computer science education
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2022 ◽  
Vol 22 (1) ◽  
pp. 1-46
Author(s):  
Sarah Heckman ◽  
Jeffrey C. Carver ◽  
Mark Sherriff ◽  
Ahmed Al-zubidy

Context. Computing Education Research (CER) is critical to help the computing education community and policy makers support the increasing population of students who need to learn computing skills for future careers. For a community to systematically advance knowledge about a topic, the members must be able to understand published work thoroughly enough to perform replications, conduct meta-analyses, and build theories. There is a need to understand whether published research allows the CER community to systematically advance knowledge and build theories. Objectives. The goal of this study is to characterize the reporting of empiricism in Computing Education Research literature by identifying whether publications include content necessary for researchers to perform replications, meta-analyses, and theory building. We answer three research questions related to this goal: (RQ1) What percentage of papers in CER venues have some form of empirical evaluation? (RQ2) Of the papers that have empirical evaluation, what are the characteristics of the empirical evaluation? (RQ3) Of the papers that have empirical evaluation, do they follow norms (both for inclusion and for labeling of information needed for replication, meta-analysis, and, eventually, theory-building) for reporting empirical work? Methods. We conducted a systematic literature review of the 2014 and 2015 proceedings or issues of five CER venues: Technical Symposium on Computer Science Education (SIGCSE TS), International Symposium on Computing Education Research (ICER), Conference on Innovation and Technology in Computer Science Education (ITiCSE), ACM Transactions on Computing Education (TOCE), and Computer Science Education (CSE). We developed and applied the CER Empiricism Assessment Rubric to the 427 papers accepted and published at these venues over 2014 and 2015. Two people evaluated each paper using the Base Rubric for characterizing the paper. An individual person applied the other rubrics to characterize the norms of reporting, as appropriate for the paper type. Any discrepancies or questions were discussed between multiple reviewers to resolve. Results. We found that over 80% of papers accepted across all five venues had some form of empirical evaluation. Quantitative evaluation methods were the most frequently reported. Papers most frequently reported results on interventions around pedagogical techniques, curriculum, community, or tools. There was a split in papers that had some type of comparison between an intervention and some other dataset or baseline. Most papers reported related work, following the expectations for doing so in the SIGCSE and CER community. However, many papers were lacking properly reported research objectives, goals, research questions, or hypotheses; description of participants; study design; data collection; and threats to validity. These results align with prior surveys of the CER literature. Conclusions. CER authors are contributing empirical results to the literature; however, not all norms for reporting are met. We encourage authors to provide clear, labeled details about their work so readers can use the study methodologies and results for replications and meta-analyses. As our community grows, our reporting of CER should mature to help establish computing education theory to support the next generation of computing learners.


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.


2022 ◽  
Vol 65 (1) ◽  
pp. 10-11
Author(s):  
Mark Guzdial

The Communications website, http://cacm.acm.org, features more than a dozen bloggers in the BLOG@CACM community. In each issue of Communications , we'll publish selected posts or excerpts. twitter Follow us on Twitter at http://twitter.com/blogCACM http://cacm.acm.org/blogs/blog-cacm Mark Guzdial considers the goals of computer science education and the role(s) of educators within that.


2022 ◽  
pp. 290-308
Author(s):  
Filiz Kalelioğlu ◽  
Yasemin Gülbahar ◽  
Dilek Doğan

This chapter aims to provide a general description of the preferred pedagogical approaches for the delivery and practice of computer science education based on a review of the literature. Pedagogical approaches mainly used in the teaching of computer science are unplugged activities, robotics programming, block-based or initial programming environments and cross-curricular activities. The preference of these pedagogical approaches varies according to the learners' age and level. Whilst all of these approaches can be used for all ages, some are aimed more at the beginner level than others. The benefits of using each of these approaches will be discussed in this chapter by way of considering educational tips.


