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Towards the Automation of Grading Textual Student Submissions to Open-ended Questions 对学生提交的开放性问题文本评分的自动化
Pub Date : 2020-06-18 DOI: 10.1145/3396802.3396805
Jan Philip Bernius, Anna V. Kovaleva, Stephan Krusche, B. Brügge
Growing student numbers at universities worldwide pose new challenges for instructors. Providing feedback to textual exercises is a challenge in large courses while being important for student's learning success. Exercise submissions and their grading are a primary and individual communication channel between instructors and students. The pure amount of submissions makes it impossible for a single instructor to provide regular feedback to large student bodies. Employing tutors in the process introduces new challenges. Feedback should be consistent and fair for all students. Additionally, interactive teaching models strive for real-time feedback and multiple submissions. We propose a support system for grading textual exercises using an automatic segment-based assessment concept. The system aims at providing suggestions to instructors by reusing previous comments as well as scores. The goal is to reduce the workload for instructors, while at the same time creating timely and consistent feedback to the students. We present the design and a prototypical implementation of an algorithm using topic modeling for segmenting the submissions into smaller blocks. Thereby, the system derives smaller units for assessment and allowing the creation of reusable and structured feedback. We have evaluated the algorithm qualitatively by comparing automatically produced segments with manually produced segments created by humans. The results show that the system can produce topically coherent segments. The segmentation algorithm based on topic modeling is superior to approaches purely based on syntax and punctuation.
世界各地大学不断增长的学生人数给教师带来了新的挑战。在大型课程中,为文本练习提供反馈是一项挑战,同时对学生的学习成功也很重要。作业提交和评分是教师和学生之间主要的个人沟通渠道。提交的材料数量之多,使得单个教师不可能向大量学生群体提供定期反馈。在这个过程中聘请导师会带来新的挑战。对所有学生的反馈应该是一致和公平的。此外,互动式教学模式力求实时反馈和多次提交。我们提出了一个支持系统,用于评分文本练习使用自动分段为基础的评估概念。该系统旨在通过重复使用以前的评论和分数来为教师提供建议。目标是减少教师的工作量,同时为学生提供及时一致的反馈。我们提出了一种算法的设计和原型实现,该算法使用主题建模将提交内容分割成更小的块。因此,系统派生出更小的评估单元,并允许创建可重用的和结构化的反馈。我们通过比较自动生成的片段和人工生成的片段对算法进行了定性评估。结果表明,该系统能够产生局部相干片段。基于主题建模的分词算法优于单纯基于语法和标点的分词算法。
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引用次数: 5
Tool-Aided Assessment of Difficulties in Learning Formal Design-by-Contract Assertions 学习形式化契约式设计断言困难的工具辅助评估
Pub Date : 2020-06-18 DOI: 10.1145/3396802.3396807
Megan Fowler, Eileen T. Kraemer, Yu-Shan Sun, M. Sitaraman, J. Hallstrom, J. Hollingsworth
Object-based development using design-by-contract (DbC) is broadly taught and practiced. Students must be able to read and write symbolic DbC assertions that are sufficiently precise and be able to use these assertions to trace program code. This paper summarizes the results of using an automated tool to pinpoint fine-grain difficulties students face in learning to symbolically trace code involving objects. The pilots were conducted in an undergraduate software engineering course. Quantitative results show that data collected by the tool can help to identify and classify learning obstacles. Qualitative findings help validate student misunderstandings underlying these difficulties. Analysis of exam questions helps understand the persistence of student learning to read and write simple assertions about code behavior. Together, these results provide directions for intervention.
