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Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education最新文献

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Analyzing How Interest in Learning Programming Changes During a CS0 Course: A Qualitative Study with Brazilian Undergraduates 分析在CS0课程中学习编程的兴趣如何变化:对巴西本科生的定性研究
Pasqueline Dantas Scaico, Ruy José G.B. de Queiroz, José Jorge Lima Dias
In this paper, we present the preliminary findings of a study proposed to understand how interest of novices in learning programming changed during a CS0 course. This in-depth qualitative study, based on a longitudinal design, was performed over four months. Observing the learning experience of ten Brazilian freshmen students, the authors could obtain a dynamic view about how their interest in learning programming changed and why changes occurred. Six trajectories of interest were identified and the factors that had influence on them. As an example, the sense of being completing same tasks again when working on similar problems as before but in more detail was revealed as an inhibitor aspect to develop their interest. The Four-Phase Model of Interest Development was used as a theoretical framework to identify these trajectories. Looking at interest under this perspective was important to better understand how novices engage with introductory computer science and what might nurture and inhibit their interest in learning this content. This knowledge is something that CS educators could take into account when planning instructional strategies, course material and tasks.
在本文中,我们提出了一项研究的初步结果,旨在了解在CS0课程中,初学者学习编程的兴趣是如何变化的。这项深入的定性研究,基于纵向设计,进行了四个多月。通过观察10名巴西新生的学习经历,作者可以动态地了解他们对学习编程的兴趣是如何变化的,以及为什么会发生变化。确定了六个兴趣轨迹以及影响它们的因素。举个例子,当处理类似的问题时,再次完成同样的任务,但在更详细的情况下,这种感觉会抑制他们的兴趣。兴趣发展的四阶段模型被用作识别这些轨迹的理论框架。从这个角度来看兴趣对于更好地理解新手如何参与计算机科学入门以及什么可能培养和抑制他们学习这些内容的兴趣是很重要的。这些知识是计算机科学教育者在规划教学策略、课程材料和任务时可以考虑到的。
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引用次数: 9
Teaching Operating Systems Concepts with SystemTap 用SystemTap教授操作系统概念
Darragh O'Brien
The study of operating systems is a fundamental component of all undergraduate computer science degree programmes. Making operating system concepts concrete typically entails large programming projects. Such projects traditionally involve enhancing an existing module in a real-world operating system or extending a pedagogical operating system. The latter programming projects represent the gold standard in the teaching of operating systems and their value is undoubted. However, there is room in introductory operating systems courses for supplementary approaches and tools that support the demonstration of operating system concepts in the context of a live, real-world operating system. This paper describes an approach where the Linux monitoring tool SystemTap is used to capture kernel-level events in order to illustrate, with concrete examples, operating system concepts in the areas of scheduling, file system implementation and memory management. For instructors and students (where often for the latter seeing is believing) this approach offers an additional simple and valuable resource for solidifying understanding of concepts that might otherwise remain purely theoretical.
