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Strategy-based feedback in a programming tutor 编程导师中基于策略的反馈
Pub Date : 2014-11-05 DOI: 10.1145/2691352.2691356
H. Keuning, B. Heeren, J. Jeuring
More and more people take up learning how to program: in schools and universities, in large open online courses or by learning it by themselves. A large number of tools have been developed over the years to support learners with the difficult task of building programs. Many of these tools focus on the resulting program and not on the process: they fail to help the student to take the necessary steps towards the final program. We have developed a prototype of a programming tutor to help students with feedback and hints to progress towards a solution for an introductory imperative programming problem. We draw upon the ideas of a similar tutor for functional programming and translate these ideas to a different paradigm. Our tutor is based on model solutions from which a programming strategy is derived, capturing the different paths to these solutions. We allow for variation by expanding the strategy with alternatives and using program transformations. The instructor is able to adapt the behaviour of the tutor by annotating the model solutions. We show a tutoring session to demonstrate that a student can arrive at a solution by following the generated hints. We have found that we can recognise between 33% and 75% of student solutions to three programming exercises that are similar to a model solution, which we can increase by incorporating more variations.
越来越多的人开始学习如何编程:在学校和大学,在大型开放式在线课程或自学。多年来,已经开发了大量的工具来支持学习者完成构建程序的艰巨任务。许多这些工具关注的是最终的项目,而不是过程:它们无法帮助学生采取必要的步骤走向最终的项目。我们开发了一个编程导师的原型,以帮助学生获得反馈和提示,以解决介绍性命令式编程问题。我们借鉴了类似的函数式编程导师的思想,并将这些思想转化为不同的范式。我们的导师基于模型解决方案,从模型解决方案中派生出编程策略,捕获到这些解决方案的不同路径。我们通过使用备选方案扩展策略和使用程序转换来允许变化。讲师能够通过注释模型解决方案来调整导师的行为。我们展示了一个辅导课程,以证明学生可以通过遵循生成的提示找到解决方案。我们发现,在三个编程练习中,我们可以识别出33%到75%的学生解决方案与模型解决方案相似,我们可以通过加入更多的变体来增加模型解决方案。
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引用次数: 21
Beautiful JavaScript: how to guide students to create good and elegant code 美丽的JavaScript:如何引导学生创建良好和优雅的代码
Pub Date : 2014-11-05 DOI: 10.1145/2691352.2691358
H. Passier, Sylvia Stuurman, H. Pootjes
Programming is a complex task, which should be taught using authentic exercises, with supportive information and procedural information. Within the field of Computer Science, there are few examples of procedural information that guide students in how to proceed while solving a problem. We developed such guidelines for programming tasks in JavaScript, for students who have already learned to program using an object oriented language. Teaching JavaScript in an academic setting has advantages and disadvantages. The disadvantages are that the language is interpreted so there is no compiler to check for type errors, and that the language allows many 'awful' constructs. The advantage is that, because of those disadvantages, programmers should consciously apply rules for 'good' programs, instead of being able to rely on the errors and warnings that a compiler will raise. In this article, we show how we guide students to develop elegant code in JavaScript, by giving them a set of guidelines, and by advising a process of repeated refactoring until a program fulfills all requirements. To show that these guidelines work, we describe the development of a generic module for client-side form validation. The process followed and the resulting module both are valuable in an educational setting. As an example, it shows and explains precisely to students how such a module can be developed by following our guidelines, step by step.
编程是一项复杂的任务,应该用真实的练习来教授,并辅以支持性信息和程序性信息。在计算机科学领域中,很少有程序信息的例子来指导学生如何在解决问题时继续进行。我们为已经学会使用面向对象语言编程的学生开发了JavaScript编程任务指南。在学术环境中教授JavaScript既有优点也有缺点。缺点是该语言是解释性的,因此没有编译器来检查类型错误,并且该语言允许许多“糟糕的”结构。优点是,由于存在这些缺点,程序员应该有意识地为“好”程序应用规则,而不是依赖编译器会提出的错误和警告。在本文中,我们将向学生展示如何指导他们用JavaScript开发优雅的代码,方法是给他们提供一组指导方针,并建议在程序满足所有需求之前进行重复重构。为了说明这些指导原则是有效的,我们描述了一个用于客户端表单验证的通用模块的开发。随后的过程和最终的模块在教育环境中都是有价值的。作为一个例子,它向学生准确地展示和解释了如何按照我们的指导方针一步一步地开发这样一个模块。
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引用次数: 5
Improving students' learning in software engineering education through multi-level assignments 通过分层作业促进学生在软件工程教育中的学习
Pub Date : 2014-11-05 DOI: 10.1145/2691352.2691357
C. Köppe, Leo Pruijt
Assignments and exercises are an essential part of software engineering education. It usually requires a variety of these assignments to cover a desired wide range of educational objectives as defined in the revised Bloom's taxonomy. But such a variety has inherent problems, e.g. that students might not see the connections between the assignments and find it hard to generalize the covered concepts. In this paper we present the educational design pattern Multi-Level Assignment which addresses these problems. It enables the assignment designer to incorporate a variety of educational objectives into a single assignment by including the concepts on multiple knowledge and process levels. The description as educational design pattern and the provided three implementation examples make this approach directly applicable for other software engineering educators.
