首页 > 最新文献

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

英文 中文
Game Development for Computer Science Education 计算机科学教育中的游戏开发
Monica Mcgill, Chris Johnson, J. Atlas, Durell Bouchard, L. Merkle, C. Messom, Ian Pollock, M. A. Scott
Educators have long used digital games as platforms for teaching. Games tend to have several qualities that aren't typically found in homework: they often situate problems within a compelling alternate reality that unfolds through intriguing narrative, they often draw more upon a player's intrinsic motivations than extrinsic ones, they can facilitate deliberate low intensity practice, and they often emphasize a spirit of play instead of work. At ITiCSE 2016, this working group convened to survey the landscape of existing digital games that have been used to teach and learn computer science concepts. Our group discovered that these games lacked explicitly defined learning goals and even less evaluation of whether or not the games achieved these goals. As part of this process, we identified and played over 120 games that have been released or described in literature as means for learning computer science concepts. In our report, we classified how these games support the learning objectives outlined in the ACM/IEEE Computer Science Curricula 2013. While we found more games than we expected, few games explicitly stated their learning goals and even fewer were evaluated for their capacity to meet these goals. Most of the games we surveyed fell into two categories: short-lived proof-of-concept projects built by academics or closed-source games built by professional developers. Gathering adequate learning data is challenging in either situation. Our original intent for the second year of our working group was to prepare a comprehensive framework for collecting and analyzing learning data from computer science learning games. Upon further discussion, however, we decided that a better next step is to validate the design and development guidelines that we put forth in our final report for ITiCSE 2016. We extend this working group to a second year---with a mission to collaboratively develop a game with clearly defined learning objectives and define a methodology for evaluating its capacity to meet its goals.
长期以来,教育工作者一直使用数字游戏作为教学平台。游戏往往具有一些在家庭作业中不常见的品质:它们通常将问题置于引人入胜的替代现实中,并通过有趣的叙述展开,它们通常更多地利用玩家的内在动机而不是外在动机,它们可以促进有意识的低强度练习,它们通常强调游戏精神而不是工作。在2016年的ITiCSE大会上,这个工作小组聚集在一起调查了现有的用于教授和学习计算机科学概念的数字游戏的现状。我们的团队发现,这些游戏缺乏明确定义的学习目标,甚至缺乏对游戏是否达到这些目标的评估。作为这个过程的一部分,我们确定并玩了超过120款已经发布或在文献中被描述为学习计算机科学概念的游戏。在我们的报告中,我们对这些游戏如何支持ACM/IEEE计算机科学课程2013中概述的学习目标进行了分类。虽然我们发现的游戏比我们预期的要多,但很少有游戏明确地陈述了它们的学习目标,更少的游戏被评估了它们实现这些目标的能力。我们调查的大多数游戏都分为两类:由学者创建的短期概念验证项目或由专业开发者创建的封闭源代码游戏。在任何一种情况下,收集足够的学习数据都是具有挑战性的。我们工作小组第二年的初衷是准备一个全面的框架,用于收集和分析计算机科学学习游戏中的学习数据。然而,经过进一步讨论,我们决定更好的下一步是验证我们在ITiCSE 2016的最终报告中提出的设计和开发指南。我们将这个工作组延长至第二年——其任务是合作开发一款具有明确学习目标的游戏,并定义评估其实现目标能力的方法。
{"title":"Game Development for Computer Science Education","authors":"Monica Mcgill, Chris Johnson, J. Atlas, Durell Bouchard, L. Merkle, C. Messom, Ian Pollock, M. A. Scott","doi":"10.1145/3059009.3081325","DOIUrl":"https://doi.org/10.1145/3059009.3081325","url":null,"abstract":"Educators have long used digital games as platforms for teaching. Games tend to have several qualities that aren't typically found in homework: they often situate problems within a compelling alternate reality that unfolds through intriguing narrative, they often draw more upon a player's intrinsic motivations than extrinsic ones, they can facilitate deliberate low intensity practice, and they often emphasize a spirit of play instead of work. At ITiCSE 2016, this working group convened to survey the landscape of existing digital games that have been used to teach and learn computer science concepts. Our group discovered that these games lacked explicitly defined learning goals and even less evaluation of whether or not the games achieved these goals. As part of this process, we identified and played over 120 games that have been released or described in literature as means for learning computer science concepts. In our report, we classified how these games support the learning objectives outlined in the ACM/IEEE Computer Science Curricula 2013. While we found more games than we expected, few games explicitly stated their learning goals and even fewer were evaluated for their capacity to meet these goals. Most of the games we surveyed fell into two categories: short-lived proof-of-concept projects built by academics or closed-source games built by professional developers. Gathering adequate learning data is challenging in either situation. Our original intent for the second year of our working group was to prepare a comprehensive framework for collecting and analyzing learning data from computer science learning games. Upon further discussion, however, we decided that a better next step is to validate the design and development guidelines that we put forth in our final report for ITiCSE 2016. We extend this working group to a second year---with a mission to collaboratively develop a game with clearly defined learning objectives and define a methodology for evaluating its capacity to meet its goals.","PeriodicalId":174429,"journal":{"name":"Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117237647","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: 20
