Source code plagiarism is an emerging issue in computer science education. As a result, a number of techniques have been proposed to handle this issue. However, comparing these techniques may be challenging, since they are evaluated with their own private dataset(s). This paper contributes in providing a public dataset for comparing these techniques. Specifically, the dataset is designed for evaluation with an Information Retrieval (IR) perspective. The dataset consists of 467 source code files, covering seven introductory programming assessment tasks. Unique to this dataset, both intention to plagiarise and advanced plagiarism attacks are considered in its construction. The dataset's characteristics were observed by comparing three IR-based detection techniques, and it is clear that most IR-based techniques are less effective than a baseline technique which relies on Running-Karp-Rabin Greedy-String-Tiling, even though some of them are far more time-efficient.
The aim of the present study was to investigate the properties of paper-and-pencil data collection instruments developed to measure Computational Thinking (CT) based on several variables. Thus, keywords were identified and used in searches conducted in various databases. The outcomes of the search were analyzed based on the inclusion/exclusion criteria and 64 studies that focused on CT measurement were identified. Content analysis findings were classified under several themes. Based the present study findings, it was determined that the number of tools developed to measure CT demonstrated an increasing trend over time. Furthermore, it was found that the above-mentioned studies included mainly tests. Moreover, it was observed that the processes of ensuring validity and reliability were not clearly specified for more than half of the paper-and-pencil data collection instruments designed to measure CT. Based on the findings, several recommendations were presented for future studies and implementations in the related field.
The aim of this study was to investigate the factors affecting the pre-service computer science teachers' attitudes towards computer programming (ATCP). The sample consists of 119 pre-service teachers at a public state university. The influences of students' demographic characteristics (gender, grade level, and high school type), their achievement in computer programming courses, perceived learning, and computer programming self-efficacy on their ATCP were tested using multiple linear regression. Descriptive, correlation and regression analyses revealed three findings: (1) students had moderately high ATCP, (2) their ATCP had significant correlations with their achievement in computer programming courses, computer programming self-efficacy, and perceived learning, and (3) three variables (achievement in computer programming courses, computer programming self-efficacy, and perceived learning) were significant predictors of their ATCP.
Teaching computational thinking in K-12 as a 21th century skill is becoming increasingly important. Computational thinking describes a specific way of reasoning building on concepts and processes derived from algorithms and programming. One way to teach these concepts is games as an effective and efficient alternative. This article presents SplashCode, a low-cost board game to reinforce basic algorithms and programming concepts. The game was developed in a systematic way following an instructional design process, and applied and evaluated in a Brazilian public school with a total of 65 students (grade 5 to 9). First results indicate that the game can have a positive impact on motivation, learning experience, and students' learning, as well as contribute positively to social interaction, relevance, and fun. Results of this study may assist in the selection of games as an instructional strategy and/or in the development of new games for teaching computational thinking.
The role of teachers is very important for the educational utilization of Computational Thinking (CT) and its integration in education. As with any innovation, CTs' successful integration considerably depends on the perceptions, beliefs and attitudes of the teachers who will be asked to implement it. The study of these characteristics, concerning Computer Science (CS) teachers in Greece, was the objective of a survey research, theoretically supported by the Theory of Reasoned Action (TRA) and the Technology Acceptance Model (TAM). Findings reveal intense interest of participants on CT and their willingness to participate in professional development programs. Participants also reveal misconceptions of CT and negative attitudes toward its integration in education, that require further study and discussion. The researchers propose directions for the design and implementation of appropriate teachers training programs, while the findings can be exploited to support any effort of integrating CT in education.
This article presents an experience report regarding the application of an Inclusive Model of Development of Accessible Learning Objects, in the Mathematics discipline, to help 8th year Elementary School children, to perform calculations with natural numbers. The Learning Object was developed using Scratch and accessibility guidelines to include students with disabilities. The model evaluated the learning, teaching, usability, and accessibility of objects. The results demonstrate the efficiency, interaction and improvement in students' performance in Mathematics, through the use of objects in the teaching and learning process.
This paper describes visitor interaction with an interactive tabletop game on the topic of evolutionary adaptations of social insects that we designed in collaboration with a large American museum. We observed visitors playing the game and talked to them about the experience. The game explores the emergent phenomena of ant behavior. Research has shown that such emergent behavior is difficult for people to understand, and that there are different emergent schemas that work best for understanding these phenomena. We tested the visitors pre- and post-gameplay and counted the prevalence of visitors expressing direct and emergent schemas of complex processes. We then considered four hypotheses measuring changes between these schemas and found that two groups shifted their schemas. To better understand this change we provide a qualitative overview of the visitors' interactions. Our exhibit, called Ant Adaptation, takes the form of an agent-based modeling game that integrates complex system learning with gameplay. We video recorded 38 groups (114 participants) playing the game and conducted pre- and post-gameplay interviews. We coded the groups that contained children for this analysis: 9 groups (27 participants). Our results show that visitors held both emergent and direct schemas before and after play, and three people changed from direct schemas before play to emergent schemas after play. We then examine the process of how one of these groups shifted their schemas.
This research examines the factors that influence the intention to use information technology in the classroom by primary school teachers based on the Unified Theory of Acceptance and Use of Technology and their technological predisposition. In particular, the relationship between teachers' innovativeness and their beliefs associated with the use of technology in the classroom was analyzed. To this end, 212 teachers from three provinces of Chile were surveyed. Data were analyzed using partial least squares statistical technique. Results indicate that performance expectancy, social influence, and facilitating conditions influence the intention to use information technology in the classroom. It was found that the intention to use construct is a determinant of the use of technology, which validates the robustness of the model in a context of primary education. In addition, it was validated that teachers' innovativeness determines their beliefs about the use of information technology in the classroom.
The aim of this study is to develop a self-efficacy measuring tool that can predict the computational thinking skill that is seen as one of the 21st century's skills. According to literature review, an item pool was established and expert opinion was consulted for the created item pool. The study group of this study consists of 319 students educated at the level of secondary school. As a result of the exploratory factor analysis, the scale consisted of 18 items under four factors. The factors are Reasoning, Abstraction, Decomposition and Generalization. As a result of applied reliability analysis, the Cronbach Alpha reliability coefficient can be seen to be calculated as .884 for the whole self-efficacy scale consisting of 18 items. Confirmative factor analysis results and fit indexes were checked, and fit indexes of the scale were seen to have good and acceptable fits. Based on these findings, the Computational Thinking Self-efficacy Scale is a valid and reliable tool that may be used in measuring to predict Computational Thinking.
In this study, effectiveness of a computer science course at the secondary school level is investigated through a holistic approach addressing the dimensions of instructional content design, development, implementation and evaluation framed according to ADDIE instructional design model where evaluation part constituted the research process for the current study. The process has initiated when the computer science curriculum had major revisions in order to provide in-service teachers with necessary support and guidance. The study is carried through as a project, which lasted more than one year and both quantitative and qualitative measures were used through a sequential explanatory method approach. The intention was to investigate the whole process in detail in order to reveal the effectiveness of the process and the products. In this regard, not only teachers' perceptions but also students' developments in their perceptions of academic achievement and computational thinking, as well as correlations between the computational thinking sub-factors were investigated. The findings showed that the instructional materials and activities developed within the scope of the study, positively affected the computational thinking and academic achievement of students aged 10 and 12 years old. The teachers' weekly feedbacks regarding application structures and implementation processes were also supported the findings and revealed some more details that will be useful both for instructional designers and teachers.