467 research outputs found

    Code Park: A New 3D Code Visualization Tool

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    We introduce Code Park, a novel tool for visualizing codebases in a 3D game-like environment. Code Park aims to improve a programmer's understanding of an existing codebase in a manner that is both engaging and intuitive, appealing to novice users such as students. It achieves these goals by laying out the codebase in a 3D park-like environment. Each class in the codebase is represented as a 3D room-like structure. Constituent parts of the class (variable, member functions, etc.) are laid out on the walls, resembling a syntax-aware "wallpaper". The users can interact with the codebase using an overview, and a first-person viewer mode. We conducted two user studies to evaluate Code Park's usability and suitability for organizing an existing project. Our results indicate that Code Park is easy to get familiar with and significantly helps in code understanding compared to a traditional IDE. Further, the users unanimously believed that Code Park was a fun tool to work with.Comment: Accepted for publication in 2017 IEEE Working Conference on Software Visualization (VISSOFT 2017); Supplementary video: https://www.youtube.com/watch?v=LUiy1M9hUK

    Debugging: The Key to Unlocking the Mind of a Novice Programmer?

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    Novice programmers must master two skills to show lasting success: writing code and, when that fails, the ability to debug it. Instructors spend much time teaching the details of writing code but debugging gets significantly less attention. But what if teaching debugging could implicitly teach other aspects of coding better than teaching a language teaching debugging? This paper explores a new theoretical framework, the Theory of Applied Mind for Programming (TAMP), which merges dual process theory with Jerome Bruner’s theory of representations to model the mind of a programmer. TAMP looks to provide greater explanatory power in why novices struggle and suggest pedagogy to bridge gaps in learning. This paper will provide an example of this by reinterpreting debugging literature using TAMP as a theoretical guide. Incorporating new view theoretical viewpoints from old studies suggests a “debugging-first” pedagogy can supplement existing methods of teaching programming and perhaps fill some of the mental gaps TAMP suggests hamper novice programmers

    Code Park: A New 3D Code Visualization Tool and IDE

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    We introduce Code Park, a novel tool for visualizing codebases in a 3D game-like environment. Code Park aims to improve a programmer\u27s understanding of an existing codebase in a manner that is both engaging and fun to be appealing especially for novice users such as students. It achieves these goals by laying out the codebase in a 3D park-like environment. Each class in the codebase is represented as a 3D room-like structure. Constituent parts of the class (variable, member functions, etc.) are laid out on the walls, resembling a syntax-aware wallpaper . The users can interact with the codebase using an overview, and a first-person viewer mode. They also can edit, compile and run code in this environment. We conducted three user studies to evaluate Code Park\u27s usability and suitability for organizing an existing project. Our results indicate that Code Park is easy to get familiar with and significantly helps in code understanding. Further, the users unanimously believed that Code Park was an engaging tool to work with

    The Example Guru: Suggesting Examples to Novice Programmers in an Artifact-Based Context

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    Programmers in artifact-based contexts could likely benefit from skills that they do not realize exist. We define artifact-based contexts as contexts where programmers have a goal project, like an application or game, which they must figure out how to accomplish and can change along the way. Artifact-based contexts do not have quantifiable goal states, like the solution to a puzzle or the resolution of a bug in task-based contexts. Currently, programmers in artifact-based contexts have to seek out information, but may be unaware of useful information or choose not to seek out new skills. This is especially problematic for young novice programmers in blocks programming environments. Blocks programming environments often lack even minimal in-context support, such as auto-complete or in-context documentation. Novices programming independently in these blocks-based programming environments often plateau in the programming skills and API methods they use. This work aims to encourage novices in artifact-based programming contexts to explore new API methods and skills. One way to support novices may be with examples, as examples are effective for learning and highly available. In order to better understand how to use examples for supporting novice programmers, I first ran two studies exploring novices\u27 use and focus on example code. I used those results to design a system called the Example Guru. The Example Guru suggests example snippets to novice programmers that contain previously unused API methods or code concepts. Finally, I present an approach for semi-automatically generating content for this type of suggestion system. This approach reduces the amount of expert effort required to create suggestions. This work contains three contributions: 1) a better understanding of difficulties novices have using example code, 2) a system that encourages exploration and use of new programming skills, and 3) an approach for generating content for a suggestion system with less expert effort

    Representational Learning Approach for Predicting Developer Expertise Using Eye Movements

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    The thesis analyzes an existing eye-tracking dataset collected while software developers were solving bug fixing tasks in an open-source system. The analysis is performed using a representational learning approach namely, Multi-layer Perceptron (MLP). The novel aspect of the analysis is the introduction of a new feature engineering method based on the eye-tracking data. This is then used to predict developer expertise on the data. The dataset used in this thesis is inherently more complex because it is collected in a very dynamic environment i.e., the Eclipse IDE using an eye-tracking plugin, iTrace. Previous work in this area only worked on short code snippets that do not represent how developers usually program in a realistic setting. A comparative analysis between representational learning and non-representational learning (Support Vector Machine, Naive Bayes, Decision Tree, and Random Forest) is also presented. The results are obtained from an extensive set of experiments (with an 80/20 training and testing split) which show that representational learning (MLP) works well on our dataset reporting an average higher accuracy of 30% more for all tasks. Furthermore, a state-of-the-art method for feature engineering is proposed to extract features from the eye-tracking data. The average accuracy on all the tasks is 93.4% with a recall of 78.8% and an F1 score of 81.6%. We discuss the implications of these results on the future of automated prediction of developer expertise. Adviser: Bonita Shari

