Stephanie Ludi’s research while affiliated with University of North Texas and other places

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Publications (87)


Active Learning with LEGO for Teaching Software Development
  • Conference Paper

February 2020

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26 Reads

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Stephanie Ludi

Figure 1: Types of programming environments.
Figure 2: Hybrid-based PencilCode Overview.
Figure 3: Experimental Design Overview.
Comparison of block-based and hybrid-based programming environments in transferring programming skills to text-based environment
  • Preprint
  • File available

June 2019

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69 Reads

Teachers face several challenges when presenting the fundamental concepts of programming in the classroom. Several tools are introduced to give a visual dimension to support the learning process. These tools rely on code blocks, easily manipulated in a plug and play fashion, to build a program. These block-based tools intend to familiarize students with programming logic, before diving into text-based programming languages such as Java, Python, etc. However; when transitioning from block-based to text-based programming, students often encounter a gap in their learning. The student may not be able to apply block-based foundations in a text-based environment. To bridge the gap between both environments, we developed a hybrid-based learning approach. We found that on average a hybrid-based approach increases the students understanding of programming foundations, memorization, and ease of transition by more than 30% when compared to a block-based to text-based learning approach. Finally, we provide the community with an open source, hybrid-based learning tool that can be used by students when learning programming concepts or for future studies.

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Figure 1: Types of programming environments.
Figure 2: Hybrid-based PencilCode Overview.
Figure 3: Experimental Design Overview.
Comparison of block-based and hybrid-based programming environments in transferring programming skills to text-based environment

June 2019

·

2,384 Reads

Teachers face several challenges when presenting the fundamental concepts of programming in the classroom. Several tools are introduced to give a visual dimension to support the learning process. These tools rely on code blocks, easily manipulated in a plug and play fashion, to build a program. These block-based tools intend to familiarize students with programming logic, before diving into text-based programming languages such as Java, Python, etc. However; when transitioning from block-based to text-based programming, students often encounter a gap in their learning. The student may not be able to apply block-based foundations in a text-based environment. To bridge the gap between both environments, we developed a hybrid-based learning approach. We found that on average a hybrid-based approach increases the students understanding of programming foundations, memorization, and ease of transition by more than 30% when compared to a block-based to text-based learning approach. Finally, we provide the community with an open source, hybrid-based learning tool that can be used by students when learning programming concepts or for future studies.


Table 1 : Descriptive Statistics for the Pre-Module Continu- ous Variables
Table 2 : Descriptive Statistics for Post-Module MSLQ Scores
Active Learning with LEGO for Software Requirements

February 2019

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327 Reads

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26 Citations

Case studies are one of the best active learning approaches for teaching software engineering in general and requirements engineering in particular. They offer an effective approach to understanding a system or a phenomenon that are too large or too difficult to represent in a lab setting. As a tangible manipulative, LEGO works well to support designing hands-on case studies that mix studying software engineering concepts with the elements of team building and playful creativity. In our project, we study the role that LEGO has in engaging students in software engineering through a set of activities that leverage the case study and play aspects. This paper presents our design approach for requirements engineering activities, as well as current results from classroom testing with a focus on student engagement with the subject matter.


Enhanced Robotics!: Improving Building and Programming Learning Experiences for Students with Visual Impairments

February 2018

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74 Reads

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11 Citations

Making technology and computer science learning experiences accessible to students with disabilities is an important step in preparing them to enter the workforce of the future--one in which many jobs will require skills to solve problems with technology. This paper presents the tool and curricular enhancements developed to make the Exploring Computer Science Robotics unit accessible to students with visual impairments (VI). It describes the evolution of enhancements, based on formative evaluation studies, to increase support as VI students engaged in building and programming LEGO Mindstorms robots. Results describe the ways in which enhancements were iteratively designed in response to student engagement and confidence, as well as their emerging understanding of top-down and bottom-up processes in robotics design and programming.


Teaching Inclusive Thinking to Undergraduate Students in Computing Programs

February 2018

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58 Reads

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34 Citations

Stephanie Ludi

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Matt Huenerfauth

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Vicki Hanson

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[...]

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Paula Garcia

An increasing importance of accessibility awareness and knowledge emanates from a moral imperative and as an employment differentiator. It is important that educational programs have a demonstrated ability to teach these skills. In this paper, we focus on the role that educational courses can play in increasing accessibility awareness for undergraduate students. We review literature indicating that a number of accessibility teaching interventions have been reported; yet the evaluation of their effectiveness has not been conducted in a consistent manner. We report on our 3-semester evaluation of undergraduate students' accessibility awareness and knowledge following a week of accessibility lectures as part of courses on Human-Computer Interaction (HCI), where a subset of students also interact with stakeholders with disabilities during the conduct of the course projects. Gains in awareness and knowledge occur when accessibility lectures were part of the course. These gains are compared across the teams who interacted with a person with a disability and teams with no such interaction. In addition, we provide the test battery developed to measure these skills, to enable other researchers to conduct evaluations of the effectiveness of interventions for teaching inclusive thinking in undergraduate computing at their own institutions.