Labware for Secure Mobile Software Development (SMSD) Education 安全移动软件开发(SMSD)教育实验室
K. Qian, H. Shahriar, Fan Wu, Lixin Tao, P. Bhattacharya
This poster addresses the needs of pedagogical learning materials for Secure Mobile Software Development(SMSD) education and challenges of building SMSD capacity. In this poster, we present an innovative authentic learning approach for SMSD through real-world-scenario case studies. The primary goal of this learning approach is to create an engaging and motivating learning environment that encourages students in learning emerging security concepts and practices such as mobile software developments. It provides students with hands-on laboratory practices on real-world mobile app developments and security. Each module consists of a series of progressive sub-labs: a pre-lab, lab activities, and a student add-on post-lab. The preliminary feedback from students is positive. Students have gained hands-on real world experiences on mobile security with Android mobile devices, which also greatly promoted students' self-efficacy and confidences in their mobile security learning.
这张海报阐述了安全移动软件开发(SMSD)教育对教学学习材料的需求,以及建立SMSD能力的挑战。在这张海报中,我们通过现实世界的案例研究,为SMSD提供了一种创新的真实学习方法。这种学习方法的主要目标是创造一个有吸引力和激励的学习环境,鼓励学生学习新兴的安全概念和实践,如移动软件开发。它为学生提供了实际移动应用程序开发和安全性的动手实验室实践。每个模块由一系列渐进的子实验室组成:前实验室、实验活动和学生附加的后实验室。学生们的初步反馈是积极的。学生通过Android移动设备获得了实际的移动安全体验,极大地提升了学生在移动安全学习中的自我效能感和自信心。
{"title":"Labware for Secure Mobile Software Development (SMSD) Education","authors":"K. Qian, H. Shahriar, Fan Wu, Lixin Tao, P. Bhattacharya","doi":"10.1145/3059009.3072983","DOIUrl":"https://doi.org/10.1145/3059009.3072983","url":null,"abstract":"This poster addresses the needs of pedagogical learning materials for Secure Mobile Software Development(SMSD) education and challenges of building SMSD capacity. In this poster, we present an innovative authentic learning approach for SMSD through real-world-scenario case studies. The primary goal of this learning approach is to create an engaging and motivating learning environment that encourages students in learning emerging security concepts and practices such as mobile software developments. It provides students with hands-on laboratory practices on real-world mobile app developments and security. Each module consists of a series of progressive sub-labs: a pre-lab, lab activities, and a student add-on post-lab. The preliminary feedback from students is positive. Students have gained hands-on real world experiences on mobile security with Android mobile devices, which also greatly promoted students' self-efficacy and confidences in their mobile security learning.","PeriodicalId":174429,"journal":{"name":"Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127889355","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: 4
An Automated System for Interactively Learning Software Testing 交互式学习软件测试的自动化系统
R. Smith, T. Tang, J. Warren, S. Rixner
Testing is an important, time-consuming, and often difficult part of the software development process. It is therefore critical to introduce testing early in the computer science curriculum, and to provide students with frequent opportunities for practice and feedback. This paper presents an automated system to help introductory students learn how to test software. Students submit test cases to the system, which uses a large corpus of buggy programs to evaluate these test cases. In addition to gauging the quality of the test cases, the system immediately presents students with feedback in the form of buggy programs that nonetheless pass their tests. This enables students to understand why their test cases are deficient and gives them a starting point for improvement. The system has proven effective in an introductory class: students that trained using the system were later able to write better test cases -- even without any feedback -- than those who were not. Further, students reported additional benefits such as improved ability to read code written by others and to understand multiple approaches to the same problem.
