{"title":"基于日志文件分析的反馈在程序设计入门课程中的有效性","authors":"Heidi Meier, M. Lepp","doi":"10.1177/07356331221132651","DOIUrl":null,"url":null,"abstract":"Especially in large courses, feedback is often given only on the final results; less attention is paid to the programming process. Today, however, some programming environments, e.g., Thonny, log activities during programming and have the functionality of replaying the programming process. This information can be used to provide feedback, and this knowledge can be integrated into practical sessions in the classroom. This study aimed to analyse how feedback based on logs affects exam results, task completion time, the number of runs, error messages, and pastes (of the whole group and beginners and non-beginners separately). An experiment was conducted in 2020 and 2021 in the course “Introduction to Programming”. Some groups received additional feedback on homework throughout the course based on log information; the remaining groups worked as usual. Based on the information received from the logs, general recommendations were also offered in the practical sessions. Our study showed that feedback based on logs improved mainly exam test results and programming task solving time among beginners. Therefore, it would be a good method to use, especially in beginner groups.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":"39 1","pages":"696 - 719"},"PeriodicalIF":4.0000,"publicationDate":"2022-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Effectiveness of Feedback Based on Log File Analysis in Introductory Programming Courses\",\"authors\":\"Heidi Meier, M. Lepp\",\"doi\":\"10.1177/07356331221132651\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Especially in large courses, feedback is often given only on the final results; less attention is paid to the programming process. Today, however, some programming environments, e.g., Thonny, log activities during programming and have the functionality of replaying the programming process. This information can be used to provide feedback, and this knowledge can be integrated into practical sessions in the classroom. This study aimed to analyse how feedback based on logs affects exam results, task completion time, the number of runs, error messages, and pastes (of the whole group and beginners and non-beginners separately). An experiment was conducted in 2020 and 2021 in the course “Introduction to Programming”. Some groups received additional feedback on homework throughout the course based on log information; the remaining groups worked as usual. Based on the information received from the logs, general recommendations were also offered in the practical sessions. Our study showed that feedback based on logs improved mainly exam test results and programming task solving time among beginners. Therefore, it would be a good method to use, especially in beginner groups.\",\"PeriodicalId\":47865,\"journal\":{\"name\":\"Journal of Educational Computing Research\",\"volume\":\"39 1\",\"pages\":\"696 - 719\"},\"PeriodicalIF\":4.0000,\"publicationDate\":\"2022-10-25\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Educational Computing Research\",\"FirstCategoryId\":\"95\",\"ListUrlMain\":\"https://doi.org/10.1177/07356331221132651\",\"RegionNum\":2,\"RegionCategory\":\"教育学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Educational Computing Research","FirstCategoryId":"95","ListUrlMain":"https://doi.org/10.1177/07356331221132651","RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
Effectiveness of Feedback Based on Log File Analysis in Introductory Programming Courses
Especially in large courses, feedback is often given only on the final results; less attention is paid to the programming process. Today, however, some programming environments, e.g., Thonny, log activities during programming and have the functionality of replaying the programming process. This information can be used to provide feedback, and this knowledge can be integrated into practical sessions in the classroom. This study aimed to analyse how feedback based on logs affects exam results, task completion time, the number of runs, error messages, and pastes (of the whole group and beginners and non-beginners separately). An experiment was conducted in 2020 and 2021 in the course “Introduction to Programming”. Some groups received additional feedback on homework throughout the course based on log information; the remaining groups worked as usual. Based on the information received from the logs, general recommendations were also offered in the practical sessions. Our study showed that feedback based on logs improved mainly exam test results and programming task solving time among beginners. Therefore, it would be a good method to use, especially in beginner groups.
期刊介绍:
The goal of this Journal is to provide an international scholarly publication forum for peer-reviewed interdisciplinary research into the applications, effects, and implications of computer-based education. The Journal features articles useful for practitioners and theorists alike. The terms "education" and "computing" are viewed broadly. “Education” refers to the use of computer-based technologies at all levels of the formal education system, business and industry, home-schooling, lifelong learning, and unintentional learning environments. “Computing” refers to all forms of computer applications and innovations - both hardware and software. For example, this could range from mobile and ubiquitous computing to immersive 3D simulations and games to computing-enhanced virtual learning environments.