作业和练习是软件工程教育的重要组成部分。它通常需要各种各样的作业,以涵盖修订后的布鲁姆分类法所定义的广泛的教育目标。但是这样的多样性有其固有的问题,例如,学生可能看不到作业之间的联系,并且很难概括所涵盖的概念。针对这些问题,本文提出了多层次教学设计模式。它使作业设计者能够通过包含多个知识和过程级别的概念,将各种教育目标合并到单个作业中。作为教育设计模式的描述和提供的三个实现示例使该方法直接适用于其他软件工程教育者。
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引用次数: 8
The design of mobile apps: what and how to teach? 手机应用的设计:教什么,怎么教?
Pub Date : 2014-11-05 DOI: 10.1145/2691352.2691360
Sylvia Stuurman, B. V. Gastel, H. Passier
Mobile applications (or mobile apps or apps for short) gain importance, and will, as is our expectation, find a place in the curricula of Computer Science and Software Engineering. In books, courses and tutorials, not much attention has been given to the design of mobile applications. In this paper, we describe the anatomy of mobile apps, using Android as an example. Based on this anatomy, we offer an inventarization of modeling techniques that can be applied to adequately design mobile apps. Some of these modeling techniques are already taught in most curricula, albeit in different courses. A modeling technique that is useful for several aspects of mobile apps is the Interaction Flow Modeling Language (IFML). This modeling technique would have to be introduced when one would like to teach students how to design apps. We also describe which strategies can be followed when introducing mobile apps in a curriculum: as a subject of a course, together with knowledge of the concepts and the necessary modeling techniques, or as examples in different courses. We discuss advantages and disadvantages of both approaches.
移动应用程序(或简称移动应用程序或应用程序)变得越来越重要,并且正如我们所期望的那样,将在计算机科学和软件工程课程中找到一席之地。在书籍、课程和教程中,没有太多关注移动应用程序的设计。在本文中,我们将以Android为例描述手机应用的结构。基于这种解剖,我们提供了一种可以应用于充分设计移动应用程序的建模技术的发明。其中一些建模技术已经在大多数课程中教授,尽管是在不同的课程中。交互流建模语言(IFML)是一种对移动应用的多个方面都很有用的建模技术。当一个人想教学生如何设计应用程序时,就必须引入这种建模技术。我们还描述了在课程中引入移动应用程序时可以遵循的策略:作为课程的主题,以及概念和必要的建模技术的知识,或者作为不同课程的示例。我们将讨论这两种方法的优缺点。
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引用次数: 8
Managing a large tertiary computer science class 管理一个大型的大专计算机科学班
Pub Date : 2014-11-05 DOI: 10.1145/2691352.2691359
V. Pieterse, C. Stallmann
The organisation of a tertiary module shows prevalent problems when the size of the class increases. We present problems associated with large classes and investigate a number of proposed solutions. An attempt was made to address these difficulties in a presentation of a first-year module introducing programming with yearly student enrolment of approximately 500. We report on the different aspects of managing a large Computer Science class. The focus of the paper is on the infrastructure put in place to handle this large enrolment at a residential institution. The impact of the efforts and attempted solutions has been observed over the past three years. It was evaluated using statistical methods to detect relationships between broad behaviours. Qualitative evaluation of student feedback and other observations are used to illustrate how the students experienced the course. The outcome can be used as guideline when planning similar courses to avoid some pitfalls that have been identified through this experience and consider the aspects we found useful.