2022 ◽  
pp. 1-13
Author(s):  
Ricardo Alexandre Peixoto de Queiros ◽  
Mário Pinto ◽  
Alberto Simões ◽  
Carlos Filipe Portela

Computer science education has always been a challenging topic for both sides of the trench: educators and learners. Nowadays, with the pandemic state that we are facing, these challenges are even greater, leading educators to look for strategies that promote effective virtual learning. One of such strategies includes the use of game mechanics to improve student engagement and motivation. This design strategy is typically called gamification. Nowadays, gamification is being seen as the solution to solve most of the issues related to demotivation, complexity, or tedious tasks. In the latest years, we saw thousands of educational applications being created with gamification in mind. Nevertheless, this has been an unsustainable growth with ad hoc designs and implementations of educational gamified applications, hampering interoperability and the reuse of good practices. This chapter presents a systematic study on gamification standardization aiming to characterize the status of the field, namely describing existing frameworks, languages, services, and platforms.


2022 ◽  
pp. 524-549
Author(s):  
Nathalia da Cruz Alves ◽  
Christiane Gresse von Wangenheim ◽  
Jean C. R. Hauck ◽  
Adriano F. Borgatto

As computer science education makes its way into schools, diverse initiatives worldwide promote computer science education in K-12, often focusing on teaching algorithms and programming with block-based programming languages such as Scratch or App Inventor. However, alternatives to assess the learning of computer science concepts on this educational stage are still scarce. This chapter presents an automated rubric for assessing algorithms and programming concepts of App Inventor projects at middle school level. The assessment is based on a rubric proposed in alignment with the K-12 Computer Science Framework with satisfactory reliability and validity. The rubric has been automated through a web-based system that allows assessing App Inventor projects through static code analysis. As a result, it can support computer science education in practice providing feedback to students and teachers.


2021 ◽  
Vol 21 (4) ◽  
pp. 1-39
Author(s):  
David Phelps ◽  
Rafi Santo

Computer Science education (CSed) often aims to position youth as designers, creators, and those with a voice in their world. But do youth have opportunities to design, create, and have voice around the shape of their CSed learning experiences? In this study, we explore ways that school districts engage youth to contribute to the shaping and enactment of their CS instructional systems, efforts districts make to have these leadership roles create impact within these systems, and the tensions associated with these processes. Through in depth analysis of five district case studies, our findings highlight variance around the nature of leadership roles , how access to leadership roles is structured, student autonomy within and ownership over leadership roles, how roles reach into and index differential power over instructional systems , and how district processes of scaffolding and infrastructuring mediate the ultimate impact that students in these roles are able to have on CS instructional systems. Findings also surfaced ways that district actors dealt with a number of tensions associated with student leadership within CS instructional systems. This study provides educators, administrators, and researchers with an expansive view of the potential for students to play legitimate roles within the context of system-wide instructional efforts around CS, and aims to expand conceptions of ‘equitable computer science’—up to this point largely conceived of through the lenses of access to, participation in, and experiences of CS learning—to focus on equity as also being about who has ‘a seat at the table’ when it comes to CS.


2021 ◽  
Vol 21 (4) ◽  
pp. 1-25
Author(s):  
Sara Vogel

Critical computing approaches to K-12 computer science education aim to promote justice in computing and the wider world. Despite being intertwined with inequitable power dynamics in computing, issues of linguistic (in)justice have received less attention in critical computing. In this article, I draw on theoretical ideas from sociolinguistics and critical computing to analyze qualitative data collected in computing and technology-integrated language and humanities classes serving emergent bi/multilingual middle school students. Conversations about language, technology, and power were close at hand in focal classrooms, and surfaced in moments when students acted as users and critics of, and tinkerers with, digital tools. Students exercised agency in relation to both technology and language—using their budding understandings of language to question digital tools, and their engagements with tools to challenge traditional language ideologies. I build on past scholarship and the findings of this analysis to argue for the development of critical translingual computing education —an approach that would engage especially language-minoritized students in critical computing to build on and affirm their language practices and promote linguistic justice in computer science education, fields, and tools.


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.


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