18 research outputs found

    Creative Coding and Visual Portfolios for CS1

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    In this paper, we present the design and development of a new approach to teaching the college-level introductory computing course (CS1) using the context of art and creative coding. Over the course of a semester, students create a portfolio of aesthetic visual designs that employ basic computing structures typically taught in traditional CS1 courses using the Processing programming language. The goal of this approach is to bring the excitement, creativity, and innovation fostered by the context of creative coding. We also present results from a comparative study involving two offerings of the new course at two different institutions. Additionally, we compare our results with another successful approach that uses personal robots to teach CS1

    Creative Coding and Visual Portfolios for CS1

    Get PDF
    In this paper, we present the design and development of a new approach to teaching the college-level introductory computing course (CS1) using the context of art and creative coding. Over the course of a semester, students create a portfolio of aesthetic visual designs that employ basic computing structures typically taught in traditional CS1 courses using the Processing programming language. The goal of this approach is to bring the excitement, creativity, and innovation fostered by the context of creative coding. We also present results from a comparative study involving two offerings of the new course at two different institutions. Additionally, we compare our results with another successful approach that uses personal robots to teach CS1

    Reflective Diary for Professional Development of Novice Teachers

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    Many starting teachers of computer science have great professional skill but often lack pedagogical training. Since providing expert mentorship directly during their lessons would be quite costly, institutions usually offer separate teacher training sessions for novice instructors. However, the reflection on teaching performed with a significant delay after the taught lesson limits the possible impact on teachers. To bridge this gap, we introduced a weekly semi-structured reflective practice to supplement the teacher training sessions at our faculty. We created a paper diary that guides the starting teachers through the process of reflection. Over the course of the semester, the diary poses questions of increasing complexity while also functioning as a reference to the topics covered in teacher training. Piloting the diary on a group of 25 novice teaching assistants resulted in overwhelmingly positive responses and provided the teacher training sessions with valuable input for discussion. The diary also turned out to be applicable in a broader context: it was appreciated and used by several experienced university teachers from multiple faculties and even some high-school teachers. The diary is freely available online, including source and print versions

    Calico: a multi-programming-language, multi-context framework designed for computer science education

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    The Calico project is a multi-language, multi-context programming framework and learning environment for computing education. This environment is designed to support several interoperable programming languages (including Python, Scheme, and a visual programming language), a variety of pedagogical contexts (including scientific visualization, robotics, and art), and an assortment of physical devices (including different educational robotics platforms and a variety of physical sensors). In addition, the environment is designed to support collaboration and modern, interactive learning. In this paper we describe the Calico project, its design and goals, our prototype system, and its current use

    Communicating Computational Concepts and Practices Within High School Students’ Portfolios of Making Electronic Textiles

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    Portfolios have recently gained traction within computer science education as a way to assess students’ computational thinking and practices. Whereas traditional assessments such as exams tend to capture learning within artificial settings at a single point in time, portfolios provide more authentic opportunities to document a trajectory of students’ learning and practices in everyday contexts. Furthermore, because communication itself has been defined as an important computational thinking practice, portfolios give students a place to practice this skill in the classroom. In this study, we report on the implementation of a digital portfolio with a class of 21 high school students used to capture the process of creating of an electronic textile mural project. While students’ understanding of computational concepts were only partially captured within the portfolios, their engagements with computational practices—such as debugging and iteration—were better highlighted. Much of this was due to the students’ existing communicative strategies themselves, both in terms of how precise they were in describing issues, as well as how they leveraged images and code to explain their process. Recommendations for designing more effective portfolio assessments are discussed, which include greater emphasis on creating shared classroom discourse, and leveraging students’ existing experiences with multimedia

    Retention of Women in Computer Science: Why Women Persist in Their Computer Science Majors

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    Retention of women through graduation in Computer Science (CS) majors is one of the biggest challenges for CS education. Most research in this area focuses on factors influencing attrition rather than why and how women remain committed. The goal of this research study is to understand retention from the perspective of women who persisted in their CS major. Using the theoretical lens of legitimate peripheral participation in communities of practice, I designed and conducted a study that involved focus groups, interviews, journey maps, and experience sampling methods. I found that retention of women in this study was influenced by four different types of interactions and eight different practices inside the CS major. I also found that learning was a matter of multimembership at the intersection of several different communities which supported both these women’s learning and retention. Finally, this dissertation provides a cross-case study narrative that highlights commonalities and differences of different pathways of ongoing participation investigated in this study. Such narrative is illustrated by five individual case studies of five women persisting in their CS major

    2007-2011

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    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
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