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Curricular Guidance for Associate-Degree Transfer Programs in Computer Science with Contemporary Cybersecurity Concepts (Abstract Only) 具有当代网络安全概念的计算机科学副学士转学课程指南(仅摘要)
Cara Tang, Cindy S. Tucker, Elizabeth K. Hawthorne, C. Servin, Teresa Moore
In 2015, under the auspices of the ACM Education Board the Committee for Computing Education in Community Colleges (CCECC) began an effort to update the ACM Computing Curricula 2009: Guidelines for Associate-Degree Transfer Curriculum in Computer Science with inclusion of contemporary cybersecurity concepts. To this end, the CCECC established a task force of community college educators to review the ACM/IEEE Computer Science Curricula 2013 (CS2013) and identify foundational material in CS2013 that is appropriate for the first two years of a computer science education. To further inform the guidance, the CCECC administered surveys to a global audience of computer science educators to solicit input related to CS2013 knowledge areas (KAs) and knowledge units (KUs) and on cybersecurity topics, which are appropriate for associate-degree computer science transfer programs. The guidance has been through two rounds of public review and comment
2015年,在ACM教育委员会的主持下,社区学院计算教育委员会(CCECC)开始努力更新《ACM计算课程2009:计算机科学副学士学位转学课程指南》,将当代网络安全概念纳入其中。为此,CCECC成立了一个由社区学院教育工作者组成的工作组,审查ACM/IEEE计算机科学课程2013 (CS2013),并在CS2013中确定适合计算机科学教育头两年的基础材料。为了进一步为指南提供信息,CCECC对全球计算机科学教育工作者进行了调查,以征求与CS2013知识领域(ka)和知识单元(ku)以及网络安全主题相关的意见,这些内容适用于副学士计算机科学转学课程。该指导意见已经过两轮公开审查和评论
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引用次数: 1
A Curriculum Model Featuring Oral Communication Instruction and Practice 以口语交际教学与实践为特色的课程模式
Karen Anewalt, Jennifer A. Polack
Good oral communication skills are essential for success in the workplace. Burge [3] recently highlighted the need to create a curriculum-wide program emphasizing communication skills. We have implemented a curriculum that provides communication skills instruction and practice at each level of the computer science major. Here we present a description of the coursework emphasizing formal presentation and small group communication skills. We also share findings from a survey of alumni showing their perception of communication preparation. Even in our program that provides significant opportunities for communication skill development, the majority of alumni felt that additional instruction should be integrated into the major curriculum.
良好的口头沟通能力是职场成功的关键。Burge[3]最近强调有必要在整个课程范围内建立一个强调沟通技巧的项目。我们已经实施了一个课程,在计算机科学专业的每个级别提供沟通技巧的指导和实践。在此,我们将介绍强调正式陈述和小组沟通技巧的课程。我们还分享了一项校友调查的结果,显示了他们对沟通准备的看法。即使在我们的项目中,为沟通技巧的发展提供了重要的机会,大多数校友认为,额外的指导应该融入到专业课程中。
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引用次数: 8
Recursive Convergence 递归收敛
Amy MacDonough
Ideally, we would always be able to write clear, concise programs and have them run quickly. One major impediment is the redundancy which can occur in direct recursive solutions. In some cases, this means writing a loop even if the programmer is more comfortable thinking in terms of recursion. In other cases the impact on code is even more dramatic, and in these cases most programmers choose to sacrifice clarity in exchange for improved asymptotic complexity. There exist program transformation techniques that would allow us to write idiomatic recursive programs without losing efficiency. One such transformation is the "tupling" transformation, which can and has been implemented as an automatic compiler optimization. This transformation is, however, only applicable to a narrow class of problems. We are exploring related transformations, such as tabulation, which can helpfully be applied to a wider class of recursive programs, and attempting to answer the question of when these transformation techniques are most useful to programmers aiming to balance program clarity with performance.