使用契约式设计(DbC)的基于对象的开发被广泛地教授和实践。学生必须能够读写足够精确的符号DbC断言,并能够使用这些断言来跟踪程序代码。本文总结了使用自动化工具来精确定位学生在学习符号跟踪涉及对象的代码时所面临的细粒度困难的结果。这些试验是在一门本科软件工程课程中进行的。定量结果表明,该工具收集的数据可以帮助识别和分类学习障碍。定性研究结果有助于验证学生对这些困难的误解。对考试问题的分析有助于理解学生学习阅读和编写关于代码行为的简单断言的持久性。总之,这些结果为干预提供了方向。
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引用次数: 3
Teaching cooperative problem solving 教学合作解决问题
Pub Date : 2020-06-18 DOI: 10.1145/3396802.3396819
Karsten Weicker
Cooperatively searching for solutions is a primary skill of programmers and software engineers in their daily work. This paper proposes a teaching concept to support students in developing the ability of cooperative problem solving using a combination of cooperative learning groups and a two-stage final exam. All examples and data stem from a course on algorithms and data structures. First results indicate that the new form of examination succeeds in capturing competences exceeding those of conventional exams. In addition, there is also a weak potential impact on work in software engineering projects.
协同寻找解决方案是程序员和软件工程师在日常工作中的一项基本技能。本文提出了一种采用合作学习小组和两阶段期末考试相结合的教学理念,以支持学生培养合作解决问题的能力。所有的例子和数据都来自算法和数据结构的课程。第一个结果表明,新的考试形式成功地捕获了超越传统考试的能力。此外,对软件工程项目中的工作也有微弱的潜在影响。
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引用次数: 2
Totally Different and yet so Alike: Three Concepts to Use Scrum in Higher Education 完全不同却又如此相似:在高等教育中使用Scrum的三个概念
Pub Date : 2020-06-18 DOI: 10.1145/3396802.3396817
Marco Klopp, Carolin Gold-Veerkamp, J. Abke, K. Borgeest, R. Reuter, Sabrina Jahn, J. Mottok, Yvonne Sedelmaier, Alexander Lehmann, D. Landes
Software process models are important in software projects in order to give the work of a project guidelines or a framework. However, teaching process models in higher education seems to be quite challenging. This has to do with the fact that undergraduates have no experience with projects in which process models are used. The theoretical mediation of process models is initially on a very abstract level. For this reason, we chose to combine two didactic approaches, namely problem-based learning and project work. Various traditional plan-driven process models have been expanded in courses in Software Engineering with agile process models. The Scrum Framework is the focus of consideration of this paper. Three Universities of Applied Sciences which cooperate in the EVELIN project focused on Scrum as a process model and integrated it into their teaching. Since the respective concepts of implementation differ, they should be presented and compared in this article to presents some practice approaches. The goal of this presentation of is a uniform evaluation in order to obtain insights from different perspectives. This comparison can draw conclusions for possible necessary improvements of the respective concepts.
软件过程模型在软件项目中非常重要,因为它为项目工作提供了指导方针或框架。然而,高等教育教学过程模型似乎颇具挑战性。这与本科生没有使用过程模型的项目经验这一事实有关。过程模型的理论中介最初是在一个非常抽象的层面上。因此,我们选择结合两种教学方法,即基于问题的学习和项目工作。在软件工程课程中,各种传统的计划驱动过程模型已经用敏捷过程模型进行了扩展。Scrum框架是本文考虑的重点。在EVELIN项目中合作的三所应用科学大学将Scrum作为一种过程模型,并将其整合到他们的教学中。由于各自的实现概念不同,因此本文应该对它们进行介绍和比较,以介绍一些实践方法。本演讲的目的是统一评价,以便从不同的角度获得见解。这种比较可以得出结论,可能需要改进各自的概念。
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引用次数: 4
CodeTripping CodeTripping
Pub Date : 2020-06-01 DOI: 10.1145/3396802.3396803
Bianca Bergande, Anna Petrikoglou, Theodoros H. Kaskalis, Philipp Brune
This study is a preliminary case study examining the use of a free Web Development learning platform in order to en-deepen and facilitate further knowledge in App Development beginners. The use of CodeTrip.gr was examined with regard to perceived learning outcomes and effect on the need for cognition from the viewpoint of undergraduate non-major students with basic Web Engineering and programming skills. A didactic intervention including CodeTrip was conducted with a randomized sample of 18 undergraduate students, who were asked during the tool introduction and after doing the course, using qualitative analysis and validated items from technology and media effects research. The results are promising and support the idea that the user interface of the tool adds to the learning of the students since they show higher need for cognition scores and better self-evaluation after its use. Generalization of results is limited due to the small sample size. Future work includes the validation of the questionnaire with a bigger sample.
