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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.
11

Automatically Fixing Syntax Errors with PEST, a Python Tool for Beginners

Feng, Michelle 01 January 2018 (has links)
Psycholinguistic research shows that it is unreasonable to expect programmers to easily find minor typos in their otherwise correct code. The Python Error Support Tool PEST was designed and developed to address this. PEST offers an explanation for why the error happened and presents a list of possible fixes that will allow the user’s code to compile. This tool was evaluated by several students with a beginner’s level of expertise in Python, and feedback was generally positive with tangible steps for improvement.
12

Design and Evaluation of a Web-Based Programming Tool to Improve the Introductory Computer Science Experience

Tilden, Daniel Steven 05 June 2013 (has links)
Introductory computer science courses can be notoriously difficult for students, especially those outside of the major. There are many reasons for this, but the programming software itself may play a significant role.  To address this issue, we have developed Pythy, a web-based programming environment that allows students to write, execute, and test programming assignments from within the familiar interface of a web browser.  In this work, we discuss various aspects of Pythy in detail, including the rationale behind its design, the system architecture on which it is built, and the various functions offered by the software.  Next, we discuss an evaluation of Pythy\'s effectiveness during a programming course for non CS-majors offered at Virginia Tech, comparing it to a different software solution used in another programming course.  Results suggest that Pythy was successful in several target areas, including making it easier to get started with programming and providing feedback about program behavior.  Access log data from Pythy itself reveals details about how students used the system.  Finally, we conclude with a summary of key contributions and suggest some potential future directions for the system. / Master of Science
13

THE INFLUENCE OF AN AFTER-SCHOOL PROGRAM ON COMPUTER SCIENCE COURSE AND CAREER SELECTION

Speirs, Suzanne J. January 2020 (has links)
For nearly three decades, researchers have studied the persistent underrepresentation of women in computer science and computing-related fields. Findings indicate that recruitment and retention strategies result in short-term gains in interest and diversity in computer science. One recruitment strategy that shows promise to increase student interest in computer science is after-school programs. To increase the number of students exposed to and interested in computer science and Science, Technology, Engineering, and Math (STEM) fields, a suburban school district in southeastern Pennsylvania started an after-school program. This fee-based program offers seven-week long robotics, programming, and science experiment courses for elementary and middle school students. This study used a quantitative approach with the expectancy-value model as the theoretical framework to examine whether there are lasting effects from this after-school program on course and career selection. The results show a higher likelihood of study participants, each of whom participated in an after-school program, to select computer science in high school than the general high school population. The results also show that the rate of computer science choice for this group is also significant when accounting for the gender of the participants. Family dynamics may have been the influencing factor. The results are not supportive of the after-school program influencing participants to study computer science at the collegiate level, but there is some support for study participants interest in a computing career. / Educational Psychology
14

Teaching Command Line and Git Skills Using Exercises with Interactive Visualizations

