Extreme programming (XP) approaches such as pair and mob programming (PP and MP, respectively) have been introduced to the educational sector. However, higher education curricula have started implementing online cours...
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ISBN:
(纸本)9781728184784
Extreme programming (XP) approaches such as pair and mob programming (PP and MP, respectively) have been introduced to the educational sector. However, higher education curricula have started implementing online courses as a method for teaching programming, which poses challenges when conducting XP. Because social factors are vital to learning, we examine a project-based learning method using online MP that introduces a high level of communication. It also maintains the advantages of PP through the "driver" and "navigator" approach. However, there are multiple complications, including discomfort, slow code generation, and interpersonal issues, when using conventional MP. Accordingly, we introduce a mentoring approach to the MP setup and examine the differences compared to conventional MP sessions. We create and analyze co-occurrence networks of codes found via open coding. In this paper, we explain our method and show its advantages based on the results of our analysis.
Learning to program is a difficult process for many students anywhere in the world. Our experience indicates that the greatest difficulties start when the concept of loops is introduced. Since this is a difficult conc...
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ISBN:
(纸本)9783030781132;9783030781149
Learning to program is a difficult process for many students anywhere in the world. Our experience indicates that the greatest difficulties start when the concept of loops is introduced. Since this is a difficult concept to learn, we think of an activity that, in our perspective, could lead to a better understanding of that concept. To do this, we created a visual representation of the loop control structure, through cards. In order to collect some indicators on the effectiveness of this methodology, we carried out an experiment using 2 groups. In one group the concept of the loop was explained in the traditional way and in the other a new methodology was applied. At the end, tests were performed on paper with exercises on loops and linked loops. An activity was also carried out using a Brain computer Interface, the Mindwave device, in which students had to answer a set of questions about loops and linked loops. The results indicate that the students who were submitted to the new card methodology obtained better results, indicating that the methodology had some effectiveness.
Cultivating children's creativity and imagination is fundamental to preparing them for an increasingly complex and uncertain future. Engaging in creative learning enables children to think independently and critic...
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Cultivating children's creativity and imagination is fundamental to preparing them for an increasingly complex and uncertain future. Engaging in creative learning enables children to think independently and critically, work cooperatively, and take risks while actively engaged in meaningful projects. While current trends in education, such as maker movements and computer science education, are dramatically expanding children's opportunities for engagement in creative learning, comparatively few empirical studies explore how creative learning can be integrated into elementary school curricula. In this paper, we investigated five key design strategies for integrating creative learning in school curricula through computerprogramming activities. The five design strategies, drawn from design meetings with in-service teachers and two pilot studies, comprise (1) prepare an object-to-think-with for specific curricular ideas, (2) find a context that provokes a leap of ideas within a disciplinary framework, (3) facilitate tinkering through disciplinary inquiry, (4) pair students and establishing developer and researcher roles, and (5) provide feedback to connect computerprogramming projects to disciplinary ideas. Implementing these strategies with mixed-method analysis indicated positive support for the efficacy of these design strategies. We also provide insights into difficulties with integrating creative learning into school curricula.
After several years of teaching programming using an active learning approach, we present our Interactive Learning Objects (ILOs) as one of the components that reinforce our pedagogical model, by supporting the genera...
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ISBN:
(纸本)9781605583815
After several years of teaching programming using an active learning approach, we present our Interactive Learning Objects (ILOs) as one of the components that reinforce our pedagogical model, by supporting the generation of high-level programming skills. In this paper, we suggest a multi-dimension taxonomy for ILOs and present the experimentation developed to evaluate the impact of these objects within our CS courses.
Students who have studied in their native language face difficulty in acquiring programming skills through English medium instruction. One solution for this is to create screencasts of live coding along with instructo...
