A Sprint-Based Approach to Teaching Computer Science

Brian C. Ricks
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引用次数: 2

Abstract

Traditional approaches to teaching computer science often involve complex schedules of assignments, projects, and exams. Educators can struggle to balance this schedule while teaching students a course's required hard skills, using innovative pedagogy approaches, preparing students with interpersonal soft-skills, and still disincentivizing cheating. In an effort address these issues, this experience report details the author's work in developing a sprint-based teaching method. This method combines traditional lectures, self-directed learning, and learners as designers in a way that can simplify the scheduled demands on each student, allow the application of newer pedagogical practices, and better prepare students with both hard and soft skills. Described in this paper through four iterations of refinement, this approach allows students to choose their own projects, reduces cheating opportunities, increases instructor-student interaction time, and transitioned well to remote learning when required by the COVID-19 shutdown. Statistically significant survey results from four class sections across two semesters suggest that students prefer this approach to a traditional lecture-based teaching style.
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基于sprint的计算机科学教学方法
传统的计算机科学教学方法通常涉及复杂的作业、项目和考试安排。教育工作者要努力平衡这一时间表,同时教授学生课程所需的硬技能,使用创新的教学方法,培养学生的人际交往软技能,并仍然阻止作弊。为了解决这些问题,本经验报告详细介绍了作者在开发基于冲刺的教学方法方面的工作。这种方法结合了传统的讲座、自主学习和学习者作为设计师的方式,可以简化每个学生的计划要求,允许应用更新的教学实践,并更好地为学生提供软硬技能。通过四次迭代改进,该方法允许学生选择自己的项目,减少作弊机会,增加师生互动时间,并在COVID-19关闭要求时很好地过渡到远程学习。从两个学期四个班的调查结果来看,与传统的以讲座为基础的教学方式相比,学生更喜欢这种方式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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