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Impacting the Submission Timing of Student Work Using Gamification 利用游戏化影响学生作业的提交时间
Pub Date : 2023-12-09 DOI: 10.1145/3627217.3627218
Theresia Devi Indriasari, Paul Denny, Andrew Luxton-Reilly, Danielle Lottridge
Peer code review is not a standard activity within university programming courses. Educators are interested in implementing peer code review because it benefits students by developing their programming skills. One important challenge to address is how to motivate students to engage with the activity. In this study, we explore gamification as an approach for motivating students to manage their review submission time through the use of game elements and mechanics. We conducted a randomised controlled study and explored the review submission time from the log data and survey data. We found that the combination of game elements (i.e., battery, points, leaderboard) influenced students in the gamification group to better manage their review submission time by spreading the review submissions over the review period. These findings can assist academics and educators in understanding how selected game mechanics can assist in motivating students to distribute their review work more evenly over the course time period.
同行代码评审并不是大学编程课程的标准活动。教育工作者之所以对开展同行代码评审感兴趣,是因为它能培养学生的编程技能,使他们受益匪浅。要解决的一个重要挑战是如何激励学生参与这项活动。在本研究中,我们探索了一种游戏化方法,通过使用游戏元素和机制来激励学生管理他们的审查提交时间。我们进行了一项随机对照研究,并从日志数据和调查数据中探讨了评论提交时间。我们发现,游戏元素(即电池、积分、排行榜)的组合影响了游戏化组的学生,使他们通过在审稿期内分散审稿来更好地管理审稿提交时间。这些发现有助于学术界和教育工作者了解选定的游戏机制如何帮助激励学生在课程期间更均匀地分配他们的评论工作。
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引用次数: 0
Leveraging Large Language Models for Analysis of Student Course Feedback 利用大型语言模型分析学生课程反馈
Pub Date : 2023-12-09 DOI: 10.1145/3627217.3627221
Zixuan Wang, Paul Denny, Juho Leinonen, Andrew Luxton-Reilly
This study investigates the use of large language models, specifically ChatGPT, to analyse the feedback from a Summative Evaluation Tool (SET) used to collect student feedback on the quality of teaching. We find that these models enhance comprehension of SET scores and the impact of context on student evaluations. This work aims to reveal hidden patterns in student evaluation data, demonstrating a positive first step towards automated, detailed analysis of student feedback.
本研究调查了大型语言模型(特别是 ChatGPT)的使用情况,以分析用于收集学生对教学质量反馈的总结性评价工具(SET)的反馈。我们发现,这些模型提高了对 SET 分数的理解能力,并增强了语境对学生评价的影响。这项工作旨在揭示学生评价数据中隐藏的模式,为自动详细分析学生反馈迈出了积极的第一步。
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引用次数: 0
Leveling Up Education: Harnessing Generative AI for Game-Based Learning 提升教育水平:利用生成式人工智能进行游戏式学习
Pub Date : 2023-12-09 DOI: 10.1145/3627217.3631585
Ashish Amresh
Generative AI has exploded in popularity over the past few years and is showing no signs of slowing down. There is skepticism among educators and institutions on the best ways to harness its power without ignoring ethical and equitable challenges that arise with its use. One area where there is emerging consensus is in building personalized learning solutions that can provide equitable access to a wide range of learners without compromising on ethical challenges. Simultaneously game-based learning has proven to be a viable paradigm to engage learners and the ability of games to be able to adapt to the player/learner provides significant opportunities to build equitable and accessible personalized learning solutions. In this talk, we will discuss ways in which game-based learning and generative AI can synergistically be combined to take advantage of each other’s capabilities and create educational interventions that can be offered at scale. By combining the interactive and motivational aspects of games with the adaptability and intelligence of generative AI, educators can unlock new opportunities to cater to individual learning needs and cultivate a more effective and enjoyable learning process. In this keynote, we will look at experimental software frameworks that can drive and level up education in multiple contexts and showcase some exemplars that demonstrate the promise that this integration provides.
