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59
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Skills and Expertise
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August 2001 - present
January 2010 - present
January 1993 - June 2001
Education
August 1988 - May 1993
Publications
Publications (59)
Generative AI (GenAI) is advancing rapidly, and the literature in computing education is expanding almost as quickly. Initial responses to GenAI tools were mixed between panic and utopian optimism. Many were fast to point out the opportunities and challenges of GenAI. Researchers reported that these new tools are capable of solving most introductor...
Generative AI (GenAI) is advancing rapidly, and the literature in computing education is expanding almost as quickly. Initial responses to GenAI tools were mixed between panic and utopian optimism. Many were fast to point out the opportunities and challenges of GenAI. Researchers reported that these new tools are capable of solving most introductor...
Non-native English speakers (NNES) face multiple barriers to learning programming. These barriers can be obvious, such as the fact that programming language syntax and instruction are often in English, or more subtle, such as being afraid to ask for help in a classroom full of native English speakers. However, these barriers are frustrating because...
Generative AI (GenAI) and large language models in particular, are disrupting Computer Science Education. They are proving increasingly capable at more and more challenges. Some educators argue that they pose a serious threat to computing education, and that we should ban their use in the classroom. While there are serious GenAI issues that remain...
Generative AI (GenAI) has seen great advancements in the past two years and the conversation around adoption is increasing. Widely available GenAI tools are disrupting classroom practices as they can write and explain code with minimal student prompting. While most acknowledge that there is no way to stop students from using such tools, a consensus...
Novice programmers often struggle through programming problem solving due to a lack of metacognitive awareness and strategies. Previous research has shown that novices can encounter multiple metacognitive difficulties while programming. Novices are typically unaware of how these difficulties are hindering their progress. Meanwhile, many novices are...
The computing education community has a rich history of pedagogical innovation with many efforts, especially at the introductory level, focused on helping students learn how to program. Recent advances in artificial intelligence have led to large language models that can produce source code from natural language problem descriptions with impressive...
Recent advancements in artificial intelligence (AI) and specifically generative AI (GenAI) are threatening to fundamentally reshape computing and society. Largely driven by large language models (LLMs), many tools are now able to interpret and generate both natural language instructions and source code. These capabilities have sparked urgent questi...
Recent developments in deep learning have resulted in code-generation models that produce source code from natural language and code-based prompts with high accuracy. This is likely to have profound effects in the classroom, where novices learning to code can now use free tools to automatically suggest solutions to programming exercises and assignm...
https://arxiv.org/abs/2307.16364
With their remarkable ability to generate code, large language models (LLMs) are a transformative technology for computing education practice. They have created an urgent need for educators to rethink pedagogical approaches and teaching strategies for newly emerging skill sets. Traditional approaches to learning pr...
The recent advent of highly accurate and scalable large language models (LLMs) has taken the world by storm. From art to essays to computer code, LLMs are producing novel content that until recently was thought only humans could produce. Recent work in computing education has sought to understand the capabilities of LLMs for solving tasks such as w...
https://arxiv.org/abs/2306.02608
The computing education community has a rich history of pedagogical innovation designed to support students in introductory courses, and to support teachers in facilitating student learning. Very recent advances in artificial intelligence have resulted in code generation models that can produce source code from nat...
Recent developments in deep learning have resulted in code-generation models that produce source code from natural language and code-based prompts with high accuracy. This is likely to have profound effects in the classroom, where novices learning to code can now use free tools to automatically suggest solutions to programming exercises and assignm...
There is a surprisingly large gap between measuring inputs to a program and outputs from that program. Accreditation requirements have added an increasingly burdensome workload to degree-plan and course administration. The ease with which one can design assignments and their corresponding rubrics does not freely translate to assessing student respo...
A key part of learning to program is learning to understand programming error messages. They can be hard to interpret and identifying the cause of errors can be time-consuming. One factor in this challenge is that the messages are typically intended for an audience that already knows how to program, or even for programming environments that then us...
* Universities are increasingly required to document enhancements in the pedagogical arena.
*Accreditation requirements include the systematic establishment of PO’s and SLO’s and the attainment of these.
*Previously, labor-intensive and inconsistent for most institutions.
*We examine five years of data to visualize the attainment of program (PO)...
Institutions of higher education are increasingly required to document enhancements in the pedagogical arena. Accreditation requirements include the systematic establishment of program and student learning outcomes and assessment of the attainment of these. This process has been labor-intensive and inconsistent for most institutions. Our process is...
Institutions of higher education are increasingly required to document enhancements in the pedagogical arena. Accreditation requirements include the systematic establishment of program and student learning outcomes and assessment of the attainment of these. This process has been labor-intensive and inconsistent for most institutions. Our process is...
Technology has changed how teachers and students interact. The use of devices: laptops, iPhones, iPods, iPads, and other mobile devices along with applications like: Apple TV, Responseware, and web based Learning Management Systems (LMS) have dramatically changed both the dynamics and definitions of the classroom as well as the relationships and ex...
