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Using an Assessment Tool to Create Sandboxes for Computer Graphics Teaching in an Online Environment 使用评估工具为在线环境下的计算机图形学教学创建沙盒
Pub Date : 2021-11-22 DOI: 10.1145/3507923.3507929
B. Wuensche, K. Leung, D. Dimalen, W. V. D. Mark, T. Suselo, M. Alex, Alex Shaw, Andrew Luxton-Reilly, R. Lobb
Computer graphics requires a diverse range of skills such as programming, mathematics, problem solving, and design. Many educators teach it in an hands-on manner, which poses challenges in distance education. In this research we investigate how CodeRunner, a web-based automatic assessment tool, can be used to create sandboxes enabling students to experiment with and learn computer graphics concepts in an online environment aligned with the used assessment technology. We show that sandboxes are most useful if a subtle balance is created between freedom to experiment, and minimising required knowledge and effort to implement a concept. Also, a large number of examples illustrating the capabilities of the sandbox should be given, and sandboxes should be clearly assigned to concepts taught in class. The technology was used with a class of 284 students and our evaluation and survey results (n=57) show that students found the sandboxes helpful for learning and preparing them for the assessments. Students used them not only for practicing taught concepts, but also for solving previous years’ exam questions, and experimenting with new ideas.
计算机图形学需要多种技能,如编程、数学、解决问题和设计。许多教育者以动手的方式进行教学,这对远程教育提出了挑战。在这项研究中,我们研究了如何使用基于网络的自动评估工具coderrunner来创建沙盒,使学生能够在与使用的评估技术相一致的在线环境中实验和学习计算机图形学概念。我们表明,如果能够在实验自由和最小化执行概念所需的知识和努力之间创造微妙的平衡,那么沙箱便是最有用的。此外,应该给出大量的例子来说明沙盒的功能,并且应该将沙盒明确地分配给课堂上教授的概念。该技术在284名学生的班级中使用,我们的评估和调查结果(n=57)表明,学生发现沙盒有助于学习和为评估做准备。学生们不仅用它们来练习教授的概念,还用它们来解决前几年的考试问题,并试验新的想法。
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引用次数: 3
What do they note? An exploratory investigation into the characteristics of CS students’ notes 他们注意到了什么?计算机科学学生笔记特点的探索性调查
Pub Date : 2021-11-22 DOI: 10.1145/3507923.3507934
Paramvir Singh, E. Tempero, Andrew Luxton-Reilly, Shuxiang Zhang
Motivation. Students’ notes and learning journals could impact students’ learning in Computer Science (CS) higher education. Objectives. We aim to identify and categorize attributes of notes taken by CS students and study their effect on course performance. Method. We study and analyze notes, containing over 100,000 words, collected from 184 students using a mixed method approach. These notes represented content relevant to one lecture of an undergraduate course on introductory software development. Results. The students’ notes are found as high on verbatim content with rare instances of creativity and self-reflection, and common attributes such as highlighting and outlining are widely used. Statistical results indicate little correlation among journal attributes and course performance components. Discussion. We provide implications of our results, recommendations about note-taking for instructors, and details to support replication of our study for the CS education research community.
动机。学生的笔记和学习日志可以影响学生在计算机科学(CS)高等教育中的学习。目标。我们的目的是识别和分类计算机科学学生所做笔记的属性,并研究它们对课程表现的影响。方法。我们使用混合方法研究和分析来自184名学生的超过100,000个单词的笔记。这些笔记代表了一门软件开发入门本科课程的一堂课的相关内容。结果。学生们的笔记逐字记录的内容都很高,很少有创造力和自我反思的例子,而一些常见的特征,如划重点和提纲,也被广泛使用。统计结果表明,期刊属性与课程绩效成分之间的相关性很小。讨论。我们提供了我们研究结果的含义,对教师做笔记的建议,以及支持CS教育研究界复制我们研究的细节。
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引用次数: 0
Insights from Peer Reviewing in Large University Courses 大型大学课程中同行评议的启示
Pub Date : 2021-11-22 DOI: 10.1145/3507923.3507955
Naemi Luckner, Peter Purgathofer
Teaching a mandatory course for undergraduate computer science students with up to 750 students per semester, we have been making extensive use of peer reviewing. During the semester, each student has to work on a set of assignments. After finishing an assignment, the student has to write three peer reviews for three pieces of work by different, anonymous peers. One of the problems in the use of (student) peer reviewing in large university courses is the quality of written reviews. To address this problem, we devised various provisions to maintain or increase reviewing quality. In this article, we describe one of these provisions, namely the use of three different types of reviews instead of using identical review types three times in a row: guided reviews, open reviews, checkbox reviews. Our aim in this article is to research the impact of these different review types on the students’ experience and acceptance of the reviewing process to inform the design of a reviewing process that better fits the students’ needs. To gain such insights, we gathered feedback using a survey, which was completed by 101 students. Using qualitative analysis, we extracted and defined room for improvement and discuss possible changes for our current peer review system and process. Our learnings show insights into the types of reviews students prefer, and hint at some advantages and pitfalls of peer reviewing that can have substantial impact on the design and application of such a system in large university courses.