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引用次数: 2
Deliberate Practice in Programming: How is it carried out by programmers? 编程中的刻意练习:程序员是如何进行的?
Pub Date : 2020-06-01 DOI: 10.1145/3396802.3396815
Florian Hauser, T. Stark, J. Mottok, H. Gruber, R. Reuter
This work in progress study examines through which activities programmers perform deliberate practice to improve their own skills in coding and programming. For this reason, a qualitative questionnaire was developed and conducted with a sample of 22 participants. The results indicate that programmers perform formal and informal forms of training and learning. Typically, a classical programming training in the context of a university course or for work-related reasons is a first step in the acquisition of expertise. Building on these basic skills, non-formal and informal learning activities are carried out by the learners. Especially the social interaction and the collaborative work with other programmers is of great importance in this context. The activities mentioned by the test persons fulfil the characteristics of deliberate practice and will be examined more closely in a further study.
这项正在进行的研究检查了程序员通过哪些活动进行有意识的练习来提高他们自己的编码和编程技能。为此,制定了一份定性问卷,并对22名参与者进行了抽样调查。结果表明,程序员执行正式和非正式形式的培训和学习。通常,在大学课程或与工作相关的背景下进行的经典编程培训是获得专业知识的第一步。在这些基本技能的基础上,学习者进行非正式和非正式的学习活动。在这种情况下,社交互动和与其他程序员的协作工作尤为重要。测试人员提到的活动符合刻意练习的特点,将在进一步的研究中进行更仔细的检查。
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引用次数: 1
MuLE 骡子
Pub Date : 2020-06-01 DOI: 10.1145/3396802.3396806
Nikita Dümmel, B. Westfechtel, Matthias Ehmann
Choosing the right tools for teaching programming, which is a difficult task by itself, is not easy. Which language can be effectively used depends on the language itself, the chosen approach at which paradigm to teach first and its tool support. A lot of currently used languages in education are meant to be used in the industry and were not designed for the task of teaching programming. They are either too complex or have a specific set of limitations and are thus not suited for this context. In this paper we present the design and implementation details of our multi-paradigm language for education called MuLE. We also give a short overview over the procedural part of the language since it is used as a platform for the object-oriented part.
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引用次数: 2
Motivating Adult Learners by Introducing Programming Concepts with Scratch 通过引入编程概念与Scratch激励成人学习者
Pub Date : 2020-06-01 DOI: 10.1145/3396802.3396818
Maren Krafft, G. Fraser, Neil Walkinshaw
Block-based programming languages like Scratch are popular for introducing children to programming. As programming is becoming an increasingly desired skill in almost every working environment, a growing number of adults are seeking to learn basic programming skills. Unlike children, adults often immediately start with a text-based language like Python or Java. This raises the question of whether there is an opportunity to improve adult programming education using block-based programming. In order to investigate this question, we conducted a study in the environment of a beginner's Python programming class for non-computer science university students and staff, into which we integrated an initial Scratch exercise. While the additional exercise had no significant effect on the participants' abilities, we do see a positive effect on their self-perception and motivation to continue learning programming.