Buxton, Ryan Todd 05 January 2023 (has links)
Command line and version control skills are vital to computer science students during their education and as they enter the software industry. These skills are commonly taught to undergraduate students via traditional lecturing methods and brief hands-on activities. Many students struggle with learning the Git version control system because they are not familiar with the command line, or they do not understand how Git works internally. Recent research highlights the effectiveness of using interactive visualizations to teach computer science concepts. Thus, we developed novel command line and Git exercises with interactive visualizations. These exercises integrate with learning management systems to automate grading. We tested the effectiveness of the exercises in a CS2 course at a large research institution by conducting pre-assessments before and post-assessments after the students completed the exercises. We found that students performed significantly better on both the command line and Git post-assessments than on the pre-assessments. Furthermore, we found that students with less experience with the command line and Git achieved a significantly greater improvement from the pre-assessments to the post-assessments. Additionally, we found that students with different levels of command line and Git experience did not perform differently on the exercises. Therefore, the exercises provide a novel tool for teaching command line and Git concepts to undergraduate computer science students with any level of command line and Git experience. / Master of Science / Command line is a term used to refer to a text-based user interface that allows users to interact with their computers by inputting commands. Git is a version control system typically used to track the stages of development for a computer program. Command line and Git skills are vital to computer science students during their education and as they enter the software industry. These skills are commonly taught to undergraduate students via traditional lecturing methods and brief hands-on activities. Many students struggle with Git because they are not familiar with the command line, or they do not understand how Git works internally. Recent research highlights the effectiveness of using interactive visualizations to teach computer science concepts. Thus, we developed novel command line and Git exercises with interactive visualizations. These exercises integrate with learning management systems to automate grading. We tested the effectiveness of the exercises in a CS2 course at a large research institution by conducting pre-assessments before and post-assessments after the students completed the exercises. We found that students performed significantly better on the post-assessments than on the pre-assessments. Furthermore, we found that students with less experience with the command line and Git achieved a significantly greater improvement from the pre-assessments to the post-assessments. Therefore, the exercises provide a novel tool for teaching command line and Git concepts to undergraduate computer science students with any level of command line and Git experience.
15

minimUML: A Minimalist Approach to UML Diagraming for Early Computer Science Education

Turner, Scott Alexander 15 June 2005 (has links)
Unified Modeling Language (UML) diagraming is commonly used in introductory Computer Science to teach basic object-oriented design, but there appears to be a lack of suitable software to support this task well. Many of the available programs focus on developing code and not on enhancing learning. Those that were designed for educational use sometimes have poor interfaces or are missing common and important features, such as multiple selection and undo/redo. There is a need for software that is tailored to an instructional environment and has all the useful and needed functionality for that specific task. This is the purpose of minimUML. It provides a minimum amount of UML, just what is commonly used in beginning programming classes, while providing a simple, usable interface. In particular, minimUML was designed to support abstract design while supplying features for exploratory learning and error avoidance. Some of the functionality supported includes multiple selection, undo/redo, flexible printing, cut and paste, and drag and drop. In addition, it allows for the annotation of diagrams, through text or freeform drawings, so students can receive feedback on their work. To test minimUML's ease of use, it was run through a small usability study. While a number of issues were raised, the tool generally received positive evaluations that lead us to believe that we have reached our goal. / Master of Science
16

Code Reading Dojo: Designing an Educationally-oriented Mobile Application Aimed at Promoting Code Reading Skills

Ghaed, Zahra 07 June 2017 (has links)
In recent years, much attention has been directed to the use of educational games for learning computer science concepts. The motivation of game-based learning with positive experience has been deeply studied in the literature, but game design for improving code reading skills have much room for improvement. Being good at the reading code is important to a professional developer. To address this issue, we defined a new educationally-oriented mobile game application, aimed at promoting the development of code reading skills in a new and fun way. The strategy of this game is to find errors in pieces of codes. At each level, students should find all syntactic and semantic errors in the code in a certain time in order to advance to the next level. Of the numerous programming languages, we chose Java because it is one of the most popular programming languages. In many colleges, Java plays a major role in introductory courses. Our vision is to allow instructors to employ the game in their introduction to programming in Java course. In addition, we hope it could be adapted for use in introductory courses using different programming languages. Data collected during the project helps us evaluate the impact of game-based learning on code reading in programming languages. We asked undergraduate students at the department of computer science at Virginia Tech to play with the game during Spring 2017 semester. The collected data analyzed, and students believe that Code Reading Dojo improves their code reading skills in Java and overall programming ability, in additions to help them find errors in their own program. / Master of Science / In recent years, much attention has been directed to the use of educational games for learning computer science concepts. The motivation of game-based learning with positive experience has been deeply studied in the literature, but game design for improving code reading skills have much room for improvement. Being good at the reading code is important to a professional developer. To address this issue, we defined a new educationally-oriented mobile game application, aimed at promoting the development of code reading skills in a new and fun way. The strategy of this game is to find errors in pieces of codes. At each level, students should find all syntactic and semantic errors in the code in a certain time in order to advance to the next level. Of the numerous programming languages, we chose Java because it is one of the most popular programming languages. In many colleges, Java plays a major role in introductory courses. Our vision is to allow instructors to employ the game in their introduction to programming in Java course. In addition, we hope it could be adapted for use in introductory courses using different programming languages. Data collected during the project helps us evaluate the impact of game-based learning on code reading in programming languages. We asked undergraduate students at the department of computer science at Virginia Tech to play with the game during Spring 2017 semester. The collected data analyzed, and students believe that Code Reading Dojo improves their code reading skills in Java and overall programming ability, in additions to help them find errors in their own program.
17

