61,809 research outputs found

    An examination of the employment of the pair programming methodology as a collaborative instructional scaffold on college student procedural learning and programming self-beliefs

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    Using a concurrent mixed methods case study approach, this study investigated the impact of employing the pair programming methodology as a collaborative instructional scaffold on student programming procedural knowledge and programming-related self-beliefs in an introductory computer programming course offered at a large university located in the Midwestern United States. Employing a design research theoretical perspective in a natural educational setting, the study used course performance data, survey data, and researcher observations to educe that employment of the pair programming methodology as a collaborative instructional scaffold facilitated a more efficient learning process as well as a learning process less reliant on instructors. However, employment of the scaffold did not facilitate any significant difference in amount of procedural knowledge ultimately learned by students. In essence: students learned faster and with less instructor assistance, but not more. Data was collected during a single semester of the course which had a final enrollment of 76 undergraduate students from science and technology disciplines. Analysis was primarily quantitative in nature, with qualitative data being quantified where possible. Findings were based on a cooperative learning theoretical framework, and results were analyzed to identify differential impact of the instructional scaffold by factors of interest to classroom practitioners

    Pair programming and the re-appropriation of individual tools for collaborative software development

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    Although pair programming is becoming more prevalent in software development, and a number of reports have been written about it [10] [13], few have addressed the manner in which pairing actually takes place [12]. Even fewer consider the methods used to manage issues such as role change or the communication of complex issues. This paper highlights the way resources designed for individuals are re-appropriated and augmented by pair programmers to facilitate collaboration. It also illustrates that pair verbalisations can augment the benefits of the collocated team, providing examples from ethnographic studies of pair programmers 'in the wild'

    A collaborative approach to learning programming: a hybrid learning model

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    The use of cooperative working as a means of developing collaborative skills has been recognised as vital in programming education. This paper presents results obtained from preliminary work to investigate the effectiveness of Pair Programming as a collaborative learning strategy and also its value towards improving programming skills within the laboratory. The potential of Problem Based Learning as a means of further developing cooperative working skills along with problem solving skills is also examined and a hybrid model encompassing both strategies outlined

    A Practice Enquiry Design to Investigate How Pair Programming Can Help with Constructing Automata

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    Finite state automata (FSA) are a fundamental concept in the theory of computation and the undergraduate computer science education. However often students encounter difficulties with the task of constructing them due their abstract, theoretical nature. We present a disciplinary enquiry design investigating to what extent Pair Programming (PP) as a collaborative learning activity impacts on Software Engineering (SE) undergraduate students’ perceived and assessed performance when used for the task of constructing FSA

    Contemporary developments in teaching and learning introductory programming: Towards a research proposal

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    The teaching and learning of introductory programming in tertiary institutions is problematic. Failure rates are high and the inability of students to complete small programming tasks at the completion of introductory units is not unusual. The literature on teaching programming contains many examples of changes in teaching strategies and curricula that have been implemented in an effort to reduce failure rates. This paper analyses contemporary research into the area, and summarises developments in the teaching of introductory programming. It also focuses on areas for future research which will potentially lead to improvements in both the teaching and learning of introductory programming. A graphical representation of the issues from the literature that are covered in the document is provided in the introduction

    Using an interactive whiteboard and a computer-programming tool to support the development of the key competencies in the New Zealand curriculum

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    Does children’s use of the software Scratch provide potential for the enhancement of key competencies as they work in pairs at the interactive whiteboard (IWB)? This article looks at how children using Scratch collaborated and managed their projects as they set about designing, constructing, testing and evaluating a game for others to play, a task that provided a sustained challenge over six weeks and beyond. The findings showed that the key competencies of participating, contributing, and relating to others were enhanced by the collaborative use of Scratch at the IWB, and that creative and conceptual thinking processes were sustained. Children became increasingly adept at using Scratch, and some children, previously thought to have poor social skills, began to articulate their understandings to others. While a guiding and scaffolding role was evident in teachers’ actions, close monitoring of group progress and direct input from teachers is required to keep the challenge high but achievable, and to extend children’s knowledge and thinking as they use Scratch at the IWB

    Evaluating Singleplayer and Multiplayer in Human Computation Games

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    Human computation games (HCGs) can provide novel solutions to intractable computational problems, help enable scientific breakthroughs, and provide datasets for artificial intelligence. However, our knowledge about how to design and deploy HCGs that appeal to players and solve problems effectively is incomplete. We present an investigatory HCG based on Super Mario Bros. We used this game in a human subjects study to investigate how different social conditions---singleplayer and multiplayer---and scoring mechanics---collaborative and competitive---affect players' subjective experiences, accuracy at the task, and the completion rate. In doing so, we demonstrate a novel design approach for HCGs, and discuss the benefits and tradeoffs of these mechanics in HCG design.Comment: 10 pages, 4 figures, 2 table
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