89 research outputs found

    Developing an Inclusive K-12 Outreach Model

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    This paper outlines the longitudinal development of a K-12 outreachmodel, to promote Computer Science in Ireland. Over a three-yearperiod, it has been piloted to just under 9700 K-12 students fromalmost every county in Ireland. The model consists of a two-hourcamp that introduces students to a range of Computer Sciencetopics: addressing computing perceptions, introduction to codingand exploration of computational thinking. The model incorporateson-site school delivery and is available at no cost to any interestedschool across Ireland. The pilot study so far collected over 3400surveys (pre- and post-outreach delivery).Schools from all over Ireland self-selected to participate, includ-ing male only, female only and mixed schools. The no-cost natureof the model meant schools deemed disadvantaged , to privatefee-paying schools participated. Initial findings are very positive,including the balance of male and female participants, where in the2017-18 academic year it was 56:44 and in 2019-20 (to date), it is35:65 respectively. Once the model is validated and tweaked (basedon survey data), the model will be published (open access) for otherinstitutions to implement the model locally. In addition, the authorsintend to link schools (that the team have worked with over thethree years) with local institutions, thus developing a sustainableecosystem for the program to continue. This paper describes themodel structure and outlines early finding

    An International Pilot Study of K-12 Teachers’Computer Science Self-Esteem

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    Computer Science (CS) is a new subject area for many K-12 teachersaround the world, requiring new disciplinary knowledge and skills.Teacher social-behavioral factors (e.g. self-esteem) have been foundto impact learning and teaching, and a key part of CS curriculumimplementation will need to ensure teachers feel confident to de-liver CS. However, studies about CS teacher self-esteem are lacking.This paper presents an analysis of publicly available data (n=219)from a pilot study using a Teacher CS Self-Esteem scale. Analy-sis revealed significant differences, including 1) females reportedsignificantly lower CS self-esteem than males, 2) primary teachersreported lower levels of CS self-esteem than secondary teachers, 3)those with no CS teaching experience reported significantly lowerCS self-esteem, 4) teachers with 0-3 years experience had a neg-ative CS self-esteem, but after four years, teachers had a positiveCS self-esteem, and 5) teachers who lived further from metropol-itan areas and in some countries reported lower CS self-esteem.These initial findings suggest a pressing need for future researchto look further into teacher CS self-esteem to inform teacher CSprofessional development

    Promoting a Growth Mindset in CS1: Does One Size Fit All? A Pilot Study

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    This paper describes a pilot intervention conducted in CS1, in theacademic year of 2016-2017. The intervention was based on thework of Dweck, promoting a growth Mindset in an effort to in-crease performance in introductory programming. The study alsoexamined data from a previous year (as a control group) to compareand contrast the results. Multiple factors related to programmingperformance were recorded with the control and treatment group,which were measured at multiple intervals throughout the course,to monitor changes as the pilot intervention was implemented.This study found a significant increase in programming perfor-mance when the intervention was deployed. However, althoughperformance increased for the treatment group, the average Mindsetdid not significantly change towards a growth Mindset (replicatingthe findings of Cutts et al, 2010). To further explore this finding,a preliminary deeper investigation using k-means clustering wascarried out. The investigation found that the intervention promoteda growth Mindset for some student profiles and a fixed Mindset forothers. This finding is important for educators considering interven-tion development or implementation of Mindset, and demonstratesthat a Mindset intervention may not be suitable for all learners

    Demystifying and Decluttering Participation in Software Engineering Education Programmes

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    Academics and employers can partner to deliver professional software engineering education via work-based learning (WBL) programmes. These programmes have the potential to engage and motivate under-represented groups, including those that would not normally engage in higher education. However, challenges still exist in supporting such individuals in participating in WBL programmes. Consequently, we discuss a project on broadening participation in WBL software engineering to support individuals from under-represented groups to participate in software engineering education