生成式人工智能在过去几年里大受欢迎,而且没有放缓的迹象。教育工作者和教育机构对如何以最佳方式利用人工智能的力量,同时又不忽视在使用过程中出现的道德和公平方面的挑战持怀疑态度。正在形成共识的一个领域是建立个性化学习解决方案,既能为广泛的学习者提供公平的学习机会,又不影响道德挑战。与此同时,基于游戏的学习已被证明是吸引学习者的一种可行范式,而游戏能够适应玩家/学习者的能力,为建立公平、无障碍的个性化学习解决方案提供了重要机会。在本讲座中,我们将讨论如何将基于游戏的学习与生成式人工智能协同结合起来,以利用彼此的能力,创建可大规模提供的教育干预措施。通过将游戏的互动性和激励性与生成式人工智能的适应性和智能性相结合,教育工作者可以开启新的机遇,满足个人的学习需求,培养更有效、更愉快的学习过程。在本主题演讲中,我们将探讨可在多种情况下推动和提升教育水平的实验性软件框架,并展示一些范例,以证明这种整合所带来的前景。
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引用次数: 0
Evaluating Copilot on CS1 Code Writing Problems with Suppressed Specifications 评估 Copilot 在 CS1 代码编写问题上的使用被抑制的规范
Pub Date : 2023-12-09 DOI: 10.1145/3627217.3627235
Varshini Venkatesh, Vaishnavi Venkatesh, Viraj Kumar
Code writing problems in introductory programming (CS1) courses typically ask students to write simple functions or programs based on detailed natural-language specifications. These details can be leveraged by large language models (LLMs), accessible to students via tools such as GitHub Copilot, to generate solutions that are often correct. CS1 instructors who are unwilling or unable to prohibit such usage must consider variants of traditional code writing problems that align with their learning objectives but are more difficult for LLMs to solve. Since LLMs are sensitive to the level of details in their prompts, it is natural to consider variants where details are progressively trimmed from the specifications of traditional code writing problems, and consequent ambiguities are clarified via examples. We consider an extreme variant, where all natural language is suppressed except for meaningful names of functions and their arguments. We evaluate the performance of Copilot on suppressed specification versions of 153 such problems drawn from the CodeCheck repository. If Copilot initially fails to generate a correct solution, we augment each suppressed specification with as few clarifying examples as possible to obtain a correct solution. Copilot solves 134 problems (87%) with just 0.7 examples on average, requiring no examples in 78 instances. Thus, modifying traditional code-writing problems by merely trimming specification details is unlikely to thwart sophisticated LLMs such as GitHub Copilot.
编程入门(CS1)课程中的代码编写问题通常要求学生根据详细的自然语言规范编写简单的函数或程序。学生可以通过 GitHub Copilot 等工具访问大型语言模型 (LLM),利用这些细节生成通常正确的解决方案。不愿意或无法禁止这种使用的 CS1 指导教师必须考虑传统代码编写问题的变体,这些变体符合他们的学习目标,但对 LLM 来说更难以解决。由于 LLM 对提示中的细节水平很敏感,因此自然要考虑一些变体,即从传统代码编写问题的规范中逐步删减细节,并通过示例澄清由此产生的模糊之处。我们考虑了一种极端的变体,即除了有意义的函数名称及其参数外,所有自然语言都被压制。我们评估了 Copilot 在来自 CodeCheck 代码库的 153 个此类问题的抑制规范版本上的性能。如果 Copilot 最初无法生成正确的解决方案,我们就会在每个被抑制的规范中添加尽可能少的说明性示例,以获得正确的解决方案。Copilot 平均仅用 0.7 个示例就解决了 134 个问题(87%),在 78 个实例中不需要任何示例。因此,仅仅通过修改规范细节来修改传统的代码编写问题,不太可能挫败像 GitHub Copilot 这样复杂的 LLM。
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引用次数: 0
Exploring How Novice Programming Students Have Experienced Digital Technology 探索编程新手如何体验数字技术
Pub Date : 2023-12-09 DOI: 10.1145/3627217.3627219
Stefan Dyer, Paul Denny, Andrew Luxton-Reilly
A recent overhaul of the New Zealand digital technologies curriculum has impacted the way that students are taught to program prior to university. The connection between student experiences with the updated curriculum and their perspectives on programming at university is pedagogically significant to educators. Semi-structured interviews were conducted with eight students enrolled in introductory programming courses at the University of Auckland, and a thematic analysis was conducted on the range of responses, revealing a surprisingly diverse range of experiences and perspectives. Insights gained into the connection between learning to program in secondary and tertiary, and the impact of the curriculum changes across schools, are informative to educators in both sectors.
