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Proceedings of the 53rd ACM Technical Symposium on Computer Science Education V. 2最新文献

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Moving Toward a Responsible CS Curriculum: Every Course Has a Role to Play 走向负责任的计算机科学课程:每门课程都有自己的作用
P. Anderson, Emanuelle Burton, Jaye Nias, Marty J. Wolf
Responsible Computer Science (RCS) requires that students experience aspects of RCS in just about every CS course they take. It must be embedded across the curriculum, and it is the responsibility of all CS faculty to be part of the delivery of RCS. The purpose of this panel is to expand the community of practice around delivering RCS, so that students better understand how the integration of computing-related technologies into our daily lives has shifted the kinds of power and reach they have, both as individuals and in collective groups. Thus, we welcome those educators who are hesitant or are uncertain about adopting RCS into their teaching. To ease this adoption, we understand responsible computer science as broadly as possible and use it as an umbrella term that includes computing ethics, professionalism, computing for good, inclusive computing, diversity and inclusion in CS, security, safety, and computing for justice, just to name a few. The panelists, who have been collaborating on a project as part of the Mozilla Foundation Responsible CS project, will address concerns faculty have when incorporating RCS in their teaching, challenges faced when encouraging involvement of more CS faculty in the teaching of RCS, the value and need for interdisciplinary collaboration, and the value of grounding (or not) the delivery of some modules in ethical theories. Panelists will offer suggestions for moving toward a CS curriculum that embeds RCS modules and address issues that audience members raise.
负责任的计算机科学(RCS)要求学生在他们所参加的每一门CS课程中都要经历RCS的各个方面。它必须嵌入整个课程,所有CS教师都有责任成为RCS交付的一部分。该小组的目的是围绕交付RCS扩展实践社区,以便学生更好地理解将计算相关技术集成到我们的日常生活中如何改变了他们作为个人和集体所拥有的各种权力和范围。因此,我们欢迎那些犹豫或不确定是否将RCS应用于教学的教育者。为了方便这种采用,我们尽可能广泛地理解负责任的计算机科学,并将其作为一个总括性术语,包括计算伦理、专业精神、为善计算、包容性计算、计算机科学中的多样性和包容性、安全、安全和正义计算,仅举几例。作为Mozilla基金会负责任的计算机科学项目的一部分,小组成员一直在合作一个项目,他们将讨论教师在将RCS纳入其教学时所关注的问题,鼓励更多计算机科学教师参与RCS教学时面临的挑战,跨学科合作的价值和需求,以及在伦理理论中交付某些模块的基础(或不基础)的价值。小组成员将提供建议,以实现嵌入RCS模块的CS课程,并解决听众提出的问题。
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引用次数: 0
Communicating Alternative Grading Schemes: How to Shift Students' Attention to Their Learning from Grades 沟通不同的评分方案:如何将学生的注意力从分数转移到学习上
Sarah E. Brown, Victoria C. Chávez
Mounting evidence shows that distribution enforcing grading schemes that rank students undermine learning. Alternative assessment schemes such as specifications grading, ungrading, and competency-based grading center learning and create a more equitable learning environment. However, to implement such a shift in a course requires a bigger lift from instructors. Students enter our courses expecting certain things; the long-term benefits of more equitable, learning-centered grading schemes can be clouded by the initial anxiety about encountering something new. In this BoF, we will create a space for instructors to discuss their fears, challenges, and solutions in adopting assessment practices and strategies, from the assignment level to the course level, that aligns with learning and equity. In particular, we will focus on discussing how to communicate the need for and benefits of said practices to students, and how these practices can help shift students' attention away from their grades and toward their learning.
