在软件测试学习环境中结合学习和参与策略

Peter J. Clarke, D. Davis, Ingrid A. Buckley, G. Potvin, M. Thirunarayanan, Edward L. Jones
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引用次数: 1

摘要

由于信息、通信和技术领域有许多工作机会,学术机构中各种计算机专业的注册人数继续增加。入学人数的激增给大学和学院的许多计算机科学(CS)、信息技术(IT)和软件工程(SE)课程带来了一些挑战。其中一个挑战是,许多CS/IT/SE课程的教师继续使用不以学习者为中心的学习方法,因此没有为学生做好充分的准备,使他们能够精通不断变化的计算机行业。为了缓解这一挑战,教师需要使用基于证据的教学方法,例如,主动学习,以提高学生的学习和课堂参与度,并使学生具备成为终身学习者所需的技能。本文提出了一种在学习环境中结合学习和参与策略(LESs)的方法,使用不同的教学模式来提高学生的学习和参与。我们描述了LESs如何整合到面对面(F2F)和在线课堂活动中。目前使用的LESs是协作学习、游戏化、基于问题的学习和社会互动。我们描述了一种方法,用于量化课堂活动中使用的每个LES,该方法基于LESs的一组特征和传统的讲座式教学方法。为了证明在F2F课堂活动中使用LESs的影响,我们报告了一项在一个大型城市少数民族服务机构的软件测试班进行的为期七个学期的研究。本研究采用仅限后测试的研究设计,两次期中考试的分数,以及用于每个LES和传统讲座风格的大致上课时间,以量化它们在面对面软件测试课程中的使用情况。研究结果表明,增加用于协作学习、游戏化和社会互动的时间,减少传统的讲课式方法,可以在统计上显著改善学生的学习,这反映在考试成绩上。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Combining Learning and Engagement Strategies in a Software Testing Learning Environment
There continues to be an increase in enrollments in various computing programs at academic institutions due to many job opportunities available in the information, communication, and technology sectors. This enrollment surge has presented several challenges in many Computer Science (CS), Information Technology (IT), and Software Engineering (SE) programs at universities and colleges. One such challenge is that many instructors in CS/IT/SE programs continue to use learning approaches that are not learner centered and therefore are not adequately preparing students to be proficient in the ever-changing computing industry. To mitigate this challenge, instructors need to use evidence-based pedagogical approaches, e.g., active learning, to improve student learning and engagement in the classroom and equip students with the skills necessary to be lifelong learners. This article presents an approach that combines learning and engagement strategies (LESs) in learning environments using different teaching modalities to improve student learning and engagement. We describe how LESs are integrated into face-to-face (F2F) and online class activities. The LESs currently used are collaborative learning, gamification, problem-based learning, and social interaction. We describe an approach used to quantify each LES used during class activities based on a set of characteristics for LESs and the traditional lecture-style pedagogical approaches. To demonstrate the impact of using LESs in F2F class activities, we report on a study conducted over seven semesters in a software testing class at a large urban minority serving institution. The study uses a posttest-only study design, the scores of two midterm exams, and approximate class times dedicated to each LES and traditional lecture style to quantify their usage in a face-to-face software testing class. The study results showed that increasing the time dedicated to collaborative learning, gamification, and social interaction and decreasing the traditional lecture-style approach resulted in a statistically significant improvement in student learning, as reflected in the exam scores.
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