新西兰最近对数字技术课程进行了全面改革,这对学生在大学前学习编程的方式产生了影响。学生对更新课程的体验与他们对大学编程的看法之间的联系对教育工作者来说具有重要的教学意义。我们对奥克兰大学编程入门课程的八名学生进行了半结构式访谈,并对他们的一系列回答进行了主题分析,发现他们的经历和观点出奇地多样化。对中学和大学编程学习之间的联系以及各学校课程变化的影响所获得的见解,对这两个领域的教育工作者都具有参考价值。
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引用次数: 0
Evaluating the difficulty for novice engineers in learning and using Transition Systems for modeling software systems 评估新手工程师学习和使用过渡系统为软件系统建模的难度
Pub Date : 2023-12-09 DOI: 10.1145/3627217.3627223
Mrityunjay Kumar, Venkatesh Choppella
Modern software products are complex systems and are better comprehended when engineers can think of the software as a system. Systems Science suggests that learning about a complex system is aided by modeling. It stands to reason that if we can help novice engineers model the software products as systems, it should improve their comprehension. One way of learning through modeling is to use Transition Systems to build models that we proposed in a previous paper. This requires the engineers to learn the vocabulary of Transition Systems and a way to use it to model software systems. The question arises: is it difficult to learn and use transition systems vocabulary? We hypothesize that it is not, because its vocabulary is small, and it builds on the concepts learned in other courses like Theory of Computation and Discrete Mathematics - finite-state machines and set theory. To test this hypothesis, we designed a short intervention (one lecture and one project) in a software engineering course for two cohorts of students from two different environments. We taught them basic concepts of Transition Systems and how systems can be modelled using its vocabulary and evaluated their performance on a modeling project. We also administered a survey to evaluate their perception of the topic. Both the cohorts scored well on the project and reported agreement with ease of learning and use of Transition Systems when surveyed. Based on the knowledge demonstrated and the survey feedback, we conclude that it is not difficult for them to learn the vocabulary of Transition Systems and its use. This result gives confidence to start designing longer intervention to promote use of systems modeling and study their effectiveness with large software systems.
