14 research outputs found

    Evaluation of a tool for Java structural specification checking

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    Although a number of tools for evaluating Java code functionality and style exist, little work has been done in a distance learning context on automated marking of Java programs with respect to structural specifications. Such automated checks support human markers in assessing students’ work and evaluating their own marking; online automated marking; students checking code before submitting it for marking; and question setters evaluating the completeness of questions set. This project developed and evaluated a prototype tool that performs an automated check of a Java program’s correctness with respect to a structural specification. Questionnaires and interviews were used to gather feedback on the usefulness of the tool as a marking aid to humans, and on its potential usefulness to students for self-assessment when working on their assignments. Markers were asked to compare the usefulness of structural specification testing as compared to other kinds of support, including syntax error assistance, style checking and functionality testing. Initial results suggest that most markers using the structural specification checking tool found it to be useful, and some reported that it increased their accuracy in marking. Reasons for not using the tool included lack of time and the simplicity of the assignment it was trialled on. Some reservations were expressed about reliance on tools for assessment, both for markers and for students. The need for advice on incorporating tools in marking workflow is suggested

    Female Under-Representation in Computing Education and Industry - A Survey of Issues and Interventions

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    This survey paper examines the issue of female under-representation in computing education and industry, which has been shown from empirical studies to be a problem for over two decades. While various measures and intervention strategies have been implemented to increase the interest of girls in computing education and industry, the level of success has been discouraging. The primary contribution of this paper is to provide an analysis of the extensive research work in this area. It outlines the progressive decline in female representation in computing education. It also presents the key arguments that attempt to explain the decline and intervention strategies. We conclude that there is a need to further explore strategies that will encourage young female learners to interact more with computer educational games

    Motivationally appealing computer science e-learning games:an inclusive design approach

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    Research has shown that e-learning games do not have the same level of appeal to girls, as they do to boys; particularly in the crucial 11-14 age group. In the United Kingdom, this is typically when they start to make subject choices that impact their future studies and careers. Given the shortage of females who choose computer science as a career, this study explores how e-learning games can be designed to be motivationally appealing to young learners. It further explores the role of game representations and its appeal to this age group. This empirical study addresses the research question: “Can we develop e-learning games which appeal and motivate girls of age 11-14 to study computer science concepts?” Two e-learning games were developed: one included game representations such as game colour, graphics, character, age appropriateness, storyline, number of players, violence, identified as appealing to young females and the other game included antithetical or neutral representations. The two developed prototypes were used to explore key e-learning game representations as used to teach computer science concepts. A total of 304 participants, comprising of 152 girls and 152 boys from a combination of same sex and mixed secondary schools in Southeast England, engaged with both experimental games. The experiment also elicited information on how learners interact with these games and the resulting game appeal, motivation and learning. The insight gained from the analysis of data captured during the experiments, provide the evidence to demonstrate that inclusive e-learning games which motivate and appeal to girls of age 11-14 can be developed. This can have a positive influence on their willingness to use such games to learn computer science concepts. This implies that the study found positive outcomes related to e-learning game appeal, motivation and the learning of girls of this age group. A follow-up longitudinal study could investigate the impact of significant e-learning game representations that appeal to the target group. This could provide additional evidence on the changes in the appeal of the investigated significant game representations over time, due to the influence of other factors such as socio-economic and socio-cultural differences. This understanding can further enhance inclusive e-learning strategies to improve diversity in computer science education and consequently the career pipeline
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