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Prediction versus production for teaching computer programming

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Abstract

Background: Most students struggle when learning to program. Aims: In this paper we examine two instructional tasks that can be used to introduce programming: tell-and-practice (the typical pedagogical routine of describing some code or function then having students write code to practice what they have learned) and prediction (where students are given code and asked to make predictions about the output before they are told how the code works). Sample: Participants were 121 college students with no coding experience. Methods: Participants were randomly assigned to one of two parallel training tasks: predict, or tell-and-practice. Results: Participants in the predict condition showed greater learning and better non-cognitive outcomes than those in the tell-and-practice condition. Conclusions: These findings raise a number of questions about the relationship between programming tasks and students' experiences and outcomes in the early stages of learning programming. They also suggest some pedagogical changes to consider, especially in early introductions to programming.

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... Second, experts have extensive experience writing and running many lines of code; this enables them to infer causal relations between code and its output (Holyoak & Cheng, 2011). This knowledge of cause-effect relationships between the code and its output allows them to predict output (Tucker et al., 2024) and can be used to problem solve with code (Iwamoto et al., 2020). Novice programmers who do not have such accumulated experience struggle to predict code output (Lister et al., 2004) or to identify the code examples that match their goals (Iwamoto et al., 2020;Kashima, 2019). ...
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Suggestions for improving text understanding often prescribe activating prior knowledge, a prescription that may be problematic if students do not have the relevant prior knowledge to begin with. In this article, we describe research about a method for developing prior knowledge that prepares students to learn from a text or lecture. We propose prior knowledge that prepares students to learn from a text or lecture. We propose that analyzing contrasting cases can help learners generate the differentiated knowledge structures that enable them to understand a text deeply. Noticing the distinctions between contrasting cases creates a "time for telling"; learners are prepared to be told the significance of the distinctions they have discovered. In 3 classroom studies, college students analyzed contrasting cases that consisted of simplified experimental designs and data from classic psychology experiments. They then received a lecture or text on the psychological phenomena highlighted in the experiments. Approximately 1 week later, the students predicted outcomes for a hypothetical experiment that could be interpreted in light of the concepts they studied. Generating the distinctions between contrasting cases and then reading a text or hearing a lecture led to more accurate predictions than the control treatments of (a) reading about the distinctions between the cases and hearing a lecture, (b) summarizing a relevant text and hearing a lecture, and (c) analyzing the contrasting cases twice without receiving a lecture. We argue that analyzing the contrasting cases increased students' abilities to discern specific features that differentiated classes of psychological phenomena, much as a botanist can distinguish subspecies of a given flower. This differentiated knowledge prepared the students to understand deeply an explanation of the relevant psychological principles when it was presented to them. These results can inform constructivist models of instruction as they apply to classroom activities and learning from verbal materials. In particular, the results indicate that there is a place for lectures and readings in the classroom if students have sufficiently differentiated domain knowledge to use the expository materials in a generative manner.
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Visual program simulation (VPS) is a form of interactive program visualization in which novice programmers practice tracing computer programs: using a graphical interface, they are expected to correctly indicate each consecutive stage in the execution of a given program. Naturally, students make mistakes during VPS; in this article, we report a study of such mistakes. Visual program simulation tries to get students to act on their conceptions; a VPS-supporting software system may be built so that it reacts to student behaviors and provides feedback tailored to address suspected misconceptions. To focus our efforts in developing the feedback given by our VPS system, UUhistle, we wished to identify the most common mistakes that students make and to explore the reasons behind them. We analyzed the mistakes in over 24,000 student-submitted solutions to VPS assignments collected over three years. 26 mistakes stood out as relatively common and therefore worthy of particular attention. Some of the mistakes appear to be related to usability issues and others to known misconceptions about programming concepts; others still suggest previously unreported conceptual difficulties. Beyond helping us develop our visualization tool, our study lends tentative support to the claim that many VPS mistakes are linked to programming misconceptions and VPS logs can be a useful data source for studying students' understandings of CS1 content.
