scholarly journals Helping to realize “computer science for all”: Student outcomes of self-pacing in introductory programming courses

Author(s):  
Jaime Lester

Sparked by a series of national campaigns to increase interest in computer science, computer science departments are inundated with students who are interested in learning how to program. Despite the interest, introductory computer science course have relatively low completion rates (approximately 55% at Mason) and high rates of academic integrity violations. In response to this environment, the Computer Science department at Mason received an external grant to redesign their introductory programming courses to a self-paced, flipped format. Implementation began in Fall 2015 with a quasi-experimental methodology that tracks students from an experimental course and a control group (those who took more traditional introductory CS courses) over the course of the semester. Data collected includes grades on assignments, self-report surveys, and classroom observations.  The purpose of this study is to examine the impact of a self-paced, flipped curricular design in an introductory experiential computer science course on the immediate (in course) completion.   In this short lightning talk, we will present data from student surveys and classroom observations identifying any difference across the control and experimental groups. Preliminary results identify a significant increase in student completion upwards of a 20% difference across the groups. In addition to increasing knowledge of the impact of self-paced courses on student retention and success in computer science, we offer an alternative method to collect data on classroom observations via the Real-time Observation Classroom Application (ROCA). ROCA allows for efficient data collection and comparison of specific pedagogies to student engagement measures.  

2022 ◽  
Vol 22 (2) ◽  
pp. 1-26
Author(s):  
Sadia Sharmin

Computer science is a fast-growing field in today’s digitized age, and working in this industry often requires creativity and innovative thought. An issue within computer science education, however, is that large introductory programming courses often involve little opportunity for creative thinking within coursework. The undergraduate introductory programming course (CS1) is notorious for its poor student performance and retention rates across multiple institutions. Integrating opportunities for creative thinking may help combat this issue by adding a personal touch to course content, which could allow beginner CS students to better relate to the abstract world of programming. Research on the role of creativity in computer science education (CSE) is an interesting area with a lot of room for exploration due to the complexity of the phenomenon of creativity as well as the CSE research field being fairly new compared to some other education fields where this topic has been more closely explored. To contribute to this area of research, this article provides a literature review exploring the concept of creativity as relevant to computer science education and CS1 in particular. Based on the review of the literature, we conclude creativity is an essential component to computer science, and the type of creativity that computer science requires is in fact, a teachable skill through the use of various tools and strategies. These strategies include the integration of open-ended assignments, large collaborative projects, learning by teaching, multimedia projects, small creative computational exercises, game development projects, digitally produced art, robotics, digital story-telling, music manipulation, and project-based learning. Research on each of these strategies and their effects on student experiences within CS1 is discussed in this review. Last, six main components of creativity-enhancing activities are identified based on the studies about incorporating creativity into CS1. These components are as follows: Collaboration, Relevance, Autonomy, Ownership, Hands-On Learning, and Visual Feedback. The purpose of this article is to contribute to computer science educators’ understanding of how creativity is best understood in the context of computer science education and explore practical applications of creativity theory in CS1 classrooms. This is an important collection of information for restructuring aspects of future introductory programming courses in creative, innovative ways that benefit student learning.


Author(s):  
Yin Yin Khoo ◽  
Robert Fitzgerald

This study examines the impact of using cartoons shared through mobile devices to promote awareness and to aid in the development of financial literacy among Economics students in Malaysia. The study also investigates the use of these ‘mobile cartoons' to develop students' communication skills. The study involved a quasi-experimental methodology investigating the learning outcomes of 91 undergraduate students. Data was acquired through surveys and interviews. The results showed a higher mean for the experimental group (Mobile Learning Collaborative) than the control group (Conventional Collaborative). Future research may focus on the improvement in the design of the intervention with a particular focus on expanding the range of cartoon characters.


Author(s):  
Anabela de Jesus Gomes ◽  
António José Mendes ◽  
Maria José Marcelino

This chapter aims to present and summarize a variety of research areas that directly or indirectly have influenced Computer Science Education Research, particularly associated to the teaching and learning of programming. It is known that many students encounter a lot of difficulties in introductory programming courses. Possible reasons for these difficulties are discussed and some existing proposals in the literature are presented. Based on this discussion, the chapter also includes a description of work done at the University of Coimbra, trying to define more adequate pedagogical strategies for introductory programming courses. The results obtained and their implementation in a common undergraduate course are presented and discussed. The authors conclude that this new strategy makes learning more stimulating for the students, minimizes dropout intentions, and makes the students learn more and better. The chapter ends with suggestions of future research opportunities within the topic of teaching and learning of programming.


