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Academic-Industry Collaborations: Effective Measures for Successful Engagement 学术与产业合作:成功参与的有效措施
I. Polycarpou, P. Andreou, C. Laxer, S. Kurkovsky
Drawing on Mishra and Koehler's "TPACK" model [1], we recognize that great Computer Science (CS) teaching demands great pedagogy, great technology skills and great subject knowledge. The main challenge facing any jurisdiction in implementing a CS curriculum within schools is the shortage of new teachers being trained in CS1 and to meet the demand many countries have focused on professional development (PD) for existing teachers across a diverse range of subjects. Some initial PD efforts in CS were often brief, with little follow-on support, and supported through external grant funding. As the need for CS at the K-12 level continues to grow, approaches should be sustainable and scalable. This includes preparing teachers at all levels, pre k-12 and some funding initiatives have included preservice teacher support as part of this [2]. Inside the European Union (EU) the Scientix project [3] represents a focus European Commission (EC) funded projects and is a repository for PD with resources for pedagogy, technology and subject knowledge . Besides this effort, spreading CS knowledge has been supported by volunteers led movements like CoderDojo . The panelists will discuss the following main topics: 1) Pre-service vs in-service, where do teachers come from? 2) Interdisciplinary ways of infusing CS. 3) Ways of replicating across countries CS teacher training initiatives aimed at sustaining and growing the number and quality of both in-service and pre-service teachers able to teach CS effectively. 4) Effective approaches to help teachers to build confidence in their ability to teach CS.
根据Mishra和Koehler的“TPACK”模型[1],我们认识到优秀的计算机科学(CS)教学需要出色的教学法、出色的技术技能和出色的学科知识。任何司法管辖区在学校实施计算机科学课程时面临的主要挑战是缺乏接受过计算机科学1培训的新教师,为了满足许多国家对现有教师在不同学科领域的专业发展(PD)的需求。在CS中,一些最初的PD工作通常是短暂的,几乎没有后续支持,并通过外部赠款资金支持。随着K-12阶段对计算机科学的需求不断增长,方法应该是可持续的和可扩展的。这包括培养各级教师,k-12学前教育,一些资助计划将职前教师支持作为其中的一部分[2]。在欧盟(EU)内部,Scientix项目[3]代表了欧盟委员会(EC)资助的重点项目,并且是PD的存储库,其中包含教育学、技术和学科知识资源。除此之外,传播计算机科学知识还得到了志愿者领导的CoderDojo等运动的支持。小组成员将讨论以下主题:1)职前与在职,教师从何而来?2)跨学科的CS注入方式。3)各国CS教师培训计划的复制方式,旨在维持和提高能够有效教授CS的在职和职前教师的数量和质量。4)帮助教师建立对CS教学能力的信心的有效方法。
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引用次数: 1
Building a Secure Hacking Lab in a Small University 在一所小型大学建立一个安全的黑客实验室
N. Mahadev
Ethical Hacking is an important course in any cyber security program. The objective of ethical hacking is to test a given network for possible vulnerabilities through authorized hacking and report the findings. The course requires a hacking lab where students can learn through hands on experience various tools and techniques used for hacking and gain insight into security fundamentals. The challenge is to ensure that the students have access to Internet in some stages of hacking but are prevented from accidentally hacking into unauthorized systems. In a small university like ours, the lab must also be cost-effective. We present here our approach to setting up such a lab.
道德黑客是任何网络安全项目中的一门重要课程。道德黑客的目标是通过授权的黑客行为测试给定网络的可能漏洞,并报告结果。该课程需要一个黑客实验室,学生可以通过亲身体验学习用于黑客的各种工具和技术,并深入了解安全基础知识。挑战是确保学生在黑客攻击的某些阶段可以访问互联网,但要防止意外入侵未经授权的系统。在像我们这样的小型大学里,实验室也必须具有成本效益。我们在此提出建立这样一个实验室的方法。
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引用次数: 1
First Year Computing Students' Perceptions of Authenticity in Assessment 计算机一年级学生对评估真实性的认知
R. Mcdermott, Mark Zarb, M. Daniels, Ville Isomöttönen
The problem of how best to assess student learning is a fundamental one in education. Changes to computer science curricula seek to emphasise teaching practices that promote deep learning through direct, contextual examination of student performance on tasks that resemble those of practitioners, rather than more traditional methods. This kind of "authentic assessment" is becoming more popular as it appears to incorporate employability skills associated with professional practice into the curriculum in a natural way. In this paper, we report on an investigation into how computing students themselves understand the terminology of authentic assessment. We give a brief summary of some of the salient points of the theory before using a simple qualitative methodology to analyse responses from a cohort of first year students on their understanding of the term. We produce a learner characterisation of the concept and compare this to those found in educational models of this assessment approach. We comment on the similarities and differences that emerge and draw inferences about its use and the necessary scaffolding that should accompany it in order for it to be successful.
