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NaturalLanguageProcesing4All
A. Hjorth
This paper presents a pilot study of NaturalLanguageProcessing4All (NLP4All), a Constructionist, low-threshold, XAI learning tool designed to bring Natural Language Processing methods into high school classrooms. Specifically, NLP4All is designed to let nonprogrammers explore different corpora of text through classification activities. Together with a high school Social Studies teacher, I developed a 2-week (6-hour) learning unit focusing on analyzing tweets from political parties to explore the differences and similarities between their policy views and communication styles. In the analysis, I find that text classification shows unexplored promise as a learning activity; that students were able to draw on their prior knowledge to classify tweets; that using NLP4All to collaboratively classify tweets led to productive classroom discussions; and that while students were able to build good machine learning models for classifying tweets, their rationales often focused on identifying one party, rather than distinguishing between parties. Finally, I discuss other educational contexts where NLP andML can be productive for children, and future design features that may be worth exploring.
本文介绍了自然语言处理4all (NLP4All)的试点研究,NLP4All是一种构建主义、低门槛、XAI学习工具,旨在将自然语言处理方法引入高中课堂。具体来说,NLP4All旨在让非程序员通过分类活动探索不同的文本语料库。我和一位高中社会学老师一起开发了一个为期两周(6小时)的学习单元,重点是分析政党的推文,以探索他们的政策观点和沟通风格之间的异同。在分析中,我发现文本分类作为一种学习活动显示出未开发的前景;学生们能够利用他们的先验知识对推文进行分类;使用NLP4All对推文进行协作分类,可以带来富有成效的课堂讨论;虽然学生们能够建立良好的机器学习模型来对推文进行分类,但他们的基本原理往往集中在识别一方,而不是区分各方。最后,我讨论了其他教育背景,其中NLP和ml可以为儿童提供生产力,以及未来值得探索的设计功能。
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引用次数: 3
Agentic Engagement with a Programmable Dialog System 具有可编程对话系统的代理接触
Amanda Buddemeyer, L. Hatley, Angela E. B. Stewart, Jaemarie Solyst, A. Ogan, Erin Walker
Dialog with a social pedagogical robot or agent is a powerful way for kids to learn [1, 5] but may limit the formation of an agentic relationship with the technology [9]. One main purpose of conversational agents is to allow the user to have a natural interaction that reduces the need to learn artificial conventions [6], but dialog systems fall short with respect to failure recovery, vocabulary diversity, remembering conversational history, and other measures [2, 3]. Further, Hill et. al. [4] found that people adapt their model of communication to match a chatbot’s in the same way they do with a child or non-native speaker. Thus, users conversing with a pedagogical agent are implicitly trained to shape their behavior to suit the technology rather than shaping the technology. For young learners, particularly among populations that have been historically excluded from technology fields, this limits agency and reinforces marginalizing power structures [9]. This project combines a conversational agent with ideas of agentic engagement to help middle-school-aged children learn computational thinking. Agentic engagement is defined as students’ constructive contribution into the flow of instruction and includes behaviors such as expressing interests, preferences, and opinions. It has been positively correlated to learning performance and motivation [7, 8]. Combined with a culturally responsive curriculum (CRC), agentic engagement may help to foster an agentic relationship with technology. Our system encourages learners to engage agentically by using programming constructs to change the agent’s vocabulary, recognizing the intent behind a user utterance (an invocation), and defining the action the agent will take to respond to an invocation. Students use computational thinking concepts such as pattern recognition, abstraction, and decomposition to convert ideas into commands for the dialog system and to understand which of their ideas can’t be programmed with