操作系统的研究是所有本科计算机科学学位课程的基本组成部分。使操作系统概念具体化通常需要大型编程项目。这类项目通常涉及增强实际操作系统中的现有模块或扩展教学操作系统。后者的编程项目代表了操作系统教学的黄金标准,它们的价值是毋庸置疑的。然而,在操作系统入门课程中,有空间提供辅助方法和工具,这些方法和工具支持在实际操作系统的上下文中演示操作系统概念。本文描述了一种使用Linux监控工具SystemTap捕获内核级事件的方法,以便通过具体的示例说明调度、文件系统实现和内存管理领域的操作系统概念。对于教师和学生(后者往往眼见为实),这种方法为巩固对概念的理解提供了额外的简单而有价值的资源,否则这些概念可能仍然是纯理论的。
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引用次数: 4
Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education 2017年ACM计算机科学教育创新与技术会议论文集
R. Davoli, Michael Goldweber, Guido Rößling, I. Polycarpou
Benvenuti a Bologna---welcome to ITiCSE 2017 in Bologna The Universita di Bologna was founded in 1088 and is the oldest university in continuous operation worldwide. Bologna itself has a rich history going back at least 3,000 years, and among other things boasts a well-preserved historical town center, many porticoes and towers. The city is ranked at the top on the list of Italian cities in terms of quality of life and quality of food. The conference continues to be a truly international conference with 241 submissions with a total of 554 authors from 40 countries on all continents: the authors came from Africa (5), Asia (33), Europe (232), the Middle East (11), North America including Central America and the Caribbean (189), Oceania (34), and South America (50). In total, a total of 175 papers, one panel, and 16 working groups were submitted. Additionally, there were 31 posters and 18 tips & techniques submissions. All research papers were double blind reviewed by at least six reviewers. This year, 56 papers (32%) were selected for presentation and inclusion in the proceedings. All posters and tips & techniques submissions were also reviewed by two reviewers. 24 posters and nine Tips and Techniques submissions were accepted. The nine accepted working groups will address a diverse section of topics, including student engagement, game development, integrating international students, assessment development, code quality perceptions, a holistic understanding through research papers, effects of lecturer intervention on student behaviour, the Internet of Things and early developmental activities leading to computational thinking skills. Participating in a working group is probably one of the most efficient ways to become part of the ITiCSE community. It provides participants a unique opportunity to work with people from different countries who are interested and knowledgeable in the area of the working group. This conference will have two keynote speakers. Stefano Zacchiroli from the University of Paris, Diderot will present the Software Heritage project; its goals, challenges, and potential scholarly and educational uses. Sana Odeh will discuss her work in broadening participation in computer science in the Arab world. In particular, Dr. Odeh will present the achievements of her annual Hackathon for Social Good in the Arab world. In addition to the tradition conference banquet, which will be held at a traditional Italian trattoria, conference delegates will have the opportunity to explore Bologna's sights, smells, and tastes. We hope you will be intellectually challenged, gastronomically sated, and culturally fulfilled. Furthermore, our most fervent hope is that you will return home with new ideas to try in your classroom, and new friends and colleagues with whom you can collaborate.
博洛尼亚大学成立于1088年,是世界上最古老的连续运营的大学。博洛尼亚本身拥有至少3000年的丰富历史,其中包括保存完好的历史城镇中心,许多门廊和塔楼。在生活质量和食物质量方面,这座城市在意大利城市排行榜上名列前茅。本次会议仍然是一次真正的国际会议,共有来自各大洲40个国家的554位作者提交了241份论文:非洲(5)、亚洲(33)、欧洲(232)、中东(11)、北美(包括中美洲和加勒比地区)(189)、大洋洲(34)和南美洲(50)。总共提交了175篇论文、一个专题小组和16个工作组。此外,还有31张海报和18个技巧和技巧提交。所有研究论文均由至少六名审稿人进行双盲评审。今年,56篇论文(32%)被选入会议论文集。所有提交的海报和技巧也由两名审稿人审查。共收到24张海报和9份技巧及技巧。九个被接受的工作组将讨论不同的主题,包括学生参与、游戏开发、整合国际学生、评估开发、代码质量感知、通过研究论文的整体理解、讲师干预对学生行为的影响、物联网和导致计算思维技能的早期发展活动。参加工作组可能是成为ITiCSE社区一员的最有效方法之一。它为参与者提供了一个独特的机会,与来自不同国家的对工作组的领域感兴趣和知识渊博的人一起工作。本次会议将有两位主讲嘉宾。来自巴黎狄德罗大学的Stefano Zacchiroli将介绍软件遗产项目;它的目标、挑战以及潜在的学术和教育用途。Sana Odeh将讨论她在阿拉伯世界扩大计算机科学参与方面的工作。特别是,Odeh博士将介绍她在阿拉伯世界的年度社会公益黑客马拉松所取得的成就。除了传统的会议宴会,这将在传统的意大利餐厅举行,会议代表将有机会探索博洛尼亚的风景,气味和味道。我们希望你将是智力上的挑战,美食上的满足,文化上的满足。此外,我们最热切的希望是,你将带着新的想法回家,在你的课堂上尝试,和新的朋友和同事,你可以合作。
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引用次数: 1
Software Heritage: Scholarly and Educational Synergies with Preserving Our Software Commons 软件遗产:保护我们的软件共享的学术和教育协同作用
Stefano Zacchiroli
embedded in software source code, that is publicly available and can be freely altered and reused. Free and Open Source Software (FOSS) constitutes the bulk of it. Sadly we seem to be at increasing risk of losing this precious heritage built by the FOSS community over the paste decades: code hosting sites shut down when their popularity decreases, tapes of ancient versions of our toolchain (bit-)rot in basements, etc. The ambitious goal of the Software Heritage project is to contribute to address this risk, by collecting, preserving, and sharing all publicly available software in source code form. Together with its complete development history, as captured by state-of-the art version control systems.