理想情况下,我们总是能够写出清晰、简洁的程序,并让它们快速运行。一个主要的障碍是在直接递归解决方案中可能出现的冗余。在某些情况下,这意味着即使程序员更习惯于用递归的方式思考,也要编写一个循环。在其他情况下,对代码的影响甚至更大,在这些情况下,大多数程序员选择牺牲清晰度来换取改进的渐近复杂性。现有的程序转换技术允许我们在不损失效率的情况下编写惯用的递归程序。一种这样的转换是“元组”转换,它可以并且已经被实现为自动编译器优化。然而,这种转换只适用于一小部分问题。我们正在探索相关的转换,例如表格,它可以帮助应用于更广泛的递归程序,并试图回答这些转换技术何时对旨在平衡程序清晰度和性能的程序员最有用的问题。
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引用次数: 0
Arts Coding for Social Good: A Pilot Project for Middle-School Outreach 艺术编码社会公益:中学外展试点项目
Anita DeWitt, Julia Fay, Madeleine Goldman, E. Nicolson, Linda Oyolu, Lukas Resch, Jovan Martinez Saldaña, Soulideth Sounalath, Tyler Williams, Kathryn Yetter, Elizabeth Zak, N. Brown, Samuel A. Rebelsky
Computer science, particularly in the United States, continues to suffer from underrepresentation by women and students of color. Increasingly, evidence suggests that we need to approach student perceptions of computer science and self perceptions of "who does computer science" before college, at ages in which students have not yet formed difficult-to-change viewpoints. In an effort to address underrepresented groups in computing, as well as to change common, stereotypical perceptions of what a computer scientist is, we ran a pilot summer camp that drew students from our local community and sought to increase their self-efficacy and change the way they conceptualized Computer Science. In designing the course, we leveraged approaches that have shown success at the college level - particularly Computing for Social Good and Media Computation - to introduce students to important concepts. The camp was structured as a week-long, full-day camp in one of the Computer Science department's computer-equipped classrooms, We taught programming in Processing to 28 rising 5th-9th grade students, focusing on artistic aspects and real-world inspiration. In this paper, we report on the project (both successes and failures) and the effects the project had on students' self-efficacy and attitudes towards computer science. We also provide some recommendations for others planning to offer similar camps.
计算机科学,特别是在美国,继续遭受女性和有色人种学生代表性不足的困扰。越来越多的证据表明,我们需要在学生尚未形成难以改变的观点的年龄,接近学生对计算机科学的看法和“谁从事计算机科学”的自我看法。为了解决计算机领域代表性不足的群体,以及改变对计算机科学家的普遍刻板印象,我们举办了一个试点夏令营,吸引了当地社区的学生,试图提高他们的自我效能感,并改变他们对计算机科学的概念。在设计课程时,我们利用了在大学水平上取得成功的方法——特别是社会公益计算和媒体计算——向学生介绍重要的概念。夏令营在计算机科学系的一间配备了计算机的教室里进行,为期一周,全天。我们向28名5 -9年级的学生教授处理编程,重点是艺术方面和现实世界的灵感。在本文中,我们报告了该项目(包括成功和失败)以及该项目对学生自我效能感和对计算机科学态度的影响。我们也为其他计划提供类似营地的人提供一些建议。
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引用次数: 10
From Professional Development to the Classroom: Findings from CS K-12 Teachers 从专业发展到课堂:来自CS K-12教师的发现
L. Pollock, C. Mouza, Amanda Czik, Alexis Little, Debra J. Coffey, Joan Buttram
The CS for All initiative places increased emphasis on the need to prepare K-12 teachers of computer science (CS). Professional development (PD) programs continue to be an essential mechanism for preparing in-service teachers who have little formal background in CS content, skills, and teaching pedagogy. While increased investment by federal agencies and the industry has raised the number of CS PD opportunities for K-12 teachers, there has been limited study of how teachers apply what they learn back in their classroom. This paper describes an in-depth qualitative study through interviews of 28 elementary, middle and high school teachers who participated in summer PD in preparation of teaching a full CS course or integrate CS modules into existing courses (e.g., science, engineering, business, technology, etc). The interview protocol focused on educators' involvement in the PD, specific skills and strategies they learned, whether and how they have been able to apply these new skills in the classroom, what facilitated or impeded this application, and how students have responded.