如何最好地评估学生的学习是教育中的一个基本问题。计算机科学课程的变化试图强调通过直接、情境性地考察学生在类似于从业者的任务上的表现来促进深度学习的教学实践,而不是更传统的方法。这种“真实评估”正变得越来越流行,因为它似乎以一种自然的方式将与专业实践相关的就业技能纳入课程。在本文中,我们报告了一项关于计算机专业学生自己如何理解真实评估术语的调查。在使用简单的定性方法分析一年级学生对该术语的理解的反应之前,我们简要总结了该理论的一些要点。我们对这个概念提出了一个学习者的特征,并将其与这种评估方法的教育模型进行比较。我们对出现的相似点和不同点发表评论,并对其使用和为使其成功而应伴随之的必要框架作出推论。
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引用次数: 6
The Internet of Things in CS Education: Current Challenges and Future Potential 计算机科学教育中的物联网:当前挑战和未来潜力
Barry Burd, A. Elahi, I. Russell, L. Barker, Félix Armando Fermín Pérez, Bill Siever, M. Divitini, Alcwyn Parker, Liviana Tudor, J. Guerra
Smart devices are everywhere, and the Internet of Things (IoT) revolution is only in its infancy. In the Internet of Things, everyday objects share data over networks, with or without human intervention. Self-driving cars, sensing thermostats, door locks, pet feeders, light bulbs, wearables of all kinds, and smart materials for manufacturing all belong to the new Internet of Things, applying sensors and cloud computing to allow for object-to-object communication. As computer science educators, we will soon be teaching students how to develop and maintain IoT technologies. This presents enormous challenges and even greater opportunities. How will we integrate IoT concepts and technologies into existing curricula? How will we handle the mix of software and hardware topics that most IoT projects involve? How will we deal with the legal, social, and ethical issues? How will we choose from the growing number of IoT industry standards? What kinds of equipment and lab spaces are optimal for small, medium, and large-scale programs, and how will we budget for all this? What are the opportunities for interdisciplinary studies? How will we leverage the enthusiasm students feel when they create projects that go beyond text, beyond graphics, beyond virtual reality, and into the tactile, three-dimensional, realm of moving real-world objects? In this working group, we study and document the current state of IoT education and interview educators with IoT teaching experience. We will then make recommendations to help educators integrate IoT topics in computer science curricula.
智能设备无处不在,物联网(IoT)革命才刚刚起步。在物联网中,日常物品在有或没有人为干预的情况下通过网络共享数据。自动驾驶汽车、感应恒温器、门锁、宠物喂食器、灯泡、各种可穿戴设备以及用于制造的智能材料都属于新的物联网,它们应用传感器和云计算来实现对象对对象的通信。作为计算机科学教育工作者,我们很快就会教学生如何开发和维护物联网技术。这既是巨大的挑战,也是更大的机遇。我们如何将物联网概念和技术整合到现有课程中?我们将如何处理大多数物联网项目涉及的软件和硬件主题?我们将如何处理法律、社会和伦理问题?我们将如何从越来越多的物联网行业标准中进行选择?什么样的设备和实验室空间最适合小型、中型和大型项目,我们将如何为所有这些进行预算?跨学科研究的机会有哪些?当学生们创造出超越文字、超越图形、超越虚拟现实、进入触觉、三维、移动现实世界物体领域的项目时,我们将如何利用他们的热情?在这个工作组中,我们研究并记录了物联网教育的现状,并采访了具有物联网教学经验的教育工作者。然后,我们将提出建议,帮助教育工作者将物联网主题整合到计算机科学课程中。
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引用次数: 8
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。
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引用次数: 20
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。
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引用次数: 21
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。
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引用次数: 4
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。
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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。
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引用次数: 3
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。
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引用次数: 12
期刊
Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education
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