This paper describes a procedure to integrate personalized self-evaluated programming exercises created in an external programming interactive environment using a standard problem type of a MOOC platform, making use o...
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ISBN:
(纸本)9781728197289
This paper describes a procedure to integrate personalized self-evaluated programming exercises created in an external programming interactive environment using a standard problem type of a MOOC platform, making use of the anonymized identifier provided by the platform. We will explain how to integrate auto evaluated programming exercises with personalized answers created with Python notebooks, using the standard problem types that Open edX provides. We will review the alternatives we evaluated and why we discarded them and explain our final workflow with an example problem in the edx platform. In our workflow the autoevaluated programming exercises are created as if we were doing some test-driven development where the problem is our functionality and the unit tests are actually the verifications done to generate hints and evaluate the students. Once the problem is designed the unit tests create a code, based on the answer and the Anonymous userID, code that is obfuscated using an encryption technique. That code is used as the answer of a standard Open edX problem, creating a completely automated personalized environment and avoiding the use of Open Response Assessment tools that depend on the correction of other students.
Edutainment teaching/learning tools must be very "entertaining". Otherwise, the tools will lose its attraction soon or later. In order to become formal tools in everyday teaching/learning process, they must ...
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ISBN:
(纸本)9783540730101
Edutainment teaching/learning tools must be very "entertaining". Otherwise, the tools will lose its attraction soon or later. In order to become formal tools in everyday teaching/learning process, they must be something more and also "something less" than an ordinary computer game in some aspects. We report our design and development of the proposed interactive Bomberman game-based teaching/learning tool that we are authoring. It brings modern education concept in concert with the classical teaching and laboratory work. While are reading/writing C codes in the proposed game-based environment, their C codes will control the movement of the Bomberman accompany with game music. This vivid learning environment can engage students spending their precious time for extensive practice since students have highly motivation to win the game. We hope that we have shown a new path for educational practice with computer games for teaching C programming course.
Programmers rely on the recognition and utilization of reoccurring code sequences to understand and create code. Knowledge of these sequences - programming plans - has been shown to be a factor that differentiates nov...
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ISBN:
(纸本)9781450394314
Programmers rely on the recognition and utilization of reoccurring code sequences to understand and create code. Knowledge of these sequences - programming plans - has been shown to be a factor that differentiates novice programmers from experts. Although the information on the development of programming plans would be beneficial to both teachers and students, explicitly following their development over a longer time period is scarce. In this article, we describe an easy-to-apply methodology for monitoring the development of programming plans. The development of programming plans is evaluated with time-constrained code recall tasks, where students are shown snippets of code for a short period of time, after which they write the snippets they saw. To determine the existence of programming plans, the short duration is designed so that reading the shown code is not feasible in the given time period. We demonstrate the methodology through an experiment in which we studied the development of programming plans in students in a beginner web programming course.
Transforming the conventional ways of teaching programming is essential to help lecturer to retain student's engagement with the academic matter. One of the approach is to improve the conventional ways of teaching...
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ISBN:
(纸本)9781509030354
Transforming the conventional ways of teaching programming is essential to help lecturer to retain student's engagement with the academic matter. One of the approach is to improve the conventional ways of teaching by activating the collaborative aspect among students through the support of discussion forum. However, some concerns growth regarding the participation from the student. The use of discussion forum sometimes is incapable to spark participation among students. Gamification has grown attention among researchers to be applied in engaging students in programming courses. Thus, this research hypothesis the embedding of gamification as one of an interesting solution to attract students' engagement through the support of discussion forum.
E-learning systems must use different technologies to change the educational environment and perform the adaptation of educational material according to the needs of learners. Popular approach in designing and develop...
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Peer review is the standard process within academia for maintaining publication quality, but it is also widely employed in other settings, such as education and industry, for improving work quality and for generating ...
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Peer review is the standard process within academia for maintaining publication quality, but it is also widely employed in other settings, such as education and industry, for improving work quality and for generating actionable feedback to content authors. For example, in the software industry peer review of program source code-or peer code review-is a key technique for detecting bugs and maintaining coding standards. In a programming education context, although peer code review offers potential benefits to both code reviewers and code authors, individuals are typically less experienced, which presents a number of challenges. Some of these challenges are similar to those reported in the educational literature on peer review in other academic disciplines, but reviewing code presents unique difficulties. Better understanding these challenges and the conditions under which code review can be taught and implemented successfully in computer science courses is of value to the computing education community. In this work, we conduct a systematic review of the literature on peer code review in higher education to examine instructor motivations for conducting peer code review activities, how such activities have been implemented in practice, and the primary benefits and difficulties that have been reported. We initially identified 187 potential studies and analyzed 51 empirical studies pertinent to our goals. We report the most commonly cited benefits (e.g., the development of programming-related skills) and barriers (e.g., low student engagement), and we identify a wide variety of tools that have been used to facilitate the peer code review process. While we argue that more empirical work is needed to validate currently reported results related to learning outcomes, there is also a clear need to address the challenges around student motivation, which we believe could be an important avenue for future research.
