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Proceedings of the 2017 ACM SIGCSE Technical Symposium on Computer Science Education最新文献

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Using Learning Analytics to Investigate Patterns of Performance and Engagement in Large Classes 使用学习分析研究大班学生的表现和参与模式
Hassan Khosravi, K. Cooper
Educators continue to face significant challenges in providing high quality, post-secondary instruction in large classes including: motivating and engaging diverse populations (e.g., academic ability and backgrounds, generational expectations); and providing helpful feedback and guidance. Researchers investigate solutions to these kinds of challenges from alternative perspectives, including learning analytics (LA). Here, LA techniques are applied to explore the data collected for a large, flipped introductory programming class to (1) identify groups of students with similar patterns of performance and engagement; and (2) provide them with more meaningful appraisals that are tailored to help them effectively master the learning objectives. Two studies are reported, which apply clustering to analyze the class population, followed by an analysis of a subpopulation with extreme behaviours.
教育工作者在提供高质量的大班高等教育方面继续面临重大挑战,包括:激励和吸引不同的人群(例如,学术能力和背景,代际期望);并提供有用的反馈和指导。研究人员从不同的角度研究这些挑战的解决方案,包括学习分析(LA)。在这里,LA技术被应用于探索为大型翻转编程入门课程收集的数据,以:(1)识别具有相似表现和参与模式的学生群体;(2)为学生提供更有意义的评估,帮助他们有效地掌握学习目标。本文报道了两项应用聚类分析类群的研究,随后对具有极端行为的亚群进行了分析。
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引用次数: 33
CORP: Co-operative Remote Practicum Work Experience Model for Software Engineering Education 软件工程教育的远程合作实习模式
Dannie M. Stanley
"The education of all software engineering students must include student experiences with the professional practice of software engineering." There have been many models proposed to include professional practice in computer science and software engineering curricula. Some schools simulate professional practice in the classroom with large term or multi-term projects. Others require students to engage in professional practice outside of the classroom in an internship or co-op program. We have been exploring an alternative approach to integrating professional practice into our computer science curriculum. In our approach, we partner with an external software consulting company who employs our students directly. Students telecommute from campus and are engaged directly in real-world software development projects. We provide an academic advisor to help guide the development of the program, look for learning opportunities in the work, and mentor students. We describe our approach, solutions to the challenges we faced, and the direct and indirect benefits of our approach.
“对所有软件工程专业学生的教育必须包括学生对软件工程专业实践的体验。”在计算机科学和软件工程课程中,已经提出了许多包含专业实践的模型。一些学校通过大学期或多学期的项目在课堂上模拟专业实践。另一些则要求学生在课堂之外的实习或合作项目中从事专业实践。我们一直在探索将专业实践融入计算机科学课程的另一种方法。在我们的方法中,我们与外部软件咨询公司合作,该公司直接雇用我们的学生。学生从校园远程办公,并直接从事现实世界的软件开发项目。我们提供一名学术顾问来帮助指导项目的发展,在工作中寻找学习机会,并指导学生。我们描述了我们的方法,我们面临的挑战的解决方案,以及我们的方法的直接和间接的好处。
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引用次数: 0
Making Robot Challenges with Virtual Robots 用虚拟机器人进行机器人挑战
Kevin J. Gucwa, Harry H. Cheng
This paper presents a methodology for creating challenge problems using a simulation environment for a hardware robot-based programming competition. Hosted each spring for K-14 students, the competition is based on hardware robots and lessons which have been used by students within their math, science, and engineering classes throughout the school year. RoboSim is a simulator which complements the control scheme for the hardware robots and is used regularly by the students to supplement running the hardware robots. For the first time RoboSim was used to design the challenges which have been given to students for the 2016 RoboPlay Challenge Competition. Using virtual robots for designing the competition allows more efficient design and testing of the new challenges with new features compared to using only hardware robots. The code which is used to control the robots is unchanged between the hardware and virtual robots making the transition to hardware robots trivial. All challenges from previous RoboPlay competitions are also available to students within RoboSim for testing within the classroom.
