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When Wrong is Right: The Instructional Power of Multiple Conceptions 当错误是正确的:多重观念的指导力量
Lauren E. Margulieux, Paul Denny, Kathryn Cunningham, Michael Deutsch, Benjamin R. Shapiro
For many decades, educational communities, including computing education, have debated the value of telling students what they need to know (i.e., direct instruction) compared to guiding them to construct knowledge themselves (i.e., constructivism). Comparisons of these two instructional approaches have inconsistent results. Direct instruction can be more efficient for short-term performance but worse for retention and transfer. Constructivism can produce better retention and transfer, but this outcome is unreliable. To contribute to this debate, we propose a new theory to better explain these research results. Our theory, multiple conceptions theory, states that learners develop better conceptual knowledge when they are guided to compare multiple conceptions of a concept during instruction. To examine the validity of this theory, we used this lens to evaluate the literature for eight instructional techniques that guide learners to compare multiple conceptions, four from direct instruction (i.e., test-enhanced learning, erroneous examples, analogical reasoning, and refutation texts) and four from constructivism (i.e., productive failure, ambitious pedagogy, problem-based learning, and inquiry learning). We specifically searched for variations in the techniques that made them more or less successful, the mechanisms responsible, and how those mechanisms promote conceptual knowledge, which is critical for retention and transfer. To make the paper directly applicable to education, we propose instructional design principles based on the mechanisms that we identified. Moreover, we illustrate the theory by examining instructional techniques commonly used in computing education that compare multiple conceptions. Finally, we propose ways in which this theory can advance our instruction in computing and how computing education researchers can advance this general education theory.
几十年来,包括计算机教育在内的教育界一直在争论,究竟是告诉学生他们需要知道什么(即直接指导),还是引导他们自己构建知识(即建构主义)。这两种教学方法的比较结果不一致。直接指导对短期表现更有效,但对保留和转移则更不利。建构主义可以产生更好的保留和迁移,但这种结果是不可靠的。为了促成这场争论,我们提出了一个新的理论来更好地解释这些研究结果。我们的理论,多元概念理论,指出当学习者在教学中被引导比较一个概念的多个概念时,他们会发展更好的概念知识。为了检验这一理论的有效性,我们使用这一视角来评估八种指导学习者比较多个概念的教学技术的文献,四种来自直接教学(即,测试强化学习,错误示例,类比推理和反驳文本),四种来自建构主义(即,生产性失败,雄心勃勃的教学法,基于问题的学习和研究性学习)。我们特别搜索了使他们或多或少成功的技术变化,负责的机制,以及这些机制如何促进概念知识,这对保留和转移至关重要。为了使本文直接适用于教育,我们提出了基于我们所确定的机制的教学设计原则。此外,我们通过研究计算机教育中常用的比较多个概念的教学技术来说明这一理论。最后,我们提出了这一理论可以促进计算机教学的方法,以及计算机教育研究者如何推进这一通用教育理论。
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引用次数: 8
Understanding “Dark” Design Roles in Computing Education 理解计算机教育中的“黑暗”设计角色
Colin M. Gray, S. Chivukula, Kassandra Melkey, Rhea Manocha
In conjunction with the increasing ubiquity of technology, computing educators have identified the need for pedagogical engagement with ethical awareness and moral reasoning. Typical approaches to incorporating ethics in computing curricula have focused primarily on abstract methods, principles, or paradigms of ethical reasoning, with relatively little focus on examining and developing students’ pragmatic awareness of ethics as grounded in their everyday work practices. In this paper, we identify and describe computing students’ negotiation of values as they engage in authentic design problems through a lab protocol study. We collected data from four groups of three students each, with each group including participants from either undergraduate User Experience Design students, Industrial Engineering students, or a mix of both. We used a thematic analysis approach to identify the roles that students took on to address the design prompt. Through our analysis, we found that the students took on a variety of “dark” roles that resulted in manipulation of the user and prioritization of stakeholder needs over user needs, with a focus either on building solutions or building rationale for design decisions. We found these roles to actively propagate through design discourses, impacting other designers in ways that frequently reinforced unethical decision making. Even when students were aware of ethical concerns based on their educational training, this awareness did not consistently result in ethically-sound decisions. These findings indicate the need for additional ethical supports to inform everyday computing practice, including means of actively identifying and balancing negative societal impacts of design decisions. The roles we have identified may productively support the development of pragmatically-focused ethical training in computing education, while adding more precision to future analysis of computing student discourses and outputs.
