33,948 research outputs found

    Influence of computer use on schools' curriculum: Limited integration

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    In the literature many claims are formulated about what might be accomplished in actual teaching practice when computers are used in a proper and intensive way. Therefore, in this study we analyse how three leading schools in the lower general secondary education sector in The Netherlands are using computers in their curriculum. The results show that these schools have hardly passed the stage of grassroot developments. To validate and possibly generalize these results we did, as a follow up study, a telephone survey with a larger group of leading schools. The survey confirmed the outcomes of the case studies

    The Science Studio – A Workshop Approach to Introductory Physical Science

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    This paper describes the Science Studio, an innovative workshop approach for instruction in a physical science course that combines aspects of traditional lecture and laboratory. The target audience for this introductory course is non-science majors, including prospective teachers. An inquiry-based, technology-rich learning environment has been created to allow students hands-on, in-depth exploration of topics in physics, and earth and space science. Course philosophy, course development, and sample activities are described in this paper, along with outcomes from a project-wide evaluation of the Virginia Collaborative for Excellence in the Preparation of Teachers (VCEPT), an investigation of change in student attitudes and the lasting impact of the studio model at Norfolk State University

    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

    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

    MatLab vs. Python vs. R

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    Enhancing apprentice-based learning of Java

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    Various methods have been proposed in the past to improve student learning by introducing new styles of working with assignments. These include problem-based learning, use of case studies and apprenticeship. In most courses, however, these proposals have not resulted in a widespread significant change of teaching methods. Most institutions still use a traditional lecture/lab class approach with a strong separation of tasks between them. In part, this lack of change is a consequence of the lack of easily available and appropriate tools to support the introduction of new approaches into mainstream courses.In this paper, we consider and extend these ideas and propose an approach to teaching introductory programming in Java that integrates assignments and lectures, using elements of all three approaches mentioned above. In addition, we show how the BlueJ interactive programming environment [7] (a Java development environment aimed at education) can be used to provide the type of support that has hitherto hindered the widespread take-up of these approaches. We arrive at a teaching method that is motivating, effective and relatively easy to put into practice. Our discussion includes a concrete example of such an assignment, followed by a description of guidelines for the design of this style of teaching unit

    Can a five minute, three question survey foretell first-year engineering student performance and retention?

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    This research paper examines first-year student performance and retention within engineering. A considerable body of literature has reported factors influencing performance and retention, including high school GPA and SAT scores,1,2,3 gender,4 self-efficacy,1,5 social status,2,6,7 hobbies,4 and social integration.6,7 Although these factors can help explain and even partially predict student outcomes, they can be difficult to measure; typical survey instruments are lengthy and can be invasive of student privacy. To address this limitation, the present paper examines whether a much simpler survey can be used to understand student motivations and anticipate student outcomes. The survey was administered to 347 students in an introductory Engineering Graphics and Design course. At the beginning of the first day of class, students were given a three-question, open-ended questionnaire that asked: “In your own words, what do engineers do?”, “Why did you choose engineering?”, and “Was there any particular person or experience that influenced your decision?” Two investigators independently coded the responses, identifying dozens of codes for both motivations for pursuing engineering and understanding of what it is. Five hypotheses derived from Dweck’s mindset theory7 and others8,9 were tested to determine if particular codes were predictive of first-semester GPA or first-year retention in engineering. Codes that were positively and significantly associated with first-semester GPA included: explaining why engineers do engineering or how they do it, stating that engineers create ideas, visions, and theories, stating that engineers use math, science, physics or analysis, and expressing enjoyment of math and science, whereas expressing interest in specific technical applications or suggesting that engineers simplify and make life easier were negatively and significantly related to first-semester GPA. Codes positively and significantly associated with first-year retention in engineering included: stating that engineers use math or that engineers design or test things, expressing enjoyment of math, science, or problem solving, and indicating any influential person who is an engineer. Codes negatively and significantly associated with retention included: citing an extrinsic motivation for pursuing engineering, stating that they were motivated by hearing stories about engineering, and stating that parents or family pushed the student to become an engineer. Although many prior studies have suggested that student self-efficacy is related to retention,1,5 this study found that student interests were more strongly associated with retention. This finding is supported by Dweck’s mindset theory: students with a “growth” mindset (e.g., “I enjoy math”) would be expected to perform better and thus be retained at a higher rate than those with a “fixed” mindset (e.g., “I am good at math”).7 We were surprised that few students mentioned activities expressly designed to stimulate interest in engineering, such as robotics competitions and high school engineering classes. Rather, they cited general interests in math, problem solving, and creativity, as well as family influences, all factors that are challenging for the engineering education community to address. These findings demonstrate that relative to its ease of administration, a five minute survey can indeed help to anticipate student performance and retention. Its minimalism enables easy implementation in an introductory engineering course, where it serves not only as a research tool, but also as a pedagogical aid to help students and teacher discover student perceptions about engineering and customize the curriculum appropriately

    Computing as the 4th “R”: a general education approach to computing education

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    Computing and computation are increasingly pervading our lives, careers, and societies - a change driving interest in computing education at the secondary level. But what should define a "general education" computing course at this level? That is, what would you want every person to know, assuming they never take another computing course? We identify possible outcomes for such a course through the experience of designing and implementing a general education university course utilizing best-practice pedagogies. Though we nominally taught programming, the design of the course led students to report gaining core, transferable skills and the confidence to employ them in their future. We discuss how various aspects of the course likely contributed to these gains. Finally, we encourage the community to embrace the challenge of teaching general education computing in contrast to and in conjunction with existing curricula designed primarily to interest students in the field

    Bricklayer: An Authentic Introduction to the Functional Programming Language SML

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    Functional programming languages are seen by many as instrumental to effectively utilizing the computational power of multi-core platforms. As a result, there is growing interest to introduce functional programming and functional thinking as early as possible within the computer science curriculum. Bricklayer is an API, written in SML, that provides a set of abstractions for creating LEGO artifacts which can be viewed using LEGO Digital Designer. The goal of Bricklayer is to create a problem space (i.e., a set of LEGO artifacts) that is accessible and engaging to programmers (especially novice programmers) while providing an authentic introduction to the functional programming language SML.Comment: In Proceedings TFPIE 2014, arXiv:1412.473
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