全民计算机科学计划更加强调培养K-12计算机科学教师的必要性。专业发展(PD)项目仍然是培养在职教师的基本机制,这些教师在计算机科学内容、技能和教学方法方面没有正式的背景。虽然联邦机构和行业的投资增加了K-12教师的CS PD机会,但关于教师如何将他们学到的知识应用到课堂上的研究却很有限。本文通过对28名参加暑期PD的小学、初中和高中教师进行深入的定性研究,这些教师是为了准备教授完整的CS课程或将CS模块整合到现有课程(如科学、工程、商业、技术等)中。访谈的重点是教育工作者对PD的参与,他们所学到的具体技能和策略,他们是否以及如何能够在课堂上应用这些新技能,促进或阻碍这种应用的因素,以及学生的反应。
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引用次数: 19
Creativity in Authentic STEAM Education with EarSketch EarSketch在真实STEAM教育中的创造力
Shelly Engelman, Brian Magerko, Tom McKlin, M. Miller, Doug Edwards, Jason Freeman
STEAM education is a method for driving student engagement in STEM topics through personal expression, creativity and aesthetics. EarSketch, a collaborative and authentic learning tool which introduces students to programming through music remixing, has previously been shown to enhance student engagement and intent to persist in computing. The goal of EarSketch is to broaden participation in computing through a thickly authentic learning environment that has personal and real world relevance in both computational and music domains. This mixed methods study extends previous work by 1) using a newly- developed instrument to assess creativity and 2) testing a theory of change model that provides an explanatory framework for increasing student engagement in STEAM. The results suggest that students who used EarSketch express statistically significant gains in computing attitudes and creativity. Furthermore, a series of multiple regression analyses found that a creative learning environment, fueled by a meaningful and personally relevant EarSketch curriculum, drives improvements in students' attitudes and intent to persist in computing. This work makes a significant contribution to computer science education by establishing the effectiveness of an authentic STEAM curriculum and advancing our knowledge of the underlying mechanisms driving students' motivations to persist in STEM disciplines.
STEAM教育是一种通过个人表达、创造力和美学来推动学生参与STEM主题的方法。EarSketch是一个协作的、真实的学习工具,它通过音乐混音向学生介绍编程,之前已经被证明可以提高学生的参与度和坚持计算的意图。EarSketch的目标是通过一个在计算和音乐领域具有个人和现实世界相关性的厚实真实的学习环境来扩大对计算的参与。这项混合方法的研究扩展了之前的工作:1)使用一种新开发的工具来评估创造力;2)测试一个变化理论模型,该模型为提高学生在STEAM中的参与度提供了一个解释框架。结果表明,使用EarSketch的学生在计算机态度和创造力方面表现出统计上显著的进步。此外,一系列的多元回归分析发现,一个创造性的学习环境,由一个有意义的和个人相关的EarSketch课程推动,推动学生的态度和意图的改善,坚持使用计算机。这项工作通过建立真正的STEAM课程的有效性,并提高我们对驱动学生坚持STEM学科动机的潜在机制的认识,为计算机科学教育做出了重大贡献。
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引用次数: 38
Fulfilling Papert's Dream: Computational Fluency for All 实现纸的梦想:所有人的计算流畅性
M. Resnick
Fifty years ago, Seymour Papert and colleagues developed Logo as the first programming language for children. Today, millions of children are participating in learn-to-code initiatives, but Papert's dream remains unfulfilled. Papert (who passed away last summer) saw programming not as a set of technical skills but as a new form of fluency - a new way for all children to explore, experiment, and express themselves. In this presentation, I will examine strategies for fulfilling Papert's dream. Drawing on examples from our Scratch online coding community, I will discuss how we can design programming environments and activities to help all children, from all backgrounds, to develop their thinking, develop their voices, and develop their identities.