现代软件产品是复杂的系统,如果工程师能将软件视为一个系统,就能更好地理解这些产品。系统科学认为,建模有助于对复杂系统的学习。因此,如果我们能帮助新手工程师将软件产品作为系统建模,就能提高他们的理解能力。通过建模学习的一种方法是使用过渡系统(Transition Systems)来建立模型,这也是我们在上一篇论文中提出的。这就要求工程师学习过渡系统的词汇和使用它来建立软件系统模型的方法。问题是:学习和使用过渡系统词汇困难吗?我们假设不难,因为它的词汇量很小,而且是建立在其他课程(如《计算理论》和《离散数学》)中所学的概念--有限状态机和集合论--之上的。为了验证这一假设,我们在软件工程课程中为来自两个不同环境的两批学生设计了一个短期干预(一个讲座和一个项目)。我们向他们讲授了过渡系统的基本概念以及如何使用其词汇对系统进行建模,并对他们在建模项目中的表现进行了评估。我们还进行了一项调查,以评估他们对该主题的看法。这两批学生在项目中都取得了很好的成绩,并在接受调查时表示同意过渡系统易于学习和使用。根据所展示的知识和调查反馈,我们得出结论,他们学习过渡系统的词汇及其使用并不困难。这一结果使我们有信心开始设计更长的干预措施,以促进系统建模的使用,并研究其在大型软件系统中的有效性。
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引用次数: 0
From Learning Outcomes to Competencies based Computing Curricula for India 从学习成果到基于能力的印度计算机课程
Pub Date : 2023-12-09 DOI: 10.1145/3627217.3627228
A. Vichare
Competencies based (COM) approaches to curriculum design are a promising and recommended direction to evolve towards. It is then necessary to contrast the current practices with the proposed direction. Some questions have been, and are being, addressed; e.g. work has been done to illustrate defining competencies from given learning outcomes (LO). However globally the transition to competencies based approaches to computing education from LO based approaches is challenging given the diversity of LO practices. In this work we contrast the typical LO practice in India with the proposed competencies approach. We use degree program samples for computer science (CS) and computer engineering (CE) in this work. The LO approaches are obtained by using the AICTE model curriculum for computer engineering and the UGC model curriculum for computer science. The competencies approaches are from the literature around the respective ACM-IEEE curriculum recommendations. With respect to the Indian context we use these to (a) develop a clear contrast between LO based approaches and competency based approaches, (b) critically examine the competencies based approach, and (c) identify a path with incremental changes towards competencies based approaches. We develop a set of considerations and recommendations for an institution that seeks to incrementally move towards a competencies based approach while maintaining compatibility with the Indian educational ecosystem. Finally, we hope that this clarifies a number of potential misinterpretations of competencies based approach, and guides attempts to develop curricula based on it.
以能力为基础(COM)的课程设计方法是一个有前途的、值得推荐的发展方向。因此,有必要将目前的做法与建议的方向进行对比。有些问题已经得到解决,有些问题正在得到解决;例如,已经开展了一些工作,说明如何从给定的学习成果(LO)中定义能力。然而,鉴于学习成果实践的多样性,从基于学习成果的方法过渡到基于能力的计算教育方法在全球范围内都具有挑战性。在这项工作中,我们将印度典型的学习成果实践与建议的能力方法进行了对比。在这项工作中,我们使用了计算机科学(CS)和计算机工程(CE)的学位课程样本。学习方法是通过使用 AICTE 计算机工程示范课程和 UGC 计算机科学示范课程获得的。能力培养方法则来自 ACM-IEEE 课程建议的相关文献。针对印度的具体情况,我们利用这些方法:(a) 对基于 LO 的方法和基于能力的方法进行了清晰的对比;(b) 对基于能力的方法进行了严格的审查;(c) 确定了一条逐步向基于能力的方法转变的道路。我们为寻求逐步转向能力本位方法的机构制定了一套考虑因素和建议,同时保持与印度教育生态系统的兼容性。最后,我们希望这能澄清对基于能力的教学方法的一些潜在误解,并为基于能力的教学方法开发课程的尝试提供指导。
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引用次数: 0
Creating Thorough Tests for AI-Generated Code is Hard 为人工智能生成的代码创建全面的测试很难
Pub Date : 2023-12-09 DOI: 10.1145/3627217.3627238
Shreya Singhal, Viraj Kumar
Before implementing a function, programmers are encouraged to write a suite of test cases that specify its intended behaviour on several inputs. A suite of tests is thorough if any buggy implementation fails at least one of these tests. We posit that as the proportion of code generated by Large Language Models (LLMs) grows, so must the ability of students to create test suites that are thorough enough to detect subtle bugs in such code. Our paper makes two contributions. First, we demonstrate how difficult it can be to create thorough tests for LLM-generated code by evaluating 27 test suites from a public dataset (EvalPlus). Second, by identifying deficiencies in these test suites, we propose strategies for improving the ability of students to develop thorough test suites for LLM-generated code.