越来越多的证据表明,分配强制实行给学生排名的评分方案会破坏学习。替代的评估方案,如规格评分、不评分和基于能力的评分中心学习,创造一个更公平的学习环境。然而,要在课程中实施这样的转变,需要教师做出更大的努力。学生进入我们的课程,期望得到某些东西;更公平、以学习为中心的评分方案的长期好处可能会被一开始对遇到新事物的焦虑蒙上阴影。在这个BoF中,我们将为教师创造一个空间,讨论他们在采用评估实践和策略时的恐惧、挑战和解决方案,从作业层面到课程层面,与学习和公平保持一致。特别是,我们将重点讨论如何向学生传达上述实践的必要性和益处,以及这些实践如何帮助学生将注意力从成绩转移到学习上。
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引用次数: 4
The Effect of Program Cost on Minority Student Virtual Computing Outreach Participation 项目成本对少数民族学生虚拟计算外展参与的影响
Kaylah Mackroy, Whitney Nelson, Kinnis Gosha
A Historically Black College or University (HBCU) hosted a virtual supplemental learning program to expose underrepresented minority and low-income youth to game development via Construct 3: Game Making Software. The program implemented a hybrid need-based admissions model that compared paid, subsidized, and free virtual outreach participation among underrepresented minority (URM) and low-income adolescents. Due to the program's unique distinctions: a virtual learning environment amid COVID-19, African American undergraduate instructors, and its need-based admissions model, it is unclear which factors directly affected student participation. Future directions include investigating what factors contributed to participation rates, obtaining student and parent feedback, and comparing this program to summer programs for underrepresented students.
一所历史悠久的黑人学院或大学(HBCU)举办了一项虚拟补充学习计划,通过Construct 3: game Making Software向未被充分代表的少数族裔和低收入青年展示游戏开发。该项目实施了一种基于需求的混合招生模式,比较了弱势群体(URM)和低收入青少年的付费、补贴和免费虚拟外展参与。由于该项目的独特之处在于:新冠疫情期间的虚拟学习环境、非裔美国本科生导师以及基于需求的招生模式,目前尚不清楚哪些因素直接影响了学生的参与。未来的方向包括调查影响参与率的因素,获得学生和家长的反馈,并将该项目与代表性不足的学生的暑期项目进行比较。
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引用次数: 0
Rho-NLR: A Neural Lumigraph Renderer with Controllable Illumination Rho-NLR:一种具有可控照明的神经Lumigraph渲染器
Laura Perkins
The field of computer graphics has seen the rapid development of a class of solutions to difficult inverse problems such as determining 3D structure and view-dependent properties of an object from a sparse set of images. The Neural Lumigraph Rendering (NLR) approach disentangles geometry and appearance into two separate implicit neural representations, leveraging the unique fitting capabilities of sinusoidal representation networks (SIRENs), and then exports the result into a mesh with the unstructured lumigraph rendering technique for real-time rendering. While this technique presents robust reconstruction and synthesis quality, the problem of modelling illumination and reflectance properties in Neural Lumigraph Renderers has not yet been treated. We propose a straightforward modification of the NLR neural pipeline, dubbed rho-NLR, which demonstrates the robust capabilities of the NLR structure for high-fidelity view synthesis while allowing controllable illumination. By altering the appearance model to output the coefficients of a reflectance distribution function in a finite spherical harmonic basis, we obtain a lightweight representation which requires one small matrix multiplication per pixel to evaluate, allowing for dynamic scene relighting which is real-time within a given viewpoint. Finally, we publish an open-source implementation of Neural Lumigraph Rendering in TensorFlow 2.5.0, as well as our own rho-NLR.
计算机图形学领域已经看到了一类解决困难逆问题的快速发展,例如从稀疏图像集确定物体的三维结构和视图依赖属性。神经光图渲染(NLR)方法将几何和外观分解为两个独立的隐式神经表示,利用正弦表示网络(SIRENs)的独特拟合能力,然后使用非结构化光图渲染技术将结果导出到网格中进行实时渲染。虽然该技术具有鲁棒的重建和合成质量,但在神经Lumigraph Renderers中建模照明和反射属性的问题尚未得到解决。我们提出了一种直接修改的NLR神经管道,称为rho-NLR,它展示了NLR结构在高保真视图合成方面的鲁棒能力,同时允许可控照明。通过改变外观模型以在有限球谐基中输出反射率分布函数的系数,我们获得了一个轻量级的表示,它需要每个像素进行一个小矩阵乘法来评估,从而允许在给定视点内实时进行动态场景重照明。最后,我们在TensorFlow 2.5.0中发布了一个开源的神经Lumigraph渲染实现,以及我们自己的rho-NLR。
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引用次数: 0
Code Red: Culturally Revitalizing Computing Courses in Native American-Serving Schools 红色代码:为印第安人服务的学校的文化复兴计算机课程
Frieda McAlear, I. H. M. Horses, M. Casao, R. Luebker
Despite more than a decade of efforts to broaden participation in computing, Native students and girls are alarmingly underrepresented in computer science (CS) education. Addressing the disparities in access to rigorous, college preparatory CS education in Native communities requires tribe-specific culturally relevant and revitalizing pedagogical and curricular approaches. This panel highlights the work of Native computing educators to center, celebrate, and connect Native students' and girls' tribe-specific culture and languages to fundamental computing concepts and applications.
