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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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Understanding International Benchmarks on Student Engagement: Awareness, Research Alignment and Response from a Computer Science Perspective 理解学生参与的国际基准:从计算机科学的角度认识、研究校准和响应
Michael Morgan, M. Butler, J. Sinclair, G. Cross, Janet Fraser, J. Jacková, Neena Thota
There is an increasing trend to use national benchmarks to measure student engagement, with instruments such as North American National Survey of Student Engagement (NSSE) in the USA and Canada, Student Experience Survey (SES) in Australia and NZ (previously known as the University Experience Survey UES), and Student Engagement Survey (SES) in the UK. Unfortunately, Computer Science (CS) rates fairly poorly on a number of measures in these surveys, even when compared to related STEM disciplines. Initial research suggests reasons for this poor performance may include a lack of awareness by CS academics of these instruments and the student engagement measures they are based on, and a misalignment between these instruments and the research focus of computing educators, leading to misdirected efforts in research and teaching practice. In this working group we carry out an in-depth analysis of international student engagement instruments to facilitate a greater awareness of the international benchmarks and what aspects of student engagement they measure. The working group also examine the focus of current computing education research and its alignment to student engagement measures on which these instruments are based. Armed with this knowledge, the computing education community can make informed decisions on how best to respond to these measures and consider ways to improve our performance in relation to other disciplines. In particular it is important to understand why certain measures of student engagement are built into these instruments, how these align to our current research practice or even to provide feedback to the designers of these instruments from a CS perspective.
越来越多的人使用国家基准来衡量学生的参与度,比如美国和加拿大的北美国家学生参与度调查(NSSE),澳大利亚和新西兰的学生体验调查(SES)(以前称为大学体验调查UES),以及英国的学生参与度调查(SES)。不幸的是,在这些调查中,即使与相关的STEM学科相比,计算机科学(CS)在许多指标上的排名也相当低。最初的研究表明,这种糟糕表现的原因可能包括计算机科学学者对这些工具和他们所基于的学生参与措施缺乏认识,以及这些工具与计算机教育者的研究重点之间的不一致,导致研究和教学实践中的错误努力。在这个工作组中,我们对国际学生参与度工具进行了深入分析,以促进对国际基准以及它们衡量学生参与度的哪些方面的认识。工作组还审查了当前计算机教育研究的重点及其与这些工具所依据的学生参与措施的一致性。有了这些知识,计算机教育界可以就如何最好地应对这些措施做出明智的决定,并考虑如何提高我们与其他学科的表现。特别重要的是要理解为什么这些工具中内置了某些学生参与的衡量标准,这些标准如何与我们当前的研究实践相一致,甚至从CS的角度向这些工具的设计者提供反馈。
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引用次数: 32
Visualization for Secure Coding in C C语言安全编码的可视化
James W. Walker, Jean Mayo, Ching-Kuang Shene, S. Carr
This paper describes a pedagogical system to visualize program execution.1 The visualization is designed to help students understand how to develop more secure and robust C programs. The system provides several perspectives on the execution including: the values of registers and the logical address space, a call graph, the file descriptor and inode tables, and the handling of sensitive data like passwords and keys. These visualizations are designed to help students understand fundamental concepts such as: buffer overflows, integer overflows, proper handling of sensitive data and application of the principle of least privilege in several contexts including file operations, secure SUID programming, and use and management of the process environment.
本文描述了一个可视化程序执行的教学系统可视化的目的是帮助学生理解如何开发更安全、更健壮的C程序。系统提供了几个关于执行的透视图,包括:寄存器的值和逻辑地址空间、调用图、文件描述符和inode表,以及对密码和密钥等敏感数据的处理。这些可视化的目的是帮助学生理解一些基本的概念,例如:缓冲区溢出、整数溢出、敏感数据的正确处理以及在包括文件操作、安全SUID编程以及进程环境的使用和管理在内的几种上下文中最小权限原则的应用。
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引用次数: 1
Discovering Indicators of Commitment in Computer-Supported Collaborative Student Teams 发现计算机支持的协作学生团队的承诺指标
Antti Knutas, J. Ikonen, L. Ripamonti, D. Maggiorini, J. Porras
In this paper, an approach and a rubric for measuring commitment to computer-supported collaboration in student teams is presented.