本文提出了一种使用基于硬件机器人的编程竞赛的模拟环境来创建挑战问题的方法。该竞赛每年春季举办,面向K-14学生,基于硬件机器人和学生在整个学年的数学、科学和工程课程中使用的课程。RoboSim是对硬件机器人的控制方案进行补充的模拟器,经常被学生用来辅助硬件机器人的运行。RoboSim首次被用于设计2016年RoboPlay挑战赛的学生挑战。与仅使用硬件机器人相比,使用虚拟机器人设计比赛可以更有效地设计和测试具有新功能的新挑战。在硬件机器人和虚拟机器人之间,用于控制机器人的代码是不变的,这使得向硬件机器人的过渡变得简单。以前RoboPlay比赛的所有挑战也可以在RoboSim的课堂上进行测试。
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引用次数: 9
Computer Science Outreach with End-User Robot-Programming Tools 计算机科学推广与终端用户机器人编程工具
Vivek Paramasivam, Justin Huang, Sarah Elliott, M. Cakmak
Robots are becoming popular in Computer Science outreach to K-12 students. Easy-to-program toy robots already exist as commercial educational products. These toys take advantage of the increased interest and engagement resulting from the ability to write code that makes a robot physically move. However, toy robots do not demonstrate the potential of robots to carry out useful everyday tasks. On the other hand, functional robots are often difficult to program even for professional software developers or roboticists. In this work, we apply end-user programming tools for functional robots to the Computer Science outreach context. This experience report describes two offerings of a week-long introductory workshop in which students with various disabilities learned to program a Clearpath Turtlebot, capable of delivering items, interacting with people via touchscreen, and autonomously navigating its environment. We found that the robot and the end-user programming tool that we developed in previous work were successful in provoking interest in Computer Science among both groups of students and in establishing confidence among students that programming is both accessible and interesting. We present key observations from the workshops, lessons learned, and suggestions for readers interested in employing a similar approach.
机器人在面向K-12学生的计算机科学拓展中越来越受欢迎。易于编程的玩具机器人已经作为商业教育产品存在。这些玩具利用了编写代码使机器人物理移动的能力所增加的兴趣和参与度。然而,玩具机器人并没有展示机器人执行有用的日常任务的潜力。另一方面,功能性机器人往往很难编程,即使是专业的软件开发人员或机器人专家。在这项工作中,我们将功能机器人的最终用户编程工具应用于计算机科学外展上下文。本体验报告描述了为期一周的介绍性研讨会的两项成果,在该研讨会中,各种残疾的学生学习了如何编程Clearpath Turtlebot,该机器人能够传递物品,通过触摸屏与人互动,并自主导航其环境。我们发现,我们在之前的工作中开发的机器人和最终用户编程工具成功地激发了两组学生对计算机科学的兴趣,并在学生中建立了编程既可访问又有趣的信心。我们将介绍研讨会的主要观察结果、经验教训,以及对采用类似方法感兴趣的读者的建议。
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引用次数: 21
A Final Project Report on CS4Alabama: A Statewide Professional Development Initiative for CS Principles (Abstract Only) CS4Alabama: CS原则在全州范围内的专业发展倡议的最终项目报告(仅摘要)
K. Haynie, Jeff Gray, S. Packman, Carol Crawford, Mary Boehm, Jonathan Corley
This poster describes how this project has induced teacher preparation and broadened student participation in Computer Science Principles throughout Alabama from 2013-2016. We will describe our professional development (PD) model, gain for participating instructors, results of CS Principles course implementations, and student engagement and outcomes. A statewide and scalable "Teacher Leader" model of professional development was implemented throughout the project. In person training was coupled with on-line course content, geographically proximal teacher groups, and periodic teacher hangouts. Teachers in each cohort collaborated together on developing course content and pedagogy, fostered by peer leaders from earlier cohorts. Instructors encouraged and engaged their students; student agreed that the learning environments supported diversity. Students gained significantly in core computer science content (i.e., abstraction and algorithms) as well as computational thinking practices. Female students showed robust gains on a number of indicators (including higher course grades than males); under-represented minority students showed positive gains in content knowledge. The majority of students said they were likely or possibly likely to pursue computer science in college, and that taking CS Principles impacted their decisions.
