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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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How is Computational Thinking Defined in Elementary Science? 基础科学如何定义计算思维?
Jennifer Pietros, Sara Sweetman, Minsuk K. Shim
Computational thinking (CT) is a foundational skill of computer science that all elementary students should have equitable access to for learning and engaging in throughout their day. For the integration of CT into science instruction to be successful, teachers need to be able to communicate clearly what CT is and how it is defined through precise language. The intention of this poster is to explore the meaning of CT at the elementary level through a critical review of literature, analysis of standards, value-mapping across multiple stakeholders, analysis of written responses from elementary teachers on a CT survey, and deep discussions of a Design-Based Implementation Research Team (DBIR). The data collected and analyzed from these sources was combined to develop a definition of CT that would support implementation of CT for elementary teachers.
计算思维(CT)是计算机科学的一项基本技能,所有小学生都应该有公平的机会学习和参与他们的一天。为了成功地将CT整合到科学教学中,教师需要能够通过精确的语言清楚地传达CT是什么以及如何定义CT。这张海报的目的是通过对文献的批判性回顾,对标准的分析,对多个利益相关者的价值映射,对小学教师对CT调查的书面回应的分析,以及对基于设计的实施研究团队(DBIR)的深入讨论,来探索CT在初级阶段的意义。将从这些来源收集和分析的数据结合起来,形成一个支持对小学教师实施CT的CT定义。
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引用次数: 0
Girls Immersed in Robotics Learning 女孩们沉浸在机器人学习中
Beryl Hoffman, Florence R. Sullivan, D. Black, Jacob Bashista, R. Gary, Isabel Castellanos, M. Moriarty, Elisabeth Fein, Özkan Yildiz, Ali Söken, Andrew Pasquale
Girls Immersed in Robotics Learning engages middle school Latina girls in computer science and co-robotics with an immersive narrative of helping a Puerto Rico community recover from a hurricane. We are developing GaleForce, a Unity virtual robotics game where students can learn to code virtual robots and drones using a block-based programming language, and have collected data from a week-long workshop with a group of 9, mostly Latinx, 4th and 5th graders. Students showed gains from 13% - 50% in interest in pre/post surveys, and gains in scores ranging from 11% to 39% on content in pre/post assessments. Preliminary backend learning analytics results indicate that the students consistently used the 3D virtual world of San Juan as their point of reference for programming and wrote programs that focused on direction and distance, but did not use more advanced loops, conditionals and black boxed blocks. These results support a developmental approach to teaching programming, focusing first on concrete referents for program construction.
女孩们沉浸在机器人学习中,让中学拉丁女孩学习计算机科学和联合机器人技术,以身临其境的方式帮助波多黎各社区从飓风中恢复过来。我们正在开发GaleForce,这是一款Unity虚拟机器人游戏,学生可以在其中学习使用基于块的编程语言编写虚拟机器人和无人机代码,并从一个为期一周的研讨会中收集数据,该研讨会由9人组成,主要是拉丁裔,4年级和5年级学生。学生对前后调查的兴趣增加了13%至50%,对前后评估内容的得分增加了11%至39%。初步的后端学习分析结果表明,学生们一直使用圣胡安的3D虚拟世界作为他们编程的参考点,并编写了专注于方向和距离的程序,但没有使用更高级的循环、条件和黑盒块。这些结果支持一种发展性的编程教学方法,首先关注程序构建的具体参考。
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引用次数: 0
The Sol y Agua RPP: A Bilingual and Culturally Responsive Approach to Introduce Computational Thinking in Middle School Sol y Agua RPP:在中学引入计算思维的双语和文化响应方法
Monika Akbar, Katherine S. Mortimer, Grecia Navarrete, Stephanie Galvan, G. Molina, Romelia Reyes, Cynthia Ontiveros, Scott Gray, S. Escandón, Monica Lyons, P. Delgado, V. Medrano, H. Kneedler, P. Benítez, Jacob Ramirez, Jesus Vazquez, Melissa Anderson
The Sol y Agua researcher-practitioner partnership (RPP) project introduces computational thinking (CT) in the middle school of the Paso del Norte region using a linguistically and culturally responsive approach. At the core of this RPP is the Sol y Agua game, a bilingual, culturally- and environmentally-relevant educational game developed at the University of Texas at El Paso to introduce computing and STEM topics in middle school. The Sol y Agua RPP includes some critical areas for a successful RPP, including partnership building and the focus on a linguistically and culturally-responsive pedagogy and content development. We describe our approach to build a sustainable RPP, incorporating bilingual pedagogy, and integrating CT through a culturally- and environmentally-relevant game as part of our RPP experience.