本文提出了一种测量学生团队中计算机支持协作承诺的方法和标准。
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引用次数: 0
Media Literacy as a By-Product of Collaborative Video Production by CS Students 计算机科学学生协同视频制作的副产品媒介素养
A. Vasilchenko, D. Green, Haneen Qarabash, Anne Preston, Tom Bartindale, Madeline Balaam
Understanding, promoting, and teaching media literacy is an important societal challenge. STEM educators are increasingly looking to incorporate 21st century skills such as media literacy into core subject education. In this paper we investigate how undergraduate Computer Science (CS) students can learn media literacy as a by-product of collaborative video tutorial production. The paper presents a study of 34 third-year CS undergraduates who, as part of their learning, were each asked to produce three video tutorials on Raspberry Pi programming, using a collaborative video production tool for mobile phones (Bootlegger). We provide results of both quantitative and qualitative analysis of the production process and resulting video tutorials, and conclude that the student cohort demonstrated a clear development of media literacy skills. The paper's contribution is twofold. First, we add to the understanding of how the use of mobile collaborative video production technology by non-professionals can help them learn to create meaningful media messages with little scaffolding. Second, we present an alternative pedagogical approach that can help CS students acquire 21st century skills such as media literacy.
理解、促进和教授媒体素养是一项重要的社会挑战。STEM教育工作者越来越希望将21世纪的技能(如媒体素养)纳入核心学科教育。在本文中,我们研究了计算机科学(CS)本科生如何学习媒体素养作为协作视频教程制作的副产品。本文提出了一项对34名三年级计算机科学本科生的研究,作为他们学习的一部分,每个人都被要求制作三个关于树莓派编程的视频教程,使用手机的协作视频制作工具(Bootlegger)。我们提供了制作过程的定量和定性分析结果以及由此产生的视频教程,并得出结论,学生群体显示出媒体素养技能的明显发展。这份报纸的贡献是双重的。首先,我们增加了对非专业人士如何使用移动协作视频制作技术的理解,可以帮助他们学会用很少的脚手架创建有意义的媒体信息。其次,我们提出了另一种教学方法,可以帮助计算机科学学生获得21世纪的技能,如媒体素养。
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引用次数: 19
Practical Robotics in Computer Science Using the LEGO NXT: An Experience Report 使用乐高NXT的计算机科学中的实用机器人:经验报告
Francisco J. Estrada
We report on our experience building and implementing a robotics course for Computer Science based on the LEGO NXT. The goal of the course is to provide students with an opportunity to learn the fundamental principles involved in designing, programming, and operating mobile robots in a completely experiential setting, while abstracting away the hardware complexity of typical robotics platforms. To this end, we built the course around the LEGO NXT robot kits. We have developed a software framework that allows the NXT to be used in conjunction with a laptop computer and a webcam to enable our students to learn in the context of a robotics soccer game. We describe the process of designing the robotics soccer project so that it is tightly coupled with course learning goals, and report on our experience running the course over the past three years. The software platform is freely available, and allows anyone with a webcam-equipped laptop and an NXT set to implement their own soccer playing bot.