尽管十多年来一直在努力扩大计算机的参与,但在计算机科学(CS)教育中,本土学生和女孩的人数却少得惊人。要解决土著社区在接受严格的大学计算机科学预科教育方面存在的差距,需要与部落特有的文化相关的、具有活力的教学和课程方法。这个小组突出了土著计算机教育工作者的工作,他们将土著学生和女孩的部落特有文化和语言与基本的计算概念和应用联系起来。
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引用次数: 0
Are We There Yet? Novices' Code Smells linked to Loop Constructs 我们到了吗?新手的代码气味与循环构造相关联
C. Izu, Shrey Chandra
Research on novice programmers has focused heavily on identifying errors and misconceptions and helping novices to correct them. In contrast, there is a sparse but growing effort into helping students to evaluate and improve the quality of their code once it is functionally correct. One way to improve quality is to simplify code structure by getting rid of poorly written code patterns, or so called code smells. Although code smells for software developers are well catalogued, novices exhibit a different range of code smells compared to experts. A catalogue of novices' code smells and their transformations will help instructors to discuss code quality issues with their students. Smells related to conditional expressions and conditional statements have been reported both in novice and expert studies. Our poster focuses on lesser-known novice code smells related to iteration from the literature and it also introduces a new iterative pattern, named "AskFirstOrLast", and how to refactor it.
对新手程序员的研究主要集中在识别错误和误解,并帮助新手纠正它们。相比之下,在帮助学生评估和提高代码质量方面,帮助学生在功能正确的情况下进行的努力很少,但却在不断增加。提高质量的一种方法是通过摆脱编写不良的代码模式(或所谓的代码气味)来简化代码结构。尽管对软件开发人员的代码气味进行了很好的分类,但与专家相比,新手表现出不同范围的代码气味。初学者的代码气味及其转换的目录将帮助教师与学生讨论代码质量问题。在新手和专家的研究中都报道了与条件表达式和条件语句相关的气味。我们的海报关注的是文献中鲜为人知的与迭代相关的新手代码气味,它还介绍了一种新的迭代模式,名为“askfirstlast”,以及如何重构它。
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引用次数: 0
Teacher Self-efficacy During Professional Development for Game Design and Unity 游戏设计与统一专业发展中的教师自我效能感
Charles B. Hodges, Mete Akcaoglu, Andrew A. Allen, Selçuk Doğan
Teacher self-efficacy (SE) has been observed to be an 'important construct for Computer Science (CS) teachers' professional development because it can predict both teaching behaviors as well as student outcomes" [1]. The purpose of the present study was to investigate teacher CS SE during a two-year federally funded professional development (PD) and curriculum development project for middle school teachers incorporating game-design and the Unity development platform. The research question investigated is: How does teacher self-efficacy for teaching computer science via game design with the Unity game development platform change during a year-long PD program? Investigations of teacher SE for teaching CS have resulted in some surprising results. For example, it has been reported that - There were no differences in self-efficacy based on teachers' overall level of experience, despite previous findings that teacher self-efficacy is related to amount of experience" and "no differences in self-efficacy related to the teachers' own level of experience with CS" [2], thus further study of CS teacher SE is warranted. Participants in this study were six middle school teachers from four middle schools in the southeastern United States. They participated in a year-long PD program learning the Unity game development platform, elements of game design, and foundations of learner motivation. Guided reflective journaling was used to track the teachers' SE during the first year of the project. Teachers completed journal prompts at four intervals. Prompts consisted of questions like "How do you currently feel about your ability to facilitate student learning with Unity?" and "Are you confident that you can implement the materials the way the project team has planned for them to be implemented?" Prior to beginning the project participants expressed confidence in being able to facilitate student learning after participating in the planned professional development, but there was some uneasiness about learning and using Unity. From a SE perspective their responses make sense, as all of the participants are experienced teachers and should have confidence in their general ability to teach. However, since Unity is a new programming environment for all of the teachers, they did not have the prior experience necessary to have a high degree of confidence that they could successfully use it with their students.
