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Computer Science Project Courses : Contrasting Students’ Experiences with Teachers’ ExpectationsWiggberg, Mattias January 2010 (has links)
Including small or large project courses is widely recognized as important in preparing computer science students for a professional career. Typical examples are the capstone courses, which often are seen as the jewel in the crown since this is where students will bring their previous knowledge and skills together to show mastery of their craft. These courses are, however, quite complex with often contradictory ideas about how to actually run them in order to reach the learning objectives. This thesis deals with the contrast between students’ experiences and teachers’ expectations of such courses. The research presented in this thesis contributes to the field of knowledge of computer science project courses by investigating processes that are of importance in relation to the desired practices that the students’ should experience. A method is developed, based on the theory of communities of practice and an identification of key features in project work, for evaluating project courses in terms of setting up a learning environment suitable for its learning objectives. The method is focused on capturing the students’ experiences, which then are mapped onto desirable outcomes, as seen from the teachers’ point of view and expressed in terms of communities of practice theory. The result of the analysis is stories capturing the strengths and deficiencies that can be observed in computer science project courses. Key findings are that rewarding learning environments are not automatically created by following the project model; unclear goals and priorities, for example the choice between focusing on the result of the project or the learning process, can confound, or hinder, the learning outcome. Students may experience a difficult choice between using the project course as a way to become more specialized in a particular area or to develop skills that broaden their knowledge. The method developed throughout the thesis is a result in itself, allowing academics and institutions to reason systematically about the aims and learning outcomes of project coursework. The strength of the method lies in the insight gained from combining the concept of communities of practice with a series of studies that identify key features of project courses, in order to reveal and explain why students’ experience processes and learning outcomes in particular ways.
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Learning computer systems in a distributed project course : The what, why, how and whereBerglund, Anders January 2005 (has links)
Senior university students taking an internationally distributed project course in computer systems find themselves in a complex learning situation. To understand how they experience computer systems and act in their learning situation, the what, the why, the how and the where of their learning have been studied from the students’ perspective. The what aspect concerns the students’ understanding of concepts within computer systems: network protocols. The why aspect concerns the students’ objectives to learn computer systems. The how aspect concerns how the students go about learning. The where aspect concerns the students’ experience of their learning environment. These metaphorical entities are then synthesised to form a whole. The emphasis on the students’ experience of their learning motivates a phenomenographic research approach as the core of a study that is extended with elements of activity theory. The methodological framework that is developed from these research approaches enables the researcher to retain focus on learning, and specifically the learning of computer systems, throughout. By applying the framework, the complexity in the learning is unpacked and conclusions are drawn on the students’ learning of computer systems. The results are structural, qualitative, and empirically derived from interview data. They depict the students’ experience of their learning of computer systems in their experienced learning situation and highlight factors that facilitate learning. The results comprise sets of qualitatively different categories that describe how the students relate to their learning in their experienced learning environment. The sets of categories, grouped after the four components (what, why, how and where), are synthesised to describe the whole of the students’ experience of learning computer systems. This study advances the discussion about learning computer systems and demonstrates how theoretically anchored research contributes to teaching and learning in the field. Its multi-faceted, multi-disciplinary character invites further debate, and thus, advances the field.
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Novice Programming Students' Learning of Concepts and PractiseEckerdal, Anna January 2009 (has links)
Computer programming is a core area in computer science education that involves practical as well as conceptual learning goals. The literature in programming education reports however that novice students have great problems in their learning. These problems apply to concepts as well as to practise. The empirically based research presented in this thesis contributes to the body of knowledge on students' learning by investigating the relationship between conceptual and practical learning in novice student learning of programming. Previous research in programming education has focused either on students' practical or conceptual learning. The present research indicates however that students' problems with learning to program partly depend on a complex relationship and mutual dependence between the two. The most significant finding is that practise, in terms of activities at different levels of proficiency, and qualitatively different conceptual understandings, have dimensions of variation in common. An analytical model is suggested where the dimensions of variation relate both to concepts and activities. The implications of the model are several. With the dimensions of variation at the center of learning this implies that when students discern a dimension of variation, related conceptual understandings and the meaning embedded in related practises can be discerned. Activities as well as concepts can relate to more than one dimension. Activities at a higher level of proficiency, as well as qualitatively richer understandings of concepts, relate to more dimensions of variation. Concrete examples are given on how variation theory and patterns of variation can be applied in teaching programming. The results can be used by educators to help students discern dimensions of variation, and thus facilitate practical as well as conceptual learning.
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On the Road to a Software Profession : Students’ Experiences of Concepts and ThresholdsBoustedt, Jonas January 2010 (has links)
Research has shown that there are gaps in knowledge between newly hired and experienced professionals and that some of these gaps are related to concepts, such as the concepts of object orientation. This problem, and the fact that most computer science majors want to work in the software industry, leads to questions regarding why these gaps exist and how students can be better prepared for their future careers. Against this background, this thesis addresses two theme-based perspectives that focus on students' views of concepts in Computer Science. The first theme-based perspective investigated the existence of potential Threshold Concepts in Computer Science. Such concepts should be troublesome, transformative, irreversible, and integrative. Qualitative methods have been mainly used and empirical data have been collected through semi-structured interviews, concept maps, and written stories. The results identified two Threshold Concepts, suggested several more, and then described the ways in which these concepts have transformed students. The second theme-based perspective took a phenomenographic approach to find the variation in how students understand concepts related to the software profession. Data were collected via semi-structured interviews. In one study the interviews were held in connection with role-playing where students took on the role of a newly hired programmer. The results show a variety of ways to experience the addressed phenomena in the student collective, ranging from superficial views that often have a practical nature to more sophisticated understandings that reflect a holistic approach, including a professional point of view. Educators can use the results to emphasize concepts that are important from students' perspectives. The phenomenographic outcome spaces can help teachers to reflect upon their own ways of seeing contrasted with student conceptions. I have indicated how variation theory can be applied to open more sophisticated ways of seeing, which in this context stresses the professional aspects to help students prepare for becoming professional software developers.