嵌入在软件源代码中,是公开可用的,可以自由修改和重用。自由和开源软件(FOSS)构成了其中的大部分。可悲的是,我们似乎正面临着越来越大的风险,失去自由/开源软件社区在过去几十年里建立起来的宝贵遗产:代码托管网站在其受欢迎程度下降时关闭,我们的工具链(比特)的古老版本的磁带在地下室腐烂,等等。软件遗产项目的雄心勃勃的目标是通过收集、保存和共享所有以源代码形式公开可用的软件来解决这种风险。连同其完整的开发历史,由最先进的版本控制系统捕获。
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引用次数: 2
Using Common Problem Sets to Increase Student Engagement and Retention in CS2 使用常见问题集提高学生在CS2中的参与度和保留率
Aparna Mahadev, Elena Braynova
Data Structures ranks as one of the most challenging courses in our program core curriculum. It has the steepest learning curve for our students, and the lowest retention rate. A persistent problem we face in teaching data structures is finding time and a mechanism to cover the mathematical concepts that are necessary for understanding the important aspects of the course. The authors addressed the challenge with various approaches over several years including: reorganization of the discrete mathematics I (MA220) and discrete mathematics II (MA290); reordering coverage of topics in courses, changing pre-requisites, changing credit hours, requiring students to submit weekly blogs, developing common problem sets to be used in both the MA220 and CS242, and providing peer-assisted learning sessions. In this poster presentation, we share our integrated pedagogical approach, and the benefits and shortcomings of various approaches we tried over the years. We share the results of a student survey we developed to assess our latest approach of using common problem sets in both courses. The survey results show that by using common problem sets, students had the opportunity to make connections not only between these two courses, but also between how what is being learned in the classroom fits into a broader scope of learning.
数据结构是我们项目核心课程中最具挑战性的课程之一。对我们的学生来说,它的学习曲线最陡峭,保留率最低。我们在数据结构教学中一直面临的一个问题是找时间和机制来涵盖数学概念,这些概念对于理解课程的重要方面是必要的。几年来,作者用各种方法解决了这一挑战,包括:重组离散数学I (MA220)和离散数学II (MA290);重新安排课程主题的覆盖范围,改变先决条件,改变学分,要求学生每周提交博客,开发在MA220和CS242中使用的通用问题集,并提供同伴辅助学习课程。在这个海报展示中,我们分享了我们的综合教学方法,以及我们多年来尝试的各种方法的优点和缺点。我们分享了一项学生调查的结果,以评估我们在两门课程中使用常见问题集的最新方法。调查结果表明,通过使用常见的问题集,学生不仅有机会在这两门课程之间建立联系,而且有机会将课堂上所学的知识融入更广泛的学习范围。
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引用次数: 1
Educational Magic Tricks Based on Error-Detection Schemes 基于错误检测方案的教育魔术
Ronald I. Greenberg
Magic tricks based on computer science concepts help grab student attention and can motivate them to delve more deeply. Error detection ideas long used by computer scientists provide a rich basis for working magic; probably the most well known trick of this type is one included in the CS Unplugged activities. This paper shows that much more powerful variations of the trick can be performed, some in an unplugged environment and some with computer assistance. Some of the tricks also show off additional concepts in computer science and discrete mathematics.