这张海报描述了从2013-2016年整个阿拉巴马州,这个项目是如何诱导教师准备和扩大学生参与计算机科学原理的。我们将描述我们的专业发展(PD)模式,参与教师的收获,CS原则课程实施的结果,以及学生的参与和成果。在整个项目中实施了全州范围内可扩展的“教师领导”专业发展模式。面对面的培训与在线课程内容、地理位置接近的教师小组和定期的教师聚会相结合。每个班级的教师在早期班级的同侪领导的指导下,共同合作开发课程内容和教学方法。教师鼓励和参与他们的学生;学生同意学习环境支持多样性。学生在核心计算机科学内容(即抽象和算法)以及计算思维实践方面获得了显著的收获。女学生在一些指标上表现出强劲的增长(包括课程成绩高于男学生);代表性不足的少数族裔学生在内容知识方面表现出积极的收获。大多数学生表示,他们很可能会在大学里学习计算机科学,而学习计算机科学原理影响了他们的决定。
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引用次数: 0
Emerging Learning Progressions in K-5 Integrated Mathematics And Computer Science Lesson Plans (Abstract Only) K-5综合数学和计算机科学教案的新兴学习进展(仅摘要)
Maya Israel, T. Lash, G. Reese
There is growing momentum to integrate computer science (CS) education across K-12, but there is little information about how this integration should take place (Grover & Pea, 2013). This is especially true in the elementary grades, as fewer studies have examined computing at these grades. Through a National Science Foundation STEM+C project, we are developing and studying learning progressions for integrated CS and mathematics at the elementary level. Our research examines how teachers are introducing CS concepts within mathematic as well as what computational concepts and practices naturally can be taught within the context of elementary mathematics. We are also examining how these emerging progressions align with the K-12 CS Framework and the new standards from the Computer Science Teachers Association (CSTA). Future aims are to develop a coherent set of learning progressions related to areas such as debugging, sequencing, looping, conditionals, and decomposition within mathematics topics such as geometry, fractions, and arithmetic number stories. Our research lays the groundwork for the development of learning trajectories that will guide curriculum developers and practitioners to understand how to teach students across grades K-5 computing within the context of their mathematics instruction.
在K-12阶段整合计算机科学(CS)教育的势头越来越大,但关于这种整合应该如何进行的信息很少(Grover & Pea, 2013)。这在小学年级尤其如此,因为很少有研究对这些年级的计算机进行调查。通过国家科学基金会STEM+C项目,我们正在开发和研究初级阶段综合CS和数学的学习进度。我们的研究考察了教师如何在数学中引入CS概念,以及在小学数学的背景下自然可以教授哪些计算概念和实践。我们还在研究这些新兴的进步如何与K-12计算机科学框架和计算机科学教师协会(CSTA)的新标准保持一致。未来的目标是开发一套连贯的学习过程,这些过程与数学主题(如几何、分数和算术数字故事)中的调试、排序、循环、条件和分解等领域相关。我们的研究为学习轨迹的发展奠定了基础,这将指导课程开发者和实践者了解如何在数学教学的背景下教K-5年级的学生计算。
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引用次数: 0
Bringing Real-Time Collaboration to Visual Programming (Abstract Only) 为可视化编程带来实时协作(仅抽象)
B. Broll, Á. Lédeczi
Visual programming environments have been effective educational resources but are typically limited to a single user at a time. Given the amount of collaboration in modern software development and the value of group projects for beginner programmers, providing collaboration capabilities could be invaluable for students using a block-based programming environment. Online collaboration support would not only allow students to more actively work together on projects but would also facilitate other educational activities such as tutoring and interactive demos. Moreover, providing robust collaboration utilities allows the programming environment to more closely reflect the team-based nature of large scale, real-world programming projects. Note that collaborative editing offers a number of additional benefits under the hood: the same underlying software code can easily provide detailed logging of student actions and the capability to replay them. That is, researchers will be able to study how students solve problems and not just the end result. To this end, we have extended the Snap! visual programming environment to support real-time collaboration similar to Google Docs. In our model of collaboration, sprites and scripts can be edited by multiple users simultaneously, but the execution of the programs on the stage remains local. But is this the best collaboration model for students? If not, what alternative model would be better? Should the entire programming environment be synchronized across collaborators? Would simple screen sharing be more effective? Finally, how can we leverage a real-time collaborative environment to promote teamwork on programming projects?
