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Proceedings of the 42nd ACM technical symposium on Computer science education最新文献

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Session details: Panel 会议详情:
U. Wolz
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引用次数: 0
Session details: Computing in the arts and sciences 会议细节:计算在艺术和科学
T. Neller
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引用次数: 0
Educational advances in artificial intelligence 人工智能的教育进步
Pub Date : 2011-03-09 DOI: 10.1145/1953163.1953189
M. Sahami, Marie desJardins, Z. Dodds, T. Neller
In 2010 a new annual symposium on Educational Advances in Artificial Intelligence (EAAI) was launched as part of the AAAI annual meeting. The event was held in cooperation with ACM SIGCSE and has many similar goals related to broadening and disseminating work in computer science education. EAAI has a particular focus, however, as the event is specific to educational work in Artificial Intelligence and collocated with a major research conference (AAAI) to promote more interaction between researchers and educators in that domain. This panel seeks to introduce participants to EAAI as a way of fostering more interaction between educational communities in computing. Specifically, the panel will discuss the goals of EAAI, provide an overview of the kinds of work presented at the symposium, and identify potential synergies between that EAAI and SIGCSE as a way of better linking the two communities going forward.
2010年,作为AAAI年会的一部分,新的人工智能教育进展年度研讨会(EAAI)启动。该活动是与ACM SIGCSE合作举办的,有许多与扩大和传播计算机科学教育工作有关的类似目标。然而,EAAI有一个特别的重点,因为该活动专门针对人工智能的教育工作,并与一个主要的研究会议(AAAI)同时举行,以促进该领域的研究人员和教育工作者之间的更多互动。该小组旨在向参与者介绍EAAI,作为促进计算机教育社区之间更多互动的一种方式。具体而言,该小组将讨论EAAI的目标,概述研讨会上提出的各种工作,并确定EAAI和SIGCSE之间的潜在协同作用,以更好地连接两个社区。
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引用次数: 8
Games as motivation in computer design courses: I/O is the key 游戏作为计算机设计课程的动机:I/O是关键
Pub Date : 2011-03-09 DOI: 10.1145/1953163.1953178
E. Brunvand
The design of computer games can be a powerful motivator as students learn about computer architecture and design. Students in classes where computer designs are developed and implemented (usually on Field Programmable Gate Arrays (FPGAs)) seem much more highly motivated if their computer design can be used for something visual and interactive when the project is complete. However, ensuring that the student teams can have a working game by the end of a semester requires careful planning of how their computer designs will interact with the world. Keyboard inputs and VGA outputs are a relatively simple set of I/O interfaces that open up significant new potential for development of game applications on the student's own computer designs. In this paper we describe the curriculum of a computer design course that uses game design as a "carrot" to encourage active student exploration and deeper understanding of computer architecture, I/O subsystems, and computer implementation.
电脑游戏的设计可以成为学生学习电脑架构和设计的强大动力。在开发和实现计算机设计(通常是在现场可编程门阵列(fpga)上)的课程中,如果他们的计算机设计可以在项目完成后用于视觉和交互,那么学生似乎会更有动力。然而,要确保学生团队在学期结束时制作出一个可行的游戏,就需要仔细规划他们的计算机设计如何与世界互动。键盘输入和VGA输出是一组相对简单的I/O接口,为学生在自己的计算机设计上开发游戏应用程序开辟了重要的新潜力。在本文中,我们描述了一门计算机设计课程的课程设置,该课程使用游戏设计作为“胡萝卜”来鼓励学生积极探索和更深入地理解计算机体系结构、I/O子系统和计算机实现。
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引用次数: 8
Evaluating the use of learning objects in CS1 评价学习对象在CS1中的使用
Pub Date : 2011-03-09 DOI: 10.1145/1953163.1953183
L. D. Miller, Leen-Kiat Soh, Gwen Nugent, K. Kupzyk, Leyla Masmaliyeva, A. Samal
Learning objects (LOs) have been previously used in computer science education. However, analyses in previous studies have been limited to surveys with limited numbers of LOs and students. The lack of copious quantitative data on how LOs impact student learning makes detailed analysis of LO usefulness problematic. Using an empirical approach, we have studied a suite of LOs, comprehensive in both the content covered and the range of difficulty, deployed to CS1 courses from 2007-2010. We review previous work on predictors of achievement and impact of active learning and feedback. We also provide a high-level overview of our LO deployment. Finally, based on our analysis of student interaction data, we found that (1) students using LOs have significantly higher assessment scores than the control group, (2) several student attributes are significant predictors of learning, (3) active learning has a significant effect on student assessment scores, and (4) feedback does not have a significant effect, but there are variables with significant moderating effects.