the technology as presented. They learn both to personalize the system today and to see the agent as a technosocial construct that they can shape in the future. Programming can be accomplished either using Google’s Blockly visual programming tool (https://developers.google.com/blockly) or through conversation with the agent itself. The agent is embodied as a robot character, so agent actions can be verbal, physical, or both. Through social dialog with the agent, learners reflect on how computational thinking is relevant to themselves and their communities as part of a CRC, building on the work of Stewart et. al. [10]. For example, learners may be asked to reflect on the relationship between greeting behaviors and identity. After designing a greeting interaction, learners program the dialog system to achieve the greeting. Then learners may be asked to imagine how they might hypothetically enhance the dialog system to make it even more capable of implementing their preferences. In parallel to the develo
与社会教育机器人或代理对话是儿童学习的一种强大方式[1,5],但可能会限制与技术bb0形成代理关系。会话代理的一个主要目的是允许用户进行自然交互,从而减少学习人工约定的需要b[6],但是对话系统在故障恢复、词汇多样性、记住会话历史和其他措施方面存在不足[2,3]。此外,希尔等人发现,人们会调整自己的交流模式,以适应聊天机器人的模式,就像他们与孩子或非母语人士交流一样。因此,与教学代理交谈的用户被隐式训练来塑造他们的行为以适应技术,而不是塑造技术。对于年轻的学习者来说,特别是在历史上被排除在技术领域之外的人群中,这限制了他们的能动性,并强化了边缘化的权力结构。这个项目结合了对话代理和代理参与的思想来帮助中学儿童学习计算思维。主观参与被定义为学生对教学流程的建设性贡献,包括表达兴趣、偏好和意见等行为。它与学习绩效和学习动机正相关[7,8]。结合文化响应课程(CRC),代理参与可能有助于促进与技术的代理关系。我们的系统鼓励学习者通过使用编程结构来改变代理的词汇表,识别用户话语(调用)背后的意图,并定义代理将采取的响应调用的动作来参与代理。学生使用计算思维概念,如模式识别、抽象和分解,将想法转化为对话系统的命令,并了解哪些想法不能用所呈现的技术编程。他们学会了在今天将系统个性化,并将代理视为一种未来可以塑造的技术社会结构。编程既可以使用谷歌的block可视化编程工具(https://developers.google.com/blockly),也可以通过与代理本身的对话来完成。代理被具体化为一个机器人角色,所以代理的动作可以是口头的,身体的,或者两者兼而有之。通过与智能体的社会对话,学习者反思计算思维如何与他们自己和他们的社区相关,作为CRC的一部分,以Stewart等人的工作为基础。例如,学习者可能会被要求反思问候行为与身份之间的关系。在设计了问候互动之后,学习者编写对话系统来实现问候。然后,学习者可能会被要求想象他们可能会假设如何增强对话系统,使其更有能力实现他们的偏好。在开发对话系统和课程的同时,我们还将把Reeve的主体参与工具[7]应用于CRC。我们的贡献将包括这个工具,洞察代理参与和与技术的代理关系之间的关系,以及洞察可编程对话系统如何影响代理参与和学习计算思维。
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引用次数: 4
Understanding Sources of Student Struggle in Early Computer Science Courses 了解学生在早期计算机科学课程中挣扎的根源
Adrian Salguero, W. Griswold, Christine Alvarado, Leo Porter
Computer science students struggle in early computing courses as evinced by high failure rates and poor retention. As such, studies have attempted to characterize the root of student struggles from many perspectives, including cognitive, meta-cognitive, and social emotional. Typically, studies have limited their inquiry to a specific perspective or a single course. This paper reports the results of a broad student experience survey conducted across several computer science courses. Through a periodic survey, students rated various cognitive, socio-emotional, external, personal, and structural barriers in terms of how much each impacted their learning throughout the term. An exploratory factor analysis of these questions revealed four factors—personal obligations, lack of sense of belonging, in-class confusion, and lack of confidence—that capture a range of possible struggles students may face. We analyzed the prevalence of these factors across courses, performance quartiles, and demographic groups broken down by gender, race/ethnicity, and matriculation status. Students in lower performance quartiles report higher stress levels on multiple factors, with statistically significant differences found between all quartiles and courses, for most factors. Moreover, students from traditionally underrepresented groups report struggling more across all four factors, suggesting that they may be facing more challenges than classmates from represented populations. Overall, these findings indicate that student struggles are associated with stresses from many areas of their lives, suggesting that future interventions should target multiple areas of stress.