可视化编程环境一直是有效的教育资源,但通常一次仅限于单个用户。考虑到现代软件开发中协作的数量以及对初级程序员来说小组项目的价值,提供协作能力对于使用基于块的编程环境的学生来说是非常宝贵的。在线协作支持不仅可以让学生更积极地在项目上一起工作,还可以促进其他教育活动,如辅导和互动演示。此外,提供健壮的协作实用程序允许编程环境更紧密地反映大规模、真实的编程项目的基于团队的性质。请注意,协作编辑在底层提供了许多额外的好处:相同的底层软件代码可以很容易地提供学生行为的详细日志记录和回放功能。也就是说,研究人员将能够研究学生如何解决问题,而不仅仅是最终结果。为此,我们延长了Snap!可视化编程环境,支持类似于Google Docs的实时协作。在我们的协作模式中,精灵和脚本可以由多个用户同时编辑,但程序在舞台上的执行仍然是本地的。但这对学生来说是最好的合作模式吗?如果不是,那么什么替代模式会更好?是否应该跨协作者同步整个编程环境?简单的屏幕共享会更有效吗?最后,我们如何利用实时协作环境来促进编程项目中的团队合作?
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引用次数: 1
Evaluating the Effect of Using Physical Manipulatives to Foster Computational Thinking in Elementary School 评价小学生使用物理教具培养计算思维的效果
Ashish Aggarwal, Christina Gardner-Mccune, D. Touretzky
Researchers and educators have designed curricula and resources for introductory programming environments such as Scratch, App Inventor, and Kodu to foster computational thinking in K-12. This paper is an empirical study of the effectiveness and usefulness of tiles and flashcards developed for Microsoft Kodu Game Lab to support students in learning how to program and develop games. In particular, we investigated the impact of physical manipulatives on 3rd -- 5th grade students' ability to understand, recognize, construct, and use game programming design patterns. We found that the students who used physical manipulatives performed well in rule construction, whereas the students who engaged more with the rule editor of the programming environment had better mental simulation of the rules and understanding of the concepts.
研究人员和教育工作者已经为诸如Scratch、App Inventor和Kodu等入门编程环境设计了课程和资源,以培养K-12学生的计算思维。本文是对微软Kodu游戏实验室开发的贴片和抽认卡的有效性和有用性进行实证研究,以支持学生学习如何编程和开发游戏。特别是,我们调查了物理操作对3 - 5年级学生理解、识别、构建和使用游戏编程设计模式的能力的影响。我们发现,使用物理操作的学生在规则构建方面表现良好,而更多地使用编程环境中的规则编辑器的学生对规则的心理模拟和概念的理解更好。
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引用次数: 15
Distributed Programming with NetsBlox is a Snap! (Abstract Only) 使用NetsBlox进行分布式编程非常简单!(抽象)
B. Broll, Á. Lédeczi
NetsBlox is a new collaborative learning environment extending Snap! with a few carefully selected abstractions that enable students to create distributed applications. In today's interconnected world, it will become increasingly important to have a basic understanding of computer networking and distributed computation yet these topics are rarely covered in K-12 curricula. Conversely, NetsBlox makes distributed programming accessible to beginner programmers using its simple yet powerful visual programming primitives, an intuitive user interface and a sophisticated cloud-based infrastructure. Moreover, the tool enables students to work together on the same project from different computers similarly to how Google Docs operate. This feature enables online collaboration and facilitates new ways to teach and learn programming. By allowing students to create multi-player games, NetsBlox provides increased motivation and is likely to prove engaging to students. By providing access to online public domain data sources, such as weather, earthquake, and air pollution data, in a unified manner, students will be able to create interesting science projects in a number of STEM fields promoting interdisciplinary learning. This technology demonstration will introduce the environment and demonstrate its utility in creating multi-player games, such as Battleship and Tic Tac Toe, as well as highlight two client-server applications that display weather and historical earthquake data, respectively, on top of an interactive Google Maps background. Audience members will be asked to participate in a massively parallel volunteer computing application doing prime factorization of large numbers. The open source public domain NetsBlox environment is accessible at http://netsblox.org.