随着技术的日益普及,计算机教育工作者已经认识到,需要在教学中融入伦理意识和道德推理。将伦理学纳入计算机课程的典型方法主要集中在抽象的方法、原则或伦理推理的范例上,相对较少关注于检查和培养学生在日常工作实践中对伦理学的实用意识。在本文中,我们通过实验室协议研究,识别和描述计算机学生在参与真实设计问题时的价值观谈判。我们从四组学生中收集数据,每组三名学生,每组的参与者来自用户体验设计专业的本科生,工业工程专业的学生,或两者的混合。我们使用主题分析方法来确定学生在解决设计提示时所扮演的角色。通过我们的分析,我们发现学生们扮演了各种各样的“黑暗”角色,这些角色导致了对用户的操纵,以及对涉众需求的优先级高于用户需求,他们的关注点要么是构建解决方案,要么是为设计决策构建基本原理。我们发现这些角色通过设计话语积极传播,以经常强化不道德决策的方式影响其他设计师。即使学生在他们的教育训练中意识到道德问题,这种意识也不能始终导致合乎道德的决策。这些发现表明,需要额外的道德支持来告知日常计算实践,包括积极识别和平衡设计决策的负面社会影响的方法。我们所确定的角色可以有效地支持计算机教育中注重实用的道德培训的发展,同时增加对计算机学生话语和产出的未来分析的准确性。
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引用次数: 11
Towards Better Support for Undergraduate Software Engineering Teams 更好地支持本科软件工程团队
Kai Presler-Marshall
Team-based projects are increasingly used within software engineering education because they can teach valuable communication and collaboration skills to help prepare students for professional software engineering positions. However, team-based projects are not without their downsides: in particular, poor communication or a lack of participation can endanger the success of the project. We propose identifying metrics and building a predictive model to help instructors detect when teams are facing harmful dynamics, and evaluations to assess the metrics and their impact on teams in undergraduate software engineering courses.
基于团队的项目越来越多地用于软件工程教育,因为它们可以教授有价值的沟通和协作技能,帮助学生为专业的软件工程职位做好准备。然而,以团队为基础的项目并非没有缺点:特别是,沟通不畅或缺乏参与可能危及项目的成功。在本科软件工程课程中,我们建议识别度量标准并建立一个预测模型,以帮助指导者检测团队何时面临有害的动态,以及评估度量标准及其对团队的影响。
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引用次数: 0
Programmable Little Red: A Multi-thread Immersive and Interactive Storytelling Approach to Learning Conditional Statements 可编程小红:一个多线程沉浸式和交互式的故事叙述方法来学习条件陈述句
Fangqing He, Yumih Chang, Yinmiao Li, Mingnan Du, Qianyi Chen
Traditional methods of learning conditional statements follow lecture-based instruction, which focuses on teaching concepts and definitions. While this traditional method of instruction is the dominant teaching style in Computer Science (CS) education, it has also been identified to be one of the least effective methods for teaching and engaging students [3]. The existing limitations of traditional methods include low engagement, disconnection from the real-world applications, a lack of valuable artifacts to evaluate the learning outcomes. To improve the learning methods of conditional statements stated above, we asked the following two questions: RQ1: Can storytelling logic, an early development logic, be a viable tool that translates the concept of condition followed by a consequence to the logic of conditional statements? RQ2: In what approaches can we apply the isomorphic relationship between the two logics to the learning of conditional statements? The research project proposes a multi-thread storytelling method that mimics the logic of conditional statements. As students develop new storylines, they create new conditions and the consequences under the conditions. Through active involvement in the storyline design, development, and presentation, students will be able to grasp the concept of conditional statements by applying the theoretical programming knowledge to daily life situations embedded within the story. In addition, the interactive scenes created by students are ideal artifacts for learning outcome evaluation. Based on the computational thinking phases proposed by Repenning et al. [2] which is composed of Problem Formulation (Abstraction), Solution Expression (Automation) and Solution execution and evaluation (Analysis), we design a learning system that allows