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Deciding to major in computer science: a grounded theory of students' self-assessment of ability 决定主修计算机科学:学生自我能力评估的基础理论
Colleen M. Lewis, K. Yasuhara, Ruth E. Anderson
There is great interest in understanding and influencing students' attraction to computing-related majors. This qualitative study is based on interviews with 31 students enrolled in introductory programming courses at two public universities in the United States. This paper presents a model of five factors that influence student decisions to major in CS and elaborates on our grounded theory analysis of one of these factors: how students assess their CS-related ability. We describe how students measure their ability in terms of speed, grades, and previous experience and how students make interpretations and decisions based upon these measurements. We found that students' interpretations were influenced by experiences in their environments and beliefs about ability as being fixed or malleable.
人们对理解和影响学生对计算机相关专业的吸引力非常感兴趣。这项定性研究基于对31名在美国两所公立大学学习编程入门课程的学生的访谈。本文提出了一个影响学生选择计算机科学专业的五个因素的模型,并详细阐述了我们对这些因素之一的理论分析:学生如何评估他们的计算机科学相关能力。我们描述了学生如何根据速度、成绩和以前的经验来衡量他们的能力,以及学生如何根据这些衡量来做出解释和决定。我们发现学生的解释受到他们环境中的经历和关于能力是固定的还是可塑的信念的影响。
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引用次数: 110
Pedagogical content knowledge in programming education for secondary school 中学程序设计教育的教学内容知识
Mara Saeli
Dissertation overview, addressing the concept of Pedadogical Content Knowledge for the teaching and learning of programming for secondary education.
论文概述,探讨了中学编程教学中教学内容知识的概念。
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引用次数: 1
CAL programming tutors that guide students in solving problems and help students building skills. 指导学生解决问题并帮助学生培养技能的CAL编程导师。
Wei Jin, Albert T. Corbett
This paper has been removed because it is redundant with a work the authors presented at an earlier conference whose proceedings ACM had already published. See: http://doi.acm.org/10.1145/1953163.1953254
这篇论文被删除了,因为它与作者在早期会议上发表的一篇论文是多余的,该论文的论文集ACM已经发表了。参见:http://doi.acm.org/10.1145/1953163.1953254
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引用次数: 0
Research design: necessary bricolage 研究设计:必要的拼贴
S. Fincher, J. Tenenberg, A. Robins
In this paper we suggest that in order to advance, the field of computer science education needs to craft its own research methods, to augment the borrowing of "traditional" methods such as semi-structured interviews and surveys from other research traditions. Two example instruments used in our recent research are discussed. We adopt the metaphor of "bricolage" to characterise not only what researchers do, but to argue that this may be a necessary step towards developing theory.
在本文中,我们建议为了进步,计算机科学教育领域需要制定自己的研究方法,以增加从其他研究传统中借用“传统”方法,如半结构化访谈和调查。讨论了我们最近研究中使用的两个例子仪器。我们采用“拼凑”这个比喻,不仅是为了描述研究人员的工作,也是为了说明这可能是发展理论的必要步骤。
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引用次数: 24
The "prototype walkthrough": a studio-based learning activity for human-computer interaction courses “原型演练”:一个基于工作室的人机交互课程学习活动
C. Hundhausen, D. Fairbrother, M. Petre
For over a century, studio-based instruction has served as an effective pedagogical model in architecture and fine arts education. Because of its design orientation, human-computer interaction (HCI) education is an excellent venue for studio-based instruction. In an HCI course, we have been exploring a studio-based learning activity called the prototype walkthrough, in which a student project team simulates its evolving user interface prototype while a student audience member acts as a test user. The audience is encouraged to ask questions and provide feedback. We have observed that prototype walkthroughs create excellent conditions for learning about user interface design. In order to better understand the educational value of the activity, we performed a content analysis of a video corpus of 16 prototype walkthroughs held in two undergraduate/graduate HCI courses. We found that the prototype walkthrough discussions were dominated by relevant design issues. Moreover, mirroring the justification behavior of the expert instructor, students justified over 80 percent of their design statements and critiques, with nearly one-quarter of those justifications having a theoretical or empirical basis. These results suggest that prototype walkthroughs can be useful not only in helping to teach HCI design, but also in helping to gauge students' evolving design knowledge.
一个多世纪以来,以工作室为基础的教学一直是建筑和美术教育的有效教学模式。由于其设计导向,人机交互(HCI)教育是基于工作室的教学的绝佳场所。在HCI课程中,我们一直在探索一种基于工作室的学习活动,称为原型演练,其中学生项目团队模拟其不断发展的用户界面原型,而学生观众成员充当测试用户。我们鼓励听众提出问题并提供反馈。我们观察到,原型演练为学习用户界面设计创造了极好的条件。为了更好地理解该活动的教育价值,我们对两个本科/研究生HCI课程中举办的16个原型演练视频语料库进行了内容分析。我们发现原型攻略讨论主要围绕着相关的设计问题。此外,模仿专家讲师的论证行为,学生们论证了超过80%的设计陈述和批评,其中近四分之一的论证具有理论或经验基础。这些结果表明,原型演练不仅有助于教授HCI设计,而且有助于衡量学生不断发展的设计知识。
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引用次数: 15
Building professional identity as computer science teachers: supporting secondary computer science teachers through reflection and community building 建立计算机科学教师的专业认同:通过反思和社区建设支持中学计算机科学教师
Lijun Ni
This is a summary of my thesis work, which examines the sense of identity HS CS teachers hold and explores ways of supporting their identity development through a professional development program focusing on community building and teacher reflection.
