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When instructors want to design programming assignments to motivate their students, a common design choice is to have those students write code to make an artifact (e.g. apps, games, music, or images). The goal of this study is to understand the impacts of including artifact creation in a programming assignment on students’ motivation, time on task, and cognitive load. To do so, we conducted a controlled lab study with seventy-three students from an introductory engineering course. The experimental group created a simulation they could interact with – thus having the full experience of artifact creation – while the control group wrote the exact same code, but evaluated it only with test cases. We hypothesized that students who could interact with the simulation they were programming would be more motivated to complete the assignment and report higher intrinsic motivation. However, we found no significant difference in motivation or cognitive load between the groups. Additionally, the experimental group spent more time completing the assignment than the control group. Our results suggest that artifact creation may not be necessary for motivating students in all contexts, and that artifact creation may have other effects such as increased time on task. Additionally, instructors and researchers should consider when, and in what contexts, artifact creation is beneficial and when it may not bemore » « lessFree, publicly-accessible full text available December 5, 2025
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Background and Context. Research software in the Computing Education Research (CER) domain frequently encounters issues with scalability and sustained adoption, which limits its educational impact. Despite the development of numerous CER programming (CER-P) tools designed to enhance learning and instruction, many fail to see widespread use or remain relevant over time. Previous research has primarily examined the challenges educators face in adopting and reusing CER tools, with few focusing on understanding the barriers to scaling and adoption practices from the tool developers’ perspective. Objectives. To address this, we conducted semi-structured interviews with 16 tool developers within the computing education community, focusing on the challenges they encounter and the practices they employ in scaling their CER-P tools. Method. Our study employs thematic analysis of the semi-structured interviews conducted with developers of CER-P tools. Findings. Our analysis revealed several barriers to scaling highlighted by participants, including funding issues, maintenance burdens, and the challenge of ensuring tool interoperability for a broader user base. Despite these challenges, developers shared various practices and strategies that facilitated some degree of success in scaling their tools. These strategies include the development of teaching materials and units of curriculum, active marketing within the academic community, and the adoption of flexible design principles to facilitate easier adaptation and use by educators and students. Implications. Our findings lay the foundation for further discussion on potential community action initiatives, such as the repository of CS tools and the community of tool developers, to allow educators to discover and integrate tools more easily in their classrooms and support tool developers by exchanging design practices to build high-quality education tools. Furthermore, our study suggests the potential benefits of exploring alternative funding models.more » « less
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null (Ed.)Open-ended programming increases students' motivation by allowing them to solve authentic problems and connect programming to their own interests. However, such open-ended projects are also challenging, as they often encourage students to explore new programming features and attempt tasks that they have not learned before. Code examples are effective learning materials for students and are well-suited to supporting open-ended programming. However, there is little work to understand how novices learn with examples during open-ended programming, and few real-world deployments of such tools. In this paper, we explore novices' learning barriers when interacting with code examples during open-ended programming. We deployed Example Helper, a tool that offers galleries of code examples to search and use, with 44 novice students in an introductory programming classroom, working on an open-ended project in Snap. We found three high-level barriers that novices encountered when using examples: decision, search, and integration barriers. We discuss how these barriers arise and design opportunities to address them.more » « less
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