52 research outputs found
Supporting Collaboration in Introductory Programming Classes Taught in Hybrid Mode: A Participatory Design Study
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
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The Automatic Assessment of Multiple Artefacts: An Investigation into Design Diagrams and Their Implementations
As the Higher Education sector has moved towards student-centred learning so too has the growth in electronic support for learning. E-assessment has been a part of this growth as increasingly assessment and its feedback is seen as an integral part of the students’ learning process. Mature e-assessment systems exist, particularly where answers to questions are restricted to a prescribed list of alternatives. However, for free response artefacts, where there is a limited restriction placed on answers to questions, automated assessment systems are embryonic.
This dissertation presents an investigation into the automated assessment of free response artefacts. Design diagrams and their accompanying source code implementations are examples of free response artefacts. A case study is developed that investigates how to automatically generate formative feedback for a design diagram by utilizing its accompanying implementation. The dissertation presents a two-staged solution, initially analysing the design diagram in isolation before comparing it with the implementation. A framework for this approach has been developed and tested using a tool applied to coursework submitted by undergraduate computer science students.
The tool was evaluated by comparing the formative feedback comments generated by the tool with those produced by a team of computer science educators. Evaluation was undertaken via two Likert questionnaires, one completed by students and one completed by a team of computer scientists. The results presented are favourable, with the majority of comments produced by the tool being seen to be as least as good as those generated by the computer science educators
On Designing Programming Error Messages for Novices: Readability and its Constituent Factors
The 2021 ACM CHI Virtual Conference on Human Factors in Computing Systems (CHI'21), Virtual Conference, 8-13 May 2021Programming error messages play an important role in learning to program. The cycle of program input and error message response completes a loop between the programmer and the compiler/interpreter and is a fundamental interaction between human and computer. However, error messages are notoriously problematic, especially for novices. Despite numerous guidelines citing the importance of message readability, there is little empirical research dedicated to understanding and assessing it. We report three related experiments investigating factors that influence programming error message readability. In the first two experiments we identify possible factors, and in the third we ask novice programmers to rate messages using scales derived from these factors. We find evidence that several key factors significantly affect message readability: message length, jargon use, sentence structure, and vocabulary. This provides novel empirical support for previously untested long-standing guidelines on message design, and informs future efforts to create readability metrics for programming error messages
Development of Computational Thinking in Brazilian Schools with Social and Economic Vulnerability: How to Teach Computer Science Without Machines
Computational Thinking (CT) has been placing the focus of educational innovation as a set of troubleshooting skills. Unfortunately, there is not a consensus if the teaching methodology and the available materials attend the expectations of the lecturers. To prove the impact that CT training has in primary school, we attempted to evaluate primary school students with a Quasi-Experimental approach and taking Unplugged CT classes in Brazilian Schools with Social and Economic Vulnerabilities. The research happened in two schools to prove if the activities are effective for students who live in areas where there are no electronic devices, Internet or even electrical power can be also benefited. The results show statistically significant improvement. Our study finds shows that we are able to reinforce the claim that CS unplugged is an effective approach and it is an alternative for students who live in unprivileged areas
What Type of Debrief is Best for Learning during Think-Pair-Shares?
Copious research demonstrates the benefits of adding active learning to traditional lectures to enhance learning and reduce failure/withdrawal rates. However, many questions remain about how best to implement active learning to maximize student outcomes. This paper investigates several “second generation” questions regarding infusing active learning, via Think-Pair-Share (TPS), into a large lecture course in Computer Science. During the “Share” phase of TPS, what is the best way to debrief the associated course concepts with the entire class? Specifically, does student learning differ when instructors debrief the rationale for every answer choice (full debrief) versus only the correct answer (partial debrief)? And does the added value for student outcomes vary between tasks requiring recall versus deeper comprehension and/or application of concepts? Regardless of discipline, these questions are relevant to instructors implementing TPS with multiple-choice questions, especially in large lectures. Similar to prior research, when lectures included TPS, students performed significantly better (~13%) on corresponding exam items. However, students’ exam performance depended on both the type of debrief and exam questions. Students performed significantly better (~5%) in the full debrief condition than the partial debrief condition. Additionally, benefits of the full debrief condition were significantly stronger (~5%) for exam questions requiring deeper comprehension and/or application of underlying Computer Science processes, compared to simple recall. We discuss these results and lessons learned, providing recommendations for how best to implement TPS in large lecture courses in STEM and other disciplines
Constructing Computational Thinking Without Using Computers
International audiencePaper type: application.Background(s):computer science; educational research.Approach:Our approach is very practical: we are focusedon pedagogy and improved classroom practices –what Matthews (1997:8) calls “pedagogical constructivism.”Moreover, we discuss the relationships between our work and Papert’s constructionism.Context: The meaning and implications of “computational thinking” (CT) are only now starting to be clarified, and the applications of the Computer Science (CS) Unplugged approach are becoming clearer as research is appearing. Now is a good time to consider how these relate, and what the opportunities and issues are for teachers using this approach.Problem: The goal here is to connect computational thinking explicitly to the CS Unplugged pedagogical approach, and to identify the context where Unplugged can be used effectively. Method: We take a theoretical approach, selecting a representative sample of CS Unplugged activities and mapping them to CT concepts. Results: The CS Unplugged activities map well onto commonly accepted CT concepts, although caution must be taken not to regard CS Unplugged as being a complete approach to CT education. Implications: There is evidence that CS Unplugged activities have a useful role to help students and teachers engage with CT, and to support hands-on activities with digital devices.Constructivist content: A constructivist approach to teaching computer science concepts can be particularly valuable at present because the public (and many teachers who are likely to have to become engaged with the subject) do not see CS as something they are likely to understand. Providing a clear way for anyone to construct this knowledge for themselves gives an opportunity to empower them when it might otherwise have been regarded as a domain that is open to only a select few
Introducing Computational Thinking in K-12 Education: Historical, Epistemological, Pedagogical, Cognitive, and Affective Aspects
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
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