Sol y Agua研究人员-实践者伙伴关系(RPP)项目在Paso del Norte地区的中学采用语言和文化响应方法引入计算思维(CT)。该RPP的核心是Sol y Agua游戏,这是一款由德克萨斯大学埃尔帕索分校开发的与文化和环境相关的双语教育游戏,旨在向中学介绍计算机和STEM主题。索伊阿瓜区域合作伙伴计划包括一些成功的区域合作伙伴计划的关键领域,包括建立伙伴关系,关注语言和文化响应教学法和内容开发。我们描述了我们建立可持续RPP的方法,结合双语教学法,并通过文化和环境相关的游戏将CT整合为我们RPP经验的一部分。
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引用次数: 0
A First Look at the ACM/IEEE-CS/AAAI Computer Science Curricula (CS202X) ACM/IEEE-CS/AAAI计算机科学课程(CS202X)初探
Amruth N. Kumar, R. Raj
A Joint Task Force of the Association for Computing Machinery (ACM), the Institute of Electrical and Electronics Engineers~-~Computer Society (IEEE-CS), and Association for the Advancement of Artificial Intelligence (AAAI) was constituted in early 2021 to begin the decennial process of revising the Computer Science curricular guidelines, which were last released as Computer Science Curricula 2013 (CS2013). This special session will present the first draft of the revised curricular guidelines, currently referred to as CS202X, and solicit feedback. The CS202X draft will include revisions to CS2013 Knowledge Areas, a proposed competency model being incorporated into the curricular guidelines, and other updates. Targeted towards educators, administrators and others interested in Computer Science curricular issues, this session will be led by the co-chairs and members of the CS202X Steering Committee as part of their process to engage the community and solicit feedback.
由计算机协会(ACM)、电气和电子工程师学会~计算机学会(IEEE-CS)和人工智能促进协会(AAAI)组成的联合工作组于2021年初成立,以开始修订计算机科学课程指南的十年一次的过程,该指南最后发布为2013年计算机科学课程(CS2013)。这次特别会议将提出修订后的课程指南的初稿,目前称为CS202X,并征求反馈意见。CS202X草案将包括对CS2013知识领域的修订,将一个拟议的能力模型纳入课程指南,以及其他更新。针对教育工作者、管理人员和其他对计算机科学课程问题感兴趣的人,本次会议将由CS202X指导委员会的联合主席和成员领导,作为他们与社区互动和征求反馈的过程的一部分。
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引用次数: 2
First Impressions of Using Stack Overflow for Education in a Computer Science Bachelor Programme 在计算机科学学士课程中使用堆栈溢出的第一印象
Stefan Hugtenburg, A. Zaidman
Community Question Answering (CQA) platforms like Stack Overflow enable gamified and moderated community-driven knowledge creation. We report on our experiences of introducing Stack Overflow in our Computer Science BSc programme and explore whether these platforms can (1) reduce the workload of lecturers in answering questions in large-scale classrooms, and (2) create a community of learners in the large-scale setting of ~1600 students.