LEGO-based Active Learning Exercises for Teaching Software Development: (Abstract Only)

February 2018

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109 Reads

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5 Citations

LEGO is a construction toy familiar to many students. Creating software, regardless of scale, is often similar to building with tangible objects, such as houses or bridges--an analogy that is often used in the classroom. In this workshop, we will show how to use LEGO bricks as a surrogate representing the lines of code, software objects, or other artifacts in the process of constructing software systems. LEGO-based analogies and case studies enacted as hands-on exercises for student teams help develop a better understanding of the underlying concepts, while keeping students deeply engaged in the course material. This workshop is intended for faculty teaching undergraduate and graduate courses focusing on software development, software engineering, and related concepts. This workshop will also benefit other educators looking for ways to supplement their courses with engaging and playful hands-on activities aimed to strengthen the teamwork, oral communication, problem solving, and design skills of students. We will practice several hands-on LEGO-based activities during the workshop. Specific topics of these activities will include change management and object-oriented interfaces, as well as activities specific to the phases of software development. Workshop participants will learn about other LEGO-based activities that focus on a broad range of topics including requirements engineering, architectural design, and software dependability. A laptop is not required for this workshop. This work is supported in part by the National Science Foundation Awards 1611905, 1709244 and a 2015 ACM SIGCSE Special Project grant. For more information visit http://www.cs.ccsu.edu/~stan/sigcse2018/


Teaching Inclusive Thinking in Undergraduate Computing

October 2017

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36 Reads

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28 Citations

With the increasing importance of accessibility awareness and knowledge as both a moral imperative and an employment differentiator, it is incumbent on educational programs to have demonstrated ability to teach these skills. We report on our year-long evaluation of university students' accessibility awareness and knowledge following a week of accessibility lectures as part of courses on Human-Computer Interaction (HCI). We report gains in awareness and knowledge when accessibility lectures were part of the course. We describe the test battery developed to measure these skills, and describe our ongoing longitudinal research to measure the effectiveness of several interventions for teaching inclusive thinking in undergraduate computing courses.


Interviews and Observation of Blind Software Developers at Work to Understand Code Navigation Challenges

October 2017

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110 Reads

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64 Citations

Integrated Development Environments (IDEs) play an important role in the workflow of many software developers, e.g. providing syntactic highlighting or other navigation aids to support the creation of lengthy codebases. Unfortunately, such complex visual information is difficult to convey with current screen-reader technologies, thereby creating barriers for programmers who are blind, who are nevertheless using IDEs. To better understand their usage strategies and challenges, we conducted an exploratory study to investigate the issue of code navigation by developers who are blind. We observed 28 blind programmers using their preferred coding tool while they performed various programming activities, in particular while they navigated through complex codebases. Participants encountered many navigation difficulties when using their preferred coding software with assistive technologies (e.g., screen readers). During interviews, participants reported dissatisfaction with the accessibility of most IDEs due to the heavy use of visual abstractions. To compensate, participants used multiple input methods and workarounds to navigate through code comfortably and reduce complexity, but these approaches often reduced their speed and introduced mistakes, thereby reducing their efficiency as programmers. Our findings suggest an opportunity for researchers and the software industry to improve the accessibility and usability of code navigation for blind developers in IDEs.



Citations (58)


... Software testing is complex, requiring curated skills, training (Blanco et al., 2023), familiarity with specific tools and frameworks (Wu et al., 2023), and the need to tailor the testing to the specifics of the SUT. As such, as developers learn to test or test their code, they are bound to encounter errors and issues that lead them to post on or read from open developer forums such as Stack Overflow, where they can get assistance from other developers (Alghamdi et al., 2024;Kabir et al., 2024;Varun Kumar, 2024). ...

Reference:

Analyzing Developer Engagement in Software Testing: Topics, Trends, Sentiments, and Discussions on Stack Overflow Using Topic Modeling and Sentiment Analysis
Understanding developer challenges and trends in web accessibility: a stack overflow analysis

... Stack Overflow datasets are a particular source of information that has gained popularity in numerous research studies owing to their comprehensive coverage of technical and practical programmer issues and concerns. For example, Alghamdi et al [2] examined 5,092 Stack Overflow posts to identify developers' challenges with web accessibility guidelines. The findings revealed that about 60% of the discussions on the perceivable guideline focused on customizing time-based media and screen reader accessibility. ...

