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Full-Text Articles in Education

Teaching Reproducibility To First Year College Students: Reflections From An Introductory Data Science Course, Brennan L. Bean Dec 2023

Teaching Reproducibility To First Year College Students: Reflections From An Introductory Data Science Course, Brennan L. Bean

Journal on Empowering Teaching Excellence

Access the online Pressbooks version of this article here.

Modern technology threatens traditional modes of classroom assessment by providing students with automated ways to write essays and take exams. At the same time, modern technology continues to expand the accessibility of computational tools that promise to increase the potential scope and quality of class projects. This paper presents a case study where students are asked to complete a “reproducible” final project in an introductory data science course using the R programming language. A reproducible project is one where an instructor can easily regenerate the results and conclusions from the submitted …


Exploring Different Mediums For Teaching Programming And Cybersecurity In Primary And Secondary Schools, Andrew R. Youngstrom Jan 2023

Exploring Different Mediums For Teaching Programming And Cybersecurity In Primary And Secondary Schools, Andrew R. Youngstrom

Dissertations, Master's Theses and Master's Reports

Cybersecurity and programming are becoming more and more prominent in today’s world. It is beneficial to begin teaching these topics to students at a younger age. Additionally, we see students in primary and secondary schools struggling to maintain focus in class as attention spans shrink. This paper looks at different drone models to see if any of them could be sufficient solutions to be implemented into primary and secondary schools to teach cybersecurity and programming topics to students. Besides teaching capabilities, drones must also be affordable for institutions and simple enough to construct, configure, and operate so that a teacher …


Itss: Interactive Web-Based Authoring And Playback Integrated Environment For Programming Tutorials, Eng Lieh Ouh, Benjamin Gan, David Lo May 2022

Itss: Interactive Web-Based Authoring And Playback Integrated Environment For Programming Tutorials, Eng Lieh Ouh, Benjamin Gan, David Lo

Research Collection School Of Computing and Information Systems

Video-based programming tutorials are a popular form of tutorial used by authors to guide learners to code. Still, the interactivity of these videos is limited primarily to control video flow. There are existing works with increased interactivity that are shown to improve the learning experience. Still, these solutions require setting up a custom recording environment and are not well-integrated with the playback environment. This paper describes our integrated ITSS environment and evaluates the ease of authoring and playback of our interactive programming tutorials. Our environment is designed to run within the browser sandbox and is less intrusive to record interactivity …


The Effect Of Using The Gamification Strategy On Academic Achievement And Motivation Towards Learning Problem-Solving Skills In Computer And Information Technology Course Among Tenth Grade Female Students, Mazyunah Almutairi, Prof. Ahmad Almassaad Feb 2022

The Effect Of Using The Gamification Strategy On Academic Achievement And Motivation Towards Learning Problem-Solving Skills In Computer And Information Technology Course Among Tenth Grade Female Students, Mazyunah Almutairi, Prof. Ahmad Almassaad

International Journal for Research in Education

Abstract

This study aimed to identify the effect of using the gamification strategy on academic achievement and motivation towards learning problem-solving skills in computer and information technology course. A quasi-experimental method was adopted. The study population included tenth-grade female students in Al-Badi’ah schools in Riyadh. The sample consisted of 54 students divided into two equal groups: control group and experimental group. The study tools comprised an achievement test and the motivation scale. The results showed that there were statistically significant differences between the two groups in the academic achievement test in favor of the experimental group, with a large effect …


Impact Of Robotic Challenges On Fifth Grade Problem Solving, Julie Rankin Aug 2019

Impact Of Robotic Challenges On Fifth Grade Problem Solving, Julie Rankin

Department of Teaching, Learning, and Teacher Education: Dissertations, Theses, and Student Research

This action research project was designed to investigate the impact of educational robotics in a fifth grade rural classroom. The integration of science, technology, engineering, and math in education (STEM) has sparked an increase of robotics in the classroom. The purpose of the study was to determine if problem-solving skills can be impacted through continuing involvement with challenges using various educational robotics and programming tools. The study sought to answer two research questions: (1) How does the introduction of robotics challenges in a fifth-grade classroom impact students’ problem solving skills? (2) How do robotics in the classroom impact student interest …