50年前,Seymour Papert和他的同事开发了Logo,作为第一种面向儿童的编程语言。今天,数以百万计的儿童正在参与学习编程计划,但Papert的梦想仍然没有实现。Papert(去年夏天去世了)认为编程不是一套技术技能,而是一种新的流畅形式——一种所有孩子探索、实验和表达自己的新方式。在这次演讲中,我将研究实现Papert梦想的策略。从我们的Scratch在线编码社区的例子中,我将讨论我们如何设计编程环境和活动来帮助所有来自不同背景的孩子,发展他们的思维,发展他们的声音,并发展他们的身份。
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引用次数: 4
GP: A General Purpose Blocks-Based Language (Abstract Only) GP:一种通用的基于块的语言(仅抽象)
John H. Maloney, M. Nagle, Jens Mönig
The first programming language for most children worldwide today is a blocks-based language like Scratch or Snap. GP is a blocks-based programming language designed to be a follow-on. GP aims to be a general purpose language, like Python or Ruby, in which students can create more complex programs or create standalone applications. GP includes a mechanism for creating modules for others to re-use and a wide variety of primitives, including tools for manipulating CVS and JSON data, using serial port and network connections, and manipulating pixels in pictures or samples in sounds. The language could be used in computer science classes beyond introductory computer science. GP explores the questions: "How far can we go with a blocks-based programming language? Do we have to move students to a textual programming language to explore advanced computational ideas and applications?" In this laptop required workshop, participants will try out GP. They will explore sample projects and create their own projects that push on advanced features of GP such as using multiple classes and instances, creating sets of blocks that can be shared as extension modules, using cloud data, or manipulating images and sounds. GP will be released (free and open source) in Summer 2017, so our goal is to find early adopters who are interested in trying GP and developing examples for others.
当今世界上大多数孩子的第一门编程语言是基于块的语言,比如Scratch或Snap。GP是一种基于块的编程语言。GP的目标是成为一种通用语言,像Python或Ruby,学生可以用它创建更复杂的程序或创建独立的应用程序。GP包括一种机制,用于创建供其他人重用的模块,以及各种各样的原语,包括操作CVS和JSON数据的工具,使用串行端口和网络连接,以及操作图片中的像素或声音中的样本。这种语言可以在计算机科学入门以外的计算机科学课程中使用。GP探讨了以下问题:“基于块的编程语言我们能走多远?我们是否必须让学生学习文本编程语言来探索先进的计算思想和应用?”在这个需要笔记本电脑的研讨会上,参与者将试用GP。他们将探索样本项目,并创建自己的项目,推动GP的高级功能,如使用多个类和实例,创建可以作为扩展模块共享的块集,使用云数据,或操纵图像和声音。GP将在2017年夏天发布(免费和开源),所以我们的目标是找到对尝试GP感兴趣的早期采用者,并为其他人开发示例。
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引用次数: 3
Computer Science Curricular Guidelines for Associate-Degree Transfer Programs (Abstract Only) 计算机科学副学士学位转学课程指南(仅摘要)
Elizabeth K. Hawthorne, Cara Tang, Cindy S. Tucker, C. Servin
The ACM Committee for Computing Education in Community Colleges (CCECC) is updating the ACM curricular guidance for two-year transfer programs in computer science based on CS2013 with cybersecurity learning outcomes infused throughout. This BOF will provide a platform for two-year and four-year computer science faculty and academic administrators to discuss the newly revised associate-degree transfer guidance. The core task group writing the guidance consists of twelve community college faculty across the United States, led by the ACM CCECC and three task group leaders. The guidance has been informed by input from both two- and four-year educators in two rounds of public review and comment; a BOF, special session, and affiliated workshop at the prior two SIGCSE conferences; and international input at ITiCSE 2016. By SIGCSE 2017 the guidance will be in near-final form. The session will include an overview of the guidance, its relationship to CS2013, and infused cybersecurity. Discussion will center on implementing the guidance in two-year programs, gathering program exemplars, and facilitating transfer with four-year university partners.
