Vast numbers of publications in computing education begin with the premise that programming is hard to learn and hard to teach. Many papers note that failure rates in computing courses, and particularly in introductory programming courses, are higher than their institutions would like. Two distinct research projects in 2007 and 2014 concluded that average success rates in introductory programming courses worldwide were in the region of 67%, and a recent replication of the first project found an average pass rate of about 72%. The authors of those studies concluded that there was little evidence that failure rates in introductory programming were concerningly high. However, there is no absolute scale by which pass or failure rates are measured, so whether a failure rate is concerningly high will depend on what that rate is compared against. As computing is typically considered to be a STEM subject, this paper considers how pass rates for introductory programming courses compare with those for other introductory STEM courses. A comparison of this sort could prove useful in demonstrating whether the pass rates are comparatively low, and if so, how widespread such findings are. This paper is the report of an ITiCSE working group that gathered information on pass rates from several institutions to determine whether prior results can be confirmed, and conducted a detailed comparison of pass rates in introductory programming courses with pass rates in introductory courses in other STEM disciplines.
5This chapter explores the ways in which a relational understanding of the education process and the use of collaborative technologies in the connectivist tradition might inform and transform university teaching.
The dramatic rise in use of digital media has changed the way learning is taking place and has led to new ways to teach with digital technologies. In this article, we describe the experiences of teaching a course that introduces educational technologies to teachers in Macau. The course design is based on connectivism, a learning theory for the digital age that emphasizes interaction with digital media and active engagement in sharing digital artefacts. The learning outcomes are constructively aligned with learning and teaching activities and assessments. We share the insights we gained of the learning needs and the disparity in the technological skills and competencies of the students. The course design is evaluated in terms of the students' learning outcomes and progress through the stages of learning with technology. We present evidence from journal writings that show metacognition, active reflection and critical evaluation, and we identify anxiety and increased confidence with digital tools, as well as concerns about group work. This article contributes to the discussion on teachers learning to teach with technologies.
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