学习对象(LOs)以前在计算机科学教育中使用过。然而,以前的研究分析仅限于有限数量的LOs和学生的调查。由于缺乏丰富的定量数据来说明语言学习对学生学习的影响,因此对语言学习有用性的详细分析存在问题。采用实证方法,我们研究了一套教材,涵盖的内容和难度范围都很全面,从2007年到2010年部署在CS1课程中。我们回顾了以往的研究成果的预测因素和积极学习和反馈的影响。我们还提供了LO部署的高级概述。最后,基于我们对学生互动数据的分析,我们发现:(1)使用LOs的学生的评估分数显著高于对照组,(2)学生的几个属性是学习的显著预测因子,(3)主动学习对学生的评估分数有显著影响,(4)反馈没有显著影响,但有显著调节作用的变量。
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引用次数: 9
Session details: Panel 会议详情:
M. Sahami
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引用次数: 0
Setting the stage for computing curricula 2013: computer science -- report from the ACM/IEEE-CS joint task force 为2013年计算机课程奠定基础:计算机科学——来自ACM/IEEE-CS联合工作组的报告
Pub Date : 2011-03-09 DOI: 10.1145/1953163.1953213
M. Sahami, M. Guzdial, A. McGettrick, S. Roach
Following a roughly 10 year cycle, the Computing Curricula volumes have helped to set international curricular guidelines for undergraduate programs in computing. In the summer of 2010, planning for the next volume in the series, Computer Science 2013, began. This panel seeks to update and engage the SIGCSE community on the Computer Science 2013 effort. The development of curricular guidelines in Computer Science is particularly challenging given the rapid evolution and expansion of the field. Moreover, the growing diversity of topics in Computer Science and the integration of computing with other disciplines create additional challenges and opportunities in defining computing curricula. As a result, it is particularly important to engage the broader computer science education community in a dialog to better understand new opportunities, local needs, and novel successful models of computing curriculum. The last complete Computer Science curricular volume was released in 2001 [3] and followed by a review effort that concluded in 2008 [2]. While the review helped to update some of the knowledge units in the 2001 volume, it was not aimed at producing an entirely new curricular volume and deferred some of the more significant questions that arose at the time. The Computer Science 2013 effort seeks to provide a new volume reflecting the current state of the field and highlighting promising future directions through revisiting and redefining the knowledge units in CS, rethinking the essentials necessary for a CS curriculum, and identifying working exemplars of courses and curricula along these lines.
按照大约10年的周期,《计算机课程》卷已经帮助为计算机本科课程制定了国际课程指南。2010年夏天,我们开始计划该系列的下一卷《Computer Science 2013》。该小组旨在更新和参与SIGCSE社区对计算机科学2013的努力。考虑到计算机科学领域的快速发展和扩展,课程指南的制定尤其具有挑战性。此外,计算机科学主题的日益多样化以及计算机与其他学科的整合为定义计算机课程带来了额外的挑战和机遇。因此,与更广泛的计算机科学教育界进行对话,以更好地了解新的机会、本地需求和计算机课程的新型成功模式,这一点尤为重要。最后一个完整的计算机科学课程卷于2001年发布[3],随后在2008年结束了审查工作[2]。虽然这次审查有助于更新2001年版的一些知识单元,但它的目的不是编写一本全新的课程卷,并推迟了当时出现的一些更重要的问题。《计算机科学2013》旨在通过重新审视和重新定义计算机科学中的知识单元,重新思考计算机科学课程的必要要素,并确定课程和课程的工作范例,提供反映该领域现状的新卷,并突出有希望的未来方向。
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引用次数: 36
Rediscovering the passion, beauty, joy, and awe: making computing fun again, part 4 重新发现激情、美丽、快乐和敬畏:让计算再次变得有趣,第4部分
Pub Date : 2011-03-09 DOI: 10.1145/1953163.1953332
Daniel D. Garcia, M. Hutton, E. Lemon, Josh Paley
In 2006, computing education was suffering from a crisis - enrollments were dropping sharply at universities and colleges across the United States, and interest in computing from high school and middle school students was waning significantly. At the 2007 SIGCSE Symposium, the ACM Education Board organized a special session to explore the underlying causes [7]. In his keynote at the same conference, Grady Booch exhorted us to share the "passion, beauty, joy and awe" (PBJA) of computing [4]. This led to a series of room-packed sessions at the following three SIGCSE symposia to explore that idea from different perspectives [8, 9, 12]. They have provided a forum for sharing: " What we've done: Highlighting successful PBJA initiatives the presenters have undertaken or seen and wish to celebrate. - What we should do (curriculum): Pointing out where our curriculum is lacking in PBJA, and how to fix it. - How we should do it (pedagogy): Sharing how a change in attitude / focus / etc. can make strides to improving PBJA. Fortunately, enrollments have been continually rising, and there are colleges where the numbers are so strong (returning to historic highs), that some claim the crisis is over [10, 13]. Many dispute this, however, citing statistics that indicate under-represented students have not returned, and continuing negative connotations about the field [2]. Also, recent news of limited hiring in the information technology sector could have a damping affect [11]. This PBJA "movement" was born out of this enrollment crisis, but is not tied to it. There is always value in sharing novel best practices and advocating techniques that make computing fun. In the past, we tried to gather educators who brought a wide variety of perspectives (e.g., in 2010 we heard from international, domestic, high school, university and industrial representatives). This year, we've shifted from that "breadth-first" model to a "depth-first" one, and have invited three K-12 teachers who, collectively, have taught computing at an all-girls middle school, an under-served high school, and an affluent high school. The hope with this panel is to be able to drill down and understand the K-12 space, in terms of extolling the PBJA of computing.
