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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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Machine Learning Modules for All Disciplines 所有学科的机器学习模块
T. Way, M. Papalaskari, L. Cassel, P. Matuszek, Carol Weiss, Yamini Praveena Tella
Recognizing that the changing nature of science and its reliance on massive amounts of data has led to the integral use of machine learning approaches in just about every discipline, we present the results of a multi-year research effort entitled "Broader and Earlier Access to Machine Learning." For this project, we explored teaching strategies for introducing machine learning topics to non-technical students in discipline-relevant ways, culminating in a large collection of ready-to-use learning modules suitable for use in a wide variety of academic fields. We present a roadmap to our online repository of module materials, a detailed walk-thru of the contents of an example module, ideas and approaches for incorporating modules into a class or assisting non-technical colleagues in doing the same, and a summary of results of using these modules in course settings.
认识到科学性质的变化及其对大量数据的依赖已经导致机器学习方法在几乎每个学科中都得到了全面的应用,我们提出了一项名为“更广泛、更早地使用机器学习”的多年研究成果。在这个项目中,我们探索了以与学科相关的方式向非技术学生介绍机器学习主题的教学策略,最终形成了适合于各种学术领域使用的大量即用型学习模块。我们提供了一个在线模块材料存储库的路线图,一个示例模块内容的详细介绍,将模块纳入课程或协助非技术同事进行相同操作的想法和方法,以及在课程设置中使用这些模块的结果总结。
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引用次数: 9
Self-Assess Competency as Yes/No: A Preliminary Study 自我评估能力为是/否:初步研究
M. Hutchison
Some modules in computing degrees have problems with the wide variation in students' prior experiences and risk losing good students who are bored with the initial elementary topics. One possible solution is to specify in detail what the student should be capable of at the end of the module and allow them to decide how to arrange their studies. This study compares the accuracy of student self-assessments of capability against the learning outcomes on a binary Yes/No scale with their exam performance. Predicted marks from their responses were found to have a weak correlation to the student performance. Higher level learning outcomes and responses by female students generated lower reliability scores.
计算机学位的一些模块存在问题,因为学生之前的经验差异很大,可能会失去那些对最初的基本主题感到厌倦的好学生。一个可能的解决方案是在课程结束时详细说明学生应该具备的能力,并允许他们决定如何安排他们的学习。本研究比较了学生自我能力评估的准确性和学习成果的二元是/否量表与他们的考试成绩。从他们的回答中预测的分数被发现与学生的表现有微弱的相关性。女生的学习成果和反应水平越高,信度得分越低。
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引用次数: 0
How Tool Support and Peer Scoring Improved Our Students' Attitudes Toward Peer Reviews 工具支持和同伴评分如何改善学生对同伴评议的态度
Daniel Toll, Anna Wingkvist
We wanted to introduce peer reviews for the final report in a course on Software Testing. The students had however experienced issues with peer reviews in a previous course which made this a challenge. To get a better understanding of the situation, we distributed a pre-questionnaire to the students. 48 of the 83 students provided their expectations on peer reviews. To deal with some of the perceived issues, we developed a peer review tool where we introduce anonymity, grading of reviews, teacher interventions, as well as let students score and comment on the reviews they receive. In total, 67 reports were submitted by 83 students and 325 reviews were completed. The post-questionnaire was answered by 48 students (not necessarily the same respondents as for the pre-questionnaire as both were collected anonymously). While 27 of the students expected incorrect feedback only 13 students agreed to have got incorrect feedback in the post-questionnaire. The students reported that they found the feedback from their peers more valuable (+15%) than expected, and 88% of the students reported that they learned from doing peer reviews. Overall, we find that the students' attitudes towards peer reviews have improved.
我们想在软件测试课程中为最终报告引入同行评审。然而,学生们在之前的课程中遇到过同行评议的问题,这对他们来说是一个挑战。为了更好地了解情况,我们向学生分发了一份预调查表。83名学生中有48名提供了他们对同行评议的期望。为了处理一些感知到的问题,我们开发了一个同行评议工具,我们引入了匿名、评议评分、教师干预,以及让学生对他们收到的评议进行评分和评论。共有83名学生提交了67份报告,完成了325项审查。问卷调查后由48名学生回答(不一定与问卷调查前的受访者相同,因为两者都是匿名收集的)。而27名学生期望得到错误的反馈,只有13名学生同意在问卷调查后得到错误的反馈。学生们报告说,他们发现同龄人的反馈比预期的更有价值(+15%),88%的学生报告说,他们从同行评议中学到了东西。总体而言,我们发现学生对同行评议的态度有所改善。
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引用次数: 1
"I know it when I see it": Perceptions of Code Quality “当我看到它时我就知道了”:对代码质量的认知
J. Börstler, H. Störrle, Daniel Toll, Jelle van Assema, Rodrigo Duran, Sara Hooshangi, J. Jeuring, H. Keuning, Carsten Kleiner, Bonnie K. MacKellar
Code quality is a key issue in software development. The ability to develop software of high quality is therefore a key learning goal of computing programs. However, there are no universally accepted measures to assess the quality of code and current standards are consideredweak. Furthermore, there are many facets to code quality. Defining and explaining the concept of code quality is therefore a challenge faced by many educators. In this working group, we investigate the perceptions of code quality of students, teachers, and professional programmers. In particular, we are interested in the differences in views of code quality by students, educators, and professional programmers and which quality aspects they consider as more or less important. Furthermore, we are interested in which sources of information on code quality and its assessment are used by these groups. Eventually, this will help us to develop resources that can be used to broaden students' views on software quality.