Design and Implementation of OpenDSA Interoperable Infrastructure

Shahin, Hossameldin L. 09 August 2017 (has links)
OpenDSA is a system for creating rich eTextbooks that combine quality text with visualizations and interactive, auto-graded exercises. As OpenDSA gains recognition, its use increases each year. This mandates a scalable, reliable, and sustainable infrastructure to accommodate the fast-growing demand for OpenDSA access. We implemented OpenDSA-LTI, an interoperable infrastructure which transforms OpenDSA from a standalone, self-contained eTextbook to an integrated learning tool communicating with a Learning Management System (LMS) through the Learning Tool Interoperability (LTI) protocol. OpenDSA-LTI delivers OpenDSA content and interactive materials to students through a reliable and secure LMS interface. LTI integration encourages OpenDSA adoption by providing easy, intuitive tools that help instructors to build and generate OpenDSA eTextbooks in their LMS courses. OpenDSA-LTI allows OpenDSA content developers to take advantage of various tools already provided by the LMS instead of reproducing these through their own proprietary services. The OpenDSA-LTI extendable design allows for adding new LTI-compliant exercises to OpenDSA books. This changes OpenDSA developers' efforts to searching for learning tools instead of reimplementing them. As an example, instead of maintaining the original OpenDSA programming evaluation engine, we could easily replace it with the Code Workout online drill-and-practice system. Since its launch in August 2016 until June 2017, OpenDSA-LTI has hosted 36 active courses offered by 25 different universities in 6 countries, 41 instructors have used OpenDSA-LTI to host their courses on the Canvas LMS, and the system has 2,729 registered students. / Master of Science / OpenDSA is a system for creating online textbooks that combine quality text with visualizations and interactive, auto-graded exercises. As OpenDSA gains recognition, its use increases each year. This mandates a scalable, reliable, and sustainable infrastructure to accommodate the fast-growing demand for OpenDSA access. We built OpenDSA-LTI, an online web application which transforms OpenDSA from a standalone, self-contained textbook to a learning tool which any university can integrate in their learning systems. OpenDSA-LTI delivers OpenDSA content and interactive materials to students through a reliable and secure interfaces. The new infrastructure encourages OpenDSA adoption by providing tools that help instructors to build and generate OpenDSA online textbooks in their institution’s learning systems. The OpenDSA-LTI extendable design allows for adding new exercises to OpenDSA online textbooks. This changes OpenDSA developers’ efforts to searching for other learning tools instead of creating them from scratch. As an example, instead of maintaining the original OpenDSA programming exercises, we could replace it with the Code Workout online programming evaluation system. Since its launch in August 2016 until June 2017, OpenDSA-LTI has hosted 36 active courses offered by 25 different universities in 6 countries, 41 instructors have used OpenDSA-LTI to host their courses on the Canvas LMS, and the system has 2,729 registered students.
18

The effects of computer performance assessment on student scores in a computer applications course

Casey, Sue Hartness 07 1900 (has links)
The goal of this study was to determine if performance -based tests should be routinely administered to students in computer application courses. The purpose was to determine the most appropriate mode of testing for individuals taking a computer applications course. The study is divided into areas of assessment, personality traits, and computer attitudes.
19

