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Vignettes are short stories along with a set of questions that engage the reader to comment on the story. Vignettes have been used in professional academic programs (e.g., teacher preparation and medical education), for professional development in various fields (e.g., teaching ethics in psychology and medicine), and in various research fields for data collection. In this work, vignettes are used to elicit students' understanding of dispositions in computing education. Professional dispositions enable behaviors that are valued in the workplace, such as adaptability or self-directedness. They are often explicitly stated in computing job postings. While the relevance of dispositions is widely recognized in the workplace, only recently have curricular guidelines for computing programs recognized professional dispositions as an integral part of competencies and as complementary to knowledge and skills. There is scarce literature on the use of vignettes in teaching undergraduate computing, or on how best to foster dispositions in students. In this project, four faculty from four diverse institutions in the U.S., along with three consulting experts, have collaborated to design and evaluate the use of vignettes in the classroom. This paper documents researchers' efforts to gain insights into students' perceptions of dispositions through the use of vignettes. Such insights may guide educators to identify pedagogical strategies for fostering dispositions among students. This paper presents an iterative process for vignette design with continuous review by researchers and focus group members. The vignettes in this study use stories of situations which demonstrate the application of a disposition, drawn from various fields and walks of life to represent diverse groups and experiences. Students are presented with the vignette story and asked to identify the disposition illustrated. To elicit students' understanding of dispositions in terms of their personal behaviors, students are asked to describe a situation in which they have experienced the disposition. Lessons learned in the design and use of vignettes are discussed.more » « less
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This working group aims to identify available datasets within the context of computing education research. One particular area of interest is programming education, and the data in question may include students' steps, progress, or submissions in the form of program code. To achieve this goal, the working group will review well-known data resources and repositories (e.g., DataShop, GitHub, NSF Public Access Repository, and IEEE DataPort) and recent papers published within the SIGCSE community. As a result of the review process, the working group will create an overview of available datasets and characterize them while reflecting on current data practices, challenges, and the consequences of limited access to research data. Additionally, the group intends to propose a path for the community to become more open and move toward open data practices. This proposal highlights the importance of sharing research data within the computing education research community to make it stronger and more productive.more » « less
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Dispositions, along with skills and knowledge, form the three components of competency-based education. Moreover, studies have shown dispositions to be necessary for a successful career. However, unlike evidence-based teaching and learning approaches for knowledge acquisition and skill development, few studies focus on translating dispositions into observable behavioral patterns. An operationalization of dispositions, however, is crucial for students to understand and achieve respective learning outcomes in computing courses. This paper describes a multi-institutional study investigating students’ understanding of dispositions in terms of their behaviors while completing coursework. Students in six computing courses at four different institutions filled out a survey describing an instance of applying each of the five surveyed dispositions (adaptable, collaborative, persistent, responsible, and self-directed) in the courses’ assignments. The authors evaluated data by using Mayring’s qualitative content analysis. The result was a coding scheme with categories summarizing students’ concepts of dispositions and how they see themselves applying dispositions in the context of computing. These results are a first step in understanding dispositions in computing education and how they manifest in student behavior. This research has implications for educators developing new pedagogical approaches to promote and facilitate dispositions. Moreover, the operationalized behaviors constitute a starting point for new assessment strategies of dispositions.more » « less
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This Innovative Practice Full Paper addresses the assessment of dispositions which, along with knowledge and skills, form the three legs of competency needed to perform a task in context, as described in recent computing curricular reports, particularly ACM/IEEE Computing Curricula 2020 (CC2020). Here, dispositions in CC2020 express the behavioral characteristics of competence, such as being adaptable, collaborative, or inventive. Instructors have assessed knowledge from the start of computing programs and have paid increased attention to assessing skills in recent decades. However, dispositions and their role within competency is relatively new, with little guidance available for assessing dispositions. Lately, computing instructors have begun to understand the importance of evaluating dispositions during the performance of tasks in the real world or in the context of the industry-based global Skills Framework for the Information Age (SFIA). Hence, this paper develops a criterion-based approach for use by educators in assessing competence based on a reflective portfolio of "real-world" achievements. Building on concepts developed by the UK Institute of Coding and other recent reports, this work demonstrates how this assessment approach relates to industry-based competency frameworks such as SFIA and the European e-Competence Framework (eCF). The paper also explores using the criterion-based approach in a classroom environment to help students focus on particular dispositions. Its main contribution is to advance the competency focus in academic computing programs and future computing curricula.more » « less
