30 research outputs found

    The effectiveness of simulated robots for supporting the learning of introductory programming: a multi-case case study

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    This work investigates the effectiveness of simulated robots as tools to support the learning of programming. After the completion of a Systematic Review and exploratory research a multi-case case study was undertaken. A simulator, named Kebot, was developed and used to run four ten-hour programming workshops. Twenty-three student participants (aged sixteen to eighteen) in addition to twenty-three pre-service, and three in-service, teachers took part. The effectiveness of this intervention was determined by considering opinions, attitudes and motivation as well as by analysing students’ programming performance. Pre- and post-questionnaires, in- and post-workshop exercises and interviews were used. Participants enjoyed learning using the simulator and believed the approach to be valuable and engaging. The performance of students indicates that the simulator aids learning as most completed tasks to a satisfactory standard. Evidence suggests robot simulators can offer an effective means of introducing programming. Recommendations to support the development of other simulators are provided.This is the accepted manuscript. The final version is available from Taylor & Francis at http://www.tandfonline.com/doi/full/10.1080/08993408.2014.963362#.VGH9boXziEo

    Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies

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    This paper argues that traditional and mainstream mythologies, which have been continually told within the Information Technology domain among designers and advocators of conceptual modelling since the 1960s in different fields of computing sciences, could now be renovated or substituted in the mould of more recent discourses about performativity, complexity and end-user creativity that have been constructed across different fields in the meanwhile. In the paper, it is submitted that these discourses could motivate IT professionals in undertaking alternative approaches toward the co-construction of socio-technical systems, i.e., social settings where humans cooperate to reach common goals by means of mediating computational tools. The authors advocate further discussion about and consolidation of some concepts in design research, design practice and more generally Information Technology (IT) development, like those of: task-artifact entanglement, universatility (sic) of End-User Development (EUD) environments, bricolant/bricoleur end-user, logic of bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical construction. Points backing these and similar concepts are made to promote further discussion on the need to rethink the main assumptions underlying IT design and development some fifty years later the coming of age of software and modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D. Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded Technologies: A European Challenge (2013, forthcoming) with the title "Building Socially Embedded Technologies: Implications on Design" within an EUSSET editorial initiative (www.eusset.eu/

    An empirically-based characterization and quantification of information seeking through mailing lists during Open Source developers' software evolution

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    Context Several authors have proposed information seeking as an appropriate perspective for studying software evolution. Empirical evidence in this area suggests that substantial time delays can accrue, due to the unavailability of required information, particularly when this information must travel across geographically distributed sites. Objective As a first step in addressing the time delays that can occur in information seeking for distributed Open Source (OS) programmers during software evolution, this research characterizes the information seeking of OS developers through their mailing lists. Method A longitudinal study that analyses 17 years of developer mailing list activity in total, over 6 different OS projects is performed, identifying the prevalent information types sought by developers, from a qualitative, grounded analysis of this data. Quantitative analysis of the number-of-responses and response time-lag is also performed. Results The analysis shows that Open Source developers are particularly implementation centric and team focused in their use of mailing lists, mirroring similar findings that have been reported in the literature. However novel findings include the suggestion that OS developers often require support regarding the technology they use during development, that they refer to documentation fairly frequently and that they seek implementation-oriented specifics based on system design principles that they anticipate in advance. In addition, response analysis suggests a large variability in the response rates for different types of questions, and particularly that participants have difficulty ascertaining information on other developer's activities. Conclusion The findings provide insights for those interested in supporting the information needs of OS developer communities: They suggest that the tools and techniques developed in support of co-located developers should be largely mirrored for these communities: that they should be implementation centric, and directed at illustrating "how" the system achieves its functional goals and states. Likewise they should be directed at determining the reason for system bugs: a type of question frequently posed by OS developers but less frequently responded to

    An empirical investigation into the effectiveness of a robot simulator as a tool to support the learning of introductory programming

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    Background: Robots have been used in the past as tools to aid the teaching of programming. Thereis limited evidence, however, about the effectiveness of simulated robots for this purpose.Aim: To investigate the effectiveness of a robot simulator, as a tool to support the learning ofintroductory programming, by undertaking empirical research involving a range of participants.Method: After the completion of a Systematic Literature Review, and exploratory researchinvolving 33 participants, a multi-case case study was undertaken. A robot simulator wasdeveloped and it was subsequently used to run four 10-hour programming workshops. Participantsincluded students aged 16 to 18 years old (n. 23) and trainee teachers (n. 23). Three in-serviceteachers (n. 3) also took part. Effectiveness was determined by considering participants’ opinions,attitudes and motivation using the simulator in addition to an analysis of the students’ programmingperformance. Pre- and post-questionnaires, in- and post-workshop programming exercises,interviews and observations were used to collect data.Results: Participants enjoyed learning using the simulator and believed the approach to be valuableand engaging. Whilst several factors must be taken into consideration, the programmingperformance of students indicates that the simulator aids learning as most completed tasks to asatisfactory standard. The majority of trainee teachers, who had learned programming beforehand,believed that the simulator offered a more effective means of introducing the subject compared totheir previous experience. In-service teachers were of the opinion that a simulator offers a valuablemeans for supporting the teaching of programming.Conclusion: Evidence suggests that a robot simulator can offer an effective means of introducingprogramming concepts to novices. Recommendations and suggestions for future research arepresented based on the lessons learned. It is intended that these will help to guide the developmentand use of robot simulators in order to teach programming

