A Real-world Approach to Motivate Students on the First Class of a Computer Science Course

A. Bellino, Valeria Herskovic, Michael Hund, J. Munoz-Gama
{"title":"A Real-world Approach to Motivate Students on the First Class of a Computer Science Course","authors":"A. Bellino, Valeria Herskovic, Michael Hund, J. Munoz-Gama","doi":"10.1145/3445982","DOIUrl":null,"url":null,"abstract":"A common belief among students is that computing is a boring subject that lacks a connection to the real world. The first class (one 80-minute session) in an introductory computer science course may be an appropriate instance to combat such a belief. Previous studies have used coursewide interventions, e.g., games and physical/tangible devices to improve students’ motivation. However, although other approaches help motivate students, they may lack real-world context or have a high cost of deployment. This article proposes a novel real-world based approach to introduce programming concepts in the first class of the introductory computer science course. This approach, called Protobject based, is applicable to courses with over 100 students, has a low deployment entry barrier, requires low investment, and may be used creatively to implement different experiences. Furthermore, the Protobject-based approach has an equivalent motivational effect—at least in the short-term—to a Game-based approach even if it is entirely focused on the real world. The low requirements of the approach make it especially suitable for an 80-minute first class in an introductory computer science course. The Protobject-based approach has been preliminarily validated and compared to a pure game-based approach with a study with 376 participants, and we present the analysis of motivation questionnaires, a pre-test and post-test, and a homework assignment given to the students. We posit that more research into initiatives such as this one—that can show students how computer science can impact the real world around them—is warranted.","PeriodicalId":352564,"journal":{"name":"ACM Transactions on Computing Education (TOCE)","volume":"46 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-05-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM Transactions on Computing Education (TOCE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3445982","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6

Abstract

A common belief among students is that computing is a boring subject that lacks a connection to the real world. The first class (one 80-minute session) in an introductory computer science course may be an appropriate instance to combat such a belief. Previous studies have used coursewide interventions, e.g., games and physical/tangible devices to improve students’ motivation. However, although other approaches help motivate students, they may lack real-world context or have a high cost of deployment. This article proposes a novel real-world based approach to introduce programming concepts in the first class of the introductory computer science course. This approach, called Protobject based, is applicable to courses with over 100 students, has a low deployment entry barrier, requires low investment, and may be used creatively to implement different experiences. Furthermore, the Protobject-based approach has an equivalent motivational effect—at least in the short-term—to a Game-based approach even if it is entirely focused on the real world. The low requirements of the approach make it especially suitable for an 80-minute first class in an introductory computer science course. The Protobject-based approach has been preliminarily validated and compared to a pure game-based approach with a study with 376 participants, and we present the analysis of motivation questionnaires, a pre-test and post-test, and a homework assignment given to the students. We posit that more research into initiatives such as this one—that can show students how computer science can impact the real world around them—is warranted.
在计算机科学课程的第一节课上,用现实世界的方法来激励学生
学生们普遍认为计算机是一门无聊的学科,缺乏与现实世界的联系。计算机科学入门课程的第一堂课(一节80分钟的课)可能是一个适当的例子,可以与这种信念作斗争。以前的研究使用了课程范围内的干预措施,例如游戏和物理/有形设备来提高学生的动机。然而,尽管其他方法有助于激励学生,但它们可能缺乏现实环境或部署成本高。本文提出了一种新颖的基于现实世界的方法,在计算机科学导论课程的第一堂课中介绍编程概念。这种方法被称为基于Protobject的方法,适用于超过100名学生的课程,具有较低的部署入门门槛,需要较少的投资,并且可以创造性地使用以实现不同的体验。此外,基于原型的方法与基于游戏的方法具有相同的激励效果(至少在短期内如此),即使它完全专注于现实世界。该方法的低要求使其特别适合于计算机科学入门课程的80分钟的第一堂课。基于protoobject的方法已经得到了初步验证,并与纯粹基于游戏的方法进行了比较,我们对376名参与者的动机问卷进行了分析,包括前测和后测,以及给学生布置的家庭作业。我们认为,有必要开展更多类似这样的研究——向学生展示计算机科学如何影响他们周围的现实世界。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信