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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Using Daily Missions to Promote Incremental Progress on Programming Assignments

Goldman, Andrew Benjamin 27 June 2019 (has links)
Automatic assessment tools are increasingly utilized in undergraduate programming courses to evaluate software solutions, streamlining the grading process for both students and professors. In spite of their benefits of speed and convenience, such online systems for providing instant feedback have the tendency to draw attention to performance-based outcomes while failing to reliably recognize the effort and hard work a student puts into a solution. For the many struggling students who are new to programming, this type of objective feedback can be discouraging and may decrease their motivation to stay engaged towards success. To address this issue, this paper explores strategies for more effectively recognizing student progress on programming assignments and identifying small tasks for students to complete that will steer them in the right direction. Further, this paper will discuss a gamification approach for adding ``Daily Missions" to Web-CAT, the Web-based Center for Automated Testing. From an evaluation of results gathered from student experiences with this latest version of Web-CAT at Virginia Tech, this paper will highlight the valuable potential gamification has in boosting student engagement in computer science learning. / Master of Science / In college computer science courses today, many students submit their assignments and receive instant feedback through online websites. Although they streamline the grading process for both students and professors, these systems have the tendency to draw attention to performance-based outcomes while failing to reliably recognize the effort and hard work a student puts into a solution. For the many struggling students who are new to programming, this type of objective feedback can be discouraging and may decrease their motivation to stay engaged towards success. To address this issue, this paper explores strategies for more effectively recognizing student progress on programming assignments and identifying small tasks for students to complete that will steer them in the right direction. One strategy in particular is called gamification, which refers to giving game-like attributes to a non-game system. This paper will discuss a gamification approach for adding “Daily Missions” to WebCAT, the Web-based Center for Automated Testing. From an evaluation of results gathered from student experiences with this latest version of Web-CAT at Virginia Tech, this paper will highlight the valuable potential gamification has in boosting student engagement in computer science learning.
2

Improving learning and teaching through automated short-answer marking

Siddiqi, Raheel January 2010 (has links)
Automated short-answer marking cannot 'guarantee' 100% agreement between the marks generated by a software system and the marks produced separately by a human. This problem has prevented automated marking systems from being used in high-stake short-answer marking. Given this limitation, can an automated short-answer marking system have any practical application? This thesis describes how an automated short-answer marking system, called IndusMarker, can be effectively used to improve learning and teaching.The design and evaluation of IndusMarker are also presented in the thesis. IndusMarker is designed for factual answers where there is a clear criterion for answers being right or wrong. The system is based on structure matching, i.e. matching a pre-specified structure, developed via a purpose-built structure editor, with the content of the student's answer text. An examiner specifies the required structure of an answer in a simple purpose-designed language called Question Answer Markup Language (QAML). The structure editor ensures that users construct correct required structures (with respect to QAML's syntax and informal semantics) in a form that is suitable for accurate automated marking.

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