2006年,计算机教育遭遇了一场危机——美国大学和学院的入学人数急剧下降,高中和初中学生对计算机的兴趣明显减弱。在2007年SIGCSE研讨会上,ACM教育委员会组织了一次特别会议,探讨了[7]的根本原因。Grady Booch在同一次会议的主题演讲中,鼓励我们分享计算机[4]的“激情、美丽、快乐和敬畏”(PBJA)。这导致了在接下来的三次SIGCSE研讨会上,一系列房间爆满的会议从不同的角度探索这个想法[8,9,12]。他们提供了一个论坛来分享:“我们所做的:强调演讲者已经采取或看到并希望庆祝的成功的PBJA倡议。-我们应该做什么(课程):指出我们在PBJA课程中缺乏的地方,以及如何解决它。-我们应该如何做(教学法):分享态度/焦点等方面的改变是如何在改善PBJA方面取得进步的。幸运的是,入学人数一直在不断上升,而且有些大学的入学人数如此之多(回到历史最高水平),以至于一些人声称危机已经结束[10,13]。然而,许多人对此表示质疑,他们援引统计数据表明,未被充分代表的学生并没有回来,并且对该领域的负面含义持续存在。此外,最近有关信息技术行业招聘受限的消息可能会对bbb产生抑制作用。这场PBJA“运动”诞生于这场入学危机,但与之无关。分享新颖的最佳实践和倡导使计算变得有趣的技术总是有价值的。在过去,我们试图聚集带来各种各样观点的教育工作者(例如,2010年我们听取了来自国际,国内,高中,大学和行业代表的意见)。今年,我们从“广度优先”模式转变为“深度优先”模式,并邀请了三位K-12教师,他们分别在一所女子中学、一所服务不足的高中和一所富裕的高中教过计算机。这个小组的希望是能够深入了解K-12的空间,在赞美计算的PBJA方面。
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引用次数: 4
Session details: Special session 会话详细信息:特别会话
Philip East
{"title":"Session details: Special session","authors":"Philip East","doi":"10.1145/3258451","DOIUrl":"https://doi.org/10.1145/3258451","url":null,"abstract":"","PeriodicalId":137934,"journal":{"name":"Proceedings of the 42nd ACM technical symposium on Computer science education","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128555229","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Minimally invasive programming courses: learning OOP with(out) instruction 微创编程课程:在(外)指令下学习OOP
Pub Date : 2011-03-09 DOI: 10.1145/1953163.1953195
Peter Hubwieser, Marc Berges
In this paper, we describe a research project that investigates how far freshmen at the University (without any programming background) are able to learn object-oriented programming with as little (human) instruction as possible. We designed specific tasks for programming assignments and supporting worksheets that contained the only information input that the students received during the courses. We examined the program code the students produced in order to assess the quality of their products. The surprising result was that most of the students were able to write quite satisfying programs. Additionally, a cluster analysis of the results showed that there are two different types of students: the ones that accept and apply the object-oriented concepts quite willingly, while the others prefer to program in a more traditional, procedural style.
在本文中,我们描述了一个研究项目,该项目调查了大学新生(没有任何编程背景)在尽可能少的(人工)指导下学习面向对象编程的程度。我们为编程作业和支持工作表设计了特定的任务,这些工作表包含了学生在课程中收到的唯一信息输入。我们检查了学生们编写的程序代码,以评估他们产品的质量。令人惊讶的结果是,大多数学生都能写出令人满意的程序。此外,对结果的聚类分析表明,有两种不同类型的学生:一种非常愿意接受和应用面向对象的概念,而另一种更喜欢用更传统的过程化风格编程。
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引用次数: 16
期刊
Proceedings of the 42nd ACM technical symposium on Computer science education
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