代码质量是软件开发中的一个关键问题。因此,开发高质量软件的能力是计算机程序的一个关键学习目标。然而,没有普遍接受的方法来评估代码的质量,而且目前的标准被认为是薄弱的。此外,代码质量有许多方面。因此,定义和解释代码质量的概念是许多教育者面临的一个挑战。在这个工作组中,我们调查了学生、教师和专业程序员对代码质量的看法。我们特别感兴趣的是学生、教育者和专业程序员对代码质量的不同看法,以及他们认为哪些质量方面更重要或更不重要。此外,我们感兴趣的是这些小组使用了哪些关于代码质量及其评估的信息来源。最终,这将帮助我们开发可用于拓宽学生对软件质量的看法的资源。
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引用次数: 10
Application of the Delphi Method in Computer Science Principles Rubric Creation 德尔菲法在计算机科学原理题创建中的应用
Veronica Catété, T. Barnes
Growing public demand for computer science (CS) education in K-12 schools requires an increase in well-qualified and well-supported computing teachers. To alleviate the lack of K-12 computing teachers, CS education researchers have focused on hosting professional development workshops to prepare in-service teachers from other disciplines to teach introductory level computing courses. In addition to the curriculum knowledge and pedagogical content knowledge taught in the professional development workshops, these new teachers need support in computer science subject matter knowledge throughout the school year. In particular, these new teachers find it difficult to grade programs and labs. This research study uses two variations of the Delphi Method to create learning-oriented rubrics for Computer Science Principles teachers using the Beauty and Joy of Computing curriculum. To perform this study we implemented (1) a heavy-weight, heterogeneous wide-net Delphi, and (2) a lower-weight, homogeneous Delphi composed of master teachers. These methods resulted in the creation of two systematically- and rigorously-created rubrics that produce consistent grading and very similar inter-rater reliabilities.
公众对K-12学校计算机科学(CS)教育的需求日益增长,这就需要增加合格的、得到良好支持的计算机教师。为了缓解K-12计算机教师的缺乏,计算机科学教育研究人员专注于举办专业发展研讨会,以准备来自其他学科的在职教师来教授入门级计算机课程。除了在专业发展工作坊中教授的课程知识和教学内容知识外,这些新教师还需要在整个学年中获得计算机科学学科知识的支持。特别是,这些新老师发现很难给课程和实验打分。本研究使用德尔菲法的两种变体,为计算机科学原理教师使用“计算机的美丽与快乐”课程创建以学习为导向的规则。为了进行这项研究,我们实施了(1)一个重权重的异构广域网德尔菲,以及(2)一个由大师教师组成的低权重的同质德尔菲。这些方法产生了两个系统且严格创建的标准,产生了一致的评分和非常相似的评级间可靠性。
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引用次数: 9
Student Software Designs at the Undergraduate Midpoint 学生软件设计在本科中期
L. Thomas, Carol Zander, Chris W. Loftus, Anna Eckerdal
We replicate a study and extend previous research that examined graduating students' achievement and understanding when asked to "produce a design". In this paper, we examine software designs produced by students at an earlier stage in their undergraduate studies -- the midpoint. We were looking for characteristics of the development of skill at software design as students progress through the curriculum. These students did about as well as graduating students from the same institution in terms of the quality of their software designs, although they failed to produce as many complete designs. In addition to attributes uncovered in previous research, a new design attribute was noticed -- meaningful links between static components. We raise the question of where GUI designs fit in the area of software design. We were also looking for evidence that mastering software design is a Threshold [8] that could be seen in development in this earlier cohort. There was some evidence for this, and the identified design attributes provide an indication of the sub-skills that need to be mastered. The paper concludes with some implications for the teaching of software design.
我们复制了一项研究,并扩展了之前的研究,该研究考察了毕业生在被要求“设计”时的成就和理解。在本文中,我们研究了学生在本科学习的早期阶段(中点)制作的软件设计。我们正在寻找随着学生在课程中的进步,软件设计技能发展的特征。就软件设计的质量而言,这些学生的表现与同一所大学毕业的学生差不多,尽管他们没有完成很多完整的设计。除了在之前的研究中发现的属性外,还注意到一个新的设计属性——静态组件之间有意义的链接。我们提出了GUI设计适合软件设计领域的问题。我们也在寻找证据,证明掌握软件设计是一个阈值[8],可以在早期队列的开发中看到。有一些证据可以证明这一点,并且确定的设计属性提供了需要掌握的子技能的指示。文章的结论对软件设计教学有一定的启示。
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引用次数: 4
testSQL: Learn SQL the Interactive Way testSQL:以交互的方式学习SQL
Joshua License
Students learning Structured Query Language (SQL) at higher education often involves solving problems on paper, often viewed as a sub-optimal and non-interactive method in facilitating the learning of SQL, as witnessed first-hand. This poster will summarize an alternative learning method in the form of an interactive web application which was developed to not suffer from the shortcomings seen in paper-based learning. The application presents each user a personalized set of dynamically constructed problems each focusing on a certain aspect of SQL standard, to which the user can attempt to solve receiving detailed feedback for incorrect attempts.