Education courses now involve homework assignments that require technology skill as well as domain knowledge. Yet there is little pedagogical and technological support for teaching “What” (statistical mean) while simultaneously teaching “How” (use the =average (Range) function in Excel). The authors’ concept describes a conceptual approach and a me...
We describe the design and implementation of a peer evaluation system named Zing'Em, in use for 3 years and over 60 course sections. Zing'Em supports Likert-scale items, is easy for professors to set up, simple for students to use and provides analyses of teams for the professor to use in grading and possible interventions. This paper documents the...
Small datasets of confidential information make it difficult to provide rich visualizations because they are susceptible to simple deductive strategies for discovering the information source. There are similarities in small team peer evaluation graphics and SQL queries against aggregate data. Building better visualizations competes with the goal of...
Although software reuse can improve both the quality and productivity of software development, it will not do so until software developers stop believing that it is not worth their effort to find a component matching their current problem. In addition, if the developers do not anticipate the existence of a given component, they will not even make a...
Jun is a large open-source graphics and multimedia library. It is object-oriented and supports 3D geometry, topography and multimedia. This paper reviews the development of the Jun library from five perspectives: open-source, software evolution processes, development styles, technological support, and development data. It concludes with lessons lea...
Although software reuse can improve both the quality and productivity of software development, it will not do so until software developers stop believing that it is not worth their effort to find a component matching their current problem. In addition, if the developers do not anticipate the existence of a given component, they will not even make a...
In the realm of computer support for design, developers have focused primarily on power and expressiveness that are important in framing a design solution. They assume that design is a series of calculated steps that lead to a clearly specified goal. The problem with this focus is that the resulting tools hinder the very process that is critical in...
Even though component-based software reuse has been shown to increase both the quality and efficiency of software development, there are still major barriers to its wide spread acceptance. Passive and conversational interface-based reuse repository systems support the developer only when he already knows a relevant component exists. In contrast, th...
Although the computer has been viewed as an aid to communication and design, both in face-to-face meetings and asynchronous interaction, collaborative design has proven difficult to support. Designers need to communicate about designs, access and interpret that communication, and understand the feedback that the artifacts and collaborators provide....
This workshop provides a forum for discussing experiences and issues related to tacit knowledge [Polanyi 1967] in collaborative systems. Beginning with early CSCW systems, tacit knowledge of work practice, in terms of unspoken assumptions and exceptions, has posed difficult problems for system designers. Analyses by Ehn [1988], Grudin [t994] and ot...
Needs and demands for multimedia authoring, which is to present information using various media including colour, sound, images or movies, have been increasingly recognized. The effects and impacts of using a variety of media should not be underestimated. This paper addresses cognitive issues in designing multimedia presentation and suggests a know...
This workshop provides a forum for discussing experiences and issues related to tacit knowledge [Polanyi 1967] in collaborative systems. Beginning with early CSCW systems, tacit knowledge of work practice, in terms of unspoken assumptions and exceptions, has posed difficult problems for system designers. Analyses by Ehn [1988], Grudin [t994] and ot...
This full-day workshop provides a forum for discussion experiences and issues related to tacit knowledge in the use and design of collaborative systems. We invite attendees to discuss how to elicit tacit knowledge; the value of tacit knowledge to social practices; systems which support identifying, facilitating and revealing tacit knowledge; and di...
this paper. In particular, Kumiyo Nakakoji provided invaluable assistance. The research was supported by the National Science Foundation under grants No. IRI-9015441 and MDR-9253245, and NYNEX Science and Technology Center (White Plains, N.Y.).
An abstract is not available.
We describe an approach to acquiring information during the creation and use of domain-oriented design environ- ments. Our model consists of three phases: seeding, evolu- tionary growth, and reseeding. A seed for a domain- oriented design environment is created through a par- ticipatory design process between environment developers and domain desig...
We are developing a conceptual framework and a demonstration system for collaboration among members of design teams when direct communication among these members is impossible or impractical. Our research focuses on the long-term, indirect communication needs of project teams rather than the short-term needs of face-to-face communication or electro...
Cooperative problem-solving systems are computer-based systems that augment a person's ability to create, reflect, design, decide, and reason. Our work focuses on supporting cooperative problem solving in the context of high-functionality computer systems. We show how the conceptual framework behind a given system determines crucial aspects of the...
The interaction of various design decisions and the communication of the rationale for decisions between designers are two problems that have not been solved by current systems supporting design. Through the observation of computer network designers we have developed a framework, system architecture, and prototype implementation for supporting this...
Research in discourse comprehension and human-computer interaction
indicates that good explanations are usually brief. A system that
provides brief explanations, however, must plan for the case where
brevity comes at the expense of understanding. Human-to-human dialogue
is, to a large part, concerned with conversational repair and
question-answer e...
Current computer systems have many of the negative aspects of the situation in which a younger sibling "tags along." They require the user to do extra work that is unrelated to the task at hand. The label "tag-along system" serves to illustrate principles and approaches to cooperative problem solving systems used in design.