计算机科学专业的学生在早期的计算机课程中挣扎,高失败率和低保留率证明了这一点。因此,研究试图从多个角度描述学生挣扎的根源,包括认知、元认知和社会情感。通常,研究将其调查限制在特定的角度或单一课程上。本文报告了在几门计算机科学课程中进行的广泛的学生体验调查的结果。通过一项定期调查,学生们对各种认知障碍、社会情感障碍、外部障碍、个人障碍和结构性障碍在整个学期对学习的影响程度进行了评分。对这些问题的探索性因素分析揭示了四个因素——个人义务、缺乏归属感、课堂困惑和缺乏自信——这些因素反映了学生可能面临的一系列困难。我们分析了这些因素在课程、成绩四分位数和按性别、种族/民族和入学状况划分的人口统计学群体中的流行程度。成绩较低四分位数的学生在多个因素上的压力水平更高,在大多数因素上,所有四分位数和课程之间存在统计学上的显著差异。此外,来自传统上未被充分代表的群体的学生报告说,他们在所有四个方面都更加挣扎,这表明他们可能比来自被充分代表的群体的同学面临更多的挑战。总的来说,这些发现表明,学生的挣扎与他们生活中许多领域的压力有关,这表明未来的干预应该针对多个领域的压力。
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引用次数: 20
Re-Examining Inequalities in Computer Science Participation from a Bourdieusian Sociological Perspective 从布尔迪厄社会学的视角重新审视计算机科学参与中的不平等
Maria Kallia, Q. Cutts
Concerns about participation in computer science at all levels of education continue to rise, despite the substantial efforts of research, policy, and world-wide education initiatives. In this paper, which is guided by a systematic literature review, we investigate the issue of inequalities in participation by bringing a theoretical lens from the sociology of education, and particularly, Bourdieu’s theory of social reproduction. By paying particular attention to Bourdieu’s theorising of capital, habitus, and field, we first establish an alignment between Bourdieu’s theory and what is known about inequalities in computer science (CS) participation; we demonstrate how the factors affecting participation constitute capital forms that individuals possess to leverage within the computer science field, while students’ views and dispositions towards computer science and scientists are rooted in their habitus which influences their successful assimilation in computer science fields. Subsequently, by projecting the issue of inequalities in CS participation to Bourdieu’s sociological theorisations, we explain that because most interventions do not consider the issue holistically and not in formal education settings, the reported benefits do not continue in the long-term which reproduces the problem. Most interventions have indeed contributed significantly to the issue, but they have either focused on developing some aspects of computer science capital or on designing activities that, although inclusive in terms of their content and context, attempt to re-construct students’ habitus to “fit” in the already “pathologized” computer science fields. Therefore, we argue that to contribute significantly to the equity and participation issue in computer science, research and interventions should focus on restructuring the computer science field and the rules of participation, as well as on building holistically students’ computer science capital and habitus within computer science fields.
尽管在研究、政策和世界范围内的教育倡议方面做出了巨大的努力,但各级教育对计算机科学参与的关注仍在继续上升。在本文中,我们以系统的文献综述为指导,通过从教育社会学,特别是布迪厄的社会再生产理论的理论视角来研究参与中的不平等问题。通过特别关注布迪厄关于资本、习惯和领域的理论,我们首先建立了布迪厄理论与计算机科学(CS)参与中的不平等之间的一致性;我们展示了影响参与的因素如何构成个人在计算机科学领域拥有的资本形式,而学生对计算机科学和科学家的看法和倾向根植于他们的习惯,这影响了他们在计算机科学领域的成功同化。随后,通过将CS参与中的不平等问题投射到布迪厄的社会学理论中,我们解释说,因为大多数干预措施没有从整体上考虑这个问题,也没有在正规教育环境中考虑这个问题,报告的好处不会在长期内持续,从而再现了这个问题。大多数干预措施确实对这个问题做出了重大贡献,但它们要么专注于开发计算机科学资本的某些方面,要么专注于设计活动,尽管这些活动在内容和背景方面具有包容性,但它们试图重建学生的习惯,以“适应”已经“病态”的计算机科学领域。因此,我们认为,为了对计算机科学中的公平和参与问题做出重大贡献,研究和干预措施应侧重于重组计算机科学领域和参与规则,以及在计算机科学领域中全面建立学生的计算机科学资本和习惯。
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引用次数: 9
The Block-based, Text-based, and the CS1 Prepared 基于块的、基于文本的和CS1准备的
Trent Dawson
For over 50 years, computer scientists whose backgrounds span many academic and corporate affiliations have attempted to truncate a novice programmer’s investment into their learning that might expedite the length of time required to advance from beginner to intermediate programmer. Widely accepted innovations in programming languages that use blocks instead of text to maintain novices’ motivation and attention have replaced some conventional text-based pedagogies at the pre-college level [8]. This study aims to contribute new knowledge to the Computer Science Education (CSEd) field to empirically validate whether text or block-based languages optimally prepare high school students for success in undergraduate level CS1 (Introduction to Computer Science) courses. The research sub-focus aims to distinguish the significance of equitable preparation between students from underserved communities and their peers arriving at college from affluent areas. This study introduces a 7-week, mixed-methods inquiry aimed at entering first-year undergraduate students enrolled in CS1, exploring their prior programming knowledge and experiences that might establish a relationship among high school programming curricula and learners’ CS1 achievement.