测试是软件开发过程中一个重要的、耗时的,并且常常是困难的部分。因此,在计算机科学课程的早期引入测试是至关重要的,并为学生提供经常练习和反馈的机会。本文介绍了一个自动化系统,以帮助入门学生学习如何测试软件。学生向系统提交测试用例,系统使用大量有缺陷的程序来评估这些测试用例。除了测量测试用例的质量之外,该系统还会立即向学生提供反馈,反馈的形式是有缺陷的程序,尽管如此,这些程序还是通过了测试。这使学生能够理解为什么他们的测试用例是有缺陷的,并为他们提供了一个改进的起点。该系统在入门课程中被证明是有效的:使用该系统训练的学生后来能够写出更好的测试用例——即使没有任何反馈——比那些没有使用该系统的学生更好。此外,学生们还报告了一些额外的好处,比如阅读他人编写的代码的能力得到了提高,并且能够理解解决同一问题的多种方法。
{"title":"An Automated System for Interactively Learning Software Testing","authors":"R. Smith, T. Tang, J. Warren, S. Rixner","doi":"10.1145/3059009.3059022","DOIUrl":"https://doi.org/10.1145/3059009.3059022","url":null,"abstract":"Testing is an important, time-consuming, and often difficult part of the software development process. It is therefore critical to introduce testing early in the computer science curriculum, and to provide students with frequent opportunities for practice and feedback. This paper presents an automated system to help introductory students learn how to test software. Students submit test cases to the system, which uses a large corpus of buggy programs to evaluate these test cases. In addition to gauging the quality of the test cases, the system immediately presents students with feedback in the form of buggy programs that nonetheless pass their tests. This enables students to understand why their test cases are deficient and gives them a starting point for improvement. The system has proven effective in an introductory class: students that trained using the system were later able to write better test cases -- even without any feedback -- than those who were not. Further, students reported additional benefits such as improved ability to read code written by others and to understand multiple approaches to the same problem.","PeriodicalId":174429,"journal":{"name":"Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130426389","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: 21
Learning Agile with Tech Startup Software Engineering Projects 在技术创业软件工程项目中学习敏捷
K. Buffardi, Colleen C. Robb, David Rahn
The Tech Startup model is an approach to learning software engineering methods by partnering with students studying entrepreneurship to collaborate on real software products. Agile software development methods align with Lean Startup practices so that students in sister classes experience leading contemporary practices in their respective fields. This paper describes a pilot study of interdisciplinary Tech Startup projects with a heuristic evaluation of software engineering realism and formative assessment of students' surveyed experiences. The study found several similar student outcomes to other project models; however, it also identified limitations in the pilot with corresponding recommendations for future implementations.
