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Student performance in computing education: an empirical analysis of online learning in programming education environments

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Abstract

The benefits of using online exercises have been analysed in terms of distance learning, automatic assessment and self-regulated learning. In this study, we have not found a direct proportional relationship between student performance in the course exercises that use online technologies and the exam grades. We see that the average submission rate to these online exercises is not positively correlated with the exercise points. Yet, our results confirm that doing exercises along supports student learning and skill accumulation equipping them with the knowledge of programming. While the student performance in programming courses is affected by factors such as prior background in programming, cognitive skills and the quality of teaching, completing the course exercises via learning-by-doing is an indispensable part of teaching. Based on the student feedback from the course survey, the students are highly satisfied with using online technologies as part of learning.

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This paper presents an analysis of research papers about programming education that were published in computing education conferences in the years 2005 to 2008. We employed Simon's classification scheme to identify the papers of interest from the ICER, SIGCSE, ITiCSE, ACE, Koli Calling and NACCQ conferences. Having identified the papers, we analyzed the type of data collected, whether the analysis was qualitative, quantitative, or mixed, and the aims and outcomes being reported. The greatest number of papers employed quantitative research methods, investigated the ability, aptitude, or understanding of students, and were based in single courses. The theme of the research and the type of study conducted vary across the conferences, indicating the different nature and role of each conference. Papers that investigated student learning of programming in terms of established theories or models of learning were not common, indicating an area of research that deserves more attention.
Conference Paper
Anecdotal evidence from several sources, primarily in industry, indicates that two programmers working collaboratively on the same design, algorithm, code, or test perform substantially better than the two would working alone. In this technique, often called "pair programming" or "collaborative programming", one person is the "driver" and has control of the pencil/mouse/keyboard and is writing the design or code. The other person continuously and actively observes the work of the driver-watching for defects, thinking of alternatives, looking up resources, and considering strategic implications of the work at hand. A course in Web programming was taught at the University of Utah in Summer Semester 1999. In this course, the students worked in pairs, continuously collaborating on all programming assignments. Using the technique, the students applied a positive form of "pair-pressure" on each other, which proved beneficial to the quality of their work products. The students also benefited from "pair-learning", which allowed them to learn new languages faster and better than they had experienced with solitary learning. "Pair-learning" also reduced the workload of the teaching because the students no longer relied primarily on them for technical support and advise.
Article
Constructivism is a theory of learning which claims that students construct knowledge rather than merely recieve and store knowledge transmitted by the teacher. Constructivism has been extremely influential in science and mathematics education, but much less so in computer science education (CSE). This paper surveys constructivism in the context of CSE, and shows how the theory can supply a theoretical basis for debating issues and evaluating proposals. An analysis of constructivism in computer science education leads to two claims: (1) students do not have an e#ective model of a computer, and (2) computers form an accessible ontological reality. The conclusions from these claims are that: (1) models must be explicitly taught, (2) models must be taught before abstractions, and (3) the seductive reality of the computer must not be allowed to supplant construction of models. Introduction The dominant theory of learning today is called constructivism. This theory claims that knowledge is actively constructed by the student, not passively absorbed from textbooks and lectures. Since the construction builds recursively on knowledge that the student already has, each student will construct an idiosyncratic version of knowledge. To
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