Article
We propose a model to explain the dynamics of affective states that emerge during deep learning activities. The model predicts that learners in a state of engagement/flow will experience cognitive disequilibrium and confusion when they face contradictions, incongruities, anomalies, obstacles to goals, and other impasses. Learners revert into the engaged/flow state if equilibrium is restored through thought, reflection, and problem solving. However, failure to restore equilibrium as well as obstacles that block goals trigger frustration, which, if unresolved, will eventually lead to boredom. The major hypotheses of the model were supported in two studies in which participants completed a 32–35min tutoring session with a computer tutor. Their affective states were tracked at approximately 110 points in their tutoring sessions via a retrospective affect judgment protocol. Time series analyses confirmed the presence of confusion–engagement/flow, boredom–frustration, and confusion–frustration oscillations. We discuss enhancements of the model to address individual differences and pedagogical and motivational strategies that are inspired by the model.
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This article uses time-sampling data to evaluate fifth to ninth graders' experiences of boredom both as a state, related to specific school and nonschool activities, and as a trait, related to individual dispositions that students bring to school. Data come from a study in which 392 youths carried pagers and reported on their activities and emotions at random times over a week when signaled. Results show that, while boredom is reported frequently during schoolwork, it is also prevalent outside school and the same persons report boredom across these contexts. High rates of boredom were correlated with high ability and, when ability is controlled, with oppositional behavior, but not with onset of adolescence. These findings suggest that individual dispositions are an important contributor to boredom. Nonetheless, variations in rates of boredom across school task situations suggest that schools might be structured to reduce, though not eliminate, student boredom.
Article
Learning from worked examples is an effective learning method in well-structured domains. Can its effectiveness be further enhanced when errors are included? This was tested by determining whether a combination of correct and incorrect solutions in worked examples enhances learning outcomes in comparison to correct solutions only, and whether a mixture of correct and incorrect solutions is more effective when the errors are highlighted. In addition, the effectiveness of fostering self-explanations was assessed. In Experiment 1, the participants learned to solve probability problems under six conditions that constituted a 2×3-factorial design (Factor 1: correct and incorrect solutions with highlighting the errors vs. correct and incorrect solutions without highlighting the errors vs. correct solutions only; Factor 2: prompting written self-explanations vs. no prompts). An aptitude-treatment interaction was found: providing correct and incorrect solutions fostered far transfer performance if learners had favourable prior knowledge; if learners had poor prior knowledge correct solutions only were more favourable. Experiment 2 replicated this interaction effect. Thus, a mixture of correct and incorrect solutions in worked examples enhanced learning outcomes only for “good” learners. In addition, Experiment 2 showed that confronting learners with incorrect solutions changed the quality of their self-explanations: on the one hand, new types of effective self-explanations could be observed, but on the other hand the amount of the very important principle-based self-explanations was substantially reduced. A possible measure to prevent this negative side effect of incorrect solutions is discussed.
Article
The teaching of introductory computer programming seems far from successful, with many first-year students performing more poorly than expected. One possible reason for this is that novices hold ‘non-viable’ mental models (internal explanations of how something works) of key programming concepts which then cause misconceptions and difficulties. An initial study investigated the apparent viability of novices' models of fundamental programming concepts, focusing on value and reference assignment. This revealed that many students appeared to hold ‘non-viable’ mental models of these key concepts and that those students who appeared to hold viable mental models performed significantly better in programming tasks than those with non-viable models. To address this, a teaching model integrating cognitive conflict and program visualisation is proposed. A series of studies found that this teaching model is potentially effective in enhancing engagement with learning materials and may therefore help novice programmers develop a better understanding of key concepts.
Article
This article demonstrates the feasibility and effectiveness of teaching several mathematical skills by presenting students with carefully chosen sequences of worked-out examples and problems - without lectures or other direct instruction. Thinking-aloud protocols of 20 students learning factorization by this method are analyzed to determine the kinds and depth of understanding students attained. Students did not simply memorize procedures but were able to recognize when the procedures were applicable and to apply them. Most students were also able to use their understanding of the concept of factorization to help learn the procedures and to check their results. The method of learning from examples has now been tested successfully with a class covering the entire 3-year curriculum in algebra and geometry in a Chinese middle school.
