2021
DOI: 10.1145/3434168
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Towards Supporting Programming Education at Scale via Live Streaming

Abstract: Live streaming, which allows streamers to broadcast their work to live viewers, is an emerging practice for teaching and learning computer programming. Participation in live streaming is growing rapidly, despite several apparent challenges, such as a general lack of training in pedagogy among streamers and scarce signals about a stream's characteristics (e.g., difficulty, style, and usefulness) to help viewers decide what to watch. To understand why people choose to participate in live streaming for teaching o… Show more

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Cited by 23 publications
(19 citation statements)
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“…Due to the surge of live-streaming, an increasing number of studies investigated users' live-streaming practices on social media platforms. Prior research indicated that people from a variety of professions actively streamed online, such as professional streamers [53,74] , practitioners safeguarding Intangible Cultural Heritage (ICH) [50] , programmers [15,32] , university instructors [16,32] , students preparing for specific tests [72] , community leaders and reporters [22] .…”
Section: The Practices and Populations On Platforms That Supported Li...mentioning
confidence: 99%
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“…Due to the surge of live-streaming, an increasing number of studies investigated users' live-streaming practices on social media platforms. Prior research indicated that people from a variety of professions actively streamed online, such as professional streamers [53,74] , practitioners safeguarding Intangible Cultural Heritage (ICH) [50] , programmers [15,32] , university instructors [16,32] , students preparing for specific tests [72] , community leaders and reporters [22] .…”
Section: The Practices and Populations On Platforms That Supported Li...mentioning
confidence: 99%
“…For instance, Chen et al [15] indicated that programmers chose live-streaming to share programming knowledge and skills. Some studies also examined a wide range of live-streaming practices, including pan entertainment [53] , goods selling [35,53] , online education [15,16,27,32,53] , personal story sharing [53] , intangible culture promotion [50,53], eating [3], outdoor activities (e.g. traveling, adventures) [51,66], and gaming [66,74].…”
Section: The Practices and Populations On Platforms That Supported Li...mentioning
confidence: 99%
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“…1) Some focus on one specifc domain that is popular amongst livestreamers, usually conducting surveys or interviews with both streamers and viewers in that domain. Popular domains of study include computer gaming [34,44,47,53,55], digital art [23], computer programming [2,9,20,21], online education [8,10,13,21,26], and IRL (In Real Life -e.g., walking around) mobile streams [57] to showcase outdoors scenery [37] and preserve cultural heritage [36]. We were motivated by this prior work to include several popular streaming domains in our video content analysis, most notably gaming, digital art, and programming.…”
Section: Studies Of Livestreamers and Their Viewersmentioning
confidence: 99%
“…Millions of people now use platforms like Twitch and YouTube to broadcast themselves live as they are playing games [34,44,47,53,55], making digital art [23], programming [2,9,20,21], and doing other activities. Since these people are acting as single-person live video production crews, a big challenge for aspiring livestreamers is fguring out what sorts of equipment they need in order to produce a compelling stream given their budget constraints.…”
Section: Introductionmentioning
confidence: 99%