skip to main content


Title: Multilingual CS Education Pathways: Implications for Vertically-Scaled Assessment
The expansion of computer science (CS) into K-12 contexts has resulted in a diverse ecosystem of curricula designed for various grade levels, teaching a variety of concepts, and using a wide array of different programming languages and environments. Many students will learn more than one programming language over the course of their studies. There is a growing need for computer science assessment that can measure student learning over time, but the multilingual learning pathways create two challenges for assessment in computer science. First, there are not validated assessments for all of the programming languages used in CS classrooms. Second, it is difficult to measure growth in student understanding over time when students move between programming languages as they progress in their CS education. In this position paper, we argue that the field of computing education research needs to develop methods and tools to better measure students' learning over time and across the different programming languages they learn along the way. In presenting this position, we share data that shows students approach assessment problems differently depending on the programming language, even when the problems are conceptually isomorphic, and discuss some approaches for developing multilingual assessments of student learning over time.  more » « less
Award ID(s):
1348866
NSF-PAR ID:
10353799
Author(s) / Creator(s):
;
Date Published:
Journal Name:
SIGCSE 2022: Proceedings of the 53rd ACM Technical Symposium on Computer Science Education
Volume:
1
Page Range / eLocation ID:
64 to 70
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. Background/Context: Bi/multilingual students’ STEM learning is better supported when educators leverage their language and cultural practices as resources, but STEM subject divisions have been historically constructed based on oppressive, dominant values and exclude the ways of knowing of nondominant groups. Truly promoting equity requires expanding and transforming STEM disciplines. Purpose/Objective/Research Question/Focus of Study: This article contributes to efforts to illuminate emergent bi/multilingual students’ ways of knowing, languaging, and doing in STEM. We follow the development of syncretic literacies in relation to translanguaging practices, asking, How do knowledges and practices from different communities get combined and reorganized by students and teachers in service of new modeling practices? Setting and Participants: We focus on a seventh-grade science classroom, deliberately designed to support syncretic literacies and translanguaging practices, where computer science concepts were infused into the curriculum through modeling activities. The majority of the students in the bilingual program had arrived in the United States at most three years before enrolling, from the Caribbean and Central and South America. Research Design: We analyze one lesson that was part of a larger research–practice partnership focused on teaching computer science through leveraging translanguaging practices and syncretic literacies. The lesson was a modeling and computing activity codesigned by the teacher and two researchers about post–Hurricane María outmigration from Puerto Rico. Analysis used microethnographic methods to trace how students assembled translanguaging, social, and schooled practices to make sense of and construct models. Findings/Results: Findings show how students assembled representational forms from a variety of practices as part of accomplishing and negotiating both designed and emergent goals. These included sensemaking, constructing, explaining, justifying, and interpreting both the physical and computational models of migration. Conclusions/Recommendations: Implications support the development of theory and pedagogy that intentionally make space for students to engage in meaning-making through translanguaging and syncretic practices in order to provide new possibilities for lifting up STEM learning that may include, but is not constrained by, disciplinary learning. Additional implications for teacher education and student assessment practices call for reconceptualizing schooling beyond day-to-day curriculum as part of making an ontological shift away from prioritizing math, science, and CS disciplinary and language objectives as defined by and for schooling, and toward celebrating, supporting, and centering students’ diverse, syncretic knowledges and knowledge use. 
    more » « less
  2. The rapid expansion of K-12 CS education has made it critical to support CS teachers, many of whom are new to teaching CS, with the necessary resources and training to strengthen their understanding of CS concepts and how to effectively teach CS. CS teachers are often tasked with teaching different curricula using different programming languages in different grades or during different school years, and tend to receive different professional development (PD) for each curriculum they are required to teach. This often leads to a lack of deep understanding of the underlying CS concepts and how different curricula address the same concepts in different ways. Empowering teachers to develop a deep understanding of CS standards, and use formative assessments to recognize common student challenges associated with the standards, will enable teachers to provide more effective CS instruction, irrespective of the curriculum and/or programming language they are tasked with using. This position paper advocates supporting CS teacher professional learning by supplementing existing curriculum-specific teacher PD with standards-aligned PD that focuses on teachers' conceptual understanding of CS standards and ability to adapt instruction based on student understanding of concepts underlying the CS standards. We share concrete examples of how to design standards-aligned educative resources and instructionally supportive tools that promote teachers' understanding of CS standards and common student challenges and develop teachers' formative assessment literacy, all essential components of CS pedagogical content knowledge. 
