Understanding the role of single‐board computers in engineering and computer science education: A systematic literature review

Author(s):  
Jonathan Á. Ariza ◽  
Heyson Baez
Author(s):  
Nico Willert ◽  

For the past decade, video game- and gamification-elements get used in different fields of research. However, a contextualized usage of these elements is still underrepresented in the current research. For that reason, this research tries to identify contextualized game-elements in e-learning environments for computer science education. A systematic literature review examines the current overlap of feedback in computer science education by the use of game-elements. The relevant papers were identified by a combination of search-terms and analyzed according to a defined scope, that focuses on formative and summative feedback. In a nutshell, the majority of provided feedback in computer science education, that is not just given by an instructor, is often implemented by automated code tests. These are supported through techniques to monitor the performance of the student and their progress towards the set goal. Game- or gamification-elements do play a subordinate role, when providing feedback and are often just to enhance the monitoring process.


2018 ◽  
Vol 74 (8) ◽  
Author(s):  
Slim Chtourou ◽  
Mohamed Kharrat ◽  
Nader Ben Amor ◽  
Mohamed Jallouli ◽  
Mohamed Abid

1984 ◽  
Vol 16 (1) ◽  
pp. 82
Author(s):  
Mary Shaw ◽  
Abraham Kandel ◽  
John Werth

2022 ◽  
Vol 22 (2) ◽  
pp. 1-26
Author(s):  
Sadia Sharmin

Computer science is a fast-growing field in today’s digitized age, and working in this industry often requires creativity and innovative thought. An issue within computer science education, however, is that large introductory programming courses often involve little opportunity for creative thinking within coursework. The undergraduate introductory programming course (CS1) is notorious for its poor student performance and retention rates across multiple institutions. Integrating opportunities for creative thinking may help combat this issue by adding a personal touch to course content, which could allow beginner CS students to better relate to the abstract world of programming. Research on the role of creativity in computer science education (CSE) is an interesting area with a lot of room for exploration due to the complexity of the phenomenon of creativity as well as the CSE research field being fairly new compared to some other education fields where this topic has been more closely explored. To contribute to this area of research, this article provides a literature review exploring the concept of creativity as relevant to computer science education and CS1 in particular. Based on the review of the literature, we conclude creativity is an essential component to computer science, and the type of creativity that computer science requires is in fact, a teachable skill through the use of various tools and strategies. These strategies include the integration of open-ended assignments, large collaborative projects, learning by teaching, multimedia projects, small creative computational exercises, game development projects, digitally produced art, robotics, digital story-telling, music manipulation, and project-based learning. Research on each of these strategies and their effects on student experiences within CS1 is discussed in this review. Last, six main components of creativity-enhancing activities are identified based on the studies about incorporating creativity into CS1. These components are as follows: Collaboration, Relevance, Autonomy, Ownership, Hands-On Learning, and Visual Feedback. The purpose of this article is to contribute to computer science educators’ understanding of how creativity is best understood in the context of computer science education and explore practical applications of creativity theory in CS1 classrooms. This is an important collection of information for restructuring aspects of future introductory programming courses in creative, innovative ways that benefit student learning.


2016 ◽  
Vol 22 (5) ◽  
pp. 2365-2382 ◽  
Author(s):  
Michail N. Giannakos ◽  
Ilias O. Pappas ◽  
Letizia Jaccheri ◽  
Demetrios G. Sampson

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