Debugging is integral to programming. It comes into play as soon as novices make their first mistakes in creating programming artifacts. It is also consistently reported to be a skill that is difficult to learn as well as to teach effectively. Research in Informatics Education has often focused on the process of debugging, by breaking it down in steps connected by temporal and causal dependencies. In this work, we focus instead on debugging as a skill, from the standpoint of Cognitive Load Theory, and break it down into a tree-shaped model of subskills that enable one another. Debugging may thus be seen as a meta-skill that requires the coordination of multiple others. From the standpoint of Cognitive Load Theory, such a skill is cognitively expensive, which may explain the learning-related difficulties tied to debugging. Using the framework of the four-component instructional design, we hypothesize a categorization of each debugging subskill as either recurrent or nonrecurrent, dividing those that are applied consistently to different contexts from those that require problem solving. All subskills may be practised and potentially assessed with targeted exercises, whose design depends on their recurrent/nonrecurrent nature. We provide extensive examples of such exercises. Our decomposition of debugging into subskills is a novel way to address debugging in educational contexts and complements the work done on debugging processes. Although it is currently a theoretically grounded conjecture, the model provides concrete guidance for instructors on analyzing existing materials and planning cognitive-load-informed learning trajectories.
The Lithuanian Informatics Olympiad is a problem solving contest for high school students. The work of each contestant is evaluated in terms of several criteria, where each criterion is measured according to its own scale (but the same scale for each contestant). Several jury members are involved in the evaluation. This paper analyses the problem how to calculate the aggregated score for whole submission in the above mentioned situation. The chosen methodology for solving this problem is Multiple Criteria Decision Analysis (MCDA). The outcome of this paper is the score aggregation method proposed to be applied in LitIO developed using MCDA approaches.
The Lithuanian Informatics Olympiads (LitIO) is a problem solving programming contest for students in secondary education. The work of the student to be evaluated is an algorithm designed by the student and implemented as a working program. The current evaluation process involves both automated (for correctness and performance of programs with the given input data) and manual (for programming style, written motivation of an algorithm) grading. However, it is based on tradition and has not been scientifically discussed and motivated. To create an improved and motivated evaluation model, we put together a questionnaire and asked a group of foreign and Lithuanian experts having experience in various informatics contests to respond. We identified two basic directions in the suggested evaluation models and made a choice based on the goals of LitIO. While designing the model in the paper, we reflected on the suggestions and opinions of the experts as much as possible, even if they were not included into the proposed model. The paper presents the final outcome of this work, the proposed evaluation model for the Lithuanian Informatics Olympiads.
Computer simulations seem to be one of the most effective ways to use computers in physics education. They encourage students to carry out the processes used in physics research: to question, predict, hypothesise, observe, interpret results etc. Their effective use requires an availability of appropriate teaching resources fitting secondary schools curricula.
This paper presents a set of computer simulations that cover the curriculum area of Mechanics and are designed to fit directly to curricula and textbooks used at Slovak grammar schools. All simulations are accompanied by brief instructions for teachers, including suggestions for learning activities and problem tasks for students. Some of them are designed as virtual laboratories.
The developed simulations were tested with a group of secondary school students and evaluated also by groups of future and practising physics teachers. The paper presents and discusses findings and conclusions from the both runs of the testing.
Multiple choice questions are a convenient and popular means of testing beginning students in programming courses. However, they are qualitatively different from exam questions. This paper reports on a study into which types of multiple choice programming questions discriminate well on a final exam, and how well they predict exam scores.