An International Comparison Of K-12 Computer Science Education Intended And Enacted Curricula, Katrina Falkner, Sue Sentance, Rebecca Vivian, Sarah Barksdale, Leonard Busuttil, Elizabeth Cole, Christine Liebe, Francesco Maiorana, Monica M. Mcgill, Keith Quille Jan 2019

An International Comparison Of K-12 Computer Science Education Intended And Enacted Curricula, Katrina Falkner, Sue Sentance, Rebecca Vivian, Sarah Barksdale, Leonard Busuttil, Elizabeth Cole, Christine Liebe, Francesco Maiorana, Monica M. Mcgill, Keith Quille

Conference Papers

This paper presents an international study of K-12 Computer Science implementation across Australia, England, Ireland, Italy, Malta, Scotland and the United States. We present findings from a pilot study, comparing CS curriculum requirements (intended curriculum) captured through country reports, with what surveyed teachers (n=244) identify as enacting in their classroom (the enacted curriculum). We address the extent that teachers are implementing the intended curriculum as enacted curriculum, exploring specifically country differences in terms of programming languages and CS topics implemented. Our findings highlight the similarities and differences of intended and enacted CS curriculum within and across countries and the value …


An Architectural Design And Evaluation Of An Affective Tutoring System For Novice Programmers, Hua Leong Fwa Dec 2018

An Architectural Design And Evaluation Of An Affective Tutoring System For Novice Programmers, Hua Leong Fwa

Research Collection School Of Computing and Information Systems

Affect is prevalent in learning and it influences students’ learning achievement. This paper details the design and evaluation of an Affective Tutoring System (ATS) that tutors student in computer programming. Although most ATSs are purpose built for a specific domain, making adaptation to another domain difficult, this ATS is architected for adaptability and extensibility. This study also addresses a lack of research exploring the theories and methods of integrating affect and learning within the learning process by proposing methods of regulating the negative affect of students. Both quantitative and qualitative techniques were used for evaluation of the effectiveness of the …


Effectiveness Of Physical Robot Versus Robot Simulator In Teaching Introductory Programming, Oka Kurniawan, Norman Tiong Seng Lee, Subhajit Datta, Nachamma Sockalingam, Pey Lin Leong Dec 2018

Effectiveness Of Physical Robot Versus Robot Simulator In Teaching Introductory Programming, Oka Kurniawan, Norman Tiong Seng Lee, Subhajit Datta, Nachamma Sockalingam, Pey Lin Leong

Research Collection School Of Computing and Information Systems

This study reports the use of a physical robot and robot simulator in an introductory programming course in a university and measures students' programming background conceptual learning gain and learning experience. One group used physical robots in their lessons to complete programming assignments, while the other group used robot simulators. We are interested in finding out if there is any difference in the learning gain and experiences between those that use physical robots as compared to robot simulators. Our results suggest that there is no significant difference in terms of students' learning between the two approaches. However, the control group …


Teaching Tip: The Flipped Classroom, Heng Ngee Mok Oct 2018

Teaching Tip: The Flipped Classroom, Heng Ngee Mok

Heng Ngee MOK

The flipped classroom has been gaining popularity in recent years. In theory, flipping the classroom appears sound: passive learning activities such as unidirectional lectures are pushed to outside class hours in the form of videos, and precious class time is spent on active learning activities. Yet the courses for information systems (IS) undergraduates at the university that the author is teaching at are still conducted in the traditional lecture-in-class, homework-after-class style. In order to increase students’ engagement with the course content and to improve their experience with the course, the author implemented a trial of the flipped classroom model for …


Girls Who Code 3rd-5th, Khristina Polivanov Oct 2018

Girls Who Code 3rd-5th, Khristina Polivanov

Honors Expanded Learning Clubs

The goal of the club is to encourage girls to be confident in themselves and their abilities while teaching them basic concepts used in computer science.