Tech Startup模式是一种通过与学习创业的学生合作开发真正的软件产品来学习软件工程方法的方法。敏捷软件开发方法与精益创业实践相结合,这样姐妹班的学生就能在各自的领域体验到领先的当代实践。本文描述了一项跨学科技术创业项目的试点研究,其中包括对软件工程现实性的启发式评估和对学生调查经验的形成性评估。该研究发现了几个与其他项目模型相似的学生结果;然而,它也指出了试点的局限性,并为未来的实现提出了相应的建议。
{"title":"Learning Agile with Tech Startup Software Engineering Projects","authors":"K. Buffardi, Colleen C. Robb, David Rahn","doi":"10.1145/3059009.3059063","DOIUrl":"https://doi.org/10.1145/3059009.3059063","url":null,"abstract":"The Tech Startup model is an approach to learning software engineering methods by partnering with students studying entrepreneurship to collaborate on real software products. Agile software development methods align with Lean Startup practices so that students in sister classes experience leading contemporary practices in their respective fields. This paper describes a pilot study of interdisciplinary Tech Startup projects with a heuristic evaluation of software engineering realism and formative assessment of students' surveyed experiences. The study found several similar student outcomes to other project models; however, it also identified limitations in the pilot with corresponding recommendations for future implementations.","PeriodicalId":174429,"journal":{"name":"Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132594360","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: 24
Cross Cultural Project Based Learning & Soft Skills Practice 跨文化项目学习与软技能实践
Alexandra Badets, B. Grasser, St Peltier
This poster presents an ongoing experience carried out by two international higher education institutions, Lakeland Community College, Ohio and CESI, France. Based on the introduction of a PBL cross-cultural cooperative project, this classroom innovation aims at introducing soft skills practice and self-reflection into the curriculum of computer science students. This poster explains our approach, the results of the first step of this project, perspectives to replicate cooperative workshops on a larger scale, and give students and academics tools to monitor soft skills development.
这张海报展示了两所国际高等教育机构——俄亥俄州的莱克兰社区学院和法国的CESI——正在进行的经验。本次课堂创新以PBL跨文化合作项目为背景,旨在将软技能实践和自我反思引入计算机专业学生的课程中。这张海报解释了我们的方法,这个项目第一步的结果,在更大范围内复制合作研讨会的观点,并为学生和学者提供了监控软技能发展的工具。
{"title":"Cross Cultural Project Based Learning & Soft Skills Practice","authors":"Alexandra Badets, B. Grasser, St Peltier","doi":"10.1145/3059009.3072988","DOIUrl":"https://doi.org/10.1145/3059009.3072988","url":null,"abstract":"This poster presents an ongoing experience carried out by two international higher education institutions, Lakeland Community College, Ohio and CESI, France. Based on the introduction of a PBL cross-cultural cooperative project, this classroom innovation aims at introducing soft skills practice and self-reflection into the curriculum of computer science students. This poster explains our approach, the results of the first step of this project, perspectives to replicate cooperative workshops on a larger scale, and give students and academics tools to monitor soft skills development.","PeriodicalId":174429,"journal":{"name":"Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education","volume":"358 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114083457","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: 3
Evaluating Test Suite Effectiveness and Assessing Student Code via Constraint Logic Programming 通过约束逻辑编程评估测试套件有效性和评估学生代码
Kyle Dewey, Phill Conrad, Michelle Craig, E. Morozova
A good suite of test inputs is an indispensable tool both for manual and automated assessment of student submissions to programming assignments. Yet, without a way to evaluate our test suites, it is difficult to know how well we are doing, much less improve our practice. We present a technique for evaluating a hand-generated test suite by comparing its ability to find defects against that of a test suite generated automatically using Constraint Logic Programming (CLP). We describe our technique and present a case study using student submissions for an assignment from a second-year programming course. Our results show that a CLP-generated test suite was able to identify significant defects that the instructor-generated suite missed, despite having similar code coverage.
