所有的片段都很重要:短暂自我效能感和情感体验与CS1成绩和计算机兴趣的关系

A. Lishinski, Joshua Rosenberg
{"title":"所有的片段都很重要:短暂自我效能感和情感体验与CS1成绩和计算机兴趣的关系","authors":"A. Lishinski, Joshua Rosenberg","doi":"10.1145/3446871.3469740","DOIUrl":null,"url":null,"abstract":"There are significant participation gaps in computing, and the way to address these participation gaps lies not simply in getting students from underrepresented groups into a CS1 classroom, but supporting students to pursue their interest in computing further beyond CS1. There are many factors that may influence students’ pursuit of computing beyond introductory courses, including their sense that they can do what CS courses require of them (their self-efficacy) and positive emotional experiences in CS courses. When interest has been addressed in computing education, research has treated it mostly as an outcome of particular pedagogical approaches or curricula; what has not been studied is how students’ longer-term interest develops through more granular experiences that students have as they begin to engage with computing. In this paper, we present the results of a study designed to investigate how students’ interest in computing develops as a product of their momentary self-efficacy and affective experiences. Using a methodology that is relatively uncommon to computer science education—the experience sampling method, which involves frequently asking students brief, unobtrusive questions about their experiences—we surveyed CS1 students every week over the course of a semester to capture the nuances of their experiences. 74 CS1 students responded 14-18 times over the course of a semester about their self-efficacy, frustration, and situational interest. With this data, we used a multivariate, multi-level statistical model that allowed us to estimate how students’ granular, momentary experiences (measured through the experience sampling method surveys) and initial interest, self-efficacy, and self-reported gender (measured through traditional surveys) relate to their longer-term interest and achievement in the course. We found that students’ momentary experiences have a significant impact on their interest in computing and course outcomes, even controlling for the self-efficacy and interest students reported at the beginning of the semester. We also found significant gender differences in students’ momentary experiences, however, these were reduced substantially when students’ self-efficacy was added to the model, suggesting that gender gaps could instead be self-efficacy gaps. These results suggest that students’ momentary experiences in CS1, how they experience the course week to week, have an impact on their longer-term interest and learning outcomes. Furthermore, we found that male and female students reported different experiences, suggesting that improving the CS1 experiences that students have could help to close gender-related participation gaps. In all, this study shows that the granular experiences students have in CS1 matter for key outcomes of interest to computing education researchers and educators and that the experience sampling method, more common in fields adjacent to computer science education, provides one way for researchers to integrate the experiences students have into our accounts of why students become interested in computing.","PeriodicalId":309835,"journal":{"name":"Proceedings of the 17th ACM Conference on International Computing Education Research","volume":"160 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"13","resultStr":"{\"title\":\"All the Pieces Matter: The Relationship of Momentary Self-efficacy and Affective Experiences with CS1 Achievement and Interest in Computing\",\"authors\":\"A. Lishinski, Joshua Rosenberg\",\"doi\":\"10.1145/3446871.3469740\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"There are significant participation gaps in computing, and the way to address these participation gaps lies not simply in getting students from underrepresented groups into a CS1 classroom, but supporting students to pursue their interest in computing further beyond CS1. There are many factors that may influence students’ pursuit of computing beyond introductory courses, including their sense that they can do what CS courses require of them (their self-efficacy) and positive emotional experiences in CS courses. When interest has been addressed in computing education, research has treated it mostly as an outcome of particular pedagogical approaches or curricula; what has not been studied is how students’ longer-term interest develops through more granular experiences that students have as they begin to engage with computing. In this paper, we present the results of a study designed to investigate how students’ interest in computing develops as a product of their momentary self-efficacy and affective experiences. Using a methodology that is relatively uncommon to computer science education—the experience sampling method, which involves frequently asking students brief, unobtrusive questions about their experiences—we surveyed CS1 students every week over the course of a semester to capture the nuances of their experiences. 74 CS1 students responded 14-18 times over the course of a semester about their self-efficacy, frustration, and situational interest. With this data, we used a multivariate, multi-level statistical model that allowed us to estimate how students’ granular, momentary experiences (measured through the experience sampling method surveys) and initial interest, self-efficacy, and self-reported gender (measured through traditional surveys) relate to their longer-term interest and achievement in the course. We found that students’ momentary experiences have a significant impact on their interest in computing and course outcomes, even controlling for the self-efficacy and interest students reported at the beginning of the semester. We also found significant gender differences in students’ momentary experiences, however, these were reduced substantially when students’ self-efficacy was added to the model, suggesting that gender gaps could instead be self-efficacy gaps. These results suggest that students’ momentary experiences in CS1, how they experience the course week to week, have an impact on their longer-term interest and learning outcomes. Furthermore, we found that male and female students reported different experiences, suggesting that improving the CS1 experiences that students have could help to close gender-related participation gaps. In all, this study shows that the granular experiences students have in CS1 matter for key outcomes of interest to computing education researchers and educators and that the experience sampling method, more common in fields adjacent to computer science education, provides one way for researchers to integrate the experiences students have into our accounts of why students become interested in computing.\",\"PeriodicalId\":309835,\"journal\":{\"name\":\"Proceedings of the 17th ACM Conference on International Computing Education Research\",\"volume\":\"160 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-08-16\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"13\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 17th ACM Conference on International Computing Education Research\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3446871.3469740\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 17th ACM Conference on International Computing Education Research","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3446871.3469740","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 13