教师自我效能感(SE)被认为是“计算机科学(Computer Science, CS)教师专业发展的重要构建,因为它既可以预测教学行为,也可以预测学生的成绩”[1]。本研究的目的是在为期两年的联邦资助的中学教师专业发展(PD)和课程开发项目中调查教师CS SE,该项目包括游戏设计和Unity开发平台。调查的研究问题是:在为期一年的PD课程中,使用Unity游戏开发平台通过游戏设计教授计算机科学的教师自我效能感是如何变化的?在CS教学中对SE教师进行的调查得出了一些令人惊讶的结果。例如,有报道称“教师的自我效能感与经验的多少有关”,“教师的自我效能感与教师自身的CS经验水平没有差异”[2],因此对CS教师SE的进一步研究是有必要的。这项研究的参与者是来自美国东南部四所中学的六名中学教师。他们参加了为期一年的PD项目,学习Unity游戏开发平台、游戏设计元素和学习者动机的基础。在项目的第一年,引导反思日志被用来跟踪教师的SE。教师们分四次完成日志提示。提示包括诸如“你目前对自己使用Unity促进学生学习的能力感觉如何?”和“你有信心按照项目团队计划的方式执行材料吗?”在项目开始之前,参与者表示有信心能够在参与计划的专业发展后促进学生的学习,但在学习和使用Unity方面存在一些不安。从SE的角度来看,他们的回答是有道理的,因为所有的参与者都是有经验的教师,应该对自己的教学能力有信心。然而,由于Unity对所有教师来说都是一种新的编程环境,他们没有必要的经验,无法对自己能够成功地与学生一起使用它抱有高度的信心。
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引用次数: 1
Mentoring a Women in Computing Student Club: The Good, The Bad, and The Ugly 指导计算机学生俱乐部的女性:好,坏,丑
M. Villani, I. Aydin
Initiatives addressing issues of Women in Computing (WiC) at FSC has been inconsistent in the last decade. As a response, two faculty have worked with student leaders to reinstantiate the WiC student club during the COVID19 pandemic. Re-instituting the club has raised some questions that are not entirely pandemic related. FSC is primarily a commuter college within the larger NY State university system, where 90% of the 10,000 enrolled commute. Computer Systems enrollment is consistently 90% male and 10% female. Since student clubs are vital for the social climate and student engagement of a college campus, women-focused student clubs are especially important to create a supportive atmosphere and camaraderie among the women students enrolled in the computing programs. In this BoF, the facilitators look forward to collaborating with colleagues/student leaders who have experience and interest in advising/running student clubs. The facilitators would also like to explore more deeply on topics of working with student leaders, examining the role of faculty advisors for student clubs, and welcome insight and perspectives of students who are involved with student clubs. The facilitators will share and solicit input on the unique challenges of commuter colleges where there is a shortage of student leaders that have the time and the mindset for running student clubs.