对于手工和自动评估学生提交的编程作业来说,一套好的测试输入是不可或缺的工具。然而,如果没有一种方法来评估我们的测试套件,就很难知道我们做得有多好,更不用说改进我们的实践了。我们提出了一种评估手工生成的测试套件的技术,通过比较手工生成的测试套件发现缺陷的能力与使用约束逻辑编程(CLP)自动生成的测试套件的能力。我们描述了我们的技术,并展示了一个案例研究,使用学生提交的二年级编程课程的作业。我们的结果表明,尽管具有相似的代码覆盖率,clp生成的测试套件能够识别指导者生成的套件遗漏的重要缺陷。
{"title":"Evaluating Test Suite Effectiveness and Assessing Student Code via Constraint Logic Programming","authors":"Kyle Dewey, Phill Conrad, Michelle Craig, E. Morozova","doi":"10.1145/3059009.3059051","DOIUrl":"https://doi.org/10.1145/3059009.3059051","url":null,"abstract":"A good suite of test inputs is an indispensable tool both for manual and automated assessment of student submissions to programming assignments. Yet, without a way to evaluate our test suites, it is difficult to know how well we are doing, much less improve our practice. We present a technique for evaluating a hand-generated test suite by comparing its ability to find defects against that of a test suite generated automatically using Constraint Logic Programming (CLP). We describe our technique and present a case study using student submissions for an assignment from a second-year programming course. Our results show that a CLP-generated test suite was able to identify significant defects that the instructor-generated suite missed, despite having similar code coverage.","PeriodicalId":174429,"journal":{"name":"Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education","volume":"106 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125186632","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: 7
CodeAdventure: Learning Introductory Programming CodeAdventure:学习编程入门
Giorgos Nicou, P. Andreou, I. Polycarpou
This paper describes the design and implementation of an educational game, called CodeAdventure, which is an adventure game for learning introductory programming concepts. CodeAdventure adopts an integrated design approach that employs various mechanisms and techniques to achieve an immersive learning experience in a fun and engaging way. CodeAdventure incorporates different learning techniques that have been shown to be effective for students' learning, such as providing hints and clues on how to solve puzzles, referencing instructional material, and providing immediate feedback on students' performance.
本文描述了一款名为CodeAdventure的教育游戏的设计和实现,这是一款用于学习入门编程概念的冒险游戏。CodeAdventure采用集成设计方法,采用各种机制和技术,以有趣和引人入胜的方式实现沉浸式学习体验。CodeAdventure结合了不同的学习技巧,这些技巧已经被证明对学生的学习是有效的,比如提供关于如何解决谜题的提示和线索,参考教学材料,并对学生的表现提供即时反馈。
{"title":"CodeAdventure: Learning Introductory Programming","authors":"Giorgos Nicou, P. Andreou, I. Polycarpou","doi":"10.1145/3059009.3073002","DOIUrl":"https://doi.org/10.1145/3059009.3073002","url":null,"abstract":"This paper describes the design and implementation of an educational game, called CodeAdventure, which is an adventure game for learning introductory programming concepts. CodeAdventure adopts an integrated design approach that employs various mechanisms and techniques to achieve an immersive learning experience in a fun and engaging way. CodeAdventure incorporates different learning techniques that have been shown to be effective for students' learning, such as providing hints and clues on how to solve puzzles, referencing instructional material, and providing immediate feedback on students' performance.","PeriodicalId":174429,"journal":{"name":"Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126716029","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
Insights on Gender Differences in CS1: A Multi-institutional, Multi-variate Study. CS1的性别差异:一项多机构、多变量研究。
Keith Quille, N. Culligan, Susan Bergin
This paper describes a multivariate, multi-institutional study conducted in the academic year 2015-16. Six hundred and ninety-three students participated from 11 institutions, (ten institutions in Ireland and one in Denmark). The goal of the study was to compare the profile of male and female students enrolled on introductory programming modules (CS1), to determine if any significant differences could be identified by gender. The gender split was 79:21, male to female respectively. The study took place early in the CS1 module with three instruments used to capture data: a background survey, a survey on programming self-efficacy, comfort and anxiety, and a short programming test. At the end of the module, the overall result for each participant was gathered. Of importance, the study was conducted across multiple levels of Computer Science education, from Level 5 Certificate up to and including Honors Bachelor Degree and Higher Diploma, (which are based on the Irish National Framework of Qualifications NFQ). This paper describes the approach taken and the detailed analysis performed. Several significant differences between male and female students were identified early in CS1, some of which did not hold true at the end of the module. A gender comparison between the two participating countries and the different institution types was also performed and discussed. The findings could be used to positively influence teaching practice and to the development of gender focused retention and recruitment strategies.