像Scratch这样的基于块的编程语言在向孩子们介绍编程方面很受欢迎。随着编程成为几乎所有工作环境中越来越需要的技能,越来越多的成年人正在寻求学习基本的编程技能。与儿童不同,成年人通常会立即开始学习基于文本的语言,如Python或Java。这就提出了一个问题,即是否有机会利用基于块的编程来改进成人编程教育。为了调查这个问题,我们在面向非计算机科学大学学生和教职员工的初学者Python编程课环境中进行了一项研究,并在其中集成了一个初始的Scratch练习。虽然额外的练习对参与者的能力没有显著影响,但我们确实看到了他们的自我认知和继续学习编程的动机的积极影响。
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引用次数: 3
Software Engineering Education of Classical Computing vs. Quantum Computing: A Competency-Centric Approach 经典计算与量子计算的软件工程教育:以能力为中心的方法
Pub Date : 2020-06-01 DOI: 10.1145/3396802.3396816
Niklas Kiefl, Georg Hagel
An ever-increasing amount of tasks have become too complex to calculate with classical computers in reasonable time, such as molecular interactions or traffic optimizations. Quantum computing (QC) is currently one of the most promising approaches to handle those mentioned challenges. Based on the effects of quantum mechanics (e.g. superposition or entanglement), it may lead to a completely new range of solutions. This goes along with changes in software engineering (SE) and education. Therefore, students of computer science have to build up some new technical competencies in QC and surrounded fields (e.g. physics) to understand the characteristics of SE for QC. This paper identifies the target state, i.e. the required technical competencies that master students of computer science should have in this field of knowledge. In addition, it also analyzes the current state, i.e. the technical competencies that graduates of the bachelor's program in computer science have in relation to SE for QC. With a structured competence analysis, the competencies are collected, documented and compared. It shows that the current state does not correspond to the required target state and that further technical competencies are required. The analyses only relate to students at the University of Applied Sciences Kempten (Germany).
越来越多的任务已经变得过于复杂,无法用经典计算机在合理的时间内进行计算,例如分子相互作用或流量优化。量子计算(QC)是目前处理上述挑战最有前途的方法之一。基于量子力学的影响(如叠加或纠缠),它可能会导致一个全新的解决方案范围。这伴随着软件工程(SE)和教育的变化。因此,计算机科学专业的学生必须在质量控制和相关领域(如物理)建立一些新的技术能力,以了解质量控制SE的特点。本文确定了目标状态,即计算机科学硕士生在该知识领域应具备的所需技术能力。此外,它还分析了当前的状态,即计算机科学学士学位课程的毕业生在QC SE方面的技术能力。通过结构化的能力分析,收集、记录和比较能力。它表明当前状态不符合所需的目标状态,并且需要进一步的技术能力。这些分析只涉及德国肯普滕应用科学大学的学生。
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引用次数: 4
Gamification in software engineering education through Visual Novels 视觉小说在软件工程教育中的游戏化
Pub Date : 2020-06-01 DOI: 10.1145/3396802.3396808
Matthias Gensheimer, Florian Huber, Georg Hagel
Gamification is not a new term in the field of education. Visual Novels (VN) are text-based and afford interaction with their users. This work discusses the use of VNs as a gamification approach in software engineering education. VNs tell stories and can, therefore, offer a facilitated introduction to complex topics in higher education. Such a topic is the Waterfall model (WM), a process model for software development. It is lectured within a software engineering course at the University of Applied Sciences, Kempten (Germany). This lecture is taught to the students in form of an online video. In order to familiarize students with this topic, we developed and implemented a learning scenario in form of a VN. The aim of this approach is to motivate students, and thus improve their learning success.
游戏化在教育领域并不是一个新术语。视觉小说(VN)是基于文本的,可以与用户进行交互。这项工作讨论了虚拟网络作为游戏化方法在软件工程教育中的应用。虚拟网络讲故事,因此可以为高等教育中的复杂主题提供一个方便的介绍。这样一个主题就是瀑布模型(WM),一种软件开发的过程模型。它是在德国Kempten应用科学大学的软件工程课程中讲授的。这堂课以在线视频的形式教授给学生。为了让学生熟悉这个主题,我们开发并实现了一个VN形式的学习场景。这种方法的目的是激励学生,从而提高他们的学习成绩。
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引用次数: 3
期刊
Proceedings of the 4th European Conference on Software Engineering Education
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