我们报告了基于LEGO NXT构建和实施计算机科学机器人课程的经验。本课程的目标是为学生提供一个机会,在完全体验的环境中学习设计、编程和操作移动机器人的基本原理,同时抽象出典型机器人平台的硬件复杂性。为此,我们围绕乐高NXT机器人套件建立了课程。我们已经开发了一个软件框架,允许NXT与笔记本电脑和网络摄像头一起使用,使我们的学生能够在机器人足球比赛的背景下学习。我们描述了机器人足球项目的设计过程,使其与课程学习目标紧密结合,并报告了我们在过去三年中运行课程的经验。这个软件平台是免费提供的,任何人只要有一台配备网络摄像头的笔记本电脑和一台NXT设备,就可以实现自己的足球机器人。
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引用次数: 6
Learning Dimensions: Lessons from Field Studies 学习维度:实地研究的经验教训
C. Martin, J. Hughes, J. Richards
In this paper, we describe work to investigate the creation of engaging programming learning experiences. Background research informed the design of four fieldwork studies involving a range of age groups to explore how programming tasks could best be framed to motivate learners. Our empirical findings from these four studies, described here, contributed to the design of a set of programming "Learning Dimensions" (LDs). The LDs provide educators with insights to support key design decisions for the creation of engaging programming learning experiences. This paper describes the background to the identification of these LDs and how they could address the design and delivery of highly engaging programming learning tasks. A web application has been authored to support educators in the application of the LDs to their lesson design.
在本文中,我们描述了研究引人入胜的编程学习体验的创建的工作。背景研究为四个涉及不同年龄组的实地考察的设计提供了信息,以探索如何最好地构建编程任务以激励学习者。本文描述的这四项研究的实证结果有助于设计一组编程“学习维度”(ld)。ld为教育工作者提供了见解,以支持创建引人入胜的编程学习体验的关键设计决策。本文描述了识别这些ld的背景,以及它们如何处理高参与度编程学习任务的设计和交付。已经编写了一个web应用程序,以支持教育工作者将ld应用于他们的课程设计。
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引用次数: 4
TetrisOS and BreakoutOS: Assembly Language Projects for Computer Organization TetrisOS和BreakoutOS:计算机组织的汇编语言项目
M. Black
TetrisOS and BreakoutOS are projects developed for a sophomore-level computer organization course. Each project teaches a wide range of x86 assembly language topics, including iteration, function calls, data storage, segmentation, communication with devices, and polling-based and interrupt-based I/O. They run "bare-metal" and avoid system calls. Each game can run natively on any PC and boot from a USB stick. The projects were tested on six classes of students over three semesters at two universities, and though rigorous, had a high completion rate.
TetrisOS和BreakoutOS是为二年级计算机组织课程开发的项目。每个项目都教授广泛的x86汇编语言主题,包括迭代、函数调用、数据存储、分段、设备通信以及基于轮询和基于中断的I/O。它们运行“裸机”并避免系统调用。每个游戏都可以在任何PC上本机运行,并从USB棒启动。这些项目在两所大学的六个班的学生中进行了三个学期的测试,虽然严格,但完成率很高。
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引用次数: 1
Examining a Student-Generated Question Activity Using Random Topic Assignment 使用随机主题分配检查学生生成的问题活动
Paul Denny, E. Tempero, D. Garbett, Andrew Petersen
Students and instructors expend significant effort, respectively, preparing to be examined and preparing students for exams. This paper investigates question authoring, where students create practice questions as a preparation activity prior to an exam, in an introductory programming context. The key contribution of this study as compared to previous work is an improvement to the design of the experiment. Students were randomly assigned the topics that their questions should target, removing a selection bias that has been a limitation of earlier work. We conduct a large-scale between-subjects experiment (n = 700) and find that students exhibit superior performance on exam questions that relate to the topics they were assigned when compared to those students preparing questions on other assigned topics.
