Open-Ended Exercises in CS1: The Impact on Female, Non-Major and Inexperienced Computer Science Students

Author(s):  
Sadia Sharmin
2017 ◽  
Vol 7 (3) ◽  
pp. 63-73 ◽  
Author(s):  
Simon Grey ◽  
David Grey ◽  
Neil Gordon ◽  
Jon Purdy

This paper offers an approach to designing game-based learning experiences inspired by the Mechanics-Dynamics-Aesthetics (MDA) model (Hunicke et al., 2004) and the elemental tetrad model (Schell, 2008) for game design. A case for game based learning as an active and social learning experience is presented including arguments from both teachers and game designers concerning the value of games as learning tools. The MDA model is introduced with a classic game- based example and a non-game based observation of human behaviour demonstrating a negative effect of extrinsic motivators (Pink, 2011) and the need to closely align or embed learning outcomes into game mechanics in order to deliver an effective learning experience. The MDA model will then be applied to create a game based learning experience with the goal of teaching some of the aspects of using source code control to groups of Computer Science students. First, clear aims in terms of learning outcomes for the game are set out. Following the learning outcomes, the iterative design process is explained with careful consideration and reflection on the impact of specific design decisions on the potential learning experience. The reasons those decisions have been made and where there may be conflict between mechanics contributing to learning and mechanics for reasons of gameplay are also discussed. The paper will conclude with an evaluation of results from a trial of computer science students and staff, and the perceived effectiveness of the game at delivering specific learning outcomes, and the approach for game design will be assessed.


Electronics ◽  
2021 ◽  
Vol 10 (14) ◽  
pp. 1728
Author(s):  
Carmen Lacave ◽  
Ana Isabel Molina

Collaborative learning activities have become a common practice in current university studies due to the implantation of the EHEA. However, the COVID-19 pandemic has led to a radical and abrupt change in the teaching–learning model used in most universities, and in the way students’ group work is carried out. Given this new situation, our interest is focused on discovering how computer science students have approached group programming tasks. For this purpose, we have designed a cross-sectional pilot study to explore, from both social and technological points of view, how students carried out their group programming activities during the shutdown of universities, how they are doing them now, when social distance must be maintained, and what they have missed in both situations. The results of the study indicate that during the imposed confinement, the students adopted a programming model based on work division or distributed peer programming, and very few made use of synchronous distributed collaboration tools. After the lockdown, the students mostly opted for a model based on collaborative programming and there was an increased use of synchronous distributed collaboration tools. The specific communication, synchronization, and coordination functionalities they considered most useful or necessary were also analyzed. Among the desirable features included in a software for synchronous distributed programming, the students considered that having an audio-channel can be very useful and, possibly, the most agile method to communicate. The video signal is not considered as very necessary, being in many cases rather a source of distraction, while textual communication through a chat, to which they are very accustomed, is also well valued. In addition, version control and the possibility of recovering previous states of the practical projects were highly appreciated by the students, and they considered it necessary to record the individual contributions of each member of the team to the result.


2018 ◽  
Vol 8 (1) ◽  
pp. 16
Author(s):  
Marek Milosz ◽  
Elzbieta Milosz

Due to the rapid development of Information Technology in the EU and throughout the world, there is a lack of Computer Science specialists. This lack deepens due to the inability to educate an adequate number of graduates by universities. This phenomenon causes students of computer science to be sought and employed by companies. This may have a negative impact on the academic achievements of these students. The paper presents the results of questionnaire surveys of Computer Science students at all levels and years of study. The study was conducted over two consecutive years. The article presents the research methodology and comparative analysis of their results. On this basis, a deeper analysis of the data contained in the questionnaires was made to verify the reality of students' perceptions about the impact of their employment on their academic achievements. The self-assessment of the impact of employment on the study process by freshmen and other students was also compared.


2021 ◽  
Vol 1 (13) ◽  
pp. 102-112
Author(s):  
Volodymyr Hrytsyk ◽  
Mariia Nazarkevych

Today, in the era of the Covid’19 pandemic, people need to plan their future taking into account the specifics of new relationships - the new specifics of communications, work organization, and so on. Each industry has both common problems and its own specifics. This paper examines the specifics of the education sector (higher education in Ukraine) in the field of information technology. In particular, the influence of distance learning on job search and possible change of priorities that may have arisen during distance learning and distance communication with classmates is studied. The research is based on a survey of 3rd year computer science students at NU LP. The survey contains 15 questions, grouped into three subgroups: subjective feeling of the learning process, subjective feeling of choosing a profession, subjective feeling of Internet security. The survey was conducted in the target group of the most active part of society. The answers in the study group show the level of student satisfaction with the learning process and confidence in the quality of learning. Answers in the group: employment indicates the level of how the market sees the prospects of studying in the specialty of computer science. Answers in the group cyber security The attitude of young people (computer science students) to the provision of cyber communication at the state level. No research has been conducted on the provision of the Internet at the university level. The results of the work are visualized and presented both in graphs and in absolute and relative values. The study can assess the level of resilience of computer science specialties to the problems caused by the pandemic, including distance learning and distance work in IT firms. To enhance the results, the dynamics of recruitment of applicants over several years was analyzed. In the report for 2021, we see that the number of freshmen has increased in ICNI, this year received 1,130 students. 100% of the surveyed students who worked during the pandemic in the private IT sector of information technology worked remotely and received a full salary, which also shows the resistance of the specialty to the challenges of the pandemic (this mode reduces risks and the spread of risks).


2018 ◽  
Vol 12 ◽  
pp. 25-41
Author(s):  
Matthew C. FONTAINE

Among the most interesting problems in competitive programming involve maximum flows. However, efficient algorithms for solving these problems are often difficult for students to understand at an intuitive level. One reason for this difficulty may be a lack of suitable metaphors relating these algorithms to concepts that the students already understand. This paper introduces a novel maximum flow algorithm, Tidal Flow, that is designed to be intuitive to undergraduate andpre-university computer science students.


2018 ◽  
Vol 15 (1) ◽  
pp. 40
Author(s):  
PARASKEVOPOULOU-KOLLIA EFROSYNI-ALKISTI ◽  
SOURSOU GEORGIA ◽  
ZOGOPOULOS BILL ◽  
OREOPOULOU EVANGELIA ◽  
KONTOU PANAGIOTA ◽  
...  

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