像Stack Overflow这样的社区问答(CQA)平台能够实现游戏化和适度的社区驱动的知识创造。我们报告了我们在计算机科学理学士课程中引入堆栈溢出的经验,并探讨了这些平台是否可以(1)减少讲师在大型教室中回答问题的工作量,以及(2)在约1600名学生的大型环境中创建学习者社区。
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引用次数: 2
Beauty and Joy of Computing: AP CS Principles & Middle School Curriculum 计算机的美与乐趣:AP CS原理与中学课程
Michael A. Ball, Lauren Mock, D. Garcia, T. Barnes, Marnie Hill, Mary Fries, Pamela Fox, Yuan Garcia
The Beauty and Joy of Computing (BJC) is a CS Principles (CSP) course created at UC Berkeley to reach high school and university nonmajors in computer science. It was chosen for the CSP pilot and endorsed by the College Board as an AP CSP curriculum and PD provider since the first AP CSP exam sitting in 2017. This past year, BJC developed a new course for middle school and early high school that teaches a functional approach to programming, emphasizing iteration and commands, and including exciting projects in graphics, data, and media. In this workshop, we will provide an overview of the BJC middle school and high school curriculum including course materials, teacher resources, and an introduction to Snap!, the chosen visual programming language of BJC. We will not only cover curriculum updates, Snap! updates, BJC for middle school, BJC in other languages, but also dive into labs with hands-on programming. Laptop is required.
《计算的美丽与快乐》(BJC)是加州大学伯克利分校为高中和大学非计算机专业学生开设的一门计算机科学原理(CSP)课程。自2017年第一次AP CSP考试以来,它被选为CSP试点,并被大学理事会认可为AP CSP课程和PD提供商。在过去的一年里,BJC为初中和高中早期开发了一门新的课程,教授函数式编程方法,强调迭代和命令,并包括图形、数据和媒体方面令人兴奋的项目。在本次研讨会中,我们将提供BJC初中和高中课程的概述,包括课程材料,教师资源,以及对Snap的介绍!, BJC选择的可视化编程语言。我们不仅会更新课程,Snap!更新,BJC为中学,BJC在其他语言,但也潜入实验室动手编程。需要笔记本电脑。
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引用次数: 0
How to Gamify Computer Science Courses? 如何将计算机科学课程游戏化?
D. Dicheva, Keith Irwin, Christo Dichev, L. Cassel, Rita Ismailova
Gamification, the use of game elements in non-game contexts, is already widely used to enhance learner engagement and motivation. Gamification motivates by adding gamefulness to the learning tasks. It is largely agreed that the success of applying gamification to educational contexts strongly depends on the way the gamification is designed & implemented. The goal of this BOF will be to provide a platform for discussing and brainstorming of different ways in which Computer Science courses could be gamified. BOF participants will form groups which will be tasked with developing scenarios of gamification design for a CS course. The groups will be led by the BOF organizers & other participating colleagues who are experienced in applying gamification in their courses. The guiding questions will include: What should be the steps in the gamification design process, where do we start? What are the goals? Which learning activities are suited for gamifying? Which game elements - the building blocks that are used for creating gameful experiences - could be used in the selected contexts? What gamification platforms or tools can be used to implement the designed gamification? At the end, the groups will be invited to present their gamification scenarios. We hope that in this BOF we will collectively identify new and interesting strategies for creating successful and sustainable gameful experiences in CS courses which will contribute to learners' engagement & motivation.