本文描述了一项在2015-16学年进行的多元、多机构研究。来自11所院校的693名学生参加了本次活动(爱尔兰10所院校和丹麦1所院校)。这项研究的目的是比较参加编程入门模块(CS1)的男女学生的情况,以确定是否有任何显著的差异可以通过性别来确定。男女比例分别为79:21。这项研究在CS1模块的早期进行,使用了三种工具来获取数据:背景调查,编程自我效能调查,舒适和焦虑调查,以及简短的编程测试。在模块结束时,收集每个参与者的总体结果。重要的是,这项研究是在多个级别的计算机科学教育中进行的,从5级证书到荣誉学士学位和高级文凭(基于爱尔兰国家资格框架NFQ)。本文描述了所采用的方法和所进行的详细分析。在CS1的早期就发现了男女学生之间的一些显著差异,其中一些在该模块结束时并不成立。还对两个参与国和不同机构类型之间的性别比较进行了讨论。研究结果可用于对教学实践产生积极影响,并有助于制定注重性别的留用和招聘战略。
{"title":"Insights on Gender Differences in CS1: A Multi-institutional, Multi-variate Study.","authors":"Keith Quille, N. Culligan, Susan Bergin","doi":"10.1145/3059009.3059048","DOIUrl":"https://doi.org/10.1145/3059009.3059048","url":null,"abstract":"This paper describes a multivariate, multi-institutional study conducted in the academic year 2015-16. Six hundred and ninety-three students participated from 11 institutions, (ten institutions in Ireland and one in Denmark). The goal of the study was to compare the profile of male and female students enrolled on introductory programming modules (CS1), to determine if any significant differences could be identified by gender. The gender split was 79:21, male to female respectively. The study took place early in the CS1 module with three instruments used to capture data: a background survey, a survey on programming self-efficacy, comfort and anxiety, and a short programming test. At the end of the module, the overall result for each participant was gathered. Of importance, the study was conducted across multiple levels of Computer Science education, from Level 5 Certificate up to and including Honors Bachelor Degree and Higher Diploma, (which are based on the Irish National Framework of Qualifications NFQ). This paper describes the approach taken and the detailed analysis performed. Several significant differences between male and female students were identified early in CS1, some of which did not hold true at the end of the module. A gender comparison between the two participating countries and the different institution types was also performed and discussed. The findings could be used to positively influence teaching practice and to the development of gender focused retention and recruitment strategies.","PeriodicalId":174429,"journal":{"name":"Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130245141","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: 29
Use of Gamification to Teach Agile Values and Collaboration: A multi-week Scrum simulation project in an undergraduate software engineering course 使用游戏化来教授敏捷价值观和协作:在本科软件工程课程中进行的为期数周的Scrum模拟项目
S. Hof, Martin Kropp, M. Landolt
Collaboration and communication are key to successful agile software development. Respect, openness, transparency and trust are core Agile values. However studies show, that there is a shortage of software developers with these skills. How can we teach these skills to software engineering students' This paper presents the approach of using a multi-week Scrum Paper City simulation game. The course execution was accompanied by a thorough evaluation to find out how effective this approach is compared to traditional ex-cathedra teaching. While the evaluation shows some aspects to be improved, it clearly shows that students like to experience the Agile approach directly in a project, that they enjoy more fun, and the collaboration in the team.
