In computer science, an expected outcome of a student's education is programming skill. This working group investigated the programming competency students have as they complete their first one or two courses in computer science. In order to explore options for assessing students, the working group developed a trial assessment of whether students can program. The underlying goal of this work was to initiate dialog in the Computer Science community on how to develop these types of assessments. Several universities participated in our trial assessment and the disappointing results suggest that many students do not know how to program at the conclusion of their introductory courses. For a combined sample of 216 students from four universities, the average score was 22.89 out of 110 points on the general evaluation criteria developed for this study. From this trial assessment we developed a framework of expectations for first-year courses and suggestions for further work to develop more comprehensive assessments.
In computer science, an expected outcome of a student's education is programming skill. This working group investigated the programming competency students have as they complete their first one or two courses in computer science. In order to explore options for assessing students, the working group developed a trial assessment of whether students can program. The underlying goal of this work was to initiate dialog in the Computer Science community on how to develop these types of assessments. Several universities participated in our trial assessment and the disappointing results suggest that many students do not know how to program at the conclusion of their introductory courses. For a combined sample of 216 students from four universities, the average score was 22.89 out of 110 points on the general evaluation criteria developed for this study. From this trial assessment we developed a framework of expectations for first-year courses and suggestions for further work to develop more comprehensive assessments.
This article distills a discussion about the goals, mechanisms, and effects of three environments which aim to support the acquisition and development of computing concepts (problem solving and programming) in pre-University and non-technical students: Alice, Greenfoot, and Scratch. The conversation started in a special session on the topic at the 2010 ACM SIGCSE Symposium on Computer Science Education and continued during the creation of the resulting Special Issue of the ACM Transactions on Computing Education.
This paper describes the results of an ITiCSE working group convened in 2013 to review and revisit the influential ITiCSE 2001 McCracken working group that reported [18] on novice programmers' ability to solve a specified programming problem. Like that study, the one described here asked students to implement a simple program. Unlike the original study, students' in this study were given significant scaffolding for their efforts, including a test harness. Their knowledge of programming concepts was also assessed via a standard language-neutral survey. One of the significant findings of the original working group was that students were less successful at the programming task than their teachers expected, so in this study teachers' expectations were explicitly gathered and matched with students' performance. This study found a significant correlation between students' performance in the practical task and the survey, and a significant effect on performance in the practical task attributable to the use of the test harness. The study also found a much better correlation between teachers' expectations of their students' performance than in the 2001 working group.
Automatically observing and recording the programming behaviour of novices is an established computing education research technique. However, prior studies have been conducted at a single institution on a small or medium scale, without the possibility of data re-use. Now, the widespread availability of always-on Internet access allows for data collection at a much larger, global scale. In this paper we report on the Blackbox project, begun in June 2013. Blackbox is a perpetual data collection project that collects data from worldwide users of the BlueJ IDE -a programming environment designed for novice programmers. Over one hundred thousand users have already opted-in to Blackbox.
This paper describes some constituents of patterns and pattern languages and examines the Pedagogical Patterns endeavour against them. Some observations are made with regard to how pattern languages are developed and some suggestions as to how these might be applied to pedagogical patterns are made.
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