302,357 research outputs found

    Computing Theory with Relevance

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    In computer science education, the topic of computing theory is one that is commonly not well received by stu-dents. Career-oriented students often view the topic as irrelevant, and would rather learn new skills and tech-nologies that they perceive will improve their future em-ployment prospects. This paper outlines an approach that attempts to blend these two apparent extremes by using "popular " technologies, including XML, to motivate and illustrate concepts of computing theory in a first-year un-dergraduate computing subject. Kevwords: computer science education, computing the-ory, XM

    Computer Science and Information Technology (CSIT) Identity: An Integrative Theory to Explain Gender Gap in IT

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    While women constitute 46.6 percent of the US workforce, only 20 percent of women hold Computer Science and Information Technology (CSIT) related jobs. In addition, although CSIT related job prospects are growing significantly according to Bureau of Labor Statistics, it is astounding to discover that fewer women are participating in this opportunity. The number of women majoring in computing related areas declined by 80% in the last decade and a 93% decrease since its peak in 1982. Identity-based theories in science and engineering show identity-related measures affect student’s education and career persistence. We propose an integrative approach to examine gender differences within the central notion of computer science and information technology (CSIT) identity formation by drawing upon social cognitive career theory, theory of planned behavior, and the theory of identity. Better understanding of identity issues could suggest interventions that would lead to more gender equity in the CSIT field

    Computing education theories : what are they and how are they used?

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    In order to mature as a research field, computing education research (CER) seeks to build a better theoretical understanding of how students learn computing concepts and processes. Progress in this area depends on the development of computing-specific theories of learning to complement the general theoretical understanding of learning processes. In this paper we analyze the CER literature in three central publication venues -- ICER, ACM Transactions of Computing Education, and Computer Science Education -- over the period 2005--2015. Our findings identify new theoretical constructs of learning computing that have been published, and the research approaches that have been used in formulating these constructs. We identify 65 novel theoretical constructs in areas such as learning/understanding, learning behaviour/strategies, study choice/orientation, and performance/progression/retention. The most common research methods used to devise new constructs include grounded theory, phenomenography, and various statistical models. We further analyze how a number of these constructs, which arose in computing education, have been used in subsequent research, and present several examples to illustrate how theoretical constructs can guide and enrich further research. We discuss the implications for the whole field

    The affordances of virtual world technologies to empower the visualisation of complex theory concepts in computer science: Enhancing success and experience in higher education

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    Abstract:This research targeted complex abstract concepts in Computer Science and focused on bringing about the visualisation of such concepts using virtual world technologies. The research proposed the use of virtual world elements to support the understanding and learning of six computer science subjects having difficult theory concepts at the Higher Education level.The researcher decided to choose Higher Education as the platform for this research, due to the significant need to understand and learn complex abstract concepts of Computer Science at this level. The framework of the research is Higher Education within Further Education, which was chosen for its challenging nature with regards to students’ background and the level of additional support required for their success.The Second Life virtual world was selected and utilised to build purposely designed and scripted scenarios to empower the visualisation of complex theory concepts of the selected computer science subjects. These scenarios were embedded, in a predetermined order, within the curriculum delivery of a number of selected Computer Science modules from a Foundation Degree and a BSc (Hons) in Computing Programmes in a FE college in England. The research activities were carried out in two academic years, 2012/2013 and 2013/2014, in order to involve more students and obtain additional data to effectively, and more accurately, answer the research questions.The research aimed at identifying the extent to which using virtual world technologies to visualise difficult theory concepts in Computer Science subjects, might enhance students' learning and achievement. The research outcomes provided positive answers to the four research questions, which pursued the extent to which the visualisation of such concepts using Second life virtual world might, 1) facilitate students’ understanding of the complex abstract concepts in their HE Computer Science subjects, 2) increase students’ engagement in their HE Computer Science sessions, 3) enhance affective quality (to include elements such as appeal, enjoyment, interest and appreciation), and 4) improve student’s achievement (i.e. grades) in the targeted modules.In answer to these questions, the research outcomes showed that subject difficulty was reduced by 25% and around three quarters of students acknowledged enhanced learning in the virtual environment. Seventy percent of students acknowledged becoming more engaged in their study sessions that were carried out in virtual worlds, and more than three quarters of students acknowledged enhanced affective quality. Finally, around 85% of the modules covered by the research witnessed improved students’ achievement (i.e. higher grades).The researcher explained potential use, advantages and limitations of employing Second Life in Higher Education in general and HE Computer Science in particular, and provided recommendations to academic institutions that are interested in applying such virtual world technologies to overcome the challenges involved

    Comparison of tracking algorithms implemented in OpenCV

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    Computer vision is very progressive and modern part of computer science. From scientific point of view, theoretical aspects of computer vision algorithms prevail in many papers and publications. The underlying theory is really important, but on the other hand, the final implementation of an algorithm significantly affects its performance and robustness. For this reason, this paper tries to compare real implementation of tracking algorithms (one part of computer vision problem), which can be found in the very popular library OpenCV. Moreover, the possibilities of optimizations are discussed.Technology Agency of the Czech Republic (TA CR) within the Visual Computing Competence Center - V3C project [TE01020415]; Ministry of Education, Youth and Sports of the Czech Republic within the National Sustainability Programme [LO1303 (MSMT-7778/2014)]; European Regional Development Fund under the project CEBIA-Tech [CZ.1.05/2.1.00/03.0089]; Internal Grant Agency at TBU in Zlin [IGA/FAI/2016/036