Improving the Interoperability of the OpenDSA eTextbook System

Wonderly, Jackson Daniel 07 October 2019 (has links)
In recent years there has been considerable adoption of the IMS Learning Tools Interoperability (LTI) standard among both Learning Management Systems (LMS), and learning applications. The LTI standard defines a way to securely connect learning applications and tools with platforms like LMS, enabling content from external learning tools to appear as if it were a native part of the LMS, and enabling these learning tools to send users' scores directly to the gradebook in the LMS. An example of such a learning tool is the OpenDSA eTextbook system which provides materials that cover a variety of Computer Science-related topics, incorporating hundreds of interactive visualizations and auto-graded exercises. Previous work turned OpenDSA into an LTI tool provider, allowing for OpenDSA eTextbooks to be integrated with the Canvas LMS. In this thesis, we further explore the problem of connecting educational systems while documenting challenges, issues, and design rationales. We expand upon the existing OpenDSA LTI infrastructure by turning OpenDSA into an LTI tool consumer, thus enabling OpenDSA to better integrate content from other LTI tool providers. We also describe how we expanded OpenDSA's LTI tool provider functionality to increase the level of granularity at which OpenDSA content can be served, and how we implemented support for several LMS, including challenges faced and remaining issues. Finally, we discuss the problem of sharing analytics data among educational systems, and outline an architecture that could be used for this purpose. / Master of Science / In recent years there has been considerable adoption of the IMS Learning Tools Interoperability (LTI) standard among Learning Management Systems (LMS) like Blackboard and Canvas, and among learning tools. The LTI standard allows for learning tools to be securely connected with platforms like LMS, enabling content from external learning tools to appear as if it were built into the LMS, and enabling these learning tools to send users’ scores directly to the gradebook in the LMS. An example of such a learning tool is the OpenDSA online textbook system which provides materials that cover a variety of Computer Science-related topics, incorporating hundreds of interactive visualizations and auto-graded exercises. Previous work enabled OpenDSA textbooks to be connected with the Canvas LMS using LTI. In this thesis, we further explore the problem of connecting educational systems while documenting challenges, issues, and design rationales. We expand the existing OpenDSA system to allow OpenDSA to better integrate content from other learning tools. We also describe how we expanded OpenDSA’s features to increase number of ways that OpenDSA content can be consumed, and how we implemented support for adding OpenDSA content to several LMS, including challenges faced and remaining issues. Finally, we discuss the problem of sharing analytics data among educational systems, and outline a potential way to connect educational systems for this purpose.
20

Integrating the Media Computation API with Pythy, an Online IDE for Novice Python Programmers

Athri, Ashima 08 September 2015 (has links)
Improvements in both software and curricula have helped introductory computer science courses attract and retain more students. Pythy is one such online learning environment that aims to reduce software setup related barriers to learning Python while providing facilities like course management and grading to instructors. To further enable its goals of being beginner-centric, we want to integrate full support for media-computation-style programming activities. The media computation curriculum teaches fundamental computer science concepts through the activities of manipulating images, sounds and videos, and has been shown to be successful in retaining students and helping them gain transferable knowledge. In this work we tackle the first two installments of the problem namely, supporting image and sound-based media computation programs in Pythy. This involves not only client-side support that enables students to run media-computation exercises in the browser, but also server-side support to leverage Pythy's auto-grading facilities. We evaluated our implementation by systematically going through all 82 programs in the textbook that deal with image and sound manipulation and verifying if they worked in Pythy as-is, while complementing this with unit-tests for full test coverage. As a result, Pythy now supports 65 out of the 66 media-computation methods required for image and sound manipulation on both the client and the server-side, and 81 out of the 82 programs in the media-computation textbook can be executed as-is in Pythy. / Master of Science

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