Many security exploits target vulnerabilities that are a result of poorly designed and implemented software. Despite its critical importance, secure coding is primarily taught in upper-level elective computer science ...
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Many security exploits target vulnerabilities that are a result of poorly designed and implemented software. Despite its critical importance, secure coding is primarily taught in upper-level elective computer science (CS) classes. As a result, most students graduate with little or no exposure to secure coding techniques. We believe that it is important to teach responsible coding early, starting in the first programming course, and often, by repeating and reinforcing security concepts in advanced courses. At Towson University, we have developed modules that teach students to code securely and responsibly from the first class: the Security Injections @Towson project.","doi":"10.1109/MSP.2018.1331035","publicationTitle":"IEEE Security & Privacy","startPage":"98","endPage":"100","rightsLink":"http://***/AppDispatchServlet?publisherName=ieee&publication=1540-7993&title=Hello%2C+World%21%26%23x2014%3BCode+Responsibly&isbn=&publicationDate=January%2FFebruary+2018&author=Siddharth+Kaza&ContentID=10.1109/MSP.2018.1331035&orderBeanReset=true&startPage=98&endPage=100&volumeNum=16&issueNum=1","displayPublicationTitle":"IEEE Security & Privacy","pdfPath":"/iel7/8013/8283426/***","keywords":[{"type":"IEEE Keywords","kwd":["Computer security","Encoding","Education","Software development","programming profession"]},{"type":"INSPEC: Controlled Indexing","kwd":["computer science education","educational courses","security of data","software engineering","teaching"]},{"type":"INSPEC: Non-Controlled Indexing","kwd":["CS","secure coding techniques","security exploits","elective computer science classes","teaching","Security Injections @Towson project","programming course","responsible coding"]},{"type":"Author Keywords ","kwd":["education","hello world","coding","security","computer science","university","Towson","security injections"]}],"allowComments":false,"pubLink":"/xpl/***?punumber=8013","issueLink":"/xpl/***?isnumber=8283426","standar
This study explores the application of AIGC in the development of digital resources for online programming courses, pointing out that AI technology brings new opportunities for educational resource development, but fa...
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ISBN:
(纸本)9798400710131
This study explores the application of AIGC in the development of digital resources for online programming courses, pointing out that AI technology brings new opportunities for educational resource development, but faces problems such as technical limitations and uneven resource quality. Cracking this dilemma can be started from course research, PPT development, text and video resource production, course portal design and auxiliary programming software application, etc. It also puts forward the deficiencies of specific AI in digital resource construction. It is concluded that the complementary models of AI and artificial intelligence need to be explored in the context of teaching and learning in order to maximize the potential of AI in education.
Each semester, School of Electrical Engineering and Informatics (SEEI) ITB manages ±400 students taking programming courses with many examinations and exercises but can only provides limited feedback and faciliti...
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Each semester, School of Electrical Engineering and Informatics (SEEI) ITB manages ±400 students taking programming courses with many examinations and exercises but can only provides limited feedback and facilities. The number of PCs are much less than the students. Although most students have personal computing devices, those devices have various specifications that create difficulties in evaluation. To tackle these issues, we provide an integrated system for learning programming that covers source code editing, compiling, execution, submission and evaluation of the process and the result. In this paper, we emphasize on source code editing environment named Doppel and Ganger (D&G). D&G is a web based application aimed for monitoring coding process by recording typing activities. It also supports online compilation and execution using an autograder. We have experimented programming practice using this environment and it has shown that D&G can significantly support the learning process of programming.
The present work aims to assess the educational resources designed for the Computer Fundamentals course, a course that is taught at the School of Computer Science of the National University, which is the first taught ...
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ISBN:
(纸本)9781665423588
The present work aims to assess the educational resources designed for the Computer Fundamentals course, a course that is taught at the School of Computer Science of the National University, which is the first taught in the Information Systems Engineering career. In this course, students face the challenge of learning to program in the C ++ programming language, while the COVID-19 pandemic has had the great challenge of receiving classes in a way that is very different from the traditional way, which is through remote presence. For that reason, faced with this challenge in the teaching area, a set of activities was created in different tools. This work includes the perception of the students, the description of the tools used, a positive summary of the results obtained and some recommendations on the activities to be useful for other teachers.
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