    You Do Belong! Transformative Black Women Faculty Recommendations for Broadening Participation in US P-20 Computing Education

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       This study aimed to amplify Black women faculty’s recommendations for broadening participation of the next generation of Black girls and women as they matriculate from primary school into advanced graduate degrees (P-20) in computing education (CE). As tenure-track faculty, these transformative women have attained the highest degree (i.e., Ph.D.) in postsecondary CE in the United States (US). To govern the knowledge validation process, I utilized Afrocentric feminist epistemology undergirded by critical race theory and Black feminist thought. Upon conducting thematic analysis, I identified four emergent themes to broaden participation of Black girls and women in computing: 1) improve access, quality, and early exposure to CE, 2) create equitable and equal spaces for Black girls and women, 3) confront unconscious biases of teachers and faculty, and 4) provide mentoring opportunities. As an emerging Black woman scholar, with a bachelor’s degree in computer science and 15 years of industry experience, I had a “unique angle of vision” to interpret and inform this study’s findings. This study builds upon limited knowledge about interventions needed to support Black girls and women in US P-20 computing education.&nbsp

    Creative Computation for CS1 and K9-12

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    We present the design and development of a new approach to teaching the introductory computing course (CS1), at both the college-level as well as K9-12, using the context of digital art and creative computation. Creative computation is a highly interdisciplinary area combining theory and methodology from computer science and engineering with aesthetic principles and creative practices from the arts. Using the Processing programming language, students create a portfolio of aesthetic visual designs that employ basic programming constructs and structures typically taught in traditional CS1 courses. The goal of this approach is to bring the excitement, creativity, and innovation fostered by the context of creative coding. We have developed a web portal containing an extensive set of resources for adoption by others. A comprehensive textbook has also been published in 2013 [Greenberg et al 2013]. We present results from a comparative study involving multiple offerings of the new course at the two lead institutions as well as several other partner institutions. We also 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. We report on how contextualized computing that supports integration of media arts, design, and computer science can successfully 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 enrollment and female participation in high school computer science

    Creative Computation for CS1 and K9-12

    Get PDF
    We present the design and development of a new approach to teaching the introductory computing course (CS1), at both the college-level as well as K9-12, using the context of digital art and creative computation. Creative computation is a highly interdisciplinary area combining theory and methodology from computer science and engineering with aesthetic principles and creative practices from the arts. Using the Processing programming language, students create a portfolio of aesthetic visual designs that employ basic programming constructs and structures typically taught in traditional CS1 courses. The goal of this approach is to bring the excitement, creativity, and innovation fostered by the context of creative coding. We have developed a web portal containing an extensive set of resources for adoption by others. A comprehensive textbook has also been published in 2013 [Greenberg et al 2013]. We present results from a comparative study involving multiple offerings of the new course at the two lead institutions as well as several other partner institutions. We also 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. We report on how contextualized computing that supports integration of media arts, design, and computer science can successfully 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 enrollment and female participation in high school computer science

    Languages, literacies, and literate programming: Can we use the latest theories on how bilingual people learn to help us teach computational literacies?

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    Background and Context: In this theory paper, we explore the concept of translanguaging from bilingual education, and its implications for teaching and learning programming and computing in especially computer science (CS) for all initiatives. Objective: We use translanguaging to examine how programming is and isn’t like using human languages. We frame CS as computational literacies. We describe a pedagogical approach for teaching computational literacies. Method: We review theory from applied linguistics, literacy, and computational literacy. We provide a design narrative of our pedagogical approach by describing activities from bilingual middle school classrooms integrating Scratch into academic subjects. Findings: Translanguaging pedagogy can leverage learners’ (bilingual and otherwise) full linguistic repertoires as they engage with computational literacies. Implications: Our data helps demonstrate how translanguaging can be mobilized to do CS, which has implications for increasing equitable participation in computer science

    Computational thinking: an investigation of the existing scholarship and research

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    2013 Spring.Includes bibliographical references.Despite the prevalence of computing and technology in our everyday lives and in almost every discipline and profession, student interest and enrollment in computer science courses is declining. In response, computer science education in K-12 schools and universities is undergoing a transformation. Computational thinking has been proposed as a universal way of thinking with benefits for everyone, not just computer scientists. The focus on computational thinking moves beyond computer literacy, or the familiarity with software, to a way of thinking that benefits everyone. Many see computational thinking as a way to introduce students to computer science concepts and ways of thinking and to motivate student interest in computer science. The first part of this dissertation describes a study in which the researcher systematically examined the literature and scholarship on computational thinking since 2006. The aim was to explore nature and extent of the entire body of literature and to examine the theory and research evidence on computational thinking. Findings reveal that there has been a steady increase in the popularity of the concept of computational thinking, but it is not yet developed to the point where it can be studied in a meaningful way. An examination of the research evidence on computational thinking found inadequacies in the conceptual characteristics and the reporting of studies. Weaknesses were identified in the theoretical conceptualization of interventions, definitions of key concepts, intervention descriptions, research designs, and the presentation of findings. Recommendations for bolstering the research evidence around this burgeoning concept are presented, including collaboration between computer scientists and educational researchers to apply social science research methods to conduct robust studies of computational thinking interventions. The second part of this dissertation describes how computational thinking is currently incorporated into K-12 educational settings. The bulk of the literature on computational thinking describes ways in which programs promote this way of thinking in students. The K-12 programs that encourage computational thinking are classified, described, and discussed in a way that is intended to be meaningful for K-12 educators and educational researchers. Potential barriers and factors that might enable educators to use each category of interventions are discussed
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