在高等教育中学习结构化查询语言(SQL)的学生通常需要在纸上解决问题,这通常被视为促进SQL学习的次优和非交互式方法,这是我亲眼所见的。这张海报将以交互式web应用程序的形式总结另一种学习方法,这种方法的开发是为了避免纸质学习的缺点。应用程序向每个用户提供一组个性化的动态构建的问题,每个问题都关注SQL标准的某个方面,用户可以尝试解决这些问题,并接收错误尝试的详细反馈。
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引用次数: 8
Immersive Algorithms: Better Visualization with Less Information 沉浸式算法:用更少的信息实现更好的可视化
P. Bille, I. L. Gørtz
Visualizing algorithms, such as drawings, slideshow presentations, animations, videos, and software tools, is a key concept to enhance and support student learning. A typical visualization of an algorithm show the data and then perform computation on the data. For instance, a standard visualization of a standard binary search on an array shows an array of sorted numbers and then illustrate the action of the algorithm in a step-by-step fashion. However, this approach does not fully capture the computational environment from the perspective of the algorithm. Specifically, the algorithm does not "see" the full sorted array, but only the single position that it accesses during each step of the computation. To fix this discrepancy we introduce the emph{immersive principle} that states that at any point in time, the displayed information should closely match the information accessed by the algorithm. We give several examples of immersive visualizations of basic algorithms and data structures, discuss methods for implementing it, and briefly evaluate it.
可视化算法,如绘图、幻灯片演示、动画、视频和软件工具,是增强和支持学生学习的关键概念。算法的典型可视化是显示数据,然后对数据执行计算。例如,对数组进行标准二进制搜索的标准可视化显示了一个排序的数字数组,然后以循序渐进的方式说明算法的操作。然而,这种方法并没有从算法的角度完全捕捉到计算环境。具体来说,该算法不会“看到”整个排序数组,而只会看到它在计算的每一步中访问的单个位置。为了解决这种差异,我们引入了emph{沉浸式原则},即在任何时间点,显示的信息都应该与算法访问的信息紧密匹配。我们给出了几个基本算法和数据结构的沉浸式可视化的例子,讨论了实现它的方法,并简要地评价了它。
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引用次数: 2
Programming as a Performance: Live-streaming and Its Implications for Computer Science Education 作为表演的编程:直播及其对计算机科学教育的影响
Lassi Haaranen
This article discusses an emerging phenomenon of streaming programming to a live audience who in turn can interact with the streamer. In essence, this means broadcasting the programming environment and typically a web camera feed of the streamer to viewers. Streaming programming bears many similarities with live-streaming playing of video games, which has become extremely popular among gamers over the recent years. In fact, streaming programming often use the same web services as streaming gaming, and the audiences overlap. In this article, we describe this novel approach to programming and situate it in the broader context of computer science education. To gain a deeper insight into this phenomena, we analyzed viewer discussions during a particular programming stream broadcasted during a game programming competition. Finally, we discuss the benefits this approach could offer to computer science education.
本文讨论了一种新兴现象,即向现场观众提供流媒体节目,而观众又可以与流媒体互动。从本质上讲,这意味着将编程环境和典型的网络摄像机馈送到观众。流媒体节目与视频游戏的直播有很多相似之处,近年来,视频游戏在游戏玩家中变得非常流行。事实上,流媒体节目通常使用与流媒体游戏相同的web服务,并且受众是重叠的。在本文中,我们描述了这种新颖的编程方法,并将其置于计算机科学教育的更广泛背景中。为了更深入地了解这一现象,我们分析了在游戏编程比赛期间播放的特定节目流中的观众讨论。最后,我们讨论了这种方法可以为计算机科学教育提供的好处。
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引用次数: 66
A Course Based on Open Organization Principles 基于开放组织原则的课程
H. Ellis, G. Hislop
This poster presents a plan for a first-semester freshman computing course based on Open Organization principles using humanitarian organizations as the context. The goal of the course is to instill engagement with learning in students from the beginning of their academic careers when they are psychologically invested in their learning and more likely to internalize the learning. The anticipated outcome is students who are motivated, engaged, and able to handle the rapid rate of computing change in today's society.
这张海报以人道主义组织为背景,以开放组织原则为基础,介绍了大一新生第一学期计算机课程的计划。这门课程的目标是让学生从他们的学术生涯开始就开始参与学习,那时他们在心理上投入了学习,更有可能将学习内在化。预期的结果是学生们被激励,参与,并能够处理当今社会快速的计算变化。
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引用次数: 0
期刊
Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education
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