作为计算机科学本科生的必修课,我们每学期有750名学生,我们一直在广泛使用同行评议。在学期中,每个学生都必须完成一系列作业。完成一项作业后,学生必须为三篇不同的匿名同行的作品写三篇同行评议。在大型大学课程中使用(学生)同行评议的问题之一是书面评议的质量。为了解决这个问题,我们制定了各种规定来保持或提高审查质量。在本文中,我们将描述其中的一项规定,即使用三种不同类型的审查,而不是连续三次使用相同的审查类型:引导审查、开放审查、复选框审查。我们在本文中的目的是研究这些不同的复习类型对学生的经验和对复习过程的接受程度的影响,从而为设计更适合学生需求的复习过程提供信息。为了获得这样的见解,我们通过一项由101名学生完成的调查收集了反馈。使用定性分析,我们提取并定义了改进的空间,并讨论了当前同行评审系统和过程的可能变化。我们的研究揭示了学生喜欢的评议类型,并暗示了同行评议的一些优势和缺陷,这些优势和缺陷可能对这种系统在大型大学课程中的设计和应用产生重大影响。
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引用次数: 0
A Structured (Java) Exercise Repository with Automated Feedback (SERF) 带有自动反馈(SERF)的结构化(Java)练习库
Pub Date : 2021-11-22 DOI: 10.1145/3507923.3507942
H. Passier, C. Huizing, A. Kok, R. Kuiper, Lex Bijlsma, Erik Scheffers, S. Schivo, T. Vos
SERF provides Java exercises to support training of (Java) OO programming skills. To make the repository teaching-approach independent (e.g., objects-first or objects-late), there is no approachlinked ordering or grouping of the exercises: SERF has a search function that enables to select individual exercises by training desire. Furthermore, to provide training in a manner that needs relatively little teacher support, e.g., in an on-line setting, solutions can be submitted to SERF, after which automated feedback is provided. A short description of the ideas is given below, more details can be found in the technical report [1].
SERF提供Java练习来支持(Java) OO编程技能的培训。为了使存储库教学方法独立(例如,对象优先或对象后),没有方法链接练习的排序或分组:SERF有一个搜索功能,可以根据训练愿望选择单个练习。此外,以一种相对较少需要教师支持的方式提供培训,例如,在在线设置中,可以向SERF提交解决方案,然后提供自动反馈。下面给出了对这些想法的简短描述,更多细节可以在技术报告[1]中找到。
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引用次数: 0
A Quest to Engage Computer Science Students: Using Dungeons & Dragons for Developing Soft Skills 吸引计算机科学学生的探索:利用《龙与地下城》培养软技能
Pub Date : 2021-11-22 DOI: 10.1145/3507923.3507927
Marcella Veldthuis, Mathijs Koning, Dave R. Stikkolorum
For several years the learning of soft skills has been underappreciated in computer science education. At the same time industry articulates the growing need for well skilled professionals that are technically equipped on one hand and good communicators and collaborators on the other hand. World wide, educational institutions adopted the suggestions from 21st century skills advise reports and started to include soft skills related topics in their curricula. This paper explains our didactic approach for engaging students into active learning for developing soft skills and to make them aware of the importance of this topic in relation to their professional future. The track ’Storytelling’ in our Game Development and Simulation program is perfectly suited for applying a didactic approach in which soft skills are naturally integrated in lectures and examination. We so do by utilising the tabletop role-playing game Dungeons & Dragons. The game involves grouping students together to solve several story-driven challenges. The students have to collaborate and apply their creativity to solve these presented problems and overcome obstacles. Based on surveys from two academic semesters, we conclude that using the tabletop role-playing game Dungeons & Dragons as a didactic instrument contributes to the development of students’ soft skills by offering them an engaging way of learning.