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ISBN:
(纸本)9781479999675
Students who have studied in their native language face difficulty in acquiring programming skills through English medium instruction. One solution for this is to create screencasts of live coding along with instructor explanations in the native language. In this paper we examine the impact of screencast based self-paced learning for Hindi medium (native language) students. Our study had three groups - One group had Hindi as the medium of prior instruction, and learned programming through screencasts in Hindi. Another group, also had Hindi as the medium of prior instruction, but learned through screencasts in English. The third group had English as the medium of prior instruction, and learned through screencasts in English. We compared the performance of the three groups using a post-test having items of fact, concept and process content types. We found that Hindi medium students who studied from Hindi screencasts performed as well as English medium students who studied from English screencasts. Both groups performed better than Hindi medium students who studied from English screencasts. The effect of medium of instruction was significant for the content types of fact, process and concept.
This report provided a CNN model to automatically evaluate beginners' programs based on their understanding of program concepts. The model input is a beginner's program and the output is a letter grade for eac...
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ISBN:
(纸本)9781665499248
This report provided a CNN model to automatically evaluate beginners' programs based on their understanding of program concepts. The model input is a beginner's program and the output is a letter grade for each program. To train the model, each input program was encoded as a matrix, composed of positive integers by Syntactic Knowledge Point (SKP) technology. Labels for the training data were made by manually evaluating each program in the database, based on the beginner's understanding of each of the 42 program concepts. In addition, several other technologies such as supervised learning, data standardization, data augmentation have also been used to train the model. Finally, a model with an accuracy of 0.93 has been produced, setting a new benchmark in this young field.
Students, who study in their native language in K-12 and go on to do their undergraduate education in English, have difficulty in acquiring programming knowledge. Solutions targeted towards improving their English pro...
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ISBN:
(纸本)9781450334402
Students, who study in their native language in K-12 and go on to do their undergraduate education in English, have difficulty in acquiring programming knowledge. Solutions targeted towards improving their English proficiency take time, while those that continue with native language in the classroom limit the students' ability to compete in a global market. Another solution could be the use of video-based instructional material to empower a student for self-paced learning. In this paper, we present a comparative study of classroom instruction versus self-paced screencasts for native language learners' acquisition of programming concepts. We conducted four introductory programming workshops, each of six days duration. Two workshops were classroom based, one having Hindi (native language) as the medium of instruction and other in English. Two other workshops were screencast based, again one in Hindi and one in English. We measured differences between the groups using a post-test, across different content types such as fact, concepts and process. We found that when medium of instruction is different from language of K-12 instruction, there is an adverse impact on learning. However, when self-paced screencast is used instead of classroom environment, there is a statistically significant improvement in performance. Our work informs the choice of MoI and choice of environment for native language learners.
Cupi2 is a project that promotes an integral solution to problems in teaching/learning programming using a large and structured courseware, and a student-centered pedagogical model (Villalobos and Casallas 2006a;Villa...
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Cupi2 is a project that promotes an integral solution to problems in teaching/learning programming using a large and structured courseware, and a student-centered pedagogical model (Villalobos and Casallas 2006a;Villalobos et al. 2009a, b;Jimenez and Villalobos 2010). As a cornerstone of Cupi2, we use incremental projects intended to motivate students, and to develop high-level programming skills throughout their learning. A critical factor of these projects is that they are specially designed so that students are engaged in activities that complete a scaffold of a complete program. However, both the scaffolds and the activities needed to complete these incomplete programs must be arranged carefully by instructors in order to stress the adequate contents for students, and at the same time, to help those students acquire programming skills effectively. Jointly, scaffold versions need to comply with high quality standards, representing a high time consuming activity for instructors, and therefore, increased costs for institutions. In this paper, we describe the way we overcome these challenges using a software factory that supports the projects' design in a scalable way.
This Full Paper in the category Research-to-Practice presents a proposed model for assessing source codes through static analysis, an applied experiment and results. The presence of computation is constantly growing i...
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ISBN:
(纸本)9781665438513
This Full Paper in the category Research-to-Practice presents a proposed model for assessing source codes through static analysis, an applied experiment and results. The presence of computation is constantly growing in the contemporaneous world, and in that way, the demand for professionals capable to develop and maintain software is also in constant growth. The present work aims to present and discuss the results obtained by applying the proposed model based in TFIDF to a dataset. Results showed that by enabling the comparison of different skills present on each source code, the proposed model offers an asset for teachers to identify potential weaknesses on a student ' s set of computerprogramming skills, and therefore be able to work on solutions for their educational development.
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