当班级规模增加时,第三模块的组织显示出普遍存在的问题。我们提出了与大班相关的问题,并研究了一些建议的解决方案。为了解决这些困难,在介绍每年约有500名学生入学的第一年模块时进行了尝试。我们报道管理大型计算机科学课程的不同方面。本文的重点是在住宿机构处理如此庞大的入学人数的基础设施。在过去三年中已经观察到这些努力和尝试的解决办法的影响。使用统计方法对其进行评估,以检测广泛行为之间的关系。学生反馈和其他观察的定性评价被用来说明学生如何体验课程。在规划类似的课程时,结果可以用作指导方针,以避免通过此经验确定的一些陷阱,并考虑我们发现有用的方面。
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引用次数: 3
Reviewing the flipped classroom research: reflections for computer science education 翻转课堂研究述评:对计算机科学教育的思考
Pub Date : 2014-11-05 DOI: 10.1145/2691352.2691354
M. Giannakos, J. Krogstie, N. Chrisochoides
Recent technical and infrastructural developments posit flipped (or inverted) classroom approaches ripe for exploration. Flipped classroom approaches have students use technology to access the lecture and other instructional resources outside the classroom in order to engage them in active learning during in-class time. Scholars and educators have reported a variety of outcomes of a flipped approach to instruction; however, the lack of a summary from these empirical studies prevents stakeholders from having a clear view of the benefits and challenges of this style of instruction. The purpose of this article is to provide a review of the flipped classroom approach in order to summarize the findings, to guide future studies, and to reflect the major achievements in the area of Computer Science (CS) education. 32 peer-reviewed articles were collected from a systematic literature search and analyzed based on a categorization of their main elements. The results of this survey show the direction of flipped classroom research during recent years and summarize the benefits and challenges of adopting a flipped approach in the classroom. Suggestions for future research include: describing in-detail the flipped approach; performing controlled experiments; and triangulating data from diverse sources. These future research efforts will reveal which aspects of a flipped classroom work better and under which circumstances and student groups. The findings will ultimately allow us to form best practices and a unified framework for guiding/assisting educators who want to adopt this teaching style.
最近技术和基础设施的发展使得翻转课堂的探索时机成熟。翻转课堂教学方法让学生利用技术手段在课堂外访问讲座和其他教学资源,以便在课堂上积极学习。学者和教育工作者已经报告了翻转教学方法的各种结果;然而,缺乏对这些实证研究的总结阻碍了利益相关者对这种教学风格的好处和挑战有一个清晰的认识。本文的目的是对翻转课堂方法进行回顾,以总结研究结果,指导未来的研究,并反映计算机科学(CS)教育领域的主要成就。从系统的文献检索中收集了32篇同行评议的文章,并根据其主要元素进行了分类分析。本调查的结果显示了近年来翻转课堂研究的方向,并总结了在课堂上采用翻转教学方法的好处和挑战。对未来研究的建议包括:详细描述翻转方法;进行对照实验;对不同来源的数据进行三角测量。这些未来的研究工作将揭示翻转课堂的哪些方面效果更好,在哪些环境和学生群体下效果更好。研究结果最终将使我们能够形成最佳实践和统一框架,以指导/帮助希望采用这种教学方式的教育工作者。
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引用次数: 160
Gamification in educational software development 教育软件开发中的游戏化
Pub Date : 2014-11-05 DOI: 10.1145/2691352.2691353
Achilleas L. D. Buisman, M. V. Eekelen
Software development education often suffers from the image of tedious programming, leading to low levels of activity. In general, gamification can help making tasks more attractive. This paper reports on a gamification case study, indicating that the use of gamification may be an effective instrument to increase the activity of students in Educational Software Development.
软件开发教育常常给人一种乏味的编程印象,导致活动水平低下。一般来说,游戏化可以让任务变得更有吸引力。本文报告了一个游戏化案例研究,表明游戏化的使用可能是一种有效的工具,以增加学生在教育软件开发中的活动。
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引用次数: 26
Model solutions and properties for diagnosing student programs in Ask-Elle 在Ask-Elle中诊断学生项目的模型解决方案和属性
Pub Date : 2014-11-05 DOI: 10.1145/2691352.2691355
J. Jeuring, L. T. V. Binsbergen, Alex Gerdes, B. Heeren
Ask-Elle is an interactive tutor that supports the stepwise development of simple functional programs. Using Ask-Elle students receive feedback about whether or not they are on the right track, they can ask for a hint when they are stuck, and get suggestions about how to refactor their program. Our tutor generates this feedback from model solutions and properties that a solution should satisfy. This paper studies the feasibility of using model solutions together with the desired properties of solutions to analyse the work of a student. It describes an experiment in which we analyse almost 3500 log entries from students using Ask-Elle to solve functional programming exercises, to determine how many of these programs are diagnosed correctly based on model solutions and the desired properties of solutions. Ask-Elle manages to correctly diagnose 82.9% of the student programs. A further analysis of the student programs and the diagnoses shows that adding some reasonable model solutions, properties of model solutions, and general program transformations would increase this percentage to 92.9%.