多年来,软技能的学习在计算机科学教育中一直没有得到重视。与此同时,行业清楚地表明,对技术熟练的专业人士的需求日益增长,一方面是技术装备,另一方面是良好的沟通者和合作者。在世界范围内,教育机构采纳了21世纪技能建议报告中的建议,并开始将软技能相关主题纳入课程。本文解释了我们的教学方法,以吸引学生积极学习,发展软技能,并使他们意识到这一主题对他们职业未来的重要性。我们的游戏开发和模拟课程中的“讲故事”非常适合应用教学方法,将软技能自然地整合到讲座和考试中。我们利用桌面角色扮演游戏《龙与地下城》做到了这一点。这款游戏包括将学生分组在一起解决几个故事驱动的挑战。学生们必须合作并运用他们的创造力来解决这些问题并克服障碍。根据两个学期的调查,我们得出结论,使用桌面角色扮演游戏《龙与地下城》作为教学工具,通过为学生提供一种吸引人的学习方式,有助于学生软技能的发展。
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引用次数: 4
Reaching Everyone by Integrating Computing Everywhere 通过集成无处不在的计算服务于每个人
Pub Date : 2021-11-22 DOI: 10.1145/3507923.3507925
M. Guzdial
The inventors of the term “computer science” meant for it to be something that was taught to everyone, to facilitate learning other subjects. Today, we mostly teach computer science to people who want to become professional software developers or computer scientists. Worse yet, we get a narrow range of people who are even willing to take a CS class. If we wanted to reach the original and more general goal, we would have to change how we teach computer science. In this talk, we consider the history of “computer science” and its earlier purpose, describe and demonstrate new kinds of languages, tools, and media for learning computer science.
“计算机科学”一词的发明者想让它成为每个人都能学到的东西,以促进其他学科的学习。今天,我们主要教那些想成为专业软件开发人员或计算机科学家的人计算机科学。更糟糕的是,愿意上计算机科学课的人寥寥无几。如果我们想要达到最初的和更普遍的目标,我们就必须改变我们教授计算机科学的方式。在这次演讲中,我们将考虑“计算机科学”的历史及其早期目的,描述并演示用于学习计算机科学的新语言、工具和媒体。
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引用次数: 0
Cooperative Gamification in a Computer Science Introductory Module 计算机科学导论模块中的合作游戏化
Pub Date : 2021-11-22 DOI: 10.1145/3507923.3507953
Elisaweta Ossovski, Daniel Kalbreyer, Laura Hembrock, M. Brinkmeier
Especially in introductory modules, that are predominantly attended by first-year students, it is of particular importance to set incentives for active participation, to develop a community feeling and to promote cooperative behaviour by the students. The online distance learning necessitated by the Covid19-pandemic has further intensified this challenge. In order to encourage the desired activity on the part of the students and to build up a sense of belonging, a gamification approach was tried out in a large computer science introductory module with about 550 participants. This involved collecting so-called ”Algos” together by all course participants through various activities, with advantages granted to all students for reaching a certain amount of Algos together. In combination with humorous elements and contexts (e.g. ”Easter eggs” and word problems), the gamification system led to a high level of satisfaction among the students. Although the majority of the students did not perceive the Algos as the main motivation for most of the concrete activities, the lecturers were also satisfied with the actual participation in the digital semester.
特别是在主要由一年级学生参加的介绍性模块中,特别重要的是要制定鼓励积极参与的措施,培养社区感情,促进学生的合作行为。covid - 19大流行所需要的在线远程学习进一步加剧了这一挑战。为了鼓励学生参与所需的活动并建立归属感,我们在一个大型计算机科学入门模块中尝试了一种游戏化方法,参与者约为550人。这涉及到所有课程参与者通过各种活动收集所谓的“算法”,所有学生共同达到一定数量的算法将获得优势。结合幽默元素和情境(如“复活节彩蛋”和单词问题),游戏化系统在学生中获得了很高的满意度。虽然大多数学生并不认为算法是大多数具体活动的主要动机,但讲师对数字学期的实际参与也很满意。
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引用次数: 2
Test Informed Learning with Examples 用例子测试知情学习
Pub Date : 2021-11-22 DOI: 10.1145/3507923.3507924
T. Vos, N. Doorn, Beatriz Marín
Research has demonstrated that integrating software testing in programming courses has benefits and drawbacks. This work presents Test Informed Learning with Examples (TILE), a proposal to improve teaching of testing in introductory programming courses. We will argue why we think TILE can solve most of the known drawbacks.