Code4her Spring 2018, Rebeccah Knoop Apr 2018

Code4her Spring 2018, Rebeccah Knoop

Honors Projects

CODE4her is a mentorship program with a goal of sparking interest in computer science organized by the BGSU Women in Computing (BGWIC) student organization. Participation is open to middle school girls (grades 5-8), and participants are paired with BGWIC members who serve as mentors.


Programming: Predicting Student Success Early In Cs1. A Re-Validation And Replication Study, Keith Quille, Susan Bergin Jan 2018

Programming: Predicting Student Success Early In Cs1. A Re-Validation And Replication Study, Keith Quille, Susan Bergin

Articles

This paper describes a large, multi-institutional revalidation study conducted in the academic year 2015-16. Six hundred and ninetytwo students participated in this study, from 11 institutions (ten institutions in Ireland and one in Denmark). The primary goal was to validate and further develop an existing computational prediction model called Predict Student Success (PreSS). In doing so, this study addressed a call from the 2015 ITiCSE working group (the second "Grand Challenge"), to "systematically analyse and verify previous studies using data from multiple contexts to tease out tacit factors that contribute to previously observed outcomes". PreSS was developed and validated in …


Evaluating Student Perceptions And Learning Outcomes: Differences Between Sla-Able And Non-Sla-Able Introductory Programming Courses, Christina M. Frederick, Matthew B. Pierce, Andrew Griggs, Lulu Sun Sep 2017

Evaluating Student Perceptions And Learning Outcomes: Differences Between Sla-Able And Non-Sla-Able Introductory Programming Courses, Christina M. Frederick, Matthew B. Pierce, Andrew Griggs, Lulu Sun

Publications

Engineering, computer science and subsequently knowledge of programming language is an increasingly vital skill in today’s workforce. First year engineering students are introduced to programming in addition to rigorous course loads in their first year. Second Language Acquisition (SLA) has been applied to programming course content delivery and has shown promise as an effective means of better educating new students. Results will be presented from a NSF funded study conducted over the past two years. SLA was applied to an introductory engineering course that teaches basic programming skills in a Blended learning environment (SLA-aBLe). This study examined four semesters worth …


The Introduction Of Informal Cooperative Learning Into Our Programming Laboratories, Guity Ravai, Ronald Erdei, Ludmila Nunes, Sahithya Kodam Apr 2017

The Introduction Of Informal Cooperative Learning Into Our Programming Laboratories, Guity Ravai, Ronald Erdei, Ludmila Nunes, Sahithya Kodam

IMPACT Presentations

Presentation given at the Midwest SoTL Conference. Discusses the effects of implementing informal cooperative learning techniques in an introductory programming course.


A Conceptual Framework For A Software Development Process Based On Computational Thinking, Catherine Higgins, Ciaran O'Leary, Orla Hanratty, Fredrick Mtenzi Jan 2017

A Conceptual Framework For A Software Development Process Based On Computational Thinking, Catherine Higgins, Ciaran O'Leary, Orla Hanratty, Fredrick Mtenzi

Articles

A software development process is a mechanism for problem solving to help software developers plan, design and structure the development of software to solve a problem. Without a process to guide the structured evolution of a solution, it is extremely likely that at least some aspect of the resulting software will be omitted or incorrectly implemented. Even though the importance of utilising a software process for solving problems is accepted in the business and academic communities, it is a topic that is addressed very lightly (if at all) in most freshman undergraduate computing courses with most courses focussing on programming …


Students' Explanations In Complex Learning Of Disciplinary Programming, Camilo Vieira Dec 2016

Students' Explanations In Complex Learning Of Disciplinary Programming, Camilo Vieira

Open Access Dissertations

Computational Science and Engineering (CSE) has been denominated as the third pillar of science and as a set of important skills to solve the problems of a global society. Along with the theoretical and the experimental approaches, computation offers a third alternative to solve complex problems that require processing large amounts of data, or representing complex phenomena that are not easy to experiment with. Despite the relevance of CSE, current professionals and scientists are not well prepared to take advantage of this set of tools and methods. Computation is usually taught in an isolated way from engineering disciplines, and therefore, …


