In programming courses there are various ways in which students attempt to cheat. The most commonly used method is copying source code from other students and making minimal changes in it, like renaming variable names. Several tools like Sherlock, JPlag and Moss have been devised to detect source code plagiarism. However, for larger student assignments and projects that involve a lot of source code files these tools are not so effective. Also, issues may occur when source code is given to students in class so they can copy it. In such cases these tools do not provide satisfying results and reports. In this study, we present an improved process model for plagiarism detection when multiple student files exist and allowed source code is present. In the research in this paper we use the Sherlock detection tool, although the presented process model can be combined with any plagiarism detection engine. The proposed model is tested on assignments in three courses in two subsequent academic years.
In this paper, we take a new look at the problem of analyzing course evaluations. We examine ten years of undergraduate course evaluations from a large Engineering faculty. To the best of our knowledge, our data set is an order of magnitude larger than those used by previous work on this topic, at over 250,000 student evaluations of over 5,000 courses taught by over 2,000 distinct instructors. We build linear regression models to study the factors affecting course and instructor appraisals, and we perform a novel information-theoretic study to determine when some classmates rate a course and/or its instructor highly but others poorly. In addition to confirming the results of previous regression studies, we report a number of new observations that can help improve teaching and course quality.
The use of computers as teaching and learning tools plays a particularly important role in modern society. Within this scenario, Brazil launched its own version of the 'One Laptop per Child' (OLPC) program, and this initiative, termed PROUCA, has already distributed hundreds of low-cost laptops for educational purposes in many Brazilian schools. However in spite of the numerous studies conducted in the country since PROUCA was launched, Brazil shows a lack of proficiency in basic information crucial for managing and improving any OLPC initiative (e.g., number of effectively used laptops, use time and distribution per subject, use location and school performance of users, and others). Therefore, the focus of this article is to introduce MEMORE, a computational environment for longitudinal on-line data collection, integration and an analysis of how PROUCA laptops are used by schools. Technical details about MEMORE's architecture, database and functional models are supplied and the results from real data collected from Brazilian public schools are presented and analyzed. They elucidate how MEMORE can be a valuable management tool in OLPC contexts.
Content personalization in educational systems is an increasing research area. Studies show that students tend to have better performances when the content is customized according to his/her preferences. One important aspect of students particularities is how they prefer to learn. In this context, students learning styles should be considered, due to the importance of this feature to the adaptivity process in such systems. Thus, this work presents an efficient approach for personalization of the teaching process based on learning styles. Our approach is based on an expert system that implements a set of rules which classifies learning objects according to their teaching style, and then automatically filters learning objects according to students' learning styles. The best adapted learning objects are ranked and recommended to the student. Preliminary experiments suggest promising results.
As an international informatics contest, or challenge, Bebras has started the second decade of its existence. The contest attracts more and more countries every year, recently there have been over 40 participating countries. From a single contest-focused annual event Bebras developed to a multifunctional challenge and an activities-based educational community building model. This paper aims to introduce the Bebras model using ten years of observations in implementing the contest in different countries. The model is essentially based on democratic and inclusive education values. Systematic literature review of research papers concerning Bebras activities has made an integral background for this model. The model is represented both at international and national levels and consists of several components where the development of Bebras tasks has taken a very significant role. Reasoning on innovated learning informatics and strengthening computational thinking by utilising carefully selected informatics concepts is discussed as well.
Nondeterminism (ND) is a fundamental concept in computer science, and comes in two main flavors. One is the kind of ND that appears in automata theory and formal languages, and is the one that students are usually introduced to. It is known to be hard to teach. We present here a study, in which we introduced students to the second kind of ND, which we term operative. This kind of ND is quite different from the first one. It appears in nondeterministic programming languages and in the context of concurrent and distributed programming. We study how high-school students understand operative ND after learning the nondeterministic programming language of live sequence charts (LSC). To assess students' learning, we used a two-dimensional taxonomy that is based upon the SOLO and the Bloom taxonomies. Our findings show that after a semestrial course on LSC, high-school students with no previous experience with ND of either type, understood operative ND on a level that allowed them to create and execute programs that included nondeterminism on various levels and in various degrees of complexity. We believe that it is important to expose students to the two types of ND, especially as ND has become a very prominent characteristic of computerized systems. Our findings suggest that students can reach a significant understanding of operative ND when the concept is introduced in the context of a programming course.
Since pair programming appeared in the literature as an effective method of teaching computer programming, many systems were developed to cover the application of pair programming over distance. Today's systems serve personal, professional and educational purposes allowing distributed teams to work together on the same programming project. The current research focuses in distributed pair programming systems which are suitable for supporting students in learning computer programming. Systematic review of publicly available systems revealed that there is an absence of effective collaboration support for the students. The main drawbacks of pair programming, such as uneven workload distribution and infrequent role switches, cannot be addressed with available systems. While building an enhanced version of a distributed pair programming system, successful instructional strategies in similar collaborative learning systems were explored, in order to improve students' interactions when applying pair programming over distance. As a result, the new system allows students to practice distributed pair programming in the form of collaboration scripts. This paper presents the features and the underlying concepts of the system, and the results of its first evaluation. The study showed that distributed pair programming attracted positive feedback from students, and that scripted collaboration affected students' engagement in programming, and resulted in an evenly distribution of learning objectives among pairs.
Nowadays, the use of information technology (ICT) in education is nothing new. But the question is where the limit is when the use of ICT does not have the desired effect.
In the paper we discuss the use of simulations in the teaching process that can positively influence students' achievements. At the beginning of the paper we present the results of a research aimed at exploring the impact of the use of computer simulations on secondary school students' understanding of oscillatory motion. The aim of the research was to explore the effect of the use of simulations on students' abilities to work with graphs and to find out relevant information. In the conclusion, the possibilities of integration of simulations into the teaching process are discussed.
We present some results of an ongoing research project where university engineering students were asked to construct videogames involving the use of physical systems models. The objective is to help them identify and understand the elements and concepts involved in the modelling process. That is, we use game design as a constructionist approach for promoting a modelling activity and the learning of the elements involved. In this paper, we focus on the case studies of two students, in their last year of studies, who built a videogame where they had to model liquid water behaviour while working within the restrictions of the game engine. By analysing students' written work and group discussions, we observed that students, through this videogame-building task, were able to deepen and refine how they conceive the process of mathematical modelling, in a fun and engaging way in which they were receptive and open to experimentation, and learned from other students, as well as from making mistakes.
Despite the fact that digital technologies are more and more used in the learning and education process, there is still lack of professional evaluation tools capable of assessing the quality of used digital teaching aids in a comprehensive and objective manner. Construction of the Comprehensive Evaluation of Electronic Learning Tools and Educational Software (CEELTES) tool was preceded by several surveys and knowledge obtained in the course of creation of digital learning and teaching aids and implementation thereof in the teaching process. The evaluation tool as such consists of sets (catalogues) of criteria divided into four separately assessed areas - the area of technical, technological and user attributes; the area of criteria evaluating the content, operation, information structuring and processing; the area of criteria evaluating the information processing in terms of learning, recognition, and education needs; and, finally, the area of criteria evaluating the psychological and pedagogical aspects of a digital product. The specified areas are assessed independently, separately, by a specialist in the given science discipline. The final evaluation of the assessed digital product objectifies (quantifies) the overall rate of appropriateness of inclusion of a particular digital teaching aid in the teaching process.