游戏化,即在非游戏环境中使用游戏元素,已经被广泛用于提高学习者的参与度和动机。游戏化的动机是在学习任务中添加游戏性。人们普遍认为,将游戏化应用于教育环境的成功与否很大程度上取决于游戏化的设计和执行方式。这个BOF的目标是提供一个讨论和集思广益的平台,以不同的方式将计算机科学课程游戏化。BOF参与者将组成小组,负责为CS课程开发游戏化设计方案。这些小组将由BOF的组织者和其他在课程中应用游戏化经验丰富的参与同事领导。指导性问题将包括:游戏化设计过程中的步骤是什么,我们从哪里开始?目标是什么?哪些学习活动适合游戏化?哪些游戏元素(用于创造游戏体验的构建块)可以用于选定的上下文?什么游戏化平台或工具可以用来执行设计好的游戏化?最后,小组将被邀请展示他们的游戏化方案。我们希望在这个BOF中,我们将共同确定新的和有趣的策略,在CS课程中创造成功和可持续的游戏体验,这将有助于学习者的参与和动力。
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引用次数: 1
Introducing Programming to Middle School Students to Increase Knowledge and Interest in Computer Science 向中学生介绍程序设计以增加对计算机科学的知识和兴趣
Callan J. Noak, Jennifer L. Tsan, Sujing Wang, Stefan Andrei
Our poster covers the organization, curriculum design, and assessment of two summer camps we organized in Summer 2021 to teach middle school students fundamental programming concepts to increase their knowledge and interests in computer science. We designed several hands-on projects using the SparkFun Inventor's Kit, Scratch, and Makers Empire 3D Design Software. Scratch was used to teach fundamental programming concepts such as arithmetic operations, strings, conditional statements, and loops. The SparkFun Inventor's Kit provides a powerful and in-depth programming experience for middle school students. The Mission to Mars Design Challenge Activity utilized Makers Empire 3D Design Software and Scratch and allowed students to explore and determine the specific needs of a mission to Mars while challenging them to brainstorm, design, and create an invention or new tool. Those hands-on programming experiences helped students to develop and build creative confidence, design thinking skills, and problem-solving skills. Our program assessment results showed that camp participants increased their knowledge and interests in subjects related to programming and computer science. Our poster provides detailed information about organizing similar summer camps at other institutions to increase general participation in computer science.
我们的海报涵盖了我们在2021年夏季组织的两个夏令营的组织,课程设计和评估,教中学生基本的编程概念,以增加他们对计算机科学的知识和兴趣。我们设计了几个动手项目使用SparkFun发明家的工具包,划痕,和创客帝国3D设计软件。Scratch被用来教授基本的编程概念,比如算术运算、字符串、条件语句和循环。SparkFun发明人工具包为中学生提供了强大而深入的编程体验。火星任务设计挑战活动利用创客帝国3D设计软件和Scratch,让学生探索和确定火星任务的具体需求,同时挑战他们头脑风暴,设计和创造一项发明或新工具。这些动手编程经验帮助学生发展和建立创造性的信心,设计思维能力和解决问题的能力。我们的项目评估结果显示,夏令营参与者在编程和计算机科学相关科目上的知识和兴趣都有所增加。我们的海报提供了在其他机构组织类似夏令营的详细信息,以增加对计算机科学的普遍参与。
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引用次数: 0
Equipping Middle School Teachers with Culturally Responsive Pedagogy for Computer Science Through Community-centered Professional Development 通过以社区为中心的专业发展,使中学教师具备计算机科学的文化响应教学法
Gillian Bausch
Culturally responsive pedagogy (CRP) has gained prominence in computer science education since it can effectively reach traditionally marginalized populations, which has led to new efforts toward broadening participation in computer science (CS). The CS Pathways Researcher-Practitioner Partnership (RPP) project developed and delivered a community-centered professional development (PD) model to build middle school teachers' capacity in teaching computer science and digital literacy (CSDL) and eventually have students make apps for social good. The study examined how the project utilized professional learning activities and community support to achieve two goals: 1) build middle school teachers' capacity of teaching CS curriculum by using culturally responsive pedagogy (CRP), and 2) support the implementation of CRP in their CS classrooms. Qualitative data were collected through the year-long bi-weekly PD meetings including answers to prompt questions and discussion, along with end-of-year interviews with the teachers. The results demonstrated that by utilizing a community-centered PD model, the project was able to 1) enhance teachers' cognitive development of CRP; 2) facilitate teachers' interaction, sharing of knowledge and resources, as well as exchange of best practices; 3) successfully collaborate with teachers to implement a CRP and address their questions along the way. This paper discussed the potential model for a community-centered professional development to prepare and support teachers' culturally responsive teaching in CS education, aiming to contribute to PD research.