students to learn conditional statements in the context of multi-thread storytelling. A 4-day workshop was developed and hosted to assess the proposed learning system with 6 children aged 11-12 years old. Based on the classic fairy tale Little Red Riding Hood, a story world is built up in the classroom by integrating stage design and sensory-based physical interactions. An immersive and interactive story with a tragic ending is intentionally built by the instructors and students are invited to experience the instructor-developed storyline. Sensor-based choice-making interactions are embedded in the experience to imply that the choices students make will directly impact the outcome of the story. Students are asked to recall moments that different choices can be made to save the main character, design sensor-based interactions that allow opportunities to make choices, create new storylines, code with conditional statements, and present to the class.Based on Brennan and Resnick’s “three approaches to assessing the development of computational thinking in young people” [1], we evaluated students’ learning outcomes through 1) codes written by students to exam the implementation of
传统的条件句学习方法是基于讲座的教学,侧重于教授概念和定义。虽然这种传统的教学方法是计算机科学(CS)教育的主要教学方式,但它也被认为是教学和吸引学生的最有效方法之一[3]。传统方法存在的局限性包括参与度低、与实际应用脱节、缺乏评估学习结果的有价值的工件。为了改进上述条件语句的学习方法,我们提出了以下两个问题:RQ1:故事逻辑,一种早期发展的逻辑,能否成为一种可行的工具,将条件的概念和结果转化为条件语句的逻辑?RQ2:我们可以用什么方法将两种逻辑之间的同构关系应用到条件语句的学习中?该研究项目提出了一种模仿条件语句逻辑的多线程叙事方法。当学生发展新的故事情节时,他们创造了新的条件和条件下的后果。通过积极参与故事情节的设计、发展和呈现,学生能够通过将理论编程知识应用于故事中嵌入的日常生活情境,掌握条件语句的概念。此外,学生创造的互动场景是学习成果评估的理想人工制品。基于Repenning等[2]提出的由问题表述(抽象)、解决方案表达(自动化)和解决方案执行与评估(分析)组成的计算思维阶段,我们设计了一个学习系统,使学生能够在多线程讲故事的背景下学习条件语句。举办了为期4天的研讨会,对6名11-12岁的儿童进行了评估。以经典童话《小红帽》为蓝本,将舞台设计与感官互动相结合,在课堂中构建故事世界。一个具有悲剧结局的沉浸式互动故事是由教师故意构建的,学生们被邀请体验教师开发的故事情节。基于传感器的选择互动嵌入在体验中,暗示学生所做的选择将直接影响故事的结果。学生们被要求回忆可以做出不同选择来拯救主角的时刻,设计基于传感器的交互,允许有机会做出选择,创建新的故事情节,编写条件语句,并向全班展示。基于Brennan和Resnick的“评估年轻人计算思维发展的三种方法”[1],我们通过以下方式评估学生的学习成果:1)学生编写的代码,以测试交互式任务的执行情况和条件语句的整体功能;2)采访后对故事情节设计和条件语句的实际应用;3)要求学生解释的设计场景活动;调试和重新混合由教师开发的Scratch项目。在整个研讨会中,学生们在问题表述(抽象)和解决方案表达(自动化)方面表现出色。学生们被沉浸式的故事体验所吸引,能够识别做出选择的机会,头脑风暴的条件和后果,自我评估他们的建议。此外,学生在研讨会期间和活动后编写的代码也表明学生在教师的指导下使用条件语句实施他们提出的解决方案的能力。在工作坊最后一天的采访中,同学们给出了积极的反馈,提到这次工作坊的经历甚至改变了他们对CS教育和感官技术在现实生活中的应用的看法。
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引用次数: 0
Interpretations and Uses of Data for Equity in Computing Education 计算机教育中数据公平的解释和使用
Benjamin Xie
Computing education’s booming enrollment exacerbates inclusion challenges ranging from tools that do not support diverse learners to instructors not being aware of unique challenges that students of minoritized groups face. While data often perpetuates inequities in many contexts, it could also serve to support equity-related goals if properly contextualized. To understand how data could support equitable learning, I explore how affording information and agency supports students’ self-directed learning of Python programming, how contextualizing psychometric data on test bias with curriculum designers’ domain expertise could support equitable curriculum improvements, and how contextualizing student feedback with demographic information and peer perspectives could help instructors become aware of challenges that students from minoritized groups face while preserving student privacy and well-being. By studying how students, curriculum designers, and teachers interpreted and used data relating to experiences learning computing, I contribute techniques that contextualize equity-oriented interpretations and uses of data with stakeholders’ domain expertise.