基于计算机科学概念的魔术有助于吸引学生的注意力,并能激励他们更深入地研究。计算机科学家长期使用的错误检测思想为工作魔法提供了丰富的基础;这类最著名的技巧可能是CS Unplugged活动中的一个。本文表明,更强大的变化的伎俩可以执行,一些在一个不插电的环境和一些计算机辅助。其中一些技巧还展示了计算机科学和离散数学中的其他概念。
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引用次数: 8
New Trends in Teaching Programming in Secondary Education in Slovakia 斯洛伐克中学教育教学规划的新趋势
J. Majherová, J. Jacková
We describe a pilot research study within the project "Innovative methods in teaching Informatics in secondary education". We introduce some results of a survey regarding the content of the school subject Informatics in lower and upper secondary education in Slovakia. We plan to develop some new educational materials for further education of informatics teachers.
我们在“中学教育信息学教学的创新方法”项目中描述了一项试点研究。我们介绍了一项关于斯洛伐克初中和高中教育中学校学科信息学内容的调查结果。我们计划为信息学教师的继续教育开发一些新的教材。
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引用次数: 0
Plagiarism in Take-home Exams: Help-seeking, Collaboration, and Systematic Cheating 课外考试中的抄袭:求助、合作和系统作弊
Arto Hellas, Juho Leinonen, Petri Ihantola
Due to the increased enrollments in Computer Science education programs, institutions have sought ways to automate and streamline parts of course assessment in order to be able to invest more time in guiding students' work. This article presents a study of plagiarism behavior in an introductory programming course, where a traditional pen-and-paper exam was replaced with multiple take-home exams. The students who took the take-home exam enabled a software plugin that recorded their programming process. During an analysis of the students' submissions, potential plagiarism cases were highlighted, and students were invited to interviews. The interviews with the candidates for plagiarism highlighted three types of plagiarism behaviors: help-seeking, collaboration, and systematic cheating. Analysis of programming process traces indicates that parts of such behavior are detectable directly from programming process data.
由于计算机科学教育课程的招生人数不断增加,各院校一直在寻求自动化和简化部分课程评估的方法,以便能够投入更多的时间来指导学生的工作。本文介绍了一门编程入门课程中抄袭行为的研究,在这门课程中,传统的纸笔考试被多个带回家的考试所取代。参加课外考试的学生打开了一个软件插件,记录了他们的编程过程。在对学生提交的材料进行分析时,潜在的抄袭案例被突出显示,学生们被邀请参加面试。对抄袭考生的采访强调了三种类型的抄袭行为:求助、合作和系统作弊。对编程过程轨迹的分析表明,这种行为的一部分可以直接从编程过程数据中检测到。
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引用次数: 43
Tasks for Assessing Skills of Computational Thinking 计算思维能力评估任务
Tauno Palts, M. Pedaste
Thinking computationally has become an important part of many disciplines. In creating lesson plans for teaching computational thinking (CT), an instrument can be used to assess the development of CT. This poster presents the Bebras Challenge tasks for assessing two skills of CT: exploring and developing algorithms, and finding patterns.
计算思维已经成为许多学科的重要组成部分。在制定教学计算思维(CT)的课程计划时,可以使用一种工具来评估CT的发展。这张海报展示了Bebras挑战赛的任务,以评估CT的两项技能:探索和开发算法,以及发现模式。
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引用次数: 12
An Experience-based Comparison of Unity and Unreal for a Stand-alone 3D Game Development Course Unity和Unreal在独立3D游戏开发课程中的经验比较
P. Dickson, Jeremy E. Block, Gina N. Echevarria, Kristina C. Keenan
Students' interest in game development often leads departments to attempt to put together a stand-alone game development course. We have used both Unity and Unreal for just such a course. Unity and Unreal are discussed here in the context of how viable they are and how they compare in terms of usefulness for teaching game development. We also present them in context of high level overviews of other game engines and discuss which factors add to a more effective game engine for teaching game development. This paper is intended to help answer some of the questions asked by those without experience in the field who find themselves developing stand-alone game development courses.
学生对游戏开发的兴趣往往会导致院系尝试组织一门独立的游戏开发课程。我们使用了Unity和Unreal来制作这样的课程。这里我们将讨论Unity和Unreal的可行性,以及它们在教学游戏开发方面的实用性。我们也会在其他游戏引擎的高级概述背景下呈现它们,并讨论哪些因素可以使游戏引擎更有效地用于教学游戏开发。本文旨在帮助回答那些没有这一领域经验的开发者所提出的问题。
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引用次数: 31
期刊
Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education
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