Ask-Elle是一个支持逐步开发简单函数式程序的交互式导师。使用ask - elle,学生可以收到关于他们是否在正确轨道上的反馈,他们可以在遇到困难时请求提示,并获得有关如何重构程序的建议。我们的导师从模型解决方案和解决方案应该满足的属性中生成这些反馈。本文研究了利用模型解和解的期望性质来分析学生作业的可行性。它描述了一个实验,在这个实验中,我们分析了学生使用Ask-Elle来解决函数式编程练习的近3500个日志条目,以确定基于模型解和解的期望属性,这些程序中有多少被正确诊断。Ask-Elle成功地正确诊断了82.9%的学生项目。对学生程序和诊断的进一步分析表明,添加一些合理的模型解、模型解的性质和一般程序转换将使这一比例提高到92.9%。
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引用次数: 12
An essential language for declarative business rules 用于声明性业务规则的基本语言
Pub Date : 2013-04-04 DOI: 10.5555/2541917.2541922
L. Wedemeijer
Business rules are an important concept in todays business operations. Students in a Business Management and IT curriculum must learn the basics of business rules by capturing and describing the declarative rules that apply in a restricted business context. Learning to specify rules in exact detail is hampered by the lack of rule languages suited for instructional purposes. Natural language or semiformal languages are too versatile and imprecise, whereas most formal languages presuppose advanced knowledge of mathematics and set theory. We describe an essential language for denoting declarative business rules. The language provides just five basic statements which are closely matched to the architectural structure of declarative business rules. The expressive power of the language enables to capture rules very precisely. The clear and simple structure of the language is well suited to learning and understanding. Hence, it is expected that it will improve the learning curve of students in mastering the basics of declarative business rules.
业务规则是当今业务操作中的一个重要概念。业务管理和IT课程的学生必须通过捕获和描述应用于受限业务上下文中的声明性规则来学习业务规则的基础知识。由于缺乏适合教学目的的规则语言,学习精确详细地指定规则受到了阻碍。自然语言或半形式语言过于通用和不精确,而大多数形式语言都以数学和集合论的高级知识为前提。我们描述了一种用于表示声明性业务规则的基本语言。该语言只提供了五个基本语句,它们与声明性业务规则的体系结构紧密匹配。语言的表现力使我们能够非常精确地捕捉规则。语言结构清晰简单,非常适合学习和理解。因此,预计它将改善学生掌握声明性业务规则基础知识的学习曲线。
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引用次数: 0
Jumpstart sustainability in seminars: hands-on experiences in class 在研讨会上快速启动可持续发展:课堂上的实践经验
Pub Date : 2012-09-09 DOI: 10.1145/2421277.2421282
B. Penzenstadler, V. Bauer
Sustainability in its different aspects is hardly addressed in software engineering education, neither as quality objective of system development nor in business process design. Consequently, students tend to be unaware of this concept and are not considering sustainability as an important aspect of systems development. This results in the development of (environmentally or socially) suboptimal solutions---although information and communication technology systems could offer great support in promoting and enabling sustainability in our society. To unlock this potential, we are sensitizing students for the issue by gradually introducing the concept in the curriculum. In this paper, we report on experiences in establishing sustainability in the software engineering curriculum of Bachelor and Master students by means of designated interactive seminars. A guideline on how to establish similar teaching activities concludes the paper.
在软件工程教育中,无论是作为系统开发的质量目标,还是作为业务过程设计的质量目标,可持续性的不同方面都很难得到解决。因此,学生们往往不知道这个概念,也不认为可持续性是系统开发的一个重要方面。这导致了(环境或社会)次优解决方案的发展——尽管信息和通信技术系统可以为促进和实现我们社会的可持续性提供巨大的支持。为了释放这一潜力,我们通过在课程中逐步引入这一概念来提高学生对这一问题的敏感度。在本文中,我们报告了通过指定的互动研讨会在本科和硕士课程中建立可持续性的经验。最后提出了如何开展同类教学活动的指导意见。
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引用次数: 8
期刊
Computer Science Education Research Conference
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