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Bug-eecha 2.0: An Educational Game for CS1 Students and Instructors Bug-eecha 2.0:面向 CS1 学生和教师的教育游戏
Pub Date : 2023-12-09 DOI: 10.1145/3627217.3627236
Amrit M. Joseph, Soumyadeep Sarma, Shelly, Viraj Kumar
In prior work, we have proposed Bug-eecha: a web-based game to help novice programmers comprehend programming problems and develop thorough test suites for such problems. This paper makes three contributions. First, based on student feedback from initial testing, we release a revised version of the game (Bug-eecha 2.0) with improvements to key interface elements. Second, this version includes an initial set of 22 problems and a web-interface for instructors to create additional problems. We believe that these two contributions will provide introductory programming (CS1) instructors with the resources necessary to experiment with our gamified approach to problem comprehension and test suite development. Third, based on the challenges we faced in creating appropriate questions for Bug-eecha, we identify a need for more research in designing questions that promote the ability of students to create thorough test suites.
在之前的工作中,我们提出了 Bug-eecha:一个基于网络的游戏,帮助程序员新手理解编程问题,并为这些问题开发全面的测试套件。本文有三个贡献。首先,根据学生对初步测试的反馈,我们发布了游戏的修订版(Bug-eecha 2.0),对主要界面元素进行了改进。其次,该版本包括一套最初的 22 个问题和一个供教师创建更多问题的网络界面。我们相信,这两项贡献将为入门级程序设计(CS1)教师提供必要的资源,让他们尝试用我们的游戏化方法来理解问题和开发测试套件。第三,基于我们在为 Bug-eecha 创建适当问题时所面临的挑战,我们认为有必要在设计问题方面开展更多研究,以提高学生创建全面测试套件的能力。
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引用次数: 0
Improving learning experience to teach FPGA design at scale 改善学习体验,大规模教授 FPGA 设计
Pub Date : 2023-12-09 DOI: 10.1145/3627217.3627225
Vivek Sabanwar, Prasad Trimukhe, Aditya Gudla, Isha Kamone, K. Arya
The global demand for skilled engineers to facilitate the design and manufacturing of electronic chips is ever-increasing. An understanding of FPGA design tools and techniques is crucial for prospective careers in these domains. These skills are typically not taught in undergraduate engineering studies in India. In 2020, we attempted to teach the basics of FPGA design skills to undergraduate engineering students across India. This was done in project-based learning provided through three tasks in an online learning module. The initiative witnessed 872 students participating as a team of four. This experience report presents the methods adopted to teach FPGA design skills at such a scale. The report also presents and discusses participant experience gathered via feedback through semi-structured interviews. Six categories of issues were identified. Based on participant feedback, the learning module was improved and offered as 2nd edition to a similar cohort of 249 teams with 961 participants in 2021. These modifications resulted in an approximately 8% increase in the overall completion rate from 29.03% to 37.13%. The paper presents the process and experience of redesigning the learning module and contributes to the literature of issues identified and methods adapted in an attempt to teach complex engineering tools to undergraduate students which can benefit other academics aiming to teach similar essential skills.
全球对熟练工程师的需求与日俱增,以促进电子芯片的设计和制造。了解 FPGA 设计工具和技术对于未来从事这些领域的工作至关重要。在印度的本科工程学习中,通常不会教授这些技能。2020 年,我们尝试向印度的本科工程学生传授 FPGA 设计技能的基础知识。这是通过在线学习模块中的三个任务进行的基于项目的学习。有 872 名学生以四人小组的形式参与了这项活动。本经验报告介绍了在这种规模下教授 FPGA 设计技能所采用的方法。报告还介绍并讨论了通过半结构式访谈收集到的学员反馈经验。确定了六类问题。根据参与者的反馈,对学习模块进行了改进,并在 2021 年向类似的 249 个团队的 961 名参与者提供了第二版。这些修改使总体完成率提高了约 8%,从 29.03% 提高到 37.13%。本文介绍了重新设计学习模块的过程和经验,并对在尝试向本科生传授复杂工程工具过程中发现的问题和采用的方法的文献做出了贡献,这对其他旨在传授类似基本技能的学者大有裨益。
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引用次数: 0
Student Perception of Online Judges in Learning Problem Solving through Introductory Programming 学生对在线法官通过程序设计入门学习解决问题的看法
Pub Date : 2023-12-09 DOI: 10.1145/3627217.3627230
Ritwik Murali, Akash Ravi, Kailashnath Nagendran, Veeramanohar Avudaiappan
Multiple strategies exist while attempting to introduce problem-solving to engineering students. One of the popular strategies is to encourage problem-solving through the introductory programming course. This paper presents an in-depth analysis of the extent to which online judging-based evaluation and training strategies can be employed to effectively deliver introductory programming courses. The paper focuses on student perceptions of learning as a measure to gauge their confidence in problem-solving and programming. With responses from over 400 students across departments and in various stages of the undergraduate program, this paper discusses a detailed analysis of student perceptions of learning, their comfort levels, and confidence when using online judge based evaluation strategies. Results show that a majority of students believe that online judges assist them to improve their problem solving and programming skills.