Accessibility Guidelines and Standards: Analyzing Stack Overflow Posts
  • Citing Conference Paper
  • October 2024

... Usability questions were based on Jakob Nielsen's 10 HCI heuristics [11]. We selected this framework based on its relevance in other studies analyzing the usability of educational applications for children, including IDEs [16], [35]. Prior to conducting the interviews and thematic analysis, the researchers familiarized themselves with Nielsen's heuristics and their applications [36]. ...

Impact of Usability Heuristics on User Satisfaction Among Coding Apps for Children

... However, assertion methods can also negatively impact code quality. Specifically, the test smell Assertion Roulette, where a test method contains multiple assertions without providing context for failures [10], is associated with increased change-proneness in test code [11], [12] and challenges in code comprehension [13]. These problems cannot be addressed without a stronger understanding of assertion messages, including how they are used and how they support comprehension. ...

Do the Test Smells Assertion Roulette and Eager Test Impact Students’ Troubleshooting and Debugging Capabilities?

... − Bardlaunched in 2022, is a large language model (created by Google AI) of an AI chatbot, can include providing informative answers to questions, language translation, text generation, and creating various types of creative content (Rudolph et al., 2023); − Replikais an AI chatbot platform launched in 2017, designed to help students: can give advice and help students, listen to students' problems, and make them feel less alone (Pentina et al., 2023); − Adais a chatbot launched in 2017 and is used for personalized learning for college students. Ada can provide feedback, answer questions, and facilitate individualized learning for students (Alsanousi et al., 2023); − Habitica, used to help students develop good academic, professional, and work habits, launched in 2013. Habitica can be used by all students to manage their study schedules and their academic tasks. ...

Investigating the User Experience and Evaluating Usability Issues in AI-Enabled Learning Mobile Apps: An Analysis of User Reviews

International Journal of Advanced Computer Science and Applications

... The author in [62] outlined the essential features and functionalities that should be incorporated into smartphone applications designed for those who are DHH, including vibrating alerts, visual notifications, and customizable volume control. We considered suggestions in [63,64] as a framework for the development of the AsEar app, adopting concepts that align with the app's objectives and cater to the needs of DHH clients, including button size, text size, usability, real-time communication, and privacy. ...

The State of Accessibility in Blackboard: Survey and User Reviews Case Study

... Hearing impairments, for instance, pose significant communication barriers. Traditional and online classrooms often rely heavily on auditory instruction, leaving students with hearing impairments struggling to access information and fully engage in discussions [7]. The lack of consistent availability and integration of assistive technologies, such as real-time captioning, further exacerbates these challenges, leading to feelings of isolation and exclusion from classroom interactions critical for learning and social development. ...

Teachers Perspectives on Transition to Online Teaching Deaf and Hard-of-Hearing Students during the COVID-19 Pandemic: A Case Study

... Various approaches to teaching accessibility in computing education have been documented. Exclusive courses on accessibility and assistive technology [19,23,36], and the inclusion of accessibility topics in existing courses such as web development [14,29,38], software engineering [12,21,30], programming fundamentals [11,15], artificial intelligence [35], and mobile app development [10] have been employed. These courses aim to teach accessibility awareness, technical knowledge such as the web content accessibility guidelines (WCAG) [2], empathy, and awareness about careers in the field of accessibility largely through traditional lecture-based pedagogy. ...

Exploration on Integrating Accessibility into an AI Course

... While sighted developers frequently rely on visual cues and dynamic, exploratory interfaces, visually impaired developers usually require predictable, structured interactions with clear, interpretable feedback [63]. This requirement is not merely a preference but a necessity that allows them to effectively understand, navigate, and maintain control over their workflow [48,62]. Now, a key consideration in designing AI coding environments for visually impaired developers is enabling them to anticipate the AI's actions and seamlessly integrate its assistance into their coding tasks [64]. ...

Accessible Blockly: An Accessible Block-Based Programming Library for People with Visual Impairments
  • Citing Conference Paper
  • October 2022

... Finally, future research on Parsons problems should explore paradigms such as Grid-Coding, speech-driven programming, and the use of problem-solving stages to improve accessibility for neurodiverse programmers, sighted, blind, and low-vision (BLV) programmers, and programmers with motor impairments [15,43]. ...

Voice-Enabled Blockly: Usability Impressions of a Speech-driven Block-based Programming System
  • Citing Conference Paper
  • October 2022