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Book ChapterDOI

Automatic Feedback Provision in Teaching Computational Science.

03 Jun 2020-pp 608-621

TL;DR: A method of automatic feedback provision for students learning computational science and data science methods in Python that very significantly reduces the staff time required to establish whether a student’s solution is correct, and shifts the emphasis of computing laboratory student contact time from assessing correctness to providing guidance.

AbstractWe describe a method of automatic feedback provision for students learning computational science and data science methods in Python We have implemented, used and refined this system since 2009 for growing student numbers, and summarise the design and experience of using it The core idea is to use a unit testing framework: the teacher creates a set of unit tests, and the student code is tested by running these tests With our implementation, students typically submit work for assessment, and receive feedback by email within a few minutes after submission The choice of tests and the reporting back to the student is chosen to optimise the educational value for the students The system very significantly reduces the staff time required to establish whether a student’s solution is correct, and shifts the emphasis of computing laboratory student contact time from assessing correctness to providing guidance The self-paced nature of the automatic feedback provision supports a student-centred learning approach Students can re-submit their work repeatedly and iteratively improve their solution, and enjoy using the system We include an evaluation of the system from using it in a class of 425 students

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Citations
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Book ChapterDOI
10 Aug 2021
TL;DR: In this article, an intelligent learning partner was designed and developed under the guidance of the framework of technological pedagogical content knowledge and peer-assisted learning strategy to improve teachers' computational thinking-related teaching ability.
Abstract: Developing effective learning strategies and tools to improve teachers’ computational thinking-related teaching ability is becoming an increasingly important issue in the digital age. In this study, an intelligent learning partner was designed and developed under the guidance of the framework of technological pedagogical content knowledge and peer-assisted learning strategy. Moreover, a quasi-experiment has been conducted in a blended learning community to evaluate the effect of the intelligent learning partner on improving teachers’ computational thinking-related technological pedagogical content knowledge. The participants were 32 pre-service teachers, comprising an experimental group (n = 16) and a control group (n = 16). The experimental results showed that the intelligent learning partner enabled the teachers to apply more knowledge of computational thinking-related technological pedagogical content knowledge into their lesson plans. Besides, it was found that the intelligent learning partner not only facilitated the teachers to think about students’ learning process, but also helped the teachers recognize the advantages of specific technology and pedagogy. Besides, participants’ feedback on improving the design of intelligent learning partners indicated that emotional interaction and explanations were needed.

References
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Book
01 Jan 2002

1,545 citations

Journal ArticleDOI
TL;DR: This paper identifies general trends comparing novice and expert programmers, programming knowledge and strategies, program generation and comprehension, and object-oriented versus procedural programming and topics relating to novice teaching and learning.
Abstract: In this paper we review the literature relating to the psychological/educational study of programming. We identify general trends comparing novice and expert programmers, programming knowledge and strategies, program generation and comprehension, and object-oriented versus procedural programming. (We do not cover research relating specifically to other programming styles.) The main focus of the review is on novice programming and topics relating to novice teaching and learning. Various problems experienced by novices are identified, including issues relating to basic program design, to algorithmic complexity in certain language features, to the “fragility” of novice knowledge, and so on. We summarise this material and suggest some practical implications for teachers. We suggest that a key issue that emerges is the distinction between effective and ineffective novices. What characterises effective novices? Is it possible to identify the specific deficits of ineffective novices and help them to become effec...

1,253 citations

Proceedings ArticleDOI
28 Oct 2010
TL;DR: It is stated that too many new systems are developed, but also acknowledge the current reasons for the phenomenon, and encourages opening up the existing systems and joining efforts on developing those further.
Abstract: This paper presents a systematic literature review of the recent (2006--2010) development of automatic assessment tools for programming exercises. We discuss the major features that the tools support and the different approaches they are using both from the pedagogical and the technical point of view. Examples of these features are ways for the teacher to define tests, resubmission policies, security issues, and so forth. We have also identified a list of novel features, like assessing web software, that are likely to get more research attention in the future. As a conclusion, we state that too many new systems are developed, but also acknowledge the current reasons for the phenomenon. As one solution we encourage opening up the existing systems and joining efforts on developing those further. Selected systems from our survey are briefly described in Appendix A.

433 citations


"Automatic Feedback Provision in Tea..." refers methods in this paper

  • ...We aim to address the shortcomings of the current literature as outlined in the review [6] by detailing our implementation and security model, as well as providing sample testing scripts, inputs and outputs, and usage data from the deployed system....

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Journal ArticleDOI
01 Dec 2007
TL;DR: This paper collects and classifies research that gives well-supported advice to computing academics teaching introductory programming, and identifies important work that mediates it to computing educators and professional bodies.
Abstract: Three decades of active research on the teaching of introductory programming has had limited effect on classroom practice. Although relevant research exists across several disciplines including education and cognitive science, disciplinary differences have made this material inaccessible to many computing educators. Furthermore, computer science instructors have not had access to a comprehensive survey of research in this area. This paper collects and classifies this literature, identifies important work and mediates it to computing educators and professional bodies.We identify research that gives well-supported advice to computing academics teaching introductory programming. Limitations and areas of incomplete coverage of existing research efforts are also identified. The analysis applies publication and research quality metrics developed by a previous ITiCSE working group [74].

400 citations

Proceedings ArticleDOI
18 May 2013
TL;DR: This work on Pex4Fun illustrates that a sophisticated software engineering technique-automated test generation-can be successfully used to underpin automatic grading in an online programming system that can scale to hundreds of thousands of users.
Abstract: Massive Open Online Courses (MOOCs) have recently gained high popularity among various universities and even in global societies. A critical factor for their success in teaching and learning effectiveness is assignment grading. Traditional ways of assignment grading are not scalable and do not give timely or interactive feedback to students. To address these issues, we present an interactive-gaming-based teaching and learning platform called Pex4Fun. Pex4Fun is a browser-based teaching and learning environment targeting teachers and students for introductory to advanced programming or software engineering courses. At the core of the platform is an automated grading engine based on symbolic execution. In Pex4Fun, teachers can create virtual classrooms, customize existing courses, and publish new learning material including learning games. Pex4Fun was released to the public in June 2010 and since then the number of attempts made by users to solve games has reached over one million. Our work on Pex4Fun illustrates that a sophisticated software engineering technique -- automated test generation -- can be successfully used to underpin automatic grading in an online programming system that can scale to hundreds of thousands of users.

106 citations


"Automatic Feedback Provision in Tea..." refers background in this paper

  • ...[7], where the iterative process of supplying code that works towards the behaviour of a model solution for a given exercise is so close to gaming that it “is viewed by users as a game, with a byproduct of learning”....

    [...]