50多年来,来自不同学术和公司背景的计算机科学家一直试图缩短程序员新手的学习投入,因为这可能会缩短从初级到中级程序员的学习时间。在编程语言中广泛接受的创新是使用模块而不是文本来保持新手的动机和注意力,这在大学预科阶段取代了一些传统的基于文本的教学法[8]。本研究旨在为计算机科学教育(CSEd)领域贡献新知识,以经验验证文本或基于块的语言是否最适合高中生在本科水平CS1(计算机科学导论)课程中取得成功。该研究的子焦点旨在区分来自服务不足社区的学生和来自富裕地区的同龄人进入大学的公平准备的重要性。本研究引入了一项为期7周的混合方法调查,旨在调查进入CS1的一年级本科生的先前编程知识和经验,这些知识和经验可能会建立高中编程课程与学习者CS1成绩之间的关系。
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引用次数: 0
Elementary Students’ Debugging Behaviors in a Game-based Environment 游戏环境下小学生调试行为研究
Wei Yan, Maya Israel, Tongxi Liu
This basic interpretive qualitative study investigated four students’ debugging behaviors in Zoombinis, a game-based computational thinking (CT) environment. Analysis involved deductive coding of students’ debugging behaviors using videos of students’ computer screens. The findings revealed a range of debugging behaviors and strategies. Findings also indicated that students could articulate an intermediate understanding of debugging as related to the debugging LT [7].
本研究对四名学生在基于游戏的计算思维(CT)环境Zoombinis中的调试行为进行了基本的解释性定性研究。分析涉及使用学生电脑屏幕视频对学生调试行为进行演绎编码。调查结果揭示了一系列调试行为和策略。研究结果还表明,学生能够表达出与调试LT相关的调试的中级理解[7]。
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引用次数: 2
Notional Machines in a Semester-long Introductory Physical Computing High School Unit 概念机器在长达一个学期的物理计算导论高中单元
Gayithri Jayathirtha, Y. Kafai
Notional machines i.e. pedagogical devices to communicate program execution play a key role in computing classrooms, especially within introductory settings [2, 5]. From machine-generated representations to classroom learning activities, a variety of notional machines have been examined in the field of computing education research. A more recent review [2] has also noted the adoption of multiple notional machines by instructors during a course or a unit to communicate a family of interconnected, computing concepts within a learning context. Despite notional machines considered as a signature pedagogy for computing education, very few accounts are based on classroom observations–most of them draw from instructor reflections or programming interface designs [2]. Further, even fewer have been situated in the more recent contexts of computing education i.e., high school classrooms where programming environments such as physical computing have been employed to make computing concepts further accessible to novices [3]. However, what is lesser known is how teachers make these computing concepts accessible to students through notional machines. To address the gap, in Fall 2020 and Spring 2021, we conducted a two-phase study that involved: (a) co-designing notional machines with an experienced high school computing teacher in Fall 2020, and, (b) observing his classes during the 14-week electronic textiles unit within Exploring Computer Science curriculum [1] in Spring 2021. For this poster, we will share findings from a preliminary qualitative analysis of online class screen recordings (5 hours, 10 class periods) of class periods that involved discussions around programs during the unit. We answer the following questions: (a) What were the different types of notional machines implemented throughout the unit within the context of physical computing? (b) How were they related to each other and to the key computing ideas within the unit? Our video analysis so far has revealed a variety of notional machines to introduce and sustain student learning during this unit. They took the form of roleplays, metaphors, and analogies, ranging from a period-long enactment to in-the-moment explanations to