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Conception et évaluation d'un micromonde de Programmation Orientée-Objet fondé sur un jeu de construction et d'animation 3D / Design and evaluation of an Object-Oriented Programming microworld based on a 3D construction and animation gameDjelil, Fahima 14 December 2016 (has links)
Les micromondes de programmation sont des environnements restreints et interactifs, dans lesquels l’apprenant apprend en interagissant avec des entités visuelles ou tangibles, sémantiquement liées à des concepts de programmation formels. Ils favorisent l’assimilation de connaissances et la compréhension de concepts abstraits de programmation au moyen de métaphores visuelles et d’expériences ludiques. Cette thèse tente d’apporter des avancées théoriques et méthodologiques sur la conception et l’évaluation de tels environnements, qui sont connus pour avoir un grand potentiel sur l’apprentissage sans que cela ne soit démontré. Les micromondes étant des environnements d’apprentissage par le jeu, nous avons tout d’abord examiné la question du jeu et son lien à l’apprentissage. En nous appuyant sur une revue de la littérature, nous avons souligné au même titre que certains auteurs, la nécessité de distinguer le jeu-game (l’artefact informatique) du jeu-play (la situation qui découle des interactions avec le jeu-game). Le but étant de situer l’apprentissage et d’aboutir à des éléments de conception et d’évaluation de l’apprentissage. Nous nous sommes ensuite intéressés aux recherches en didactique de l’Informatique, afin d’identifier les approches d’enseignement les plus répandues visant à palier les difficultés d’apprentissage de la Programmation Orientée-Objet ( POO ) rencontrées par des débutants. Nous avons défini une nouvelle approche didactique pour l’introduction de la POO . Suite à cela, nous avons défini les dimensions de conception d’un micromonde, que nous désignons comme un système de représentation transitionnel, dans lequel l’apprenant développe des connaissances sur les concepts formels et abstraits de la programmation, suite à ses interactions avec l’interface du micromonde. Les avancées théoriques et méthodologiques apportées ont été mises en œuvre dans un nouveau micromonde de POO fondé sur un jeu de construction et d’animation 3D appelé PrOgO. PrOgO implémente un système de représentation transitionnel, dans lequel les concepts fondamentaux de la POO sont représentés par des graphiques 3D visuels et interactifs. Il crée un jeu-play qui découle des interactions de l’apprenant avec son interface. Jouer avec PrOgO consiste à imaginer, créer et animer des constructions 3D significatives. PrOgO peut également être déployé dans une classe multi-dispositifs, grâce au framework Tactileo conçu à cet effet. Dans l’évaluation de l’apprentissage, nous utilisons des méthodes relevant de l’analyse de l’apprentissage, par la collecte et l’analyse de traces d’interaction pour la classification et la caractérisation des apprenants. En complément à cela, nous examinons l’état des connaissances d’apprenants, au travers de tests de vérification de connaissances. Nous tentons également d’identifier par l’analyse statistique, les actions et les comportements d’apprenants qui déterminent leur progression dans l’évaluation pré/post de l’acquisition des connaissances. / Programming microworlds are small and interactive environments, in which the learner learns from his interactions with visual or tangible entities having a strong semantic link with formal programming concepts. They promote knowledge assimilation and abstract programming concepts understanding by the use of visual metaphors and play. This thesis attempts to contribute to theoretical and methodological advances regarding the design and the assessment of such environments, which are known to have a great potential on learning without any evidence on that. As microworlds are game based learning environments, we first examined the gaming issue and its relation to learning. Based on a literature review, we emphasized as some authors, the need to distinguish between the game (the computing artefact) and the play (the situation that is triggered by the interactions with the game). The purpose is to analyze learning and establish concepts that will guide the design and the evaluation of learning. Then we reviewed some research on Computer Science Education, with the view to identify some widespread teaching approaches that address beginners’ difficulties in learning Object-Oriented Programming (OOP). We defined a new didactic approach for OOP introduction. We then defined the design dimensions of a microworld, we refer to as a transitional representation system, in which the learner develops knowledge on programming abstract and formal concepts, as a result to his interactions with the microworld interface. We have implemented the theoretical and methodological advances we provided, in a new OOP microworld based on a 3D constructive and animation game called PrOgO. PrOgO implements a transitional representation system, in which basic OOP concepts are depicted with visual and interactive 3D graphics. It enables play that arises from the learner’s interactions with its interface. Playing with PrOgO involves to imagining, creating and animating significant 3D constructions. PrOgO can be also deployed within a multi-device classroom through the Tactileo framework, we designed for that purpose. In the evaluation of learning, we use methods belonging to learning analytics by the collection and the analysis of digital interaction logs, with the view to classify and characterize learners. In addition to this, we examine the state of learners’ knowledge through test knowledge verifications. We also attempt to examine through statistical analysis, the learners’ actions and behaviours that affect their progress in pre/post evaluations of gained knowledge.
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