计算机教育的蓬勃发展加剧了包容性的挑战,从不能支持多样化学习者的工具到教师没有意识到少数群体学生面临的独特挑战。虽然数据在许多情况下经常使不平等现象持续存在,但如果适当地将其置于背景中,它也可以用于支持与公平相关的目标。为了理解数据如何支持公平学习,我探讨了提供信息和代理如何支持学生自主学习Python编程,如何将测试偏差的心理测量数据与课程设计师的领域专业知识结合起来,如何支持公平的课程改进。以及如何将学生反馈与人口统计信息和同伴观点结合起来,帮助教师意识到少数群体学生在保护学生隐私和福祉的同时面临的挑战。通过研究学生、课程设计师和教师如何解释和使用与学习计算经验相关的数据,我贡献了将公平导向的解释和数据使用与利益相关者领域专业知识相结合的技术。
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引用次数: 0
A Semblance of Similarity: Student Categorisation of Simple Algorithmic Problem Statements 相似的外表:简单算法问题陈述的学生分类
James Finnie-Ansley, Paul Denny, Andrew Luxton-Reilly
When a student reads a programming problem statement, something has to happen; that something could be abject confusion, the beginnings of a search for a solution, or a well-formed understanding of what the problem is asking and how to solve it. Barring abject confusion, several theories explain the differences between these responses all revolving around the existence or non-existence of a problem schema – some mental concept or knowledge structure which encodes what it is to be a particular type of problem which gets solved in a particular type of way. Learners often lack appropriate schemata to call upon when solving problems, instead resorting to generic problem-solving techniques. Not only is this an inefficient method of solving problems, it can even inhibit the development of schemata. In line with constructivist theories of learning, effective teaching should build on the existing knowledge of learners; to do so, we must understand the nature of what they know – what do their schemata, as undeveloped as they may be, ‘look like’ and what concepts do they have about problems? In this paper, we explore the categories students identify when sorting simple algorithmic computing problem statements and the language they use to describe those categories. We conduct an interpretivist study involving a card sorting exercise, in which 35 computing students across four years of tertiary-level study grouped problem statements into categories they identified as meaningful, followed up with semi-structured interviews. Results of qualitative analysis revealed several students do demonstrate productive knowledge for identifying and reasoning about common tasks such as filtering, mapping, aggregating, and searching; however, this knowledge is fragile and concrete, and does not demonstrate the existence of pre-established problem schemata or abstract knowledge of algorithmic patterns. One implication of this work is that instruction may benefit from a more explicit focus on patterns and plans, and an established language with which students can communicate and reason about them.
当一个学生读到一个编程问题陈述时,一定会发生一些事情;这些东西可能是令人沮丧的困惑,可能是寻找解决方案的开始,也可能是对问题所在以及如何解决问题的良好理解。除了令人沮丧的困惑,有几种理论解释了这些反应之间的差异,它们都围绕着问题图式的存在或不存在——一些心理概念或知识结构,它们编码了什么是特定类型的问题,并以特定的方式得到解决。学习者在解决问题时往往缺乏适当的模式来调用,而是诉诸于通用的解决问题的技术。这不仅是一种低效的解决问题的方法,它甚至可以抑制模式的发展。根据建构主义学习理论,有效的教学应该建立在学习者已有知识的基础上;要做到这一点,我们必须了解他们所知道的本质——他们的图式是什么样子的,尽管他们可能还没有发展起来,他们对问题有什么概念?在本文中,我们探讨了学生在排序简单算法计算问题陈述时识别的类别以及他们用来描述这些类别的语言。我们进行了一项涉及卡片分类练习的解释主义研究,其中35名计算机专业的学生在四年的高等教育学习中将问题陈述分成他们认为有意义的类别,随后进行半结构化访谈。定性分析的结果显示,一些学生确实展示了识别和推理常见任务(如过滤、映射、聚合和搜索)的生产性知识;然而,这种知识是脆弱和具体的,并没有证明预先建立的问题模式或算法模式的抽象知识的存在。这项工作的一个含义是,教学可能受益于对模式和计划的更明确的关注,以及一种学生可以交流和推理的既定语言。
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引用次数: 4
Children’s Implicit and Explicit Stereotypes on the Gender, Social Skills, and Interests of a Computer Scientist 儿童对计算机科学家的性别、社会技能和兴趣的内隐和外显刻板印象
S. D. Wit, F. Hermans, Efthimia Aivaloglou
Motivation Only 27% of computer and mathematical scientists in the United States and 18% of IT specialists in Europe are women. The under-representation of women in the field of Computer Science is, among other things, influenced by stereotypes of computer scientists. These stereotypes include being male, asocial and having an (obsessive) interest in computers. Even though stereotypical beliefs can develop at an early age, research on children’s stereotypes of computer scientists is sparse and inconclusive. Objectives Stereotypes we hold can be implicit or unconscious beliefs, or explicit or conscious beliefs. In this study, we focus on children’s implicit and explicit stereotypes regarding computer scientists’ gender, social skills and interests. We also study whether explaining what a computer scientist does affects these stereotypes. Method We study the implicit stereotypes through the reduced-length Child Implicit Association Test and the explicit stereotypes through self-reported absolute and relative Likert scale questions. We gathered data on 564 children between the age of 7 and 18 who were visiting a science museum. The participants in the experiment group (n=352) watch a video of either a man or woman explaining what a computer scientist does at the start of the study. Results We found weak implicit stereotypical beliefs on computer scientists’ social skills and moderate implicit stereotypical beliefs on computer scientists’ interests. We also found explicit stereotypes on computer scientists’ gender, social skills and interests. Measuring the effects of the intervention, we found significant differences between the control and experiment group in their explicit stereotypes on computer scientists’ social skills. Discussion The amount of scientific work on children’s stereotypes regarding computer scientists is still limited. Applying the reduced-length Child Implicit Association Test to measure children’s stereotypes on computer scientists has, to our knowledge, not been done before. Understanding children’s stereotypes and how to tackle them contributes to closing the gender gap in Computer Science.