文化响应教学法(CRP)在计算机科学教育中获得了突出地位,因为它可以有效地覆盖传统上被边缘化的人群,这导致了扩大计算机科学(CS)参与的新努力。计算机科学之路研究人员-实践者伙伴关系(RPP)项目开发并提供了一个以社区为中心的专业发展(PD)模式,以培养中学教师教授计算机科学和数字素养(CSDL)的能力,并最终让学生为社会公益制作应用程序。研究考察了该项目如何利用专业学习活动和社区支持来实现两个目标:1)通过文化响应教学法(CRP)建立中学教师教授计算机科学课程的能力;2)支持在他们的计算机科学课堂上实施CRP。定性数据是通过为期一年的双周PD会议收集的,包括对提示问题和讨论的回答,以及对教师的年终访谈。结果表明:采用以社区为中心的PD模式,该项目能够促进教师CRP认知发展;2)促进教师之间的互动、知识和资源的共享以及最佳实践的交流;3)成功地与老师合作实施CRP,并解决他们的问题。本文探讨了以社区为中心的专业发展的潜在模式,以准备和支持CS教育中教师的文化响应性教学,旨在为PD研究做出贡献。
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引用次数: 0
Interdisciplinary Computing Majors (CS+X): Making it work at your University 跨学科计算机专业(CS+X):让它在你的大学发挥作用
Carla E. Brodley, Valerie Barr
As computing becomes increasingly relevant to all disciplines, interdisciplinary computing degrees become increasingly important. These interdisciplinary majors: 1) address the increasing need for computing knowledge across all disciplines; 2) have the potential to increase a student's employability; 3) give employers the opportunity to hire students who are trained in two fields relevant to the company; 4) by reducing the number of requirements for the computing degree, can alleviate some of the pressure faced by CS departments from booming enrollments ; and 5) broaden participation in computing - in particular, to increase the percentage of women. Despite these opportunities, as of 2022 there are only a few schools that have embraced this mission. There are significant implementation challenges to interdisciplinary majors: 1) university/college budget models often financially discourage interdisciplinary degrees; 2) difficulty determining the "unit" that will administer the combined degree; 3) already large demands on CS faculty time; 4) advisors/faculty must be trained to advise interdisciplinary majors; and 5) both disciplines have to agree to reduce their major course requirements. In this BoF session we will discuss these and other obstacles identified at the range of institutions represented at SIGCSE and how to overcome these implementation challenges.
随着计算机与所有学科的关系越来越密切,跨学科计算机学位也变得越来越重要。这些跨学科专业:1)满足所有学科对计算机知识日益增长的需求;2)有潜力提高学生的就业能力;3)让雇主有机会雇用在与公司相关的两个领域接受过培训的学生;4)通过减少对计算机学位的要求数量,可以减轻计算机系因招生人数激增而面临的一些压力;5)扩大计算机领域的参与——尤其是增加女性的比例。尽管有这些机会,但截至2022年,只有少数学校接受了这一使命。跨学科专业的实施面临着重大挑战:1)大学/学院的预算模式往往在经济上阻碍跨学科学位的发展;2)难以确定管理合并学位的“单位”;3)对CS教师时间的需求已经很大;4)导师/教师必须接受培训,为跨学科专业提供建议;5)两个学科必须同意减少他们的专业课程要求。在本次BoF会议上,我们将讨论在SIGCSE代表的一系列机构中发现的这些和其他障碍,以及如何克服这些实施挑战。
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引用次数: 0
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Proceedings of the 53rd ACM Technical Symposium on Computer Science Education V. 2
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