学生和教师分别为准备考试和为学生准备考试付出了巨大的努力。本文研究了在入门编程环境中,学生在考试前创建练习题作为准备活动的问题创作。与以前的工作相比,本研究的关键贡献是对实验设计的改进。学生们被随机分配了他们的问题应该针对的主题,消除了早期工作中存在的选择偏见。我们进行了一项大规模的受试者间实验(n = 700),发现学生在与他们被分配的主题相关的考试问题上的表现优于准备其他指定主题问题的学生。
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引用次数: 17
Improved Mobile Robot Programming Performance through Real-time Program Assessment 通过实时程序评估改进移动机器人编程性能
Rémy Siegfried, Severin Klingler, M. Gross, R. Sumner, F. Mondada, Stéphane Magnenat
The strong interest children show for mobile robots makes these devices potentially powerful to teach programming. Moreover, the tangibility of physical objects and the sociability of interacting with them are added benefits. A key skill that novices in programming have to acquire is the ability to mentally trace program execution. However, because of their embodied and real-time nature, robots make the mental tracing of program execution difficult. To address this difficulty, in this paper we propose an automatic program evaluation framework based on a robot simulator. We describe a real-time implementation providing feedback and gamified hints to students. In a user study, we demonstrate that our hint system increases the percentage of students writing correct programs from 50% to 96%, and decreases the average time to write a correct program by 30%. However, we could not show any correlation between the use of the system and the performance of students on a questionnaire testing concept acquisition. This suggests that programming skills and concept understanding are different abilities. Overall, the clear performance gain shows the value of our approach for programming education using robots.
孩子们对移动机器人表现出的强烈兴趣使得这些设备在教授编程方面具有潜在的强大功能。此外,物理对象的有形性和与它们互动的社交性是额外的好处。编程新手必须掌握的一项关键技能是在头脑中跟踪程序执行的能力。然而,由于机器人的具身性和实时性,使得对程序执行的心理跟踪变得困难。为了解决这一难题,本文提出了一种基于机器人模拟器的自动程序评估框架。我们描述了一个实时实现,为学生提供反馈和游戏化提示。在一项用户研究中,我们证明了我们的提示系统将学生编写正确程序的百分比从50%提高到96%,并将编写正确程序的平均时间减少了30%。然而,我们无法显示系统的使用与学生在概念习得问卷测试中的表现之间的任何相关性。这表明编程技能和概念理解是不同的能力。总的来说,明显的性能增益显示了我们使用机器人编程教育方法的价值。
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引用次数: 6
A Hybrid Open/Closed Lab for CS 1 cs1的混合开/闭实验室
T. Urness
In this paper we introduce hybrid labs, an alternative to open or closed labs for CS 1, in which a set of written instructions, demonstration of techniques, and code examples are provided to students in lieu of a lecture. The hybrid lab also consists of several challenges which require students to write code or answer questions based off the concepts introduced in the document. Students are presented with the lab two days prior to a class period and are given an option of submitting solutions to the challenges on their own time (similar to an open lab) or attending the class in which an instructor is available to provide additional help as needed (similar to a closed lab). We compare a section of CS 1 that utilized a combination of hybrid labs and lectures against a section that utilized only lectures. We found no statistical significance between the abilities of the students of the two sections, but surveys show that students found the hybrid labs to be more engaging and preferred the hybrid labs over lectures as means of instruction. Furthermore, instructors found that the hybrid labs allowed for more tailored, individualized instruction for a variety of student abilities.
在本文中,我们介绍了混合实验室,这是cs1开放或封闭实验室的替代方案,其中向学生提供了一组书面说明,技术演示和代码示例,而不是讲座。混合实验还包括几个挑战,要求学生根据文档中介绍的概念编写代码或回答问题。在上课前两天,学生们可以选择在自己的时间提交挑战的解决方案(类似于开放实验室),也可以选择参加有老师提供额外帮助的课程(类似于封闭实验室)。我们比较了CS 1中使用混合实验室和讲座相结合的部分与仅使用讲座的部分。我们发现这两个部分的学生的能力之间没有统计学意义,但调查显示,学生发现混合实验室更有吸引力,并且更喜欢混合实验室而不是讲课作为教学手段。此外,教师们发现,混合实验室可以针对不同能力的学生提供更量身定制的个性化教学。
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引用次数: 4
期刊
Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education
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