Each of the 16 federal states of Germany has its own school system and also its own policy to integrate informatics, computer science or ICT into this system. Till present there aren't any tests of students' knowledge on a nation-wide level. Therefore nation-wide or international contests currently offer the only opportunities to compare the knowledge of the participating students on a large scale level. By evaluating the overall performance of the students of different federal states, we were able to compare the effectiveness of different approaches of teaching Informatics at secondary schools.
Because of the potential for methodological reviews to improve practice, this article presents the results of a methodological review, and meta-analysis, of kindergarten through 12th grade computer science education evaluation reports published before March 2005. A search of major academic databases, the Internet, and a query to computer science education researchers resulted in 29 evaluation reports that met stringent criteria for inclusion. Those reports were coded in terms of their demographic characteristics, program characteristics, evaluation characteristics, and evaluation findings.
It was found that most of the programs offered direct computer science instruction to North American high school students. Stakeholder attitudes, program enrollment, academic achievement in core courses, and achievement in computer science courses were the most frequently measured outcomes. Questionnaires, existing sources of data, standardized tests, and teacher- or researcher-made tests were the most frequently used types of measures. Based on eight programs that offered direct computer science instruction, the average increase on tests of computer science achievement over the course of the program was 1.10 standard deviations, or the statistical equivalent of 73 out of 100 program participants having shown improvement. Some of the main challenges for the evaluation of computer science education programs are the absence of standardized, reliable, and valid measures of K-12 computer science education and coming to understand the causal links between program activities, gender, and program outcomes.
Mathematical logic is a discipline used in sciences and humanities with different point of view. Although in tertiary level computer science education it has a solid place, it does not hold also for secondary level education. We present a heterogeneous study both theoretical based and empirically based which points out the key role of logic in computer science, computer science education and knowledge representation. We focus on the key contrast of semantics and syntax, the resolution principle as a leading inference technique (giving also interesting non-clausal generalization of the rule). Further we discuss the possibilities of inclusion the non-classical (many-valued) logics in education together with the original generalization of the non-clausal resolution rule into fuzzy logic. The last part describes partial results of the research concerning the secondary education in the Czech Republic especially in the mathematical logic field. The generalization of the presented ideas entails the article.
Automatic assessment of programming exercises is typically based on testing approach. Most automatic assessment frameworks execute tests and evaluate test results automatically, but the test data generation is not automated. No matter that automatic test data generation techniques and tools are available.
We have researched how the Java PathFinder software model checker can be adopted to the specific needs of test data generation in automatic assessment. Practical problems considered are: how to derive test data directly from students' programs (i.e., without annotation) and how to visualize and how to abstract test data automatically for students? Interesting outcomes of our research are that with minor refinements generalized symbolic execution with lazy initialization (a test data generation algorithm implemented in PathFinder) can be used to construct test data directly from students' programs without annotation, and that intermediate results of the same algorithm can be used to provide novel visualizations of the test data.
This paper presents results from three interrelated studies focusing on introducing TRAKLA2 to students taking courses on data structures and algorithms at the University of Turku and \rAbo Akademi University in 2004. Using TRAKLA2 they got acquainted with a completely new system for solving exercises that provided them with automatic feedback and the possibility to resubmit their solutions. Besides comparing the students' learning results, a survey was made with 100 students on the changes in their attitudes towards web-based learning environments. In addition, a usability evaluation was conducted in a human-computer interaction laboratory.
Our results show that TRAKLA2 considerably increased the positive attitudes towards web-based learning. According to students' self-evaluations, the best learning results are achieved by combining traditional exercises with web-based ones. In addition, the numerical course statistics were clearly better than in 2003 when only pen-and-paper exercises in class were used. The results from the usability test were also very positive: no severe usability problems were revealed; in fact, the results indicate that the system is very easy to learn and user-friendly as a whole.
Interaction and feedback are key factors supporting the learning process. Therefore many automatic assessment and feedback systems have been developed for computer science courses during the past decade. In this paper we present a new framework, TRAKLA2, for building interactive algorithm simulation exercises. Exercises constructed in TRAKLA2 are viewed as learning objects in which students manipulate conceptual visualizations of data structures in order to simulate the working of given algorithms. The framework supports randomized input values for the assignments, as well as automatic feedback and grading of students' simulation sequences. Moreover, it supports automatic generation of model solutions as algorithm animations and the logging of statistical data about the interaction process resulting as students solve exercises. The system has been used in two universities in Finland for several courses involving over 1000 students. Student response has been very positive.
Pair programming is one of the important practices of a lightweight development methodology namely eXtreme Programming (XP). It emphasizes the practice of two persons working together at a single computer terminal, to design, code and test computer programs. The effects of pair programming on software development in industrial organizations were studied and it was found that pair programming increases the productivity by 15%. This evidence created an interest in amongst community of computer science educators to apply pair programming in educational settings.
We have conducted an experiment with the students of computer science courses to compare the learning efficiency of students when they adopt pair programming with that of students using traditional method to do laboratory exercises of short duration. The learning efficiency was measured by evaluating design documents, completion time, and marks obtained in a written test that was conducted after every exercise. Our research confirms that the adoption of pair programming improves the design ability, reduces time taken to do a laboratory exercise and increases the knowledge and programming skill.
Distance learning programs have rapidly increased during the past few decades. In fall 2000 the University of Joensuu started to offer distance Computer Science (CS) studies to the high school students in surrounding rural areas of Joensuu. In this program high school students study the first year's university level CS studies over the web simultaneously with their regular high school studies. We describe the creation process of our virtual curriculum which is based the so-called Candle scheme. The Candle scheme search the most essential principles needed in on-line course design, supporting a student locally in her authentic learning needs via electronic tools in a light way. With the Candle scheme we have successfully focused in our design process on the most essential parts of the virtual study process. Our experiences of the Candle scheme in the creation process of the on-line CS program during years 2000-2002 indicate that the scheme is the functional one and expandable to other contexts as well.