NetsBlox是一个新的协作学习环境,扩展了Snap!通过一些精心挑选的抽象,使学生能够创建分布式应用程序。在当今相互关联的世界中,对计算机网络和分布式计算有一个基本的了解将变得越来越重要,但这些主题在K-12课程中很少涉及。相反,NetsBlox通过其简单而强大的可视化编程原语、直观的用户界面和复杂的基于云的基础设施,使初级程序员可以访问分布式编程。此外,该工具使学生能够在不同的计算机上共同完成同一个项目,类似于谷歌文档的操作方式。该功能支持在线协作,并促进了教授和学习编程的新方法。通过允许学生创建多人游戏,NetsBlox提供了更多的动机,并可能证明学生的吸引力。通过提供对在线公共领域数据源的访问,如天气、地震和空气污染数据,以统一的方式,学生将能够在许多STEM领域创建有趣的科学项目,促进跨学科学习。该技术演示将介绍该环境,并演示其在创建多人游戏(如《Battleship》和《Tic Tac Toe》)中的实用性,同时突出两个客户机-服务器应用程序,分别在交互式Google Maps背景上显示天气和历史地震数据。观众将被要求参与一个大规模并行志愿计算应用程序,对大量数字进行质因数分解。开源的公共领域NetsBlox环境可以在http://netsblox.org上访问。
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引用次数: 8
Assessing Children's Understanding of the Work of Computer Scientists: The Draw-a-Computer-Scientist Test 评估儿童对计算机科学家工作的理解:画一个计算机科学家测试
A. Hansen, Hilary A. Dwyer, Ashley Iveland, Mia Talesfore, Lacy Wright, Danielle B. Harlow, Diana Franklin
We developed the Draw-A-Computer-Scientist-Test (DACST) to better understand elementary school students' conceptions of computer scientists and the nature of their work. By understanding how young children perceive computer scientists, we can broaden their ideas about the activities and images of computer scientists. We administered the DACST to 87 fourth-grade students (ages 8-9) as a pre- and post-assessment to a computer science curriculum. All students attended the same school and were taught by the same female teacher. Before the curriculum, we found that students most often drew male computer scientists working alone, and featured actions that were connected to technology in general (e.g., typing, printing), but not specific to computer science. After the curriculum, more female students drew female computer scientists than before, and the featured actions were more specific to computer science (e.g., programming a game). We also share insights about the classroom-learning environment that may have contributed to changes in students' understanding of computer scientists and their work.
为了更好地了解小学生对计算机科学家的概念和他们工作的性质,我们开发了绘图计算机科学家测试(DACST)。通过了解幼儿如何看待计算机科学家,我们可以拓宽他们对计算机科学家的活动和形象的看法。我们对87名四年级学生(8-9岁)进行了DACST测试,作为对计算机科学课程的前后评估。所有的学生都在同一所学校,由同一位女老师授课。在开设这门课程之前,我们发现学生们最常画的是独自工作的男性计算机科学家,他们的活动通常与技术有关(例如,打字、打印),而不是专门针对计算机科学。课程结束后,更多的女学生画出了女性计算机科学家,特色动作也更加针对计算机科学(如编程游戏)。我们还分享了关于课堂学习环境的见解,这可能有助于改变学生对计算机科学家及其工作的理解。
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引用次数: 39
期刊
Proceedings of the 2017 ACM SIGCSE Technical Symposium on Computer Science Education
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