Studying the Novice Programmer

Studying the Novice Programmer

Author: E. Soloway

Publisher: Psychology Press

Published: 2013-12-02

Total Pages: 575

ISBN-13: 131778619X

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Parallel to the growth of computer usage in society is the growth of programming instruction in schools. This informative volume unites a wide range of perspectives on the study of novice programmers that will not only inform readers of empirical findings, but will also provide insights into how novices reason and solve problems within complex domains. The large variety of methodologies found in these studies helps to improve programming instruction and makes this an invaluable reference for researchers planning studies of their own. Topics discussed include historical perspectives, transfer, learning, bugs, and programming environments.


Innovative Teaching Strategies and New Learning Paradigms in Computer Programming

Innovative Teaching Strategies and New Learning Paradigms in Computer Programming

Author: Ricardo Queirós

Publisher: IGI Global

Published: 2014-11-30

Total Pages: 339

ISBN-13: 1466673052

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Courses in computer programming combine a number of different concepts, from general problem-solving to mathematical precepts such as algorithms and computational intelligence. Due to the complex nature of computer science education, teaching the novice programmer can be a challenge. Innovative Teaching Strategies and New Learning Paradigms in Computer Programming brings together pedagogical and technological methods to address the recent challenges that have developed in computer programming courses. Focusing on educational tools, computer science concepts, and educational design, this book is an essential reference source for teachers, practitioners, and scholars interested in improving the success rate of students.


Learner-Centered Design of Computing Education

Learner-Centered Design of Computing Education

Author: MARK GUZDIAL

Publisher: Springer Nature

Published: 2022-05-31

Total Pages: 147

ISBN-13: 3031022165

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Computing education is in enormous demand. Many students (both children and adult) are realizing that they will need programming in the future. This book presents the argument that they are not all going to use programming in the same way and for the same purposes. What do we mean when we talk about teaching everyone to program? When we target a broad audience, should we have the same goals as computer science education for professional software developers? How do we design computing education that works for everyone? This book proposes use of a learner-centered design approach to create computing education for a broad audience. It considers several reasons for teaching computing to everyone and how the different reasons lead to different choices about learning goals and teaching methods. The book reviews the history of the idea that programming isn't just for the professional software developer. It uses research studies on teaching computing in liberal arts programs, to graphic designers, to high school teachers, in order to explore the idea that computer science for everyone requires us to re-think how we teach and what we teach. The conclusion describes how we might create computing education for everyone.


MARCEL

MARCEL

Author: James C. Spohrer

Publisher: Intellect Books

Published: 1992

Total Pages: 0

ISBN-13: 9780893917654

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This volume describes a cognitive model of student programmers, and an implementation of that model that allows student programmers to be simulated. The focus of the model is on the problem solving that students perform to generate both correct and buggy programs as well as on the individual differences that cause different students to generate different programs for the same programming task. By developing a taxonomy of student programmer knowledge; a model of student program generation; and a preliminary model of individual differences, this research contributes to a better understanding of four areas of the study of student programmers. The most important claim is that a cognitive model of student program generation fits within a properly fleshed out generate test-and-debug (GTD) problem solving architecture in which impasse/repair knowledge plays a key role. This research is important theoretically because it explores the use of a GTD impasse/repair problem solving architecture in a new domain, and important practically because of its educational implications for programming instructions.


A Game-Based Learning Approach to Assist Novice Programmers in Understanding Pointers (Design, Implementation and Evaluation of an Educational Game for Learning C Programming Concepts Surrounding Pointers

A Game-Based Learning Approach to Assist Novice Programmers in Understanding Pointers (Design, Implementation and Evaluation of an Educational Game for Learning C Programming Concepts Surrounding Pointers

Author: Vaibhav Mor

Publisher:

Published: 2020

Total Pages: 0

ISBN-13:

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In dealing with the students' diculties in introductory programming courses, several researchers claim that some of the modern programming languages used, require the understanding of advanced concepts at an early stage of the learning process. Examples of such languages are C and C++. These contain more complex fundamentals compared to another popular introductory programming language such as Python. As a consequence, the factual information required by the introductory programming courses interferes with procedural knowledge. Students who cannot cope with this early understanding are failing the course, not because they do not understand the programming concepts, but because the programming language that was chosen is inappropriate. Previous studies, supported with our initial analysis show novice programmers struggle to comprehend some of the exclusive topics covered in C programming course, that would not be covered in another equivalent course where the only dierence is that a dierent programming language is used. One such C programming concept that stands out the most in terms of high level of diculty among novice programmers is pointers. Pointers in the C language is a variable that stores or points to the address of another variable. The reason students seem to struggle with this concept is they get confused as the syntax is very similar to a normal variable, and students confuse the use of de-reference operator and reference operator. There are conceptual diculties in understanding of how pointers and memory-related concepts work To reduce the challenges faced by programming novices in understanding C pointers, a digital game based learning tool which utilises techniques such as visualisation, metaphors/analogies may help. This thesis investigates the use of a digital game-based learning solution to help improve student learning and therefore improve student performance in pointer related questions. The tool is evaluated with the help of participants from ENGGEN131; a rst-year engineering class at the University of Auckland. We present results which showed improved student performance in pointer related questions. A detailed analysis of this tool did not show any signicant improvement in student performance. Future research in this area is warranted.


The Cambridge Handbook of Computing Education Research

The Cambridge Handbook of Computing Education Research

Author: Sally A. Fincher

Publisher: Cambridge University Press

Published: 2019-02-21

Total Pages: 1180

ISBN-13: 1108755704

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This Handbook describes the extent and shape of computing education research today. Over fifty leading researchers from academia and industry (including Google and Microsoft) have contributed chapters that together define and expand the evidence base. The foundational chapters set the field in context, articulate expertise from key disciplines, and form a practical guide for new researchers. They address what can be learned empirically, methodologically and theoretically from each area. The topic chapters explore issues that are of current interest, why they matter, and what is already known. They include discussion of motivational context, implications for practice, and open questions which might suggest future research. The authors provide an authoritative introduction to the field which is essential reading for policy makers, as well as both new and established researchers.


Empirical Studies of Programmers

Empirical Studies of Programmers

Author: Elliot Soloway

Publisher: Intellect (UK)

Published: 1986

Total Pages: 288

ISBN-13:

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This volume studies programmers to gain insights to facilitate improved productivity and quality software. The chapters cover a range of topics including cognitive models of programming; measuring program complexity; the effects of program style and structure on program comprehension, production and maintenance; documentation; the effects of control structures and data structures on program comprehension, production and maintenance; evaluations of program design and construction methodologies; teaching strategies; and assessment of programmer abilities.