The application of continuous practices in higher computer science education - A systematic literature review

Author(s):  
Florian Huber ◽  
Georg Hagel
Author(s):  
Nico Willert ◽  

For the past decade, video game- and gamification-elements get used in different fields of research. However, a contextualized usage of these elements is still underrepresented in the current research. For that reason, this research tries to identify contextualized game-elements in e-learning environments for computer science education. A systematic literature review examines the current overlap of feedback in computer science education by the use of game-elements. The relevant papers were identified by a combination of search-terms and analyzed according to a defined scope, that focuses on formative and summative feedback. In a nutshell, the majority of provided feedback in computer science education, that is not just given by an instructor, is often implemented by automated code tests. These are supported through techniques to monitor the performance of the student and their progress towards the set goal. Game- or gamification-elements do play a subordinate role, when providing feedback and are often just to enhance the monitoring process.


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):  
Lucia Happe ◽  
Barbora Buhnova ◽  
Anne Koziolek ◽  
Ingo Wagner

AbstractThe interest of girls in computing drops early during primary and secondary education, with minimal recovery in later education stages. In combination with the growing shortage of qualified computer science personnel, this is becoming a major issue, and also a target of numerous studies that examine measures, interventions, and strategies to boost girls’ commitment to computing. Yet, the results of existing studies are difficult to navigate, and hence are being very rarely employed in classrooms. In this paper, we summarize the existing body of knowledge on the effective interventions to recruit and retain girls in computer science education, intending to equip educators with a comprehensive and easy-to-navigate map of interventions recommended in the existing literature. To this end, we perform an aggregated umbrella literature review of 11 existing reviews on the topic, together accumulating joined knowledge from over 800 publications, and formulate the findings in a map of 22 concrete interventions structured in six groups according to their phase and purpose.


Author(s):  
Yin Zhang

Real-life software development requires practical developers. This chapter discusses the challenges put by real-life software development on computer science education of modern universities, and how to face these challenges by changing traditional teaching and learning to a PBL-based approach. Based on a literature review on PBL theories, methods and tools, and observations made in classrooms and group rooms at Aalborg University, this chapter discusses possible aspects to consider when changing traditional computer science classrooms. A case is then used to demonstrate the process of changing traditional teaching and learning of a computer science course named Visual Programming and Applications to a PBL-based approach.


2021 ◽  
Vol 7 ◽  
pp. e807
Author(s):  
Anna van der Meulen ◽  
Felienne Hermans ◽  
Efthimia Aivaloglou ◽  
Marlies Aldewereld ◽  
Bart Heemskerk ◽  
...  

Computer science education (CSEd) research within K-12 makes extensive use of empirical studies in which children participate. Insight in the demographics of these children is important for the purpose of understanding the representativeness of the populations included. This literature review studies the demographics of subjects included in K-12 CSEd studies. We have manually inspected the proceedings of three of the main international CSEd conferences: SIGCSE, ITiCSE and ICER, of five years (2014–2018), and selected all papers pertaining to K-12 CSEd experiments. This led to a sample of 134 papers describing 143 studies. We manually read these papers to determine the demographic information that was reported on, investigating the following categories: age/grade, gender, race/ethnic background, location, prior computer science experience, socio-economic status (SES), and disability. Our findings show that children from the United States, boys and children without computer science experience are included most frequently. Race and SES are frequently not reported on, and for race as well as for disabilities there appears a tendency to report these categories only when they deviate from the majority. Further, for several demographic categories different criteria are used to determine them. Finally, most studies take place within schools. These insights can be valuable to correctly interpret current knowledge from K-12 CSEd research, and furthermore can be helpful in developing standards for consistent collection and reporting of demographic information in this community.


2018 ◽  
Vol 74 (8) ◽  
Author(s):  
Slim Chtourou ◽  
Mohamed Kharrat ◽  
Nader Ben Amor ◽  
Mohamed Jallouli ◽  
Mohamed Abid

Sign in / Sign up

Export Citation Format

Share Document