Comparing estimates of difficulty of programming constructs

M. Bastian, A. Mühling
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Abstract

Designing assessments in classroom contexts or having them generated automatically requires - among other things - knowledge about the difficulty of what is assessed. Estimates of difficulty can be derived empirically, usually by piloting items, or theoretically from models. Empirical results, in turn, can inform theory and refine models. In this article, we compare four methods of estimating the item difficulty for a typical topic of introductory programming courses: control flow. For a given set of items that have been tested empirically, we also collected expert ratings and additionally applied measures of code complexity both from software engineering and from computer science education research The results show that there is some overlap between empirical results and theoretical predictions. However, for the simple item format that we have been using, the models all fall short in offering enough explanatory power regarding the observed variance in difficulty. Empirical difficulty in turn can serve as the basis for rules that can be used for item generation in the future.
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比较编程结构的难度估计
在课堂环境中设计评估或自动生成评估需要了解评估内容的难度。对难度的估计可以根据经验得出,通常是通过试验项目,或者从理论上从模型中得出。反过来,实证结果可以为理论提供信息并完善模型。在本文中,我们比较了四种估计项目难度的方法对一个典型的入门编程课程的主题:控制流。对于一组已经经过经验测试的给定项目,我们还收集了专家评级,并从软件工程和计算机科学教育研究中额外应用了代码复杂性的度量。结果表明,在经验结果和理论预测之间存在一些重叠。然而,对于我们一直使用的简单项目格式,这些模型都无法提供足够的解释能力来解释所观察到的难度差异。经验性难度反过来可以作为未来道具生成规则的基础。
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