    An evolving approach to learning in problem solving and program development : the distributed learning model

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    Technological advances are paving the way for improvements in many sectors of society. The US education system needs to undergo a transformation of existing pedagogical methods to maximize utilization of new technologies. Traditional education has primarily been teacher driven, lectured-based in one location. Advances in technology are challenging existing paradigms by developing tools and educational environments that reach diverse learning styles and surpass the boundaries of current teaching methods. Distributed learning is an emerging paradigm today that has promise to contribute significantly to learning and improve overall academic success. This research first explores various systems that provide different modes of learning. The problem domain of this research is the difficulty novice programmers\u27 face when learning to program. This paper proposes how distributed learning can be used in a teaching environment to enrich learning and the impacts for the given problem domain

    Attitudes of Pre-service Teachers Toward Computational Thinking in Education

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    The purpose of the study was to examine the attitudes of pre-service teachers toward computational thinking, before and after an intervention, to convey the importance of integrating computational thinking into K-12 curricula. The two-week, course-embedded intervention introduced pre-service teachers, with varying academic specialties, to computational thinking practices and their utility. The intervention employed the Scratch programming language tool including Scratch flashcards, everyday and interdisciplinary examples of computational thinking, and unplugged activities. The findings indicated that the intervention was an effective new way to convey the value of computational thinking to all sampled pre-service teachers, no matter their academic specialties or GPAs. Further research is recommended to investigate potential increases in pre-service teachers’ own computational thinking skills following from the intervention

    Object-Oriented Program Comprehension: Effect of Expertise, Task and Phase

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    The goal of our study is to evaluate the effect on program comprehension of three factors that have not previously been studied in a single experiment. These factors are programmer expertise (expert vs. novice), programming task (documentation vs. reuse), and the development of understanding over time (phase 1 vs. phase 2). This study is carried out in the context of the mental model approach to comprehension based on van Dijk and Kintsch's model (1983). One key aspect of this model is the distinction between two kinds of representation the reader might construct from a text: 1) the textbase, which refers to what is said in the text and how it is said, and 2) the situation model, which represents the situation referred to by the text. We have evaluated the effect of the three factors mentioned above on the development of both the textbase (or program model) and the situation model in object-oriented program comprehension. We found a four-way interaction of expertise, phase, task and type of model. For the documentation group we found that experts and novices differ in the elaboration of their situation model but not their program model. There was no interaction of expertise with phase and type of model in the documentation group. For the reuse group, there was a three-way interaction between phase, expertise and type of model. For the novice reuse group, the effect of the phase was to increase the construction of the situation model but not the program model. With respect to the task, our results show that novices do not spontaneously construct a strong situation model but are able to do so if the task demands it

    A study of novice programmer performance and programming pedagogy.

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    Identifying and mitigating the difficulties experienced by novice programmers is an active area of research that has embraced a number of research areas. The aim of this research was to perform a holistic study into the causes of poor performance in novice programmers and to develop teaching approaches to mitigate them. A grounded action methodology was adopted to enable the primary concepts of programming cognitive psychology and their relationships to be established, in a systematic and formal manner. To further investigate novice programmer behaviour, two sub-studies were conducted into programming performance and ability. The first sub-study was a novel application of the FP-Tree algorithm to determine if novice programmers demonstrated predictable patterns of behaviour. This was the first study to data mine programming behavioural characteristics rather than the learner’s background information such as age and gender. Using the algorithm, patterns of behaviour were generated and associated with the students’ ability. No patterns of behaviour were identified and it was not possible to predict student results using this method. This suggests that novice programmers demonstrate no set patterns of programming behaviour that can be used determine their ability, although problem solving was found to be an important characteristic. Therefore, there was no evidence that performance could be improved by adopting pedagogies to promote simple changes in programming behaviour beyond the provision of specific problem solving instruction. A second sub-study was conducted using Raven’s Matrices which determined that cognitive psychology, specifically working memory, played an important role in novice programmer ability. The implication was that programming pedagogies must take into consideration the cognitive psychology of programming and the cognitive load imposed on learners. Abstracted Construct Instruction was developed based on these findings and forms a new pedagogy for teaching programming that promotes the recall of abstract patterns while reducing the cognitive demands associated with developing code. Cognitive load is determined by the student’s ability to ignore irrelevant surface features of the written problem and to cross-reference between the problem domain and their mental program model. The former is dealt with by producing tersely written exercises to eliminate distractors, while for the latter the teaching of problem solving should be delayed until the student’s program model is formed. While this does delay the development of problem solving skills, the problem solving abilities of students taught using this pedagogy were found to be comparable with students taught using a more traditional approach. Furthermore, monitoring students’ understanding of these patterns enabled micromanagement of the learning process, and hence explanations were provided for novice behaviour such as difficulties using arrays, inert knowledge and “code thrashing”. For teaching more complex problem solving, scaffolding of practice was investigated through a program framework that could be developed in stages by the students. However, personalising the level of scaffolding required was complicated and found to be difficult to achieve in practice. In both cases, these new teaching approaches evolved as part of a grounded theory study and a clear progression of teaching practice was demonstrated with appropriate evaluation at each stage in accordance with action researc
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