    more » « less
  3. With computing impacting most every professional field, it has become essential to provide pathways for students other than those majoring in computer science to acquire computing knowledge and skills. Virtually all employers and graduate and professional schools seek these skills in their employees or students, regardless of discipline. Academia currently leans towards approaches such as double majors or combined majors between computer science and other non-CS disciplines, commonly referred to as “CS+X” programs. These programs tend to require rigorous courses gleaned from the institutions’ courses for computer science majors. Thus, they may not meet the needs of majors in disciplines such as the social and biological sciences, humanities, and others. The University of Maryland, Baltimore County (UMBC) is taking an approach more suitably termed “X+CS” to fulfill the computing needs of non-CS majors. As part of a National Science Foundation (NSF) grant, we are developing a “computing” minor specifically to meet their needs. To date, we have piloted the first two of the minor’s approximately six courses. The first is a variation on the existing Computer Science I course required for majors but restricted to nonmajors. Both versions of the course use the Python language and cover the same programming content, but with the non-majors assigned projects with relevance to non-CS disciplines. We use the same student assessment measures of homework, projects, and examinations for both courses. After four semesters, results show that non-CS majors perform comparably to majors. Students also express increased interest in computing and satisfaction with being part of a non- CS major cohort. The second course was piloted in fall 2019. It is a new course intended to enhance and hone programming skills and introduce topics such as web scraping, HTML and CSS, web application development, data formats, and database use. Students again express increased interest in computing and were already beginning to apply the computing skills that they were learning to their non-CS courses. As a welcome side effect, we experienced a significant increase in the number of women and under-represented minorities (URMs) in these two courses when compared with CS-major specific courses. Overall, women comprised 52% of the population, with URMs following a similar upward trend. We are currently developing the third course in the computing minor and exploring options for the remaining three. Possibilities include electives from our Information Systems major. We will also be working with our science, social science, and humanities departments to utilize existing courses in those disciplines that apply computing. The student response that we have received thus far provides us with evidence that our computing minor will be popular among UMBC’s non-CS population, providing them with a more suitable and positive computing education than existing CS+X efforts. 
    more » « less
  4. A solid understanding of electromagnetic (E&M) theory is key to the education of electrical engineering students. However, these concepts are notoriously challenging for students to learn, due to the difficulty in grasping abstract concepts such as the electric force as an invisible force that is acting at a distance, or how electromagnetic radiation is permeating and propagating in space. Building physical intuition to manipulate these abstractions requires means to visualize them in a three-dimensional space. This project involves the development of 3D visualizations of abstract E&M concepts in Virtual Reality (VR), in an immersive, exploratory, and engaging environment. VR provides the means of exploration, to construct visuals and manipulable objects to represent knowledge. This leads to a constructivist way of learning, in the sense that students are allowed to build their own knowledge from meaningful experiences. In addition, the VR labs replace the cost of hands-on labs, by recreating the experiments and experiences on Virtual Reality platforms. The development of the VR labs for E&M courses involves four distinct phases: (I) Lab Design, (II) Experience Design, (III) Software Development, and (IV) User Testing. During phase I, the learning goals and possible outcomes are clearly defined, to provide context for the VR laboratory experience, and to identify possible technical constraints pertaining to the specific laboratory exercise. During stage II, the environment (the world) the player (user) will experience is designed, along with the foundational elements, such as ways of navigation, key actions, and immersion elements. During stage III, the software is generated as part of the course projects for the Virtual Reality course taught in the Computer Science Department at the same university, or as part of independent research projects involving engineering students. This reflects the strong educational impact of this project, as it allows students to contribute to the educational experiences of their peers. During phase IV, the VR experiences are played by different types of audiences that fit the player type. The team collects feedback and if needed, implements changes. The pilot VR Lab, introduced as an additional instructional tool for the E&M course during the Fall 2019, engaged over 100 students in the program, where in addition to the regular lectures, students attended one hour per week in the E&M VR lab. Student competencies around conceptual understanding of electromagnetism topics are measured via formative and summative assessments. To evaluate the effectiveness of VR learning, each lab is followed by a 10-minute multiple-choice test, designed to measure conceptual understanding of the various topics, rather than the ability to simply manipulate equations. This paper discusses the implementation and the pedagogy of the Virtual Reality laboratory experiences to visualize concepts in E&M, with examples for specific labs, as well as challenges, and student feedback with the new approach. We will also discuss the integration of the 3D visualizations into lab exercises, and the design of the student assessment tools used to assess the knowledge gain when the VR technology is employed. 
    more » « less
  5. This research explores a novel human-in-the-loop approach that goes beyond traditional prompt engineering approaches to harness Large Language Models (LLMs) with chain-of-thought prompting for grading middle school students’ short answer formative assessments in science and generating useful feedback. While recent efforts have successfully applied LLMs and generative AI to automatically grade assignments in secondary classrooms, the focus has primarily been on providing scores for mathematical and programming problems with little work targeting the generation of actionable insight from the student responses. This paper addresses these limitations by exploring a human-in-the-loop approach to make the process more intuitive and more effective. By incorporating the expertise of educators, this approach seeks to bridge the gap between automated assessment and meaningful educational support in the context of science education for middle school students. We have conducted a preliminary user study, which suggests that (1) co-created models improve the performance of formative feedback generation, and (2) educator insight can be integrated at multiple steps in the process to inform what goes into the model and what comes out. Our findings suggest that in-context learning and human-in-the-loop approaches may provide a scalable approach to automated grading, where the performance of the automated LLM-based grader continually improves over time, while also providing actionable feedback that can support students’ open-ended science learning. 
    more » « less