Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3287324.3287413acmconferencesArticle/Chapter ViewAbstractPublication PagessigcseConference Proceedingsconference-collections
research-article

Evaluating the Impact of Combination of Engagement Strategies in SEP-CyLE on Improve Student Learning of Programming Concepts

Published: 22 February 2019 Publication History

Abstract

Programming is a skill, often acquired through repeated practice and feedback. During traditional lectures, students not actively engaged in their own learning. It is imperative to pique students motivation and direct their focus on gaining the requisite knowledge. As the class size grows, instructors feedback is delayed that impacts student engagement and learning. Educational researchers have supported using web-based tools to help evaluate student work, provide timely feedback and increase the amount of time they spend improving their skills. Motivated by the previous work, our team has developed the SEP-CyLE (Software Engineering and Programming Cyber Learning Environment) - a cyber learning environment that contains digital learning content of software programming and testing concepts. SEP-CyLE incorporates collaborative learning, social networking and gamification-based learning engagement strategies (LESs) that has led to an improved motivation and understanding of programming concepts. This paper aims to assess the impact of different combinations of these LESs on student learning in the context of CS1 classrooms. We coordinated studies at two universities wherein different combination of LESs were utilized using SEP-CyLE in CS1 classrooms. We analyzed the impact of LESs on students' acquisition of programming concepts, their engagement and usage of SEP-CyLE. The pre and post test results indicated that the assorted LEs have shown a positive impact on student learning across all the institutions. The correlation results demonstrated that there is meaningful relationship between the LEs and the student performance.

References

[1]
H. Neil., and W.Strauss. Millennials Go to College: {strategies for a New Generation On Campus : Recruiting and Admissions, Campus Life, and the Classroom}. 2nd ed. Great Falls, Va.: LifeCourse Associates, 2007.
[2]
J. McGonigal, Reality is Broken, Why Games Make Us Better and How They Can Change the World, Penguin Books, 2011.
[3]
R. Chang-lau and P. J. Clarke. Software engineering and programming cyberlearning environment (SEP-CyLE), 2018. https://stem-cyle.cis.fiu.edu/instances (retrieved Jan. 2018).
[4]
M. Dickey, Engaging By Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design, Educational Technology Research and Development. Vol 53, Issue 2 June 2005
[5]
M R Narasareddygari, G. S. Walia, and A. Radermacher. Gamification in Computer Science Education: a Systematic Literature Review. The 125th ASEE Annual Conference & Exposition. -- Computers in Education Division, June 2018
[6]
M. R. Narasareddygari, G.S. Walia, O. Borchert, and A. Radermacher. "Evaluating Learning Engagement Strategies in a Cyber Learning Environment during Introductory Computer Programming Courses-- An Empirical investigation" 125th Annual ASEE Conference, June 24 - 27, 2018, Salt Lake City, Utah
[7]
A.J. Fredricks,P.C. Blumenfeld, & A.H. Paris, (2004). School Engagement: Potential of the Concept, State of the Evidence. Review of Educational Research, 74(1), 59--109.
[8]
M. H. Jacobsen, & S. Kristiansen, (2015). Goffman's sociology of everyday life interaction. In Social Thinkers: The social thought of Erving Goffman (pp. 67--84). Thousand Oaks, CA: SAGE Publications, Inc.
[9]
J. Hamari, J. Koivisto, and H. Sarsa, "Does Gamification Work?--A Literature Review of Empirical Studies on Gamification" in System Sciences (HICSS), 2014 47th Hawaii International Conference on, 2014, pp. 3025--3034.
[10]
I, M.B., A.Di-Serio, C. D. Kloos.: "Gamification for engaging computer science students in learning activities: a case study". IEEE Trans. Technol. 7(3), 291 301(2014).
[11]
K.Karel & K. Paul & J. Wim. (2003). Identifying the Pitfalls for Social Interaction in Computer-Supported Collaborative Learning Environments: A Review of the Research. Computers in Human Behavior. 19. 335--353.
[12]
D.R. Garrison, T. Anderson, W. Archer Critical thinking and computer conferencing: a model and tool to access cognitive presence. American Journal of Distance Education, 15 (1) (2001), pp. 7--23.
[13]
OECD, PISA 2009 Results: Learning to Learn-Student Engagement, Strategies and Practices, vol. 3. Paris, France: OECD Publishing,2010.
[14]
G. D. Kuh, "Assessing what really matters to student learning inside the national survey of student engagement," Change: Mag. Higher Learn., vol. 33, no. 3, pp. 10--17, 2010.
[15]
V Ramasamy, H. Alomari, J. Kiper and G. Potvin, "A Minimally Disruptive Approach of Integrating Testing into Computer Programming Courses," 2018 IEEE/ACM International Workshop on Software Engineering Education for Millennials (SEEM), Gothenburg, Sweden, 2018, pp. 1--7. https://www.computer.org/csdl/proceedings/seem/2018/5750/00/575001a001-abs.html

Cited By

View all
  • (2022)A Multi-institutional Analysis of CS1 Students’ Common Misconceptions of Key Programming ConceptsHandbook on Artificial Intelligence-Empowered Applied Software Engineering10.1007/978-3-031-07650-3_8(127-144)Online publication date: 18-Oct-2022
  • (2021)Combining Learning and Engagement Strategies in a Software Testing Learning EnvironmentACM Transactions on Computing Education10.1145/346913122:2(1-25)Online publication date: 1-Nov-2021
  • (2021)Meta-analysis to study the impact of learning engagement strategies in introductory computer programming coursesProceedings of the 2021 ACM Southeast Conference10.1145/3409334.3452060(40-46)Online publication date: 15-Apr-2021
  1. Evaluating the Impact of Combination of Engagement Strategies in SEP-CyLE on Improve Student Learning of Programming Concepts

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    SIGCSE '19: Proceedings of the 50th ACM Technical Symposium on Computer Science Education
    February 2019
    1364 pages
    ISBN:9781450358903
    DOI:10.1145/3287324
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 22 February 2019

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. collaborative learning
    2. cs1
    3. gamification
    4. learning objects
    5. sep-cyle
    6. social interaction

    Qualifiers

    • Research-article

    Conference

    SIGCSE '19
    Sponsor:

    Acceptance Rates

    SIGCSE '19 Paper Acceptance Rate 169 of 526 submissions, 32%;
    Overall Acceptance Rate 1,595 of 4,542 submissions, 35%

    Upcoming Conference

    SIGCSE Virtual 2024
    1st ACM Virtual Global Computing Education Conference
    December 5 - 8, 2024
    Virtual Event , NC , USA

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)26
    • Downloads (Last 6 weeks)1
    Reflects downloads up to 16 Nov 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2022)A Multi-institutional Analysis of CS1 Students’ Common Misconceptions of Key Programming ConceptsHandbook on Artificial Intelligence-Empowered Applied Software Engineering10.1007/978-3-031-07650-3_8(127-144)Online publication date: 18-Oct-2022
    • (2021)Combining Learning and Engagement Strategies in a Software Testing Learning EnvironmentACM Transactions on Computing Education10.1145/346913122:2(1-25)Online publication date: 1-Nov-2021
    • (2021)Meta-analysis to study the impact of learning engagement strategies in introductory computer programming coursesProceedings of the 2021 ACM Southeast Conference10.1145/3409334.3452060(40-46)Online publication date: 15-Apr-2021

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media