协作和沟通是成功的敏捷软件开发的关键。尊重、开放、透明和信任是敏捷的核心价值观。然而,研究表明,目前缺乏具备这些技能的软件开发人员。我们如何将这些技能传授给软件工程专业的学生?本文介绍了使用为期数周的Scrum paper City模拟游戏的方法。课程的实施伴随着全面的评估,以找出这种方法与传统的前教堂教学相比是如何有效的。虽然评估显示了一些需要改进的方面,但它清楚地表明,学生们喜欢在项目中直接体验敏捷方法,他们喜欢更多的乐趣,以及团队中的协作。
{"title":"Use of Gamification to Teach Agile Values and Collaboration: A multi-week Scrum simulation project in an undergraduate software engineering course","authors":"S. Hof, Martin Kropp, M. Landolt","doi":"10.1145/3059009.3059043","DOIUrl":"https://doi.org/10.1145/3059009.3059043","url":null,"abstract":"Collaboration and communication are key to successful agile software development. Respect, openness, transparency and trust are core Agile values. However studies show, that there is a shortage of software developers with these skills. How can we teach these skills to software engineering students' This paper presents the approach of using a multi-week Scrum Paper City simulation game. The course execution was accompanied by a thorough evaluation to find out how effective this approach is compared to traditional ex-cathedra teaching. While the evaluation shows some aspects to be improved, it clearly shows that students like to experience the Agile approach directly in a project, that they enjoy more fun, and the collaboration in the team.","PeriodicalId":174429,"journal":{"name":"Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122201848","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: 12
Data Science for All: A Tale of Two Cities 《全民数据科学:双城记
L. Cassel, Don Goelman, Michael A. Posner, D. Dicheva, Christo Dichev
In this poster the authors report on experiences in teaching an introductory course in Data Science at two different institutions. Their approaches were informed by the aims of their NSF-funded project: to provide insight on learning goals, central data science topics, content modules, and a framework for implementing a flipped classroom approach to introduce data science to students with various technical backgrounds. The authors, investigators on the grant mentioned above, are a collaborative team of computer scientists and a statistician working to create flipped material for an introductory data science class. After ITiCSE the materials described in the poster will continue to be available in Ensemble, at http://computingportal.org/datascienceflipped
在这张海报中,作者报告了在两个不同的机构教授数据科学入门课程的经验。他们的方法是根据他们的nsf资助项目的目标:提供关于学习目标、中心数据科学主题、内容模块和实施翻转课堂方法的框架的见解,向具有不同技术背景的学生介绍数据科学。作者是上述基金的研究人员,他们是一个由计算机科学家和统计学家组成的合作团队,致力于为数据科学入门课程创建翻转材料。在ITiCSE之后,海报中描述的材料将继续在Ensemble中提供,网址为http://computingportal.org/datascienceflipped
{"title":"Data Science for All: A Tale of Two Cities","authors":"L. Cassel, Don Goelman, Michael A. Posner, D. Dicheva, Christo Dichev","doi":"10.1145/3059009.3073000","DOIUrl":"https://doi.org/10.1145/3059009.3073000","url":null,"abstract":"In this poster the authors report on experiences in teaching an introductory course in Data Science at two different institutions. Their approaches were informed by the aims of their NSF-funded project: to provide insight on learning goals, central data science topics, content modules, and a framework for implementing a flipped classroom approach to introduce data science to students with various technical backgrounds. The authors, investigators on the grant mentioned above, are a collaborative team of computer scientists and a statistician working to create flipped material for an introductory data science class. After ITiCSE the materials described in the poster will continue to be available in Ensemble, at http://computingportal.org/datascienceflipped","PeriodicalId":174429,"journal":{"name":"Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123985074","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: 1
期刊
Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1