better understand specific aspects of program execution such as variable definition, function calls, and conditional statements execution. From extensive code tracing to debugging specific issues to diagnosing student thinking, these notional machines provided a variety of opportunities for the teacher to move across the different levels of abstractions while explaining program execution. During the poster session, we will share qualitative details about each of these categories of notional machines with examples that highlight their key characteristics in terms of form, conceptual focus, level of abstraction, and purpose within the unit. This analysis will provide one of the first accounts of notional machines emerging from classroom observational data. More importantly
概念机器,即用于交流程序执行的教学设备,在计算机教室中起着关键作用,特别是在入门设置中[2,5]。从机器生成的表示到课堂学习活动,各种概念机器已经在计算教育研究领域得到了检验。最近的一篇综述[2]也指出,教师在一门课程或一个单元中采用多个概念机器,以在学习环境中交流一系列相互关联的计算概念。尽管概念机器被认为是计算机教育的标志性教学方法,但很少有基于课堂观察的描述——大多数来自教师的反思或编程接口设计[2]。此外,在最近的计算机教育背景下,即高中教室中,物理计算等编程环境已被用于使初学者进一步了解计算概念[3]。然而,鲜为人知的是,教师是如何通过概念机器让学生了解这些计算概念的。为了解决这一差距,我们在2020年秋季和2021年春季进行了一项两阶段的研究,其中包括:(a)在2020年秋季与一位经验丰富的高中计算机教师共同设计概念机器,以及(b)在2021年春季探索计算机科学课程[1]中为期14周的电子纺织品单元期间观察他的课堂。在这张海报中,我们将分享对在线课堂屏幕录音(5小时,10节课)进行初步定性分析的结果,这些视频包括了本单元中有关课程的讨论。我们回答以下问题:(a)在物理计算的背景下,在整个单元中实现的不同类型的概念机器是什么?(b)它们彼此之间以及与单位内的关键计算思想之间的关系如何?到目前为止,我们的视频分析已经揭示了在本单元中引入和维持学生学习的各种概念机器。它们采用角色扮演、隐喻和类比的形式,从一段时间的制定到即时的解释,以更好地理解程序执行的特定方面,如变量定义、函数调用和条件语句的执行。从广泛的代码跟踪到调试特定问题,再到诊断学生的思维,这些概念机器为教师在解释程序执行时提供了跨越不同抽象层次的各种机会。在海报环节,我们将分享这些概念机器类别的定性细节,并举例说明它们在形式、概念焦点、抽象水平和单元目的方面的关键特征。这一分析将提供从课堂观察数据中出现的概念机器的第一个帐户之一。更重要的是,它将是在高中课堂上研究的第一批概念机器之一,鉴于最近向全球高中生介绍计算机的热情,它具有重要意义[4]。
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引用次数: 0
Investigating the Role of Cognitive Abilities in Computational Thinking for Young Learners 研究认知能力在青少年计算思维中的作用
Jean Salac, C. Thomas, C. Butler, Diana Franklin
With the global movement to incorporate computer science instruction into elementary education, learners are being introduced to computer science and computational thinking (CS/CT) ideas at increasingly younger ages. At these early ages, young learners are developing cognitive abilities foundational to their education. While other discipline-based education fields, such as math, science, and reading, have long studied the role of cognitive abilities, such as short-term working memory and long-term retrieval, in their respective fields, similar research in computer science education is relatively sparse. In this exploratory study, we examined the relationship between cognitive abilities and CS/CT performance of fourth-grade students (ages 9-10) who underwent either an introductory CT curriculum based on Use–>Modify–>Create or the same curriculum with additional scaffolding from the TIPP&SEE metacognitive learning strategy. Our analysis revealed performance on CT assessments to be weakly correlated with working memory and long-term retrieval, with correlations increasing as the CT concepts grew more complex. This suggests that scaffolding beyond TIPP&SEE may be needed with more complex CT concepts. We also found that when using TIPP&SEE, students scoring below average on cognitive ability tests performed as well as students in the control condition with average cognitive ability scores. These results indicate TIPP&SEE’s potential in creating more equitable computing instruction. We hope that results from this initial exploration can help encourage further study into the role of cognitive abilities in CS/CT education for young learners.