Acer Research Conference Proceedings (2016), Australian Council For Educational Research (Acer) Aug 2016

Acer Research Conference Proceedings (2016), Australian Council For Educational Research (Acer)

2009 - 2019 ACER Research Conferences

The focus of ACER’s Research Conference 2016 will be on what we are learning from research about ways of improving levels of STEM learning. Australia faces significant challenges in promoting improved science, technology, engineering and mathematics (STEM) learning in our schools. Research Conference 2016 will showcase research into what it will take to address these challenges, which include: the decline in Australian students’ mathematical and scientific ‘literacy’; the decline in STEM study in senior school; a shortage of highly qualified STEM subject teachers, and curriculum challenges. You will hear from researchers who work with teachers to engage students in studying …


Targeted Blended Learning Through Competency Assessment In An Undergraduate Information Systems Program, Joelle Elmaleh, Shankararaman, Venky Oct 2015

Targeted Blended Learning Through Competency Assessment In An Undergraduate Information Systems Program, Joelle Elmaleh, Shankararaman, Venky

Research Collection School Of Computing and Information Systems

In this paper we report our study on the problem of competency acquisition when students progress from one course to another and more generally, from one term to the next. We observed that some students moved on to a second programming course without acquiring some of the competencies in the first programming course. This leads to problem in the second course, especially when these competencies are pre-requisites for this course. We applied blended learning, which allows a student to learn at least in part through delivery of content and instruction via online media, to overcome this problem. Our approach is …


Impact Of A Visual Programming Experience On The Attitude Toward Programming Of Introductory Undergraduate Students, Saurabh Godbole Oct 2014

Impact Of A Visual Programming Experience On The Attitude Toward Programming Of Introductory Undergraduate Students, Saurabh Godbole

Open Access Theses

Traditionally, textual tools have been utilized to teach basic programming languages and paradigms. Research has shown that students tend to be visual learners. Using flowcharts, students can quickly understand the logic of their programs and visualize the flow of commands in the algorithm. Moreover, applying programming to physical systems through the use of a microcontroller to facilitate this type of learning can spark an interest in students to advance their programming knowledge to create novel applications. This study examined if freshmen college students' attitudes towards programming changed after completing a graphical programming lesson. Various attributes about students' attitudes were examined …


Tournament-Based Teaching, Shannon Christopher Boesch, Sandra Boesch Jul 2014

Tournament-Based Teaching, Shannon Christopher Boesch, Sandra Boesch

Chris BOESCH

Over the past two years we have collaborated to develop a process and set of online games to enable additional feedback to both students and instructors in a classroom setting. We have named the resulting process Tournament-based Teaching due to the extensive use of tournament-based feedback for groups and individuals throughout course delivery. Tournament-based Teaching enables individualized and peer-based learning in a classroom setting and provides additional motivation for students to prepare for classroom sessions. It also provides feedback to instructors, which can be leveraged to provide better schedule classroom sessions.


Adaptive Gameplay For Programming Practice, Chris Boesch, Sandra Boesch Jul 2014

Adaptive Gameplay For Programming Practice, Chris Boesch, Sandra Boesch

Chris BOESCH

Over the past four years, we have collaborated to develop a set of online games to enable users to practice software languages in a self-directed manner and as part of a class. Recently we introduced a new adaptive difficulty feature that enables players to self-regulate the difficulty of the games they are playing to practice. These new features also provide additional information to further adapt the problem content to better meet the needs of the users.


Case Study On Using A Programming Practice Tool For Evaluating University Applicants, Shannon Christopher Boesch, Kevin Steppe Jul 2014

Case Study On Using A Programming Practice Tool For Evaluating University Applicants, Shannon Christopher Boesch, Kevin Steppe

Chris BOESCH

We used a programming practice tool to test basic programming skills of prospective students. A live competition was used to test those skills. Students who did well were asked for further interviews. Most students had no prior background and reported learning the basics of two programming languages within two weeks of self-study.