研究表明,在编程课程中集成软件测试既有好处也有缺点。这项工作提出了测试通知学习与例子(TILE),一个建议,以改善测试教学在入门编程课程。我们将讨论为什么我们认为TILE可以解决大多数已知的缺点。
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引用次数: 2
Enhancing Student Engagement through Cloud Computing Coursework: Challenges and Opportunities in the time of COVID-19 通过云计算课程提高学生参与度:2019冠状病毒病时期的挑战与机遇
Pub Date : 2021-11-22 DOI: 10.1145/3507923.3507958
S. Nazir, Y. Poorun, James H. Paterson, Brian Hainey
The COVID-19 pandemic has forced universities world-wide to adjust to an online delivery model resulting in many unforeseen challenges for module delivery and student engagement. The Glasgow Caledonian University (GCU) Cloud Platform Development (CPD) final year undergraduate module requires hands-on lab work and coursework, and thus call for more deliberation and interventions to maintain student engagement. The module teaching material created at GCU is also taught at the African Leadership College (ALC), Mauritius using a flipped classroom model. However, for the current academic year, the ALC campus was closed, with the enrolled students spread over many countries and time zones in Africa, resulting in a compounding of the challenges for maintaining student engagement. In this study we describe the approaches and techniques employed at increasing the students’ engagement for the CPD coursework.
2019冠状病毒病大流行迫使世界各地的大学适应在线教学模式,这给模块交付和学生参与带来了许多不可预见的挑战。格拉斯哥卡利多尼亚大学(GCU)云平台开发(CPD)最后一年的本科模块需要动手实验和课程,因此需要更多的考虑和干预,以保持学生的参与。毛里求斯的非洲领导学院(African Leadership College, ALC)也采用翻转课堂模式,教授GCU创建的模块教材。然而,在本学年,ALC校区关闭了,入学的学生分布在非洲的许多国家和时区,这使得保持学生参与度的挑战更加复杂。在这项研究中,我们描述了在提高学生对CPD课程的参与度方面所采用的方法和技术。
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引用次数: 0
What does this Python code do? An exploratory analysis of novice students’ code explanations 这段Python代码是做什么的?初学学生代码解释的探索性分析
Pub Date : 2021-11-22 DOI: 10.1145/3507923.3507956
Vivian van der Werf, Efthimia Aivaloglou, F. Hermans, M. Specht
Motivation. Code reading skills are important for comprehension. Explain-in-plain-English tasks (EiPE) are one type of reading exercises that show promising results on the ability of such exercises to differentiate between particular levels of code comprehension. Code reading/explaining skills also correlate with code writing skills. Objective. This paper aims to provide insight in what novice students express in their explanations after reading a piece of code, and what these insights can tell us about how the students comprehend code. Method. We performed an exploratory analysis on four reading assignments extracted from a university-level beginners course in Python programming. We paid specific attention to 1) the core focus of student answers, 2) elements of the code that are often included or omitted, and 3) errors and misconceptions students may present. Results. We found that students prioritize the output that is generated by print-statements in a program. This is indication that these statements may have the ability to aid students make sense of code. Furthermore, students appear to be selective about which elements they find important in their explanation. Assigning variables and asking input was less often included, whereas control-flow elements, print statements and function definitions were more often included. Finally, students were easily confused or distracted by lines of code that seemed to interfere with the newly learned programming constructs. Also domain knowledge (outside of programming) both positively and negatively interfered with reading and interpreting the code. Discussion. Our results pave the way towards a better understanding of how students understand code by reading and of how an exercise containing self-explanations after reading, as a teaching instrument, may be useful to both teachers and students in programming education.
动机。代码阅读技能对于理解很重要。简明英语解释任务(EiPE)是一种阅读练习,这种练习在区分特定级别的代码理解能力方面显示出有希望的结果。代码阅读/解释技能也与代码编写技能相关。目标。这篇论文的目的是让我们了解新手在阅读一段代码后,他们在解释中表达了什么,以及这些理解可以告诉我们学生是如何理解代码的。方法。我们对从大学水平的Python编程入门课程中抽取的四份阅读作业进行了探索性分析。我们特别关注1)学生答案的核心焦点,2)经常包含或省略的代码元素,以及3)学生可能出现的错误和误解。结果。我们发现学生们优先考虑程序中print语句生成的输出。这表明这些语句可能有能力帮助学生理解代码。此外,学生似乎有选择性地选择他们认为在他们的解释中重要的元素。分配变量和请求输入的频率较低,而控制流元素、打印语句和函数定义的频率较高。最后,学生们很容易被那些似乎干扰新学习的编程结构的代码弄糊涂或分心。此外,领域知识(编程之外的知识)对阅读和解释代码既有积极的影响,也有消极的影响。讨论。我们的研究结果为更好地理解学生如何通过阅读理解代码,以及作为一种教学工具,阅读后包含自我解释的练习如何在编程教育中对教师和学生都有用铺平了道路。
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引用次数: 1
期刊
Proceedings of the 10th Computer Science Education Research Conference
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