werk. Gegewe die vinnig veranderende landskappe van tegnologie¨e en sakemodelle, moet organisasies buigsaam en aanpasbaar wees om te reageer op, en selfs toekomstige behoeftes te voorkom. Een van die belangrikste tekortkominge van bestaande leeromgewings is die onbuigsaamheid daarvan asook die ‘een grootte pas almal’ benadering wat gevolg word. Ernstige speletjies en spelgebaseerde leer word oor die algemeen erken vir hul potensiaal om meer effektiewe leeromgewings te skep, veral as dit op ’n persoonlike, aanpasbare manier ontwerp is, en word in hierdie proefskrif ondersoek. Benewens die aanpassing by die individuele eienskappe en voorkeure van gebruikers, is speletjies ook baie kontekstafhanklik. Alhoewel daar baie literatuur en gedokumenteerde gevallestudies oor spelgebaseerde leer is, fokus die meeste daarvan slegs op die implementering van een spesifieke spel in ’n spesifieke konteks. Alhoewel baie bestaande spelontwerpmodelle en -benaderings op die verbeterde leeruitkomste van leerders focus, is daar ’n geleentheid om die impak van spel op ander belanghebbendes te oorweeg en die aktiewe ontwikkeling van metavaardighede by verskeie belanghebbendes te dryf. Tweerigtingleer, waar leer gelyktydig in twee rigtinge plaasvind [295], het ’n groot potensiaal en is huidig nog nie in ernstige spelontwerp opgeneem nie. Deur die integrasie van verskillende perspektiewe en veranderlike scenario’s, word die dinamiese personalisering van leertrajekte moontlik. Ernstige speletjies bied ’n moontlike platform om leerdergedrag en -resultate saam te voeg, en dit te gebruik om die spel dinamies te konfigureer en aan te pas by individue en kontekste, wat ’n leeromgewing van verbeterde kwaliteit, effektiwiteit en doeltreffendheid bied. In hierdie proefskrif word aanpasbare, tweerigting speletjies ondersoek as ’n manier om meer effektiewe en doeltreffende leeromgewings vir verskeie belanghebbendes te bied. Boonop word ’n argitektuur aangebied om die skep van sulke speletjies vir spesifieke scenario’s vinniger, meer effektief en doeltreffender te ondersteun. Na aanleiding van ’n navorsing-deur-ontwerp benadering word die argitektuur iteratief ontwikkel en gelyktydig toegepas in vier gevallestudies. Ervarings en leerstellings uit elke gevallestudie word ingesluit in die daaropvolgende ontwerp iterasies van die argitektuur. Met die argitektuur kan gebruikers die oplossingsruimte doelbewus ondersoek en benut, en die verskillende funksies en onderlinge verwantskappe tussen hulle beter verstaan. Die buigsame en modulˆere struktuur van die argitektuur stel gebruikers in staat om funksionaliteite te prioritiseer soos vereis in die gegewe scenario. Verder kan die rigtingverhoudinge tussen funksies ge¨ınterpreteer en geprioritiseer word soos benodig, gegewe die spesifieke konteks en vereistes. Die argitektuur bevat verskillende belanghebbendes in die ontwerpproses, wat lei tot verbeterde deursigtigheid en begrip gedurende die proses. Belangriker nog, dit beklemtoon tweerigtingleer waardeur verskillende belanghebbendes kan leer deur die spel en die saamgestelde resultate en gedrag van spelers.Doctora
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