这是我的论文工作的总结,它检查了HS CS教师持有的认同感,并探讨了通过专注于社区建设和教师反思的专业发展计划支持他们的身份发展的方法。
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引用次数: 53
Peer instruction: do students really learn from peer discussion in computing? 同侪指导:学生真的能从计算机的同侪讨论中学习吗?
Leo Porter, C. Lee, B. Simon, Daniel Zingaro
Peer Instruction (PI) is an instructional approach that engages students in constructing their own understanding of concepts. Students individually respond to a question, discuss with peers, and respond to the same question again. In general, the peer discussion portion of PI leads to an increase in the number of students answering a question correctly. But are these students really learning, or are they just "copying" the right answer from someone in their group? In an article in the journal Science, Smith et al. affirm that genetics students individually learn from discussion: having discussed a first question with their peers, students are better able to correctly, individually answer a second, conceptually-related question. We replicate their study, finding that students in upper-division computing courses (architecture and theory of computation) also learn from peer discussions, and explore differences between our results and those of Smith et al. Our work reveals that using raw percentage gains between paired questions may not fully illuminate the value of peer discussion. We define a new metric, Weighted Learning Gain, which better reflects the learning value of discussion. By applying this metric to both genetics and computing courses, we consistently find that 85-89% of "potential learners" benefit from peer discussion.
同伴指导(PI)是一种让学生构建自己对概念的理解的教学方法。学生单独回答一个问题,与同学讨论,然后再回答同一个问题。一般来说,PI的同伴讨论部分会导致正确回答问题的学生人数增加。但是这些学生真的在学习吗,还是他们只是在“抄袭”小组中其他人的正确答案呢?在《科学》杂志上的一篇文章中,Smith等人肯定了遗传学专业的学生可以从讨论中学习:在与同学讨论了第一个问题后,学生能够更好地正确、独立地回答第二个与概念相关的问题。我们复制了他们的研究,发现高年级计算机课程(架构和计算理论)的学生也从同行讨论中学习,并探索我们的结果与Smith等人的结果之间的差异。我们的研究表明,使用配对问题之间的原始百分比增益可能无法完全阐明同伴讨论的价值。我们定义了一个新的度量,加权学习增益,它更好地反映了讨论的学习价值。通过将这一指标应用于遗传学和计算机课程,我们一致发现85-89%的“潜在学习者”受益于同侪讨论。
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引用次数: 189
Do values grow on trees?: expression integrity in functional programming 价值观是从树上长出来的吗?:函数式编程中的表达式完整性
G. Marceau, Kathi Fisler, S. Krishnamurthi
We posit that functional programmers employ a notion called expression integrity to understand programs. We attempt to study the extent to which both novices and experts use this notion as they program, discuss the difficulties that arise in measuring this, and offer some observational findings.
我们假设函数式程序员使用称为表达式完整性的概念来理解程序。我们试图研究新手和专家在编程时使用这一概念的程度,讨论在测量这一概念时出现的困难,并提供一些观察结果。
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引用次数: 3
Integrating students' prior knowledge into pedagogy 将学生的先验知识融入教学
Colleen M. Lewis
A dissertation overview addressing what resources students bring to learning to program, which may provide explanations for why some students are more or less successful learning to program.
论文概述解决什么资源的学生带来学习编程,这可能提供解释为什么有些学生或多或少成功的学习编程。
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引用次数: 2
Learning web development: challenges at an earlier stage of computing education 学习网络开发:计算机教育早期阶段的挑战
Thomas H. Park, S. Wiedenbeck
Web development can provide a rich context for exploring computer science concepts and practicing computational creativity. However, little is known about the experiences that people have when first learning web development. In this paper, we investigate the help-seeking activity of forty-nine students in an introductory web development course. By applying content analysis to the help forums of the course, we characterize the challenges they encountered and sought help for, relating them to development, instruction, technology, content, and design issues. We apply a second level of content analysis to the development issues, identifying aspects of learning HTML, CSS, and JavaScript that challenged students most often. Finally, we identify several computational concepts that relate to these challenges, including notation, hierarchies and paths, nesting, parameters and arguments, and decomposition and abstraction. We conclude with a discussion on the implications of our findings for computing education.
Web开发可以为探索计算机科学概念和实践计算创造力提供丰富的环境。然而,人们在第一次学习web开发时的经历却鲜为人知。本研究以四十九名学生为研究对象,调查他们在网络开发导论课程中的求助行为。通过将内容分析应用于课程的帮助论坛,我们描述了他们遇到的挑战并寻求帮助,将它们与开发、教学、技术、内容和设计问题联系起来。我们将第二层次的内容分析应用于开发问题,确定学习HTML、CSS和JavaScript时学生最常遇到的挑战。最后,我们确定了与这些挑战相关的几个计算概念,包括符号、层次结构和路径、嵌套、参数和参数、分解和抽象。最后,我们讨论了我们的发现对计算机教育的影响。
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引用次数: 65
期刊
Proceedings of the seventh international workshop on Computing education research
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