Teaching Tip: The Flipped Classroom, Heng Ngee Mok Mar 2014

Teaching Tip: The Flipped Classroom, Heng Ngee Mok

Research Collection School Of Computing and Information Systems

The flipped classroom has been gaining popularity in recent years. In theory, flipping the classroom appears sound: passive learning activities such as unidirectional lectures are pushed to outside class hours in the form of videos, and precious class time is spent on active learning activities. Yet the courses for information systems (IS) undergraduates at the university that the author is teaching at are still conducted in the traditional lecture-in-class, homework-after-class style. In order to increase students’ engagement with the course content and to improve their experience with the course, the author implemented a trial of the flipped classroom model for …


Adaptive Gameplay For Programming Practice, Chris Boesch, Sandra Boesch Oct 2013

Adaptive Gameplay For Programming Practice, Chris Boesch, Sandra Boesch

Research Collection School Of Computing and Information Systems

Over the past four years, we have collaborated to develop a set of online games to enable users to practice software languages in a self-directed manner and as part of a class. Recently we introduced a new adaptive difficulty feature that enables players to self-regulate the difficulty of the games they are playing to practice. These new features also provide additional information to further adapt the problem content to better meet the needs of the users.


Logo Programming (Part 1) - A Creative And Fun Way To Learn Mathematics And Problem-Solving, Abhay B. Joshi, Sandesh R. Gaikwad Mar 2012

Logo Programming (Part 1) - A Creative And Fun Way To Learn Mathematics And Problem-Solving, Abhay B. Joshi, Sandesh R. Gaikwad

Abhay B Joshi

Programming means tapping into the computerʹs immense power by talking with it directly. Through programming, children use the computerʹs terrific power to draw graphics, design animation, solve mathematical or word puzzles, and even build robots. This idea was first proposed in the famous book ʺMindstormsʺ by Seymour Papert and has subsequently been appreciated and praised by educators and parents all over the world.

Through programming, students discover that the computer is a powerful and flexible tool. Using interesting ideas embedded in programming environments, students solve problems in their favorite subjects, and also develop interest in ʺdifficultʺ subjects like Math and …


Logo Programming (Part 2) - A Creative And Fun Way To Learn Mathematics And Problem-Solving, Abhay B. Joshi, Sandesh R. Gaikwad Mar 2012

Logo Programming (Part 2) - A Creative And Fun Way To Learn Mathematics And Problem-Solving, Abhay B. Joshi, Sandesh R. Gaikwad

Abhay B Joshi

Programming means tapping into the computerʹs immense power by talking with it directly. Through programming, children use the computerʹs terrific power to draw graphics, design animation, solve mathematical or word puzzles, and even build robots. This idea was first proposed in the famous book ʺMindstormsʺ by Seymour Papert and has subsequently been appreciated and praised by educators and parents all over the world.

Through programming, students discover that the computer is a powerful and flexible tool. Using interesting ideas embedded in programming environments, students solve problems in their favorite subjects, and also develop interest in ʺdifficultʺ subjects like Math and …


Case Study On Using A Programming Practice Tool For Evaluating University Applicants, Shannon Christopher Boesch, Kevin Steppe Dec 2011

Case Study On Using A Programming Practice Tool For Evaluating University Applicants, Shannon Christopher Boesch, Kevin Steppe

Research Collection School Of Computing and Information Systems

We used a programming practice tool to test basic programming skills of prospective students. A live competition was used to test those skills. Students who did well were asked for further interviews. Most students had no prior background and reported learning the basics of two programming languages within two weeks of self-study.


Multi-Phase Homework Assignments In Cs I And Cs Ii, James Huggins Dec 2003

Multi-Phase Homework Assignments In Cs I And Cs Ii, James Huggins

Computer Science Presentations And Conference Materials

ll of the panelists have used small sets of related programming assignments in introductory CS courses. These assignments are essentially larger programs which are developed during several separate phases. This approach has several advantages: • Students are able to develop more realistic and interesting programs. • Students are motivated to write better code as well as documentation. Those who don't are quickly confronted by the implications. • Student interest in completing the projects is better sustained, since there is continuity from one project to the next. • It models desirable techniques such as iterative development and encapsulation. • It demonstrates …