摘要

在计算机方面存在着显著的参与差距,解决这些参与差距的方法不仅仅是让学生从代表性不足的群体中进入CS1教室,而是支持学生在CS1之外进一步追求他们对计算机的兴趣。除了入门课程之外,影响学生对计算机的追求的因素还有很多,包括他们对计算机科学课程要求的自我效能感和在计算机科学课程中的积极情绪体验。当人们对计算机教育感兴趣时,研究大多将其视为特定教学方法或课程的结果;尚未被研究的是,当学生开始接触计算机时,他们的长期兴趣是如何通过更细致的体验发展起来的。在本文中,我们提出了一项研究的结果,旨在调查学生对计算机的兴趣是如何作为他们的瞬间自我效能感和情感体验的产物而发展的。使用一种在计算机科学教育中相对不常见的方法——经验抽样法,它包括经常向学生询问有关他们经验的简短而不引人注目的问题——我们在一个学期的课程中每周对CS1学生进行调查,以捕捉他们经验的细微差别。74名CS1学生在一个学期的课程中回答了14-18次关于他们的自我效能感、挫败感和情境兴趣。有了这些数据,我们使用了一个多变量、多层次的统计模型,使我们能够估计学生的颗粒状的、短暂的经历(通过经验抽样方法调查测量)、最初的兴趣、自我效能和自我报告的性别(通过传统调查测量)与他们在课程中的长期兴趣和成就之间的关系。我们发现,学生的瞬时体验对他们对计算机的兴趣和课程成果有显著的影响,甚至控制了学生在学期开始时报告的自我效能感和兴趣。我们还发现,学生的瞬间体验存在显著的性别差异,然而,当学生的自我效能感加入到模型中时,这些差异大大减少,这表明性别差距可能是自我效能感的差距。这些结果表明,学生在CS1中的短暂体验,即他们每周对课程的体验,对他们的长期兴趣和学习成果有影响。此外,我们发现男性和女性学生报告了不同的经历,这表明改善学生的CS1经历有助于缩小与性别相关的参与差距。总而言之,这项研究表明,学生在CS1中的颗粒体验关系到计算教育研究人员和教育工作者感兴趣的关键结果,并且经验抽样方法(在计算机科学教育邻近领域更常见)为研究人员提供了一种方法,可以将学生的体验整合到我们对学生为什么对计算感兴趣的解释中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
All the Pieces Matter: The Relationship of Momentary Self-efficacy and Affective Experiences with CS1 Achievement and Interest in Computing
There are significant participation gaps in computing, and the way to address these participation gaps lies not simply in getting students from underrepresented groups into a CS1 classroom, but supporting students to pursue their interest in computing further beyond CS1. There are many factors that may influence students’ pursuit of computing beyond introductory courses, including their sense that they can do what CS courses require of them (their self-efficacy) and positive emotional experiences in CS courses. When interest has been addressed in computing education, research has treated it mostly as an outcome of particular pedagogical approaches or curricula; what has not been studied is how students’ longer-term interest develops through more granular experiences that students have as they begin to engage with computing. In this paper, we present the results of a study designed to investigate how students’ interest in computing develops as a product of their momentary self-efficacy and affective experiences. Using a methodology that is relatively uncommon to computer science education—the experience sampling method, which involves frequently asking students brief, unobtrusive questions about their experiences—we surveyed CS1 students every week over the course of a semester to capture the nuances of their experiences. 74 CS1 students responded 14-18 times over the course of a semester about their self-efficacy, frustration, and situational interest. With this data, we used a multivariate, multi-level statistical model that allowed us to estimate how students’ granular, momentary experiences (measured through the experience sampling method surveys) and initial interest, self-efficacy, and self-reported gender (measured through traditional surveys) relate to their longer-term interest and achievement in the course. We found that students’ momentary experiences have a significant impact on their interest in computing and course outcomes, even controlling for the self-efficacy and interest students reported at the beginning of the semester. We also found significant gender differences in students’ momentary experiences, however, these were reduced substantially when students’ self-efficacy was added to the model, suggesting that gender gaps could instead be self-efficacy gaps. These results suggest that students’ momentary experiences in CS1, how they experience the course week to week, have an impact on their longer-term interest and learning outcomes. Furthermore, we found that male and female students reported different experiences, suggesting that improving the CS1 experiences that students have could help to close gender-related participation gaps. In all, this study shows that the granular experiences students have in CS1 matter for key outcomes of interest to computing education researchers and educators and that the experience sampling method, more common in fields adjacent to computer science education, provides one way for researchers to integrate the experiences students have into our accounts of why students become interested in computing.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
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:481959085
Book学术官方微信