在美国,只有27%的计算机和数学科学家是女性,在欧洲,只有18%的IT专家是女性。女性在计算机科学领域的代表性不足,除其他外,受到对计算机科学家的刻板印象的影响。这些刻板印象包括男性、不爱交际、对电脑有(痴迷的)兴趣。尽管刻板印象可以在很小的时候形成,但关于儿童对计算机科学家的刻板印象的研究很少,也没有定论。我们持有的刻板印象可以是内隐的或无意识的信念,也可以是外显的或有意识的信念。在本研究中,我们关注儿童对计算机科学家的性别、社交技能和兴趣的内隐和外显刻板印象。我们还研究了解释计算机科学家的工作是否会影响这些刻板印象。方法采用短长度儿童内隐联想测验对内隐刻板印象进行研究,采用绝对和相对李克特量表对外显刻板印象进行研究。我们收集了564名7至18岁的儿童的数据,他们正在参观一家科学博物馆。实验组的参与者(n=352)在研究开始时观看了一段视频,视频中有一名男性或一名女性解释计算机科学家的工作。结果内隐刻板印象对计算机科学家社交技能的影响较弱,内隐刻板印象对计算机科学家兴趣的影响中等。我们还发现了对计算机科学家的性别、社交技能和兴趣的明确刻板印象。通过测量干预的效果,我们发现控制组和实验组在计算机科学家社交技能的外显刻板印象上存在显著差异。关于儿童对计算机科学家的刻板印象的科学研究仍然有限。据我们所知,用缩短长度的儿童内隐联想测验来衡量儿童对计算机科学家的刻板印象是前所未有的。了解儿童的刻板印象以及如何解决这些问题有助于缩小计算机科学领域的性别差距。
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引用次数: 6
Towards an Understanding of Program Writing as a Cognitive Process: Analysis of Keystroke Logs 将程序编写理解为一个认知过程:击键日志的分析
Matt J. Davidson
Program writing is difficult to teach, learn, and assess. One challenge is a lack of theory or understanding about what program writing is. My dissertation will address this challenge by applying theories from natural language (NL) writing to try and understand program writing as a cognitive process. By analyzing keystroke logs collected during program writing, I plan to identify similarities with NL writing, potential diagnostic information, and how program writing changes as students become more proficient.
程序编写很难教,很难学,也很难评估。一个挑战是缺乏关于什么是程序编写的理论或理解。我的论文将通过应用自然语言(NL)写作的理论来解决这一挑战,试图将程序写作理解为一个认知过程。通过分析程序编写过程中收集的击键日志,我计划找出与NL写作的相似之处,潜在的诊断信息,以及随着学生变得更加熟练,程序编写是如何变化的。
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引用次数: 1
Identity in K-12 Computer Education Research: A Systematic Literature Review K-12计算机教育研究中的身份认同:系统文献综述
Gregor Große-Bölting, Dietrich Gerstenberger, Lara Gildehaus, A. Mühling, Carsten Schulte
The identity or self-concept of computer scientists has received increasing attention in the computing education research (CER) literature in recent years. Identity is often considered relevant both for initially choosing a path of study and subsequent retention. It is therefore also considered highly relevant for the questions of how to reduce drop-out rates and broadening participation of currently underrepresented groups in computing in higher education. However, as more and more students have eligible or mandatory computing education in their K-12 years, identity may become relevant in this area as well. In this article, we analyze the use and development of identity in the CER literature with a focus on K-12 education. To do so, we undertook a systematic literature review that identified appropriate publications through both a traditional database search (ACM DL, IEEE Xplore, SpringerLink, ScienceDirect, DBLP, and Google Scholar) as well as an additional forward and backward snowballing process. In total, 31 papers from the years 1997-2020 were identified that address identity in the K-12 CS context. We summarize key research findings from these articles and develop a category system that demonstrate how and why identity is used in CER in the K-12 context. Our findings suggest that the use of identity in K-12 research needs to be thought of in fundamentally different ways than for higher education. Alongside, we provide evidence that the underlying theory is less fragmented than often claimed and highlight potentials arising from greater networking and discussion of identity research in (K-12) CER.
