scholarly journals The assessment cycle: Insights from a systematic literature review on broadening participation in engineering and computer science

Author(s):  
Teirra K. Holloman ◽  
Walter C. Lee ◽  
Jeremi S. London ◽  
Chaneé D. Hawkins Ash ◽  
Bevlee A. Watford
2021 ◽  
pp. 004723952110188
Author(s):  
Ali Battal ◽  
Gülgün Afacan Adanır ◽  
Yasemin Gülbahar

The computer science (CS) unplugged approach intends to teach CS concepts and computational thinking skills without employing any digital tools. The current study conducted a systematic literature review to analyze research studies that conducted investigations related to implementations of CS unplugged activities. A systematic review procedure was developed and applied to detect and subsequently review relevant research studies published from 2010 to 2019. It was found that 55 research studies (17 articles + 38 conference proceedings) satisfied the inclusion criteria for the analysis. These research studies were then examined with regard to their demographic characteristics, research methodologies, research results, and main findings. It was found that the unplugged approach was realized and utilized differently among researchers. The majority of the studies used the CS unplugged term when referring to “paper–pencil activities,” “problem solving,” “storytelling,” “games,” “tangible programming,” and even “robotics.”


2019 ◽  
Vol 15 (35) ◽  
Author(s):  
Ezequiel Mendes Duque ◽  
Lucila Ishitani ◽  
Artur Martins Mol ◽  
Mônica Consolação Machado ◽  
Daniel Eugênio Neves ◽  
...  

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.


Author(s):  
Hendrik Hendrik ◽  
Almed Hamzah

The emerging trend technologies imply the increase in the new role of the future of jobs. Most of them required Computer Science-related skills a lot, especially programming. However, there is a skill gap for it. Some previous studies showed that many students feel difficulties in learning programming. In the last decades, there are many approaches to improve student’s learning achievement through active learning methods. One of those approaches is the Flipped Classroom (FC) method. This study presents a systematic literature review of the FC approach in the programming course. The aim of this study is to explore the strategy of FC implementation in the programming class. A total of 32 papers from ACM Digital Library and IEEE Xplore Digital Library are selected for this review. We found four types of implementation of FC in programming, with the variations of the in-class or out-class activities.


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