在尝试向工科学生介绍解决问题的方法时,存在多种策略。其中一种流行的策略是通过编程入门课程鼓励学生解决问题。本文深入分析了基于在线评判的评估和培训策略在多大程度上可用于有效讲授编程入门课程。本文重点关注学生的学习感知,以此衡量他们对解决问题和编程的信心。通过 400 多名来自不同院系、处于本科课程不同阶段的学生的反馈,本文详细分析了学生的学习感知、他们的舒适度以及使用基于在线评判的评价策略时的信心。结果显示,大多数学生认为在线评委有助于提高他们的问题解决能力和编程技能。
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引用次数: 0
Does Bilingual Specification impact students' comprehension of problems in Introductory Programming? 双语规范是否会影响学生对程序设计入门课程问题的理解?
Pub Date : 2023-12-09 DOI: 10.1145/3627217.3627237
Sapna Grover, Arun Raman, H. Banati
The global acceptance of English as the language of science poses challenges to its non-native speakers. There has been prior work that assesses the impact of using a native/regional language as a medium of instruction for a Computer Science (CS) class. However, since classroom instruction involves a lot of non-verbal communication as well, the methodology of those studies is difficult to replicate and hence the results are difficult to generalize. In this paper, we focus on a smaller but potentially more replicable aspect. In particular, we are interested in assessing the impact of bilingual problem specifications on student comprehension in Introductory Programming. Problem comprehension is identified as one of the bottlenecks in the process of solving programming problems by novice programmers. Problems posed in English can be even tougher for its non-native speakers to comprehend. A feature of a typical multilingual classroom in India is that, in addition to having different native languages, the students can also have different levels of proficiency in English. Translating the problem to a language in which the students are more comfortable with, and in a way that reflects their use of the language, may result in better comprehension. In this paper, first, we present a framework for translation of a problem from English to a combination of English and a regional language. The framework allows some customization of the translation to suit an instructor’s specific teaching-learning context. We conduct a user study with 25 instructors that gives evidence on the efficacy of the framework. Then we apply it to translate an English variation of the well-studied Rainfall problem [14] to Hinglish (Hindi-English) and pose the two versions to two groups of randomly selected students (who are comfortable with Hindi) respectively. The result of this preliminary user study shows that there is no significant difference in the problem comprehension of students in the two groups.
英语作为科学语言已为全球所接受,这给非母语使用者带来了挑战。此前已有研究评估了使用母语/地区语言作为计算机科学(CS)课教学媒介的影响。然而,由于课堂教学也涉及大量非语言交流,这些研究的方法难以复制,因此结果也难以推广。在本文中,我们将重点放在一个较小但可能更容易推广的方面。特别是,我们有兴趣评估双语问题规范对学生理解编程入门课程的影响。问题理解被认为是程序员新手解决编程问题过程中的瓶颈之一。对于非英语母语者来说,用英语提出的问题可能更难理解。印度典型的多语言课堂的一个特点是,除了母语不同外,学生的英语水平也可能不同。将问题翻译成学生更擅长的语言,并反映他们的语言使用情况,可能会提高理解能力。在本文中,首先,我们提出了一个将问题从英语翻译成英语和一种地区语言组合的框架。该框架允许对翻译进行一些定制,以适应教师特定的教学环境。我们对 25 名教师进行了用户研究,以证明该框架的有效性。然后,我们将其应用于将一个经过充分研究的雨滴问题 [14] 的英语变体翻译成印地语(印地语-英语),并将这两个版本分别提供给随机挑选的两组学生(他们都能熟练使用印地语)。初步用户研究结果表明,两组学生在问题理解方面没有明显差异。
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引用次数: 0
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Proceedings of the 16th Annual ACM India Compute Conference
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