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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。
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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。
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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。
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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
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引用次数: 1
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。
{"title":"Media Literacy as a By-Product of Collaborative Video Production by CS Students","authors":"A. Vasilchenko, D. Green, Haneen Qarabash, Anne Preston, Tom Bartindale, Madeline Balaam","doi":"10.1145/3059009.3059047","DOIUrl":"https://doi.org/10.1145/3059009.3059047","url":null,"abstract":"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.","PeriodicalId":174429,"journal":{"name":"Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education","volume":"61 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":"134565524","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: 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
期刊
Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education
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