840 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

    Development and Evaluation of the Nebraska Assessment of Computing Knowledge

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    One way to increase the quality of computing education research is to increase the quality of the measurement tools that are available to researchers, especially measures of students’ knowledge and skills. This paper represents a step toward increasing the number of available thoroughly-evaluated tests that can be used in computing education research by evaluating the psychometric properties of a multiple-choice test designed to differentiate undergraduate students in terms of their mastery of foundational computing concepts. Classical test theory and item response theory analyses are reported and indicate that the test is a reliable, psychometrically-sound instrument suitable for research with undergraduate students. Limitations and the importance of using standardized measures of learning in education research are discussed

    Early Developmental Activities and Computing Proficiency

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    As countries adopt computing education for all pupils from primary school upwards, there are challenging indicators: significant proportions of students who choose to study computing at universities fail the introductory courses, and the evidence for links between formal education outcomes and success in CS is limited. Yet, as we know, some students succeed without prior computing experience. Why is this? <br/><br/> Some argue for an innate ability, some for motivation, some for the discrepancies between the expectations of instructors and students, and some – simply – for how programming is being taught. All agree that becoming proficient in computing is not easy. Our research takes a novel view on the problem and argues that some of that success is influenced by early childhood experiences outside formal education. <br/><br/> In this study, we analyzed over 1300 responses to a multi-institutional and multi-national survey that we developed. The survey captures enjoyment of early developmental activities such as childhood toys, games and pastimes between the ages 0 — 8 as well as later life experiences with computing. We identify unifying features of the computing experiences in later life, and attempt to link these computing experiences to the childhood activities. <br/><br/> The analysis indicates that computing proficiency should be seen from multiple viewpoints, including both skill-level and confidence. It shows that particular early childhood experiences are linked to parts of computing proficiency, namely those related to confidence with problem solving using computing technology. These are essential building blocks for more complex use. We recognize issues in the experimental design that may prevent our data showing a link between early activities and more complex computing skills, and suggest adjustments. Ultimately, it is hoped that this line of research will feed in to early years and primary education, and thereby improve computing education for all

    Moving Classes in a Large Programming Course Online: An Experience Report

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    We present an experience report on moving face-to-face classes in a large CS1 course to an online format, during the COVID-19 pandemic. The course is based on the flipped classroom approach and team-based learning. Students prepare for classes by reading specific chapters of the textbook and/or by watching pre-recorded videos. The classes are synchronous, in which students take quizzes and work on programming assignments in teams, with the guidance of tutors. To evaluate the implementation, we compared the results from surveys and exams between 2019 and 2020. The results show that students were at least as satisfied with the online classes in 2020 in comparison with face-to-face classes from the previous year, and generally satisfied with the organization of the course and the learning experience. Moreover, we found no discernible change in the grades on the midterm exams and the final exam between the two years. In the future, we might allow the students to choose the class format that best fits their individual needs

    Review of Measurements Used in Computing Education Research and Suggestions for Increasing Standardization

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    The variables that researchers measure and how they measure them are central in any area of research. Which research questions can be asked and how they are answered depends on measurement. This paper describes a systematic review of the literature in computing education research to summarize the commonly used variables and measurements in 197 papers and to compare them to best practices in measurement for human-subjects research. Characteristics of the literature that are examined in the review include variables measured (including learner characteristics), measurements used, and type of data analysis. The review illuminates common practices related to each of these characteristics and their interactions with other characteristics. The paper lists standardized measurements that were used in the literature and highlights commonly used variables for which no standardized measures exist. To conclude, this review compares common practice in computing education to best practices in human-subjects research to make recommendations for increasing rigor

    Does the Early Bird Catch the Worm? Earliness of Students' Work and its Relationship with Course Outcomes

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    Intuitively, it seems plausible that students who start their work earlier and work on more days than their peers should perform better in any course. But does the early bird really catch the worm? In this article, we examine introductory programming students' time management behavior as evidenced by data collected from a programming environment. We analyze: 1) the earliness of students' work, i.e. when they start working on their course assignments, 2) the number of days students work on course assignments, and 3) the relationship between earliness, the number of days worked, and course outcomes. Our results provide further support for the notion that, on average, students who start working on course assignments early perform slightly better in the course. At the same time, we found that starting early does not necessarily mean that students work on more days, and that starting early and working on many days does not necessarily mean that students get better grades. In addition, some students who start working early on the assignments in the first weeks of the course seem to start delaying when they begin working on assignments as the course progresses, while other students seem to be able to continue starting early throughout the course.Peer reviewe

    Creative Computation in High School

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    In this paper we describe the success of bringing Creative Computation via Processing into two very different high schools that span the range of possibilities of grades 9-12 in American education. Creative Computation is an emerging discipline that requires a thorough grounding in both media arts and computing. We report on how contextualized computing that supports integration of media arts, design, and computer science can successfully attract and motivate students to learn foundations of programming and come back for more. The work of two high school teachers with divergent pedagogical styles is presented. They successfully adapted a college-level Creative Computation curriculum to their individual school cultures providing a catalyst for significant increases in total enrollment as well as female participation in high school computer science

    Creative Computation in High School

    Get PDF
    In this paper we describe the success of bringing Creative Computation via Processing into two very different high schools that span the range of possibilities of grades 9-12 in American education. Creative Computation is an emerging discipline that requires a thorough grounding in both media arts and computing. We report on how contextualized computing that supports integration of media arts, design, and computer science can successfully attract and motivate students to learn foundations of programming and come back for more. The work of two high school teachers with divergent pedagogical styles is presented. They successfully adapted a college-level Creative Computation curriculum to their individual school cultures providing a catalyst for significant increases in total enrollment as well as female participation in high school computer science
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