在过去的十年里,FSC关于女性参与计算(WiC)问题的倡议一直不一致。作为回应,两名教师与学生领袖合作,在covid - 19大流行期间恢复了WiC学生俱乐部。俱乐部的重新成立引发了一些问题,这些问题并不完全与流行病有关。FSC主要是纽约州立大学系统中的一所通勤学院,10000名入学学生中有90%是通勤学生。计算机系统的入学比例一直是90%男性和10%女性。由于学生俱乐部对大学校园的社会氛围和学生参与至关重要,因此以女性为中心的学生俱乐部对于在参加计算机课程的女学生中创造支持气氛和同志情谊尤为重要。在这个BoF中,主持人期待与有经验和兴趣的同事/学生领袖合作,为学生俱乐部提供建议和运营。主持人还希望更深入地探讨与学生领袖合作的主题,检查学生俱乐部教师顾问的角色,并欢迎参与学生俱乐部的学生的见解和观点。促进者将分享并征求关于通勤学院独特挑战的意见,因为通勤学院缺乏有时间和心态来管理学生俱乐部的学生领袖。
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引用次数: 0
Community Input for CS202X: Software Engineering CS202X社区意见:软件工程
Titus Winters, Brett A. Becker, C. Servin
As Computer Science Curricula 2013 (CS2013) approaches its 10th anniversary plans are underway to update this important document. The CS202X task force started these efforts in Spring 2021. The aim of this session is to seek feedback from the community on a draft of the Software Engineering (SE) knowledge area. As Dave Parnas once said, "Software Engineering is the multi-person construction of multi-version programs," it is distinct from programming by virtue of being acutely impacted by issues of time (compatibility, versioning, version skew, schema evolution) and coordination or teamwork (communication, coordination, planning, etc). These are challenging issues to convey effectively given classroom practicalities, but it is essential for our graduates that go on to industry roles to have some awareness of these matters. We hope that by hosting a BoF at SIGCSE we can gather input from current instructors, especially to hear what is and is not working well from the CS2013 guidelines. We also hope such a BoF session can serve as a networking session for educators and education-aligned industry representatives so that we have a better feedback loop as Software Engineering practices evolve.
随着《计算机科学课程2013》(CS2013)即将迎来十周年纪念,我们正在计划更新这一重要文件。CS202X工作组于2021年春季启动了这些工作。本次会议的目的是寻求社区对软件工程(SE)知识领域草案的反馈。正如Dave Parnas曾经说过的,“软件工程是多版本程序的多人构建”,它不同于编程,因为它受到时间问题(兼容性、版本控制、版本偏差、模式演变)和协调或团队合作(沟通、协调、计划等)的强烈影响。在课堂实践中,这些都是具有挑战性的问题,但对于我们的毕业生来说,继续从事行业角色,对这些问题有一定的认识是至关重要的。我们希望通过在SIGCSE举办BoF,我们可以从当前的讲师那里收集意见,特别是从CS2013指南中听到哪些是有效的,哪些是不有效的。我们也希望这样的BoF会议可以作为教育工作者和与教育一致的行业代表的网络会议,这样我们就可以在软件工程实践的发展中有一个更好的反馈循环。
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引用次数: 0
Women's Longitudinal Career Trajectories Following Their Participation in a 3-Year Computing Camp 女性参加3年计算机训练营后的纵向职业轨迹
Maya Narayanasamy
CompSciConnect (CSC) is a three-year summer computing camp for middle school students that aims to address underrepresentation in STEM, retain marginalized groups in these fields, and offer support towards more impressionable students. This study aims to investigate the impact that informal programs like CSC have on young women over the course of the camp and in the long run. Case studies using students' pre-, post-, and longitudinal-survey data indicate that computing camps impact students' confidence and perception of themselves in computing. Follow-up and future additional survey data are needed to determine the extent to which informal computing programs are effective in retaining women in STEM.
CompSciConnect (CSC)是一个为期三年的中学生暑期计算机夏令营,旨在解决STEM领域代表性不足的问题,保留这些领域的边缘群体,并为更容易受影响的学生提供支持。本研究旨在调查像CSC这样的非正式项目在夏令营期间和长期内对年轻女性的影响。使用学生的前后和纵向调查数据的案例研究表明,计算营影响了学生对自己在计算方面的信心和看法。需要后续和未来额外的调查数据来确定非正式计算项目在多大程度上有效地留住了STEM领域的女性。
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引用次数: 0
期刊
Proceedings of the 53rd ACM Technical Symposium on Computer Science Education V. 2
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