    Crowdsourcing Content Creation for SQL Practice

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    Crowdsourcing refers to the act of using the crowd to create content or to collect feedback on some particular tasks or ideas. Within computer science education, crowdsourcing has been used -- for example -- to create rehearsal questions and programming assignments. As a part of their computer science education, students often learn relational databases as well as working with the databases using SQL statements. In this article, we describe a system for practicing SQL statements. The system uses teacher-provided topics and assignments, augmented with crowdsourced assignments and reviews. We study how students use the system, what sort of feedback students provide to the teacher-generated and crowdsourced assignments, and how practice affects the feedback. Our results suggest that students rate assignments highly, and there are only minor differences between assignments generated by students and assignments generated by the instructor.Peer reviewe

    Toward High Performance Computing Education

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    High Performance Computing (HPC) is the ability to process data and perform complex calculations at extremely high speeds. Current HPC platforms can achieve calculations on the order of quadrillions of calculations per second with quintillions on the horizon. The past three decades witnessed a vast increase in the use of HPC across different scientific, engineering and business communities, for example, sequencing the genome, predicting climate changes, designing modern aerodynamics, or establishing customer preferences. Although HPC has been well incorporated into science curricula such as bioinformatics, the same cannot be said for most computing programs. This working group will explore how HPC can make inroads into computer science education, from the undergraduate to postgraduate levels. The group will address research questions designed to investigate topics such as identifying and handling barriers that inhibit the adoption of HPC in educational environments, how to incorporate HPC into various curricula, and how HPC can be leveraged to enhance applied critical thinking and problem solving skills. Four deliverables include: (1) a catalog of core HPC educational concepts, (2) HPC curricula for contemporary computing needs, such as in artificial intelligence, cyberanalytics, data science and engineering, or internet of things, (3) possible infrastructures for implementing HPC coursework, and (4) HPC-related feedback to the CC2020 project

    The importance of embedding meta skills in computer science graduate apprenticeship programmes.

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    The purpose of this proposal is to investigate the need for the increased focus on developing transferable and meta skills of Graduate Apprentice Computer Science students and how the advancements of technology can impact the need for this. The Fourth Industrial Revolution is evolving at an exponential rate and is shaping industry and the workplace. The need for developing higher-order skills more explicitly, rather than through the hidden curriculum, will be investigated to ensure students are prepared for the constantly changing landscape of the workplace

    Teaching Lab: Training Novice Computer Science Teachers

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    Student teaching assistants are not uncommon in computer science. However, their pedagogical training is often only superficial. This poster presents the Teaching Lab – a mature and fully developed training course for novice teachers (mostly undergraduate teaching assistants), its core principles, content and unique features as it evolved over five years. Our experience can be helpful to others intending to create or adjust a training program for novice teachers

    Achievement goal orientation profiles and performance in a programming MOOC

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    It has been suggested that performance goals focused on appearing talented (appearance goals) and those focused on outperforming others (normative goals) have different consequences, for example, regarding performance. Accordingly, applying this distinction into appearance and normative goals alongside mastery goals, this study explores what kinds of achievement goal orientation profiles are identified among over 2000 students participating in an introductory programming MOOC. Using Two-Step cluster analysis, five distinct motivational profiles are identified. Course performance and demographics of students with different goal orientation profiles are mostly similar. Students with Combined Mastery and Performance Goals perform slightly better than students with Low Goals. The observations are largely in line with previous studies conducted in different contexts. The differentiation of appearance and normative performance goals seemed to yield meaningful motivational profiles, but further studies are needed to establish their relevance and investigate whether this information can be used to improve teaching.Peer reviewe

    pseuCo Book: An Interactive Learning Experience

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    Software tools and apps are pervading educational technology in many areas, not least in the field of computer science education. However, many of these tools have a very narrow scope and lack context, or only work as add-ons to textbooks and other course materials. This paper advocates an alternative: a truly interactive textbook experience where interactive demonstrations and exercises are interwoven with more classical textual elements. We present a framework that provides authors with the infrastructure for writing such books, and present pseuCo Book, an interactive book for teaching concurrent programming. The effectiveness of this approach is demonstrated by a user study encompassing a detailed empirical evaluation
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