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Program accreditation in medical or religious professions has existed since the 1800s while accreditation of business and engineering programs started in the early twentieth century. With this long history, these disciplines have focused on ensuring the competence of their graduates, as modern society demands appropriate expertise from doctors and engineers before letting them practice their profession. In computing, however, professional accreditation started in the last decades of the twentieth century only after computer science, informatics, and information systems programs became widespread. At the same time, although competency-based learning has existed for centuries, its growth in computing is relatively new, resulting from recent curricular reports such as Computing Curricula 2020, which have defined competency comprising knowledge, skills, and dispositions. In addition, demands are being placed on university programs to ensure their graduates are ready to enter and sustain employment in the computing profession. This work explores the role of accreditation in forming and developing professional competency in non-computing disciplines worldwide, building on this understanding to see how computing accreditation bodies could play a similar role in computing. This work explores the role of accreditation in forming and developing professional competency in non-computing disciplines worldwide, building on this understanding to see how computing accreditation bodies could play a similar role in computing. Its recommendations are to incorporate competencies in all computing programs and future curricular guidelines; create competency-based models for computing programs; involve industry in identifying workplace competencies, and ensure accreditation bodies include competencies and the assessment in their standards.more » « less
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In the past decade, academic computing curricular guidelines have shifted from specifying knowledge and occasionally technical skills to establishing the overall competence expected of graduates. For instance, Computing Curricula 2020 (CC2020) guidelines identify competency as knowledge, skills, and dispositions where “dispositions” correspond to the behavioral and professional characteristics driven by employer needs and captured by industry-driven frameworks, such as the Skills Framework for the Information Age (SFIA). Computing programs thus must also ensure that graduates have these characteristics to improve initial employment and long-term career prospects. This paper aims to understand and achieve consistency between academia and industry curricular frameworks. The CC2020 dispositions map to the responsibility characteristics for SFIA Level 3, the level appropriate for a new graduate. As the mapping is not one-to-one, the paper reviews the extent to which each SFIA responsibility characteristic requires and enables the CC22020 dispositions, identifying potential shortcomings and, conversely, the importance of each disposition as it supports the responsibility characteristics. The developed mapping is validated by relating the CC2020 dispositions to the SFIA behavioral factors, the principal “21st Century Skills,” and relevant competency-based educational frameworks. Thus, dispositions in competency-focused curricula map to the actual competencies sought by employers. Finally, the paper postulates that future computing curricula must further develop the CC2020 dispositions and relate them to SFIA to guide academic programs in their preparation of career-ready graduates to reduce the current “skills gap”.more » « less
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Since the early 21st century, ABET’s accreditation criteria have focused on learning outcomes (what students learn) rather than what professors teach. Such accreditation criteria bring to bear the need for programs to establish clear learning objectives and assessment processes that ensure that program graduates have the requisite technical and professional preparation. To this end, ABET defines student outcomes as “what students are expected to know and be able to do by the time of graduation,” further noting that these outcomes “relate to the knowledge, skills, and behaviors that students acquire as they progress through the program.” With the recent release of Computing Curricula 2020 (CC2020), the competencies of computing program graduates have received additional attention. CC2020 describes competency as “comprising knowledge, skills, and dispositions that are observable in accomplishing a task within a work context.” ABET’s student outcomes thus largely correspond to the CC2020 competencies of program graduates. This paper is a first attempt to reconcile the two notions in the context of computer science. It presents the relevant background and discusses student competencies and their assessments that focus on competency-based learning in computer science. The contributions of this paper are (1) forging an improved shared understanding of computing competencies and (2) an interpretation of ABET’s student outcomes to improve the competency, including dispositions, expectations of computer science graduates.more » « less
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Dispositions are cultivable behaviors desirable in the workplace. Examples of dispositions are being adaptable, meticulous, and self-directed. The eleven dispositions described in the CC2020 report should not be confused with the professional knowledge of computing topics, or with skills, including technical skills, along with cross-disciplinary skills such as critical thinking, problem-solving, teamwork, or communication. Dispositions, more inherent to human characteristics, identify personal qualities and behavioral patterns important for successful professional careers. The leaders of this special session collaborate on a multi-institutional project funded by the National Science Foundation. Using their experiences at four higher education institutions, they will demonstrate how to foster dispositions among computing students through two hands-on activities. The audience will get first-hand experience using reflection exercises and vignettes, and will participate in debating their design, merits, and limitations. The resulting interaction will provide the audience ample time to discuss the benefits and challenges of incorporating and fostering dispositions in computing programs. It is hoped that participants will leave with concrete ideas on how to extend the current work to their own courses, programs, and institutions.more » « less