ACM社区学院计算教育委员会(CCECC)正在更新ACM基于CS2013的两年制计算机科学转学课程指南,其中贯穿了网络安全学习成果。该BOF将为两年制和四年制计算机科学教师和学术管理人员提供一个平台,讨论新修订的副学士学位转学指导。撰写指南的核心任务小组由美国12名社区学院教师组成,由ACM CCECC和3名任务小组组长领导。该指南是根据两年制和四年制教育工作者在两轮公众审查和评论中提出的意见制定的;在前两次SIGCSE会议上举行BOF、特别会议和附属研讨会;以及ITiCSE 2016的国际投入。到2017年SIGCSE,该指南将接近最终形式。会议将包括指南的概述,它与CS2013的关系,以及注入的网络安全。讨论的重点是在两年制课程中实施指导,收集课程范例,以及促进与四年制大学合作伙伴的转学。
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引用次数: 1
Curriculum Design for 'Explorations in Computing' (a New General Education Course at USC) (Abstract Only) “计算机探索”(USC新通识课程)课程设计(仅摘要)
Saty Raghavachary
Starting Fall 2016, the CS department at USC has begun offering CS100: Explorations in Computing, a brand new General Education (GE) course. The course is only open to non-CS majors (since our CS students go through a CS-specific introductory track that encompasses the CS100 material). The class has 24 students, from a variety of disciplines such as Communications, Business Administration and Theatrical Arts. The course presents a broad overview of computational/algorithmic problem-solving techniques that form the basis of today's digital society. It provides students, a strong foundation for understanding how everyday activities such as web searching, communicating via social media, playing games, booking a ride, etc., work "behind the scenes". The course's intent is to promote computational thinking, as put forth by Jeannette Wing and others. In designing the course, the following aspects were kept in mind: the course is formulated as a GE, for a non-CS audience - so it cannot be heavy on coding; the topics need to involve some form of computational/algorithmic approach; the topics need to have a connection with things that students do with their digital devices (eg. play games, send instant messages, order things..); the topics have to grab the students' attention (keeping in mind that they grew up with tablets, the Web, animated movies and videogames). To that end, the topics are grouped under the following headings: Media Computing, Recreational Math, Algorithmic Art, Social Media and Data.
从2016年秋季开始,南加州大学计算机系开始提供CS100:计算机探索,这是一门全新的通识教育(GE)课程。这门课程只对非计算机科学专业的学生开放(因为我们的计算机科学专业的学生要通过包含CS100材料的特定计算机科学入门课程)。这个班有24名学生,他们来自不同的学科,比如传播学、工商管理和戏剧艺术。本课程介绍了构成当今数字社会基础的计算/算法解决问题技术的广泛概述。它为学生提供了一个坚实的基础,让他们了解诸如网络搜索、通过社交媒体交流、玩游戏、预订乘车等日常活动是如何在“幕后”运作的。这门课程的目的是促进计算思维,就像Jeannette Wing和其他人提出的那样。在设计这门课程时,我们考虑了以下几个方面:这门课程是为非计算机科学观众设计的通用电气课程,所以它不会对编码有太多的要求;主题需要涉及某种形式的计算/算法方法;主题需要与学生使用他们的数字设备所做的事情有关。玩游戏、发即时消息、订购东西……);这些话题必须能吸引学生的注意力(记住,他们是伴随着平板电脑、网络、动画电影和电子游戏长大的)。为此,这些主题分为以下几个标题:媒体计算、娱乐数学、算法艺术、社交媒体和数据。
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引用次数: 0
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Proceedings of the 2017 ACM SIGCSE Technical Symposium on Computer Science Education
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