1,157 research outputs found

    Introductory programming: a systematic literature review

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    As computing becomes a mainstream discipline embedded in the school curriculum and acts as an enabler for an increasing range of academic disciplines in higher education, the literature on introductory programming is growing. Although there have been several reviews that focus on specific aspects of introductory programming, there has been no broad overview of the literature exploring recent trends across the breadth of introductory programming. This paper is the report of an ITiCSE working group that conducted a systematic review in order to gain an overview of the introductory programming literature. Partitioning the literature into papers addressing the student, teaching, the curriculum, and assessment, we explore trends, highlight advances in knowledge over the past 15 years, and indicate possible directions for future research

    Learning Dimensions: Lessons from Field Studies

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    In this paper, we describe work to investigate the creation of engaging programming learning experiences. Background research informed the design of four fieldwork studies involving a range of age groups to explore how programming tasks could best be framed to motivate learners. Our empirical findings from these four studies, described here, contributed to the design of a set of programming "Learning Dimensions" (LDs). The LDs provide educators with insights to support key design decisions for the creation of engaging programming learning experiences. This paper describes the background to the identification of these LDs and how they could address the design and delivery of highly engaging programming learning tasks. A web application has been authored to support educators in the application of the LDs to their lesson design

    Visual and Textual Programming Languages: A Systematic Review of the Literature

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    It is well documented, and has been the topic of much research, that Computer Science courses tend to have higher than average drop out rates at third level. This is a problem that needs to be addressed with urgency but also caution. The required number of Computer Science graduates is growing every year but the number of graduates is not meeting this demand and one way that this problem can be alleviated is to encourage students at an early age towards studying Computer Science courses. This paper presents a systematic literature review on the role of visual and textual programming languages when learning to program, particularly as a first programming language. The approach is systematic, in that a structured search of electronic resources has been conducted, and the results are presented and quantitatively analysed. This study will give insight into whether or not the current approaches to teaching young learners programming are viable, and examines what we can do to increase the interest and retention of these students as they progress through their education.Comment: 18 pages (including 2 bibliography pages), 3 figure

    XinuPi3: Teaching Multicore Concepts Using Embedded Xinu

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    As computer platforms become more advanced, the need to teach advanced computing concepts grows accordingly. This paper addresses one such need by presenting XinuPi3, a port of the lightweight instructional operating system Embedded Xinu to the Raspberry Pi 3. The Raspberry Pi 3 improves upon previous generations of inexpensive, credit card-sized computers by including a quad-core, ARM-based processor, opening the door for educators to demonstrate essential aspects of modern computing like inter-core communication and genuine concurrency. Embedded Xinu has proven to be an effective teaching tool for demonstrating low-level concepts on single-core platforms, and it is currently used to teach a range of systems courses at multiple universities. As of this writing, no other bare metal educational operating system supports multicore computing. XinuPi3 provides a suitable learning environment for beginners on genuinely concurrent hardware. This paper provides an overview of the key features of the XinuPi3 system, as well as the novel embedded system education experiences it makes possible

    What Are Cybersecurity Education Papers About? A Systematic Literature Review of SIGCSE and ITiCSE Conferences

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    Cybersecurity is now more important than ever, and so is education in this field. However, the cybersecurity domain encompasses an extensive set of concepts, which can be taught in different ways and contexts. To understand the state of the art of cybersecurity education and related research, we examine papers from the ACM SIGCSE Technical Symposium and ACM ITiCSE conferences. From 2010 to 2019, a total of 1,748 papers were published at these conferences, and 71 of them focus on cybersecurity education. The papers discuss courses, tools, exercises, and teaching approaches. For each paper, we map the covered topics, teaching context, evaluation methods, impact, and the community of authors. We discovered that the technical topic areas are evenly covered (the most prominent being secure programming, network security, and offensive security), and human aspects, such as privacy and social engineering, are present as well. The interventions described in SIGCSE and ITiCSE papers predominantly focus on tertiary education in the USA. The subsequent evaluation mostly consists of collecting students' subjective perceptions via questionnaires. However, less than a third of the papers provide supplementary materials for other educators, and none of the authors published their dataset. Our results are relevant for instructors, researchers, and anyone new in the field of cybersecurity education, since they provide orientation in the area, a synthesis of trends, and implications for further research. The information we collected and synthesized from individual papers are organized in a publicly available dataset

    The New CGEMS - Preparing the Computer Graphics Educational Materials Source to Meet the Needs of Educators

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    ACM SIGGRAPH and Eurographics are restarting CGEMS, the Computer Graphics Educational Materials Source, an on-line repository of curricular material for computer graphics education. In this context, the question that we ask ourselves is: ''How can CGEMS best meet the needs of educators''? The aim of this forum is to provide the audience with an idea of the purpose of CGEMS - a source of educational materials for educators by educators - and to give them an opportunity to contribute their views and ideas towards shaping the new CGEMS. Towards this purpose, we have identified a number of issues to resolve, which the panel will put forward to the participants of the forum for discussion

    A review into the factors affecting declines in undergraduate Computer Science enrolments and approaches for solving this problem

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    There has been a noticeable drop in enrolments in Computer Science (CS) courses and interest in CS careers in recent years while demand for CS skills is increasing dramatically. Not only are such skills useful for CS jobs but for all forms of business and to some extent personal lives as Information Technology (IT) is becoming ubiquitous and essential for most aspects of modern life. Therefore it is essential to address this lack of interest and skills to not only fill the demand for CS employees but to provide students with the CS skills they need for modern life especially for improving their employability and skills for further study. This report looks at possible reasons for the lack of interest in CS and different approaches used to enhance CS education and improve the appeal of CS

    Novice Java Programming Mistakes: Large-Scale Data vs. Educator Beliefs

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    Teaching is the process of conveying knowledge and skills to learners. It involves preventing misunderstandings or correcting misconceptions that learners have acquired. Thus, effective teaching relies on solid knowledge of the discipline, but also a good grasp of where learners are likely to trip up or misunderstand. In programming, there is much opportunity for misunderstanding, and the penalties are harsh: failing to produce the correct syntax for a program, for example, can completely prevent any progress in learning how to program. Because programming is inherently computer-based, we have an opportunity to automatically observe programming behaviour -- more closely even than an educator in the room at the time. By observing students' programming behaviour, and surveying educators, we can ask: do educators have an accurate understanding of the mistakes that students are likely to make? In this study, we combined two years of the Blackbox dataset (with more than 900 thousand users and almost 100 million compilation events) with a survey of 76 educators to investigate which mistakes students make while learning to program Java, and whether the educators could make an accurate estimate of which mistakes were most common. We find that educators' estimates do not agree with one another or the student data, and discuss the implications of these results
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