2017 ◽  
Vol 9 (4) ◽  
pp. 49-64
Author(s):  
Yin Yin Khoo ◽  
Robert Fitzgerald

This study examines the impact of using cartoons shared through mobile devices to promote awareness and to aid in the development of financial literacy among Economics students in Malaysia. The study also investigates the use of these ‘mobile cartoons' to develop students' communication skills. The study involved a quasi-experimental methodology investigating the learning outcomes of 91 undergraduate students. Data was acquired through surveys and interviews. The results showed a higher mean for the experimental group (Mobile Learning Collaborative) than the control group (Conventional Collaborative). Future research may focus on the improvement in the design of the intervention with a particular focus on expanding the range of cartoon characters.


Author(s):  
Karla Lobos Peña ◽  
Claudio Bustos ◽  
Alejandro Díaz

Introduction. Current research based on observational design studies characterized the teaching practices that stimulate the development of academic self-concept, but there is a need for experimental and quasi-experimental studies to validate those findings. The present research evaluate the impact of a teacher training program based on academic self-concept stimulation strategies on academic self-concept, attendance and grades of their students. Method. 36 teachers of primary level and 819 students from public schools of the Province of Concepción, Chile, participated. A quasi-experimental design with pre and post measures was applied. Information was collected through self-report and information available on official records. Results. After the intervention, teachers in the experimental group have greater capacity to stimulate the self-concept of their students, D(1, 41700.91)=17.09, p < 0.001, encouring self-concept related to capacity, work procedures and class participation. Also, the students on experimental group have a greater perception about their capacity to participate in classes after the intervention, dependent on the pre-test perceived capacity, D(1, 983-22)=6.10, p=0.014,  and higher attendance rates, D(1, 691.34)=82.50, p<0.001, than control group. Discussions and conclusions. The teacher training program is effective to improve the teaching strategies of stimulating the academic self-concept, the perception of competence to participate in classes of the students and to increase the levels of attendance.


Author(s):  
Ruey S. Shieh ◽  
Wheijen Chang ◽  
Eric Zhi-Feng Liu

<span>This study explored the impact of </span><em>Technology Enabled Active Learning</em><span> (TEAL) on students learning general physics, focusing on differences between genders and among various achievement levels. A quasi-experimental investigation was conducted on two semesters of courses offered in 2008. Data sources consisted of pre-tests, post-tests, self-report surveys, class observations, and interview data. The test results indicate that the learning gain achieved by the experimental group was 11% higher than that achieved by the control group in the first semester, though the margin decreased to 1% in the second semester. In the situation of the low achievement level, there was no difference found in the learning gain achieved by the two groups in the second semester. The qualitative data revealed that student academic performances were disclosed to be associated with the following factors: the instructors' teaching styles and instructional skills, the students' prior knowledge, their study habits, and the cohort atmosphere. That is, implementation of the innovative tool alone might not be sufficient to significantly improve student performance. Nonetheless, the interactive, collaborative instructional approach seemed to appeal to females more than it did to males, disclosing the potential of TEAL in narrowing the learning gap between genders.</span>


2012 ◽  
Vol 15 (1) ◽  
Author(s):  
Maria A. S. Brito ◽  
João L. Rossi ◽  
Simone R. S. de Souza ◽  
Rosana T. V. Braga

Previous work has demonstrated that the use of software testing concepts for teaching introductory programming courses may be a good practice for the students. Indeed, these courses provide limited opportunities for the teacher regarding dynamic activities that could help students in the learning process. This paper describes an approach in which test sets are reused in the context of teaching introductory programming courses, as an alternative to increase the quality of the programs generated by students. An experimental study was carried out to investigate the impact of reusing test cases during the programming learning. The objective is to evaluate if the use of test cases might improve the quality of programs implemented by the students. Sixty undergraduate students participated in the experiment, implementing programs in the domain of vectors. A set of reference programs was used to generate test cases, based on functional testing, to be reused by the students to test their programs. Considering a range of 1 − 10, the programs’ quality increased from 5.3 to 7.4 using this approach. The results provide evidences that the reuse of test cases during introductory programming courses may help to increase the quality of the programs generated by students, motivating them to apply software testing during the development of the programs.


Author(s):  
Muhammad Shumail Naveed

Computer programming is the heart of computer science and C++ and Java are the most popular and widely used languages. The performance of C++ and Java programming languages has been benchmarked using robotics, numerical, genetic and evolutionary algorithms, but not using introductory programming algorithms. This article examined C++ and Java by analysing the implementation of novice algorithms of introductory programming courses by evaluating the difficulty, effort, time and delivered bugs of programs with Halstead software metrics. The study identified that Java is more difficult than C++ in the implementation of selected algorithms. Similarly, the efforts required to translate the novice algorithms in Java are higher than C++. The time involved in translating selected algorithms in C++ is lower than Java. Similarly, the number of delivered bugs in C++ is lower than Java. The study suggests that C++ is more suitable than Java for the implementation of introductory programming algorithms and reasonably more suitable for introductory programming courses. The study emboldens the programming linguists to do further analyses in contemplating other programming languages with Halstead software metrics and other kinds of algorithms.


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