“It’s Weird That it Knows What I Want”: Usability and Interactions with Copilot for Novice Programmers

IF 4.8 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS ACM Transactions on Computer-Human Interaction Pub Date : 2023-04-05 DOI:10.1145/3617367
J. Prather, B. Reeves, Paul Denny, Brett A. Becker, Juho Leinonen, Andrew Luxton-Reilly, Garrett B. Powell, James Finnie-Ansley, E. Santos
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引用次数: 24

Abstract

Recent developments in deep learning have resulted in code-generation models that produce source code from natural language and code-based prompts with high accuracy. This is likely to have profound effects in the classroom, where novices learning to code can now use free tools to automatically suggest solutions to programming exercises and assignments. However, little is currently known about how novices interact with these tools in practice. We present the first study that observes students at the introductory level using one such code auto-generating tool, Github Copilot, on a typical introductory programming (CS1) assignment. Through observations and interviews we explore student perceptions of the benefits and pitfalls of this technology for learning, present new observed interaction patterns, and discuss cognitive and metacognitive difficulties faced by students. We consider design implications of these findings, specifically in terms of how tools like Copilot can better support and scaffold the novice programming experience.
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“奇怪的是它知道我想要什么”:新手程序员与Copilot的可用性和交互
深度学习的最新发展导致了代码生成模型,这些模型可以从自然语言和基于代码的提示中以高精度生成源代码。这可能会对课堂产生深远的影响,学习代码的新手现在可以使用免费工具自动为编程练习和作业提供解决方案。然而,目前对新手如何在实践中与这些工具交互知之甚少。我们提出了第一个研究,观察学生在入门级使用一个这样的代码自动生成工具,Github Copilot,在一个典型的入门编程(CS1)作业。通过观察和访谈,我们探讨了学生对这种学习技术的好处和缺陷的看法,提出了新的观察到的交互模式,并讨论了学生面临的认知和元认知困难。我们考虑这些发现的设计含义,特别是像Copilot这样的工具如何更好地支持和支撑新手编程体验。
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来源期刊
ACM Transactions on Computer-Human Interaction
ACM Transactions on Computer-Human Interaction 工程技术-计算机:控制论
CiteScore
8.50
自引率
5.40%
发文量
94
审稿时长
>12 weeks
期刊介绍: This ACM Transaction seeks to be the premier archival journal in the multidisciplinary field of human-computer interaction. Since its first issue in March 1994, it has presented work of the highest scientific quality that contributes to the practice in the present and future. The primary emphasis is on results of broad application, but the journal considers original work focused on specific domains, on special requirements, on ethical issues -- the full range of design, development, and use of interactive systems.
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