Article
The knowledge required to solve algebra manipulation problems and procedures designed to hasten knowledge acquisition were studied in a series of five experiments. It was hypothesized that, as occurs in other domains, algebra problem-solving skill requires a large number of schemas and that schema acquisition is retarded by conventional problem-solving search techniques. Experiment 1, using Year 9, Year 11, and university mathematics students, found that the more experienced students had a better cognitive representation of algebraic equations than less experienced students as measured by their ability to (a) recall equations, and (b) distinguish between perceptually similar equations on the basis of solution mode. Experiments 2 through 5 studied the use of worked examples as a means of facilitating the acquisition of knowledge needed for effective problem solving. It was found that not only did worked examples, as expected, require considerably less time to process than conventional problems, but that subsequent problems similar to the initial ones also were solved more rapidly. Furthermore, decreased solution time was accompanied by a decrease in the number of mathematical errors. Both of these findings were specific to problems identical in structure to the initial ones. It was concluded that for novice problem solvers, general algebra rules are reflected in only a limited number of schemas. Abstraction of general rules from schemas may occur only with considerable practice and exposure to a wider range of schemas.
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REPORTS ON THE EVOLUTION OF THE STUDY OF CREATIVITY. BEGINNING WITH GALTON'S STUDIES ON THE IMPACT OF HEREDITY UPON GENIUS, GUILFORD POINTS OUT THAT RELATIVELY FEW PSYCHOLOGISTS HAVE TURNED THEIR ATTENTION TO THIS PROBLEM. ONLY THOSE WHO HAVE A PARTICULAR INTEREST IN THE MEASUREMENT OF INTELLECTUAL CAPACITY HAVE BEEN UNABLE TO AVOID CONTACT WITH THE CREATIVE ASPECT OF MAN BUT THE HISTORY OF THE INTELLIGENCE TEST MOVEMENT SHOWS THAT IN ITS EARLY DEVELOPMENT IT HAS BEEN SINGULARLY DEVOID OF CONTACT WITH MEASURES OF INGENUITY, INNOVATIVE CAPACITY, OR INVENTIVENESS. SOME NONPSYCHOLOGICAL ATTEMPTS AT ATTACKING THE PROBLEM OF CREATIVITY ARE DISCUSSED. SINCE 1950 EFFORTS TO ESTABLISH THE NATURE OF CREATIVITY HAVE BEEN SOMEWHAT MORE FRUITFUL AND THE PROMISE OF MORE EFFECTIVE BASIC RESEARCH ON CREATIVE THINKING IS DISCUSSED. (32 REF.) (PsycINFO Database Record (c) 2012 APA, all rights reserved)
Article
When individuals think about their future, feedback on their strengths and weaknesses may often serve as a useful source of information. Three studies investigated the influence of positive and neutral moods on feedback seeking. In Studies 1 and2, positive mood increased interest in feedback about weaknesses when this information was useful for self-assessment and self-improvement. But when the feedback was not useful for these superordinate, long-term goals then positive mood directed participants’ interest to strength-focused feedback, thereby serving short-term, affective concerns (e.g., feeling good about oneself). Study 3 directly manipulated self-evaluative goals. When a learning goal was activated, positive mood increased interest in weaknesses-focused feedback, but when an affective goal was activated, positive mood increased interest in strength-focused feedback. These results support our hypothesis that positive mood attunes individuals to the relationships of goals and means, thus promoting actions that serve primary goals.
Article
The purpose of this study was to develop a program to help cultivate divergent thinking in mathematics based on open-ended problems and to investigate its effect. The participants were 398 seventh grade students attending middle schools in Seoul. A method of pre- and post-testing was used to measure mainly divergent thinking skills through open-ended problems. The results indicated that the treatment group students performed better than the comparison students overall on each component of divergent thinking skills, which includes fluency, flexibility, and originality. The developed program can be a useful resource for teachers to use in enhancing their students’ creative thinking skills. An open-ended approach in teaching mathematics suggested in this paper may provide a possible arena for exploring the prospects and possibilities of improving mathematical creativity.