随着将计算机科学教学纳入基础教育的全球运动,学习者在越来越小的年龄就被引入计算机科学和计算思维(CS/CT)思想。在这些早期阶段,年轻的学习者正在发展对他们的教育至关重要的认知能力。虽然其他基于学科的教育领域,如数学、科学和阅读,长期以来一直在各自的领域研究认知能力(如短期工作记忆和长期检索)的作用,但在计算机科学教育方面的类似研究相对较少。在这项探索性研究中,我们研究了四年级学生(9-10岁)的认知能力与CS/CT表现之间的关系,这些学生接受了基于使用- >修改- >创建的入门CT课程,或者接受了来自TIPP&SEE元认知学习策略的附加脚手架的相同课程。我们的分析显示,CT评估的表现与工作记忆和长期检索的相关性较弱,随着CT概念变得更复杂,相关性增加。这表明在TIPP&SEE之外的脚手架可能需要更复杂的CT概念。我们还发现,当使用TIPP&SEE时,在认知能力测试中得分低于平均水平的学生表现得与认知能力得分平均的对照组学生一样好。这些结果表明TIPP&SEE在创造更公平的计算指令方面的潜力。我们希望这一初步探索的结果能够有助于进一步研究认知能力在青少年CS/CT教育中的作用。
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引用次数: 1
You Really Need Help: Exploring Expert Reasons for Intervention During Block-based Programming Assignments 你真的需要帮助:在基于块的编程任务中探索干预的专家原因
Yihuan Dong, Preya Shabrina, S. Marwan, T. Barnes
In recent years, research has increasingly focused on developing intelligent tutoring systems that provide data-driven support for students in need of assistance during programming assignments. One goal of such intelligent tutors is to provide students with quality interventions comparable to those human tutors would give. While most studies focused on generating different forms of on-demand support, such as next-step hints and worked examples, at any given moment during the programming assignment, there is a lack of research on why human tutors would provide different forms of proactive interventions to students in different situations. This information is critical to know to allow the intelligent programming environments to select the appropriate type of student support at the right moment. In this work, we studied human tutors’ reasons for providing interventions during two introductory programming assignments in a block-based environment. Three human tutors evaluated a sample of 86 struggling moments identified from students’ log data using a data-driven model. The human tutors specified whether and why an intervention was needed (or not) for each struggling moment. We analyzed the expert tags and their consensus discussions and extracted three main reasons that made the experts decide to intervene: “missing key components to make progress”, “using wrong or unnecessary blocks”, “misusing needed blocks”, “having critical logic errors”, “needing confirmation and next steps”, and “unclear student intention”. We use six case studies to illustrate specific student code trace examples and the tutors’ reasons for intervention. We also discuss the potential types of automatic interventions that could address these cases. Our work sheds light on when and why students might need programming interventions. These insights contribute towards improving the quality of automated, data-driven support in programming learning environments.
近年来,研究越来越集中于开发智能辅导系统,为在编程作业中需要帮助的学生提供数据驱动的支持。这种智能导师的一个目标是为学生提供可与人类导师相媲美的高质量干预。虽然大多数研究集中于在编程任务的任何给定时刻生成不同形式的按需支持,例如下一步提示和工作示例,但缺乏关于为什么人类导师会在不同情况下为学生提供不同形式的主动干预的研究。了解这些信息对于允许智能编程环境在适当的时候选择适当类型的学生支持至关重要。在这项工作中,我们研究了人类导师在基于块的环境中的两个入门编程作业中提供干预的原因。三名人类导师使用数据驱动模型评估了从学生日志数据中识别出的86个挣扎时刻样本。人类导师指定了每个挣扎时刻是否需要(或不需要)干预以及为什么需要干预。我们分析了专家标签和他们的共识讨论,并提取了导致专家决定干预的三个主要原因:“缺少取得进展的关键组件”,“使用错误或不必要的模块”,“滥用必要的模块”,“有严重的逻辑错误”,“需要确认和下一步”,以及“学生意图不明确”。我们使用六个案例研究来说明具体的学生代码跟踪示例和导师干预的原因。我们还讨论了可能解决这些情况的自动干预的潜在类型。我们的工作揭示了学生何时以及为什么可能需要编程干预。这些见解有助于提高编程学习环境中自动化、数据驱动支持的质量。
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引用次数: 1
Crowdsourcing in Computer Science Education 计算机科学教育中的众包
Nea Pirttinen
Crowdsourcing is a method of collecting services, ideas, materials or other artefacts from a relatively large and open group of people. Crowdsourcing has been used in computer science education to alleviate the teachers’ workload in creating course content, and as a learning and revision method for students through its use in educational systems. Tools that utilize crowdsourcing can act as a great way for students to further familiarize themselves with the course concepts, all while creating new content for their peers and future course iterations. In my research, I focus on investigating the effects of computing education systems that use crowdsoucing on students’ learning, and the types of quality assurance methods required to use the artefacts students produce with these tools.
众包是一种从相对较大且开放的人群中收集服务、想法、材料或其他人工制品的方法。众包已被应用于计算机科学教育中,以减轻教师在创建课程内容方面的工作量,并通过在教育系统中使用众包作为学生学习和复习的方法。利用众包的工具可以作为学生进一步熟悉课程概念的好方法,同时为他们的同龄人和未来的课程迭代创造新的内容。在我的研究中,我专注于调查使用众包的计算教育系统对学生学习的影响,以及使用学生使用这些工具产生的人工制品所需的质量保证方法的类型。
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Proceedings of the 17th ACM Conference on International Computing Education Research
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