1,121 research outputs found

    The abstraction transition taxonomy: developing desired learning outcomes through the lens of situated cognition

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    We report on a post-hoc analysis of introductory programming lecture materials. The purpose of this analysis is to identify what knowledge and skills we are asking students to acquire, as situated in the activity, tools, and culture of what programmers do and how they think. The specific materials analyzed are the 133 Peer Instruction questions used in lecture to support cognitive apprenticeship -- honoring the situated nature of knowledge. We propose an Abstraction Transition Taxonomy for classifying the kinds of knowing and practices we engage students in as we seek to apprentice them into the programming world. We find students are asked to answer questions expressed using three levels of abstraction: English, CS Speak, and Code. Moreover, many questions involve asking students to transition between levels of abstraction within the context of a computational problem. Finally, by applying our taxonomy in classifying a range of introductory programming exams, we find that summative assessments (including our own) tend to emphasize a small range of the skills fostered in students during the formative/apprenticeship phase

    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 Application of a Rasch Model Measure of Student Competency in University Introductory Computer Programming

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    University computer programming instruction nomenclature commonly uses the term Computer Science 1 (CS1) to describe introductory units of study. Success in CS1 is important as a pre-requisite for further study in programming and related disciplines. It is important to measure student progress and the antecedent influences. This study applied the Rasch Model and Messick’s Unified Theory of Validity to construct an interval level measure of CS1 competency with demonstrable suitability for this purpose

    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

    Exploratory factor analysis-instrument for self-assessment of computation thinking skills and collaboration skills

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    This study focuses on developing and validating instruments to assess the computational thinking skills (CTS) and collaboration skills (CS) of undergraduate students in Indonesia. Employing a quantitative research approach with the exploratory factor analysis (EFA) technique, the research process unfolded in three validation steps. First, face validity was established through expert judgment. Second, discriminant validity was examined using product-moment correlations and Cronbach’s alpha. Finally, EFA were employed to assess the factorial structure. The instrument development process followed five phases: drafting the instrument, face validity assessment by experts, data collection involving 242 undergraduate students as samples, discriminant validity analysis (product moment and Cronbach’s alpha), and EFA analysis to group items and construct dimensions. This study identified six dimensions for CTS (algorithmic thinking, cooperative thinking, problem reformulation, creativity, critical thinking, and systematic testing) and three dimensions for CS (knowledge sharing, planning, and responsibility). These findings support validating the CTS and CS self-assessment scale, making it a valuable tool for evaluating undergraduate student learning and researching computational thinking and CS in Indonesia. Researchers and educators are encouraged to utilize the CTS and CS instrument for self-assessment purposes and further exploration of these competencies among undergraduate students

    The Design and Evaluation of an Educational Software Development Process for First Year Computing Undergraduates

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    First year, undergraduate computing students experience a series of well-known challenges when learning how to design and develop software solutions. These challenges, which include a failure to engage effectively with planning solutions prior to implementation ultimately impact upon the students’ competency and their retention beyond the first year of their studies. In the software industry, software development processes systematically guide the development of software solutions through iterations of analysis, design, implementation and testing. Industry-standard processes are, however, unsuitable for novice programmers as they require prior programming knowledge. This study investigates how a researcher-designed educational software development process could be created for novice undergraduate learners, and the impact of this process on their competence in learning how to develop software solutions. Based on an Action Research methodology that ran over three cycles, this research demonstrates how an educational software development methodology (termed FRESH) and its operationalised process (termed CADET which is a concrete implementation of the FRESH methodology), was designed and implemented as an educational tool for enhancing student engagement and competency in software development. Through CADET, students were reframed as software developers who understand the value in planning and developing software solutions, and not as programmers who prematurely try to implement solutions. While there remain opportunities to further enhance the technical sophistication of the process as it is implemented in practice, CADET enabled the software development steps of analysis and design to be explicit elements of developing software solutions, rather than their more typically implicit inclusion in introductory CS courses. The research contributes to the field of computing education by exploring the possibilities of – and by concretely generating – an appropriate scaffolded methodology and process; by illustrating the use of computational thinking and threshold concepts in software development; and by providing a novel evaluation framework (termed AKM-SOLO) to aid in the continuous improvement of educational processes and courses by measuring student learning experiences and competencies

    Novice programmers and the problem description effect.

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    It is often debated whether a problem presented in a straightforward minimalist fashion is better, or worse, for learning than the same problem presented with a real-life or concrete context. The presentation, contextualization, or problem description has been well studied over several decades in disciplines such as mathematics education and psychology; however, little has been published in the field of computing education. In psychology it has been found that not only the presence of context, but the type of context can have dramatic results on problem success. In mathematics education it has been demonstrated that there are non-mathematical factors in problem presentation that can affect success in solving the problem and learning. The contextual background of a problem can also impact cognitive load, which should be considered when evaluating the effects of context. Further, it has been found that regarding cognitive load, computer science has unique characteristics compared to other disciplines, with the consequence that results from other disciplines may not apply to computer science, thus requiring investigation within computer science. This paper presents a multi-national, multi-institutional study of the effects of problem contextualization on novice programmer success in a typical CS1 exercise

    Learning Loops: A Replication Study Illuminates Impact of HS Courses

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    A recent study about the effectiveness of subgoal labeling in an introductory computer science programming course both supported previous research and produced some puzzling results. In this study, we replicate the experiment with a different student population to determine if the results are repeatable. We also gave the experimental task to students in a follow-on course to explore if they had indeed mastered the programming concept. We found that the previous puzzling results were repeated. In addition, for the novice programmers, we found a statistically significant difference in performance based on whether the student had previous programming courses in high school. However, this performance difference disappears in a follow-on course after all students have taken an introductory computer science programming course. The results of this study have implications for how quickly students are evaluated for mastery of knowledge and how we group students in introductory programming courses

    Learning Loops: A Replication Study Illuminates Impact of HS Courses

    Get PDF
    A recent study about the effectiveness of subgoal labeling in an introductory computer science programming course both supported previous research and produced some puzzling results. In this study, we replicate the experiment with a different student population to determine if the results are repeatable. We also gave the experimental task to students in a follow-on course to explore if they had indeed mastered the programming concept. We found that the previous puzzling results were repeated. In addition, for the novice programmers, we found a statistically significant difference in performance based on whether the student had previous programming courses in high school. However, this performance difference disappears in a follow-on course after all students have taken an introductory computer science programming course. The results of this study have implications for how quickly students are evaluated for mastery of knowledge and how we group students in introductory programming courses

    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
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