近年来,计算机科学家的身份或自我概念在计算机教育研究(CER)文献中受到越来越多的关注。身份通常被认为与最初选择学习路径和随后的保留有关。因此,它也被认为与如何降低辍学率和扩大目前代表性不足的群体在高等教育中对计算机的参与等问题高度相关。然而,随着越来越多的学生在K-12年级接受合格或强制性的计算机教育,身份也可能在这一领域变得相关。在本文中,我们以K-12教育为重点,分析了认同在CER文献中的使用和发展。为此,我们进行了系统的文献综述,通过传统的数据库搜索(ACM DL, IEEE Xplore, SpringerLink, ScienceDirect, DBLP和b谷歌Scholar)以及额外的向前和向后滚雪球过程确定了适当的出版物。从1997年到2020年,总共有31篇论文被确定为在K-12 CS背景下解决身份问题。我们总结了这些文章的主要研究成果,并开发了一个类别系统,展示了身份在K-12背景下如何以及为什么在CER中使用。我们的研究结果表明,在K-12阶段的研究中,身份的使用需要从根本上不同于高等教育的角度来考虑。此外,我们提供的证据表明,基础理论并不像通常声称的那样支离破碎,并强调了(K-12) CER中身份研究的更大网络和讨论所带来的潜力。
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引用次数: 5
The Relationship Between Sense of Belonging and Student Outcomes in CS1 and Beyond 归属感与CS1及CS1以后学生成绩的关系
Sophia Krause-Levy, W. Griswold, Leo Porter, Christine Alvarado
Students’ sense of belonging has been found to be connected to student retention in higher education. In computing education, prior studies suggest that a hostile culture and a feeling of non-belonging can lead women, Black, Latinx, Native American, and Pacific Islander students to drop out of the computing field at a disproportionately high rate. Yet, we know relatively little about how computing students’ sense of belonging presents and evolves (if at all) through their college courses, particularly in courses beyond the introductory level, and little is known about how sense of belonging impacts student outcomes in computing. In an extension of a previous study, we examined students’ sense of belonging in six early undergraduate computer science courses across three consecutive quarters at a large research-intensive institution in North America. We found that women and first generation students have a lower incoming sense of belonging across all courses. When exploring sense of belonging’s tie to student outcomes we found that lower sense of belonging was correlated with negative course outcomes in terms of pass rates and course performance. We also found that it is less tied to student performance as students get further into the CS curriculum. Surprisingly, there was no indication that sense of belonging is predictive of retention in terms of persistence to the next CS course outside of the first course in our two-course CS1 sequence.
研究发现,学生的归属感与学生在高等教育中的留校率有关。在计算机教育方面,先前的研究表明,敌对的文化和不归属感可能导致女性、黑人、拉丁裔、美洲原住民和太平洋岛民学生以不成比例的高比率退出计算机领域。然而,我们对计算机专业学生的归属感是如何通过他们的大学课程呈现和发展的(如果有的话)知之甚少,特别是在入门级以上的课程中,对于归属感如何影响学生在计算机方面的成绩,我们知之甚少。在先前研究的延伸中,我们在北美一家大型研究密集型机构连续三个季度调查了学生在六门早期计算机科学本科课程中的归属感。我们发现,在所有课程中,女性和第一代学生的归属感都较低。当探索归属感与学生成绩的关系时,我们发现归属感较低与及格率和课程表现方面的消极课程结果相关。我们还发现,随着学生深入学习计算机科学课程,它与学生表现的关系越来越小。令人惊讶的是,没有迹象表明归属感可以预测学生对下一门CS课程的坚持程度,除了我们的两门CS1课程中的第一门课程。
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引用次数: 24
期刊
Proceedings of the 17th ACM Conference on International Computing Education Research
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