在实现一个函数之前,我们鼓励程序员编写一套测试用例,说明该函数在多个输入条件下的预期行为。如果任何错误的实现至少有一个测试失败,那么这套测试就是彻底的。我们认为,随着由大型语言模型(LLM)生成的代码比例不断增加,学生创建测试套件的能力也必须不断提高,这些测试套件必须足够全面,以检测出这些代码中的细微错误。我们的论文有两个贡献。首先,我们通过评估公共数据集(EvalPlus)中的 27 个测试套件,展示了为 LLM 生成的代码创建全面测试有多么困难。其次,通过找出这些测试套件的不足之处,我们提出了提高学生为 LLM 生成的代码开发全面测试套件的能力的策略。
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引用次数: 0
Learning to Rank for Search Results Re-ranking in Learning Experience Platforms 学习搜索结果排名 学习体验平台中的重新排名
Pub Date : 2023-12-09 DOI: 10.1145/3627217.3627224
Ayush Kataria, H. M. Venkateshprasanna, Ashok Kumar, Reddy Kummetha
The ability to search and retrieve the right resources in a Learning Experience Platform (LXP) is critical in helping the workforce of an enterprise to upskill and deepen their expertise effectively. To ensure the best resources are shown as high in the result set as possible to catch learners’ attention, a supervised learning approach of training and deploying a Learning to Rank (LTR) model for re-ranking is proposed. This work specifically focuses on judgement list preparation taking advantage of the learning progress data available in LXPs, as well as on defining and measuring model performance through metrics in both test and production setups. In particular, it highlights the positive impact of the deployed LTR model in production using the defined metrics like average search result click position and percentage top N clicks.
在学习体验平台(LXP)中搜索和检索正确资源的能力对于帮助企业员工有效提高技能和深化专业知识至关重要。为了确保最好的资源在结果集中尽可能高的位置显示,以吸引学习者的注意力,我们提出了一种监督学习方法,即训练和部署一个学习排名(LTR)模型来重新排序。这项工作特别关注利用 LXP 中的学习进度数据准备判断列表,以及通过测试和生产设置中的指标来定义和衡量模型性能。特别是,它利用所定义的指标(如平均搜索结果点击位置和前 N 次点击百分比),强调了已部署的 LTR 模型在生产中的积极影响。
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引用次数: 0
Empowering Novice Programmers with Visual Problem Solving tools 利用可视化问题解决工具增强程序设计新手的能力
Pub Date : 2023-12-09 DOI: 10.1145/3627217.3627232
Ritwik Murali, Rajkumar Sukumar, Mary Sanjana Gali, Veeramanohar Avudaiappan
Learning one’s first programming language includes challenges of syntax, surplus code and semantics. The learning can be easy or quite hard for a novice programmer depending on the programming language. Even the small “Hello World” program code contains semantic and syntactic complexity. This paper discusses the pros and cons of multiple tools that may be used for syntax independent implementation of solutions. Based on the shortcomings of existing tools, Flowgramming – a platform independent flowcharting software for the novice programmer / problem solver and their instructor, is also proposed in the paper. Flowcharts developed using Flowgramming can be executed by the built-in interpreter which helps the novice programmer focus on understanding the problem solving strategy in a visually appealing manner and also allows for a language independent learning of solution strategies.
学习第一门编程语言包括语法、剩余代码和语义方面的挑战。对于程序员新手来说,学习过程可能很容易,也可能相当困难,这取决于编程语言。即使是小小的 "Hello World "程序代码,也包含着语义和语法上的复杂性。本文讨论了可用于独立于语法实施解决方案的多种工具的优缺点。基于现有工具的缺点,本文还提出了 Flowgramming--一种面向新手程序员/问题解决者及其指导老师的独立于平台的流程图软件。使用 Flowgramming 开发的流程图可由内置解释器执行,这有助于新手程序员以直观的方式集中精力理解问题解决策略,同时还可以学习与语言无关的解决策略。
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引用次数: 0
期刊
Proceedings of the 16th Annual ACM India Compute Conference
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