    Educating the effective digital forensics practitioner: academic, professional, graduate and student perspectives

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    Over the years, digital forensics has become an important and sought-after profession where the gateway of training and education has developed vastly over the past decade. Many UK higher education (HE) institutions now deliver courses that prepare students for careers in digital forensics and, in most recent advances, cyber security. Skills shortages and external influences attributed within the field of cyber security, and its relationship as a discipline with digital forensics, has shifted the dynamic of UK higher education provisions. The implications of this now sees the route to becoming a digital forensic practitioner, be it in law enforcement or business, transform from on-the-job training to university educated, trained analysts. This thesis examined courses within HE and discovered that the delivery of these courses often overlooked areas such as mobile forensics, live data forensics, Linux and Mac knowledge. This research also considered current standards available across HE to understand whether educational programmes are delivering what is documented as relevant curriculum. Cyber security was found to be the central focus of these standards within inclusion of digital forensics, adding further to the debate and lack of distinctive nature of digital forensics as its own discipline. Few standards demonstrated how the topics, knowledge, skills and competences drawn were identified as relevant and effective for producing digital forensic practitioners. Additionally, this thesis analyses and discusses results from 201 participants across five stakeholder groups: graduates, professionals, academics, students and the public. These areas were selected due to being underdeveloped in existing literature and the crucial role they play in the cycle of producing effective practitioners. Analysis on stakeholder views, experiences and thoughts surrounding education and training offer unique insight, theoretical underpinnings and original contributions not seen in existing literature. For example, challenges, costs and initial issues with introducing graduates to employment for the employers and/or supervising practitioners, the lack of awareness and contextualisation on behalf of students and graduates towards what knowledge and skills they have learned and acquired on a course and its practical application on-the-job which often lead to suggestions of a lack of fundamental knowledge and skills. This is evidenced throughout the thesis, but examples include graduates: for their reflections on education based on their new on-the-job experiences and practices; professionals: for their job experiences and requirements, academics: for their educational practices and challenges; students: their initial expectations and views; and, the public: for their general understanding. This research uniquely captures these perspectives, bolstering the development of digital forensics as an academic discipline, along with the importance these diverse views play in the overall approach to delivering skilled practitioners. While the main contribution to knowledge within this thesis is its narrative focusing on the education of effective digital forensic practitioners and its major stakeholders, this thesis also makes additional contributions both academically and professionally; including the discussion, analysis and reflection of: - improvements for education and digital forensics topics for research and curriculum development; - where course offerings can be improved for institutions offering digital forensic degree programmes; - the need for further collaboration between industry and academia to provide students and graduates with greater understanding of the real-life role of a digital forensic practitioner and the expectations in employment; - continuous and unique challenges within both academia and the industry which digital forensics possess and the need for improved facilities and tool development to curate and share problem and scenario-based learning studies

    Motivational and metacognitive feedback in an ITS: linking past states and experiences to current problems

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    Feedback is an important element in learning as it can provide learners with both information about progress as well as external motivational stimuli, providing them with an opportunity for reflection. Motivation and metacognition are strongly intertwined, with learners high in self-efficacy more likely to use a variety of self-regulatory learning strategies, as well as to persist longer on challenging tasks. Learning from past experience involves metacognitive processes as an act of reflecting upon one’s own experience and, coupled with existing knowledge, aids the acquisition and construction of further knowledge. The aim of the research was to improve the learner’s focus on the process and experience of problem solving while using an Intelligent Tutoring System (ITS), by addressing the primary question: what are the effects of including motivational and metacognitive feedback based on the learner’s past states and experiences? An existing ITS, SQL-Tutor, was used in a study with participants from first year undergraduate degrees studying a database module. The study used two versions of SQL-Tutor: the Control group used a base version providing domain feedback and the Study group used an extended version that also provided motivational and metacognitive feedback. Three sources of data collection were used: module summative assessments, ITS log files and a post-study questionnaire. The analysis included both pre-post comparisons and how the participants interacted with the system, for example their persistence in problem-solving and the degree to which they referred to past learning. Comparisons between groups showed some differing trends both in learning and behaviour in favour of the Study group, though these trends were not significantly different. The study findings showed promise for the use of motivational and metacognitive feedback based on the learners’ past states and experiences that could be used as a basis for future research work and refinement
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