CT awareness among leaders andpractitioners, builds traction by relating CT to local goals, educational initiatives, or reformefforts, connects teachers to help them explore grade-appropriate implementation, and createsopportunities to practice CT learning activities.Related WorkMalallah investigated complications associated with adopting a U.S.-based STEM outreachprogram into the Kuwaiti educational system. The program focused on teaching CT viaArduino and Scratch to students in grades 6–9. Malallah used pre-post self-efficacy surveys todetermine increased CT awareness. Survey results revealed that, although students wereconfused about some CT concepts, their overall CT knowledge improved after the STEMoutreach program [19]. In a
successfully increased women’s participation incomputer science through inclusive pedagogy in college classrooms [13, 14].Although there is increasing interest in learning computer science from both students and parents[15-17] barriers to accessing computer science courses in high schools still remain, includinglack of course offerings and inadequate technology [12, 15, 16, 18]. When students from groupsunderrepresented in STEM choose to enroll in an introductory computer science course, theyseldom find the topics engaging and relevant to their own lives [18-23]. The computing tasksthemselves might not be appropriately leveled, and if students face too much frustration at thebeginning of a course, this can negatively impact their self-efficacy in
such asenvironment, learner aptitude, and course design elements [2]. The distinct effect specific tostudent engagement and learning strategies could potentially contribute to student satisfaction[3]. Studies have shown faculty reluctance to accept online learning as a valid modality ofteaching and learning. Additionally, as recently as the spring of 2020, surveys identify a strongbelief among faculty that online courses will lead to lowered student performance [7]. Thisdisdain of the online experience is exacerbated by students’ lack of confidence, insufficientsupport, poor course design, inadequate feedback, and lack of instructor presence in the onlinelearning environment [8]. Shen [9] noted self-efficacy as the critical component
students. This study focused on a STEM outreach program for 6th–9th grade students with no previous CS skills. The program's micro controllers’ curriculum was used to test students’ capabilities for learning CT concepts, the program was translated into Arabic, and its schedules were adjusted to ensure that these changes did not alter the study significantly. Pre- and post-program self-efficacy surveys measured students' comprehension of CT concepts, but because this was the first time Kuwaiti students were introduced to this type of assessment, the students were confused about some of the concepts. Additionally, the students' acumen for the survey was highly influenced by their culture. Despite
participation with content-specific learning10. This belief maybe more prevalent among instructors with lower self-efficacy for teaching technical andcomputational content, as will be illustrated from a modeling perspective later in this paper.In this paper, we present causal loop diagrams that serve as explanatory models for the existenceof virtuous and vicious student engagement cycles11. These models serve as a guide forproposing professional development and implementation improvements for the future.Background: Modeling and Systems ThinkingSchools are complex systems with thousands of variables, feedback loops, social networks, andintelligent agents. They are difficult to predict and even more difficult to manipulate. It isdifficult to measure the
. For instance, Linet al. [19] used three different survey instruments. They captured students’ conception (i.e.,students’ mental representation of self-learning), approaches (i.e., ways that learners used mobileapplications to facilitate their learning process), and learners’ profile (students’ understanding ofthe application usage). Their study categorized students’ experiences and found a correlationbetween the students’ approaches to adapt mobile learning and their learning approaches.Another study [20] used different students’ experience constructs (e.g., perceptions, self-efficacy, and behavioral intention) as a measure to understand the students’ mobile learningadoption. Their analysis revealed that students’ experiences such as
students’ intention to pursue STEM career will be assessed using Social Cognitive Career Theory. Students will take surveys about their intentions to pursue career in STEM disciplines prior to and after participating in the ambassadress program. The model of Social Cognitive Career Theory accounts for the development and influence of students’ self-efficacy, expected outcomes, and interests in STEM professions.Indicator 2 Parents will respond to a survey regarding their conceptions toward STEM before the ambassadress program, after they attend the “Family STEM Night,” and after the ambassadress program. Success will be indicated by positive changes in parents
understanding of the DSP topics covered in lectures, which might not be a good direct measure of student’s understanding of topics. However, it shows a relatively high level of students’ self-efficacy which can improve learning performance9, 10. Students also supported the use of this platform for future DSP offerings except for one student who pointed out that the selected K65 board might be too powerful for most senior design projects. As noted in Section III, we are currently investigating a similar but smaller size MCU board (i.e., the FRDM-K66F development board) as the alternative platform for the DSP laboratory coursework. This board could be a better option for some senior design projects compared
. R. Lee, "Effects of an examiner’s positive and negative feedback on self- assessment of skill performance, emotional response, and self-efficacy in Korea: a quasi- experimental study," BMC medical education, vol. 19, no. 1, p. 142, 2019.[9] Wikipedia contributors, "Pedagogical agent," Wikipedia, The Free Encyclopedia, 21 December 2019. [Online]. Available: https://en.wikipedia.org/wiki/Pedagogical_agent. [Accessed 2 January 2020].[10] Wikipedia contributors, "Chatbot," Wikipedia, The Free Encyclopedia, 26 December 2019. [Online]. Available: https://en.wikipedia.org/wiki/Chatbot. [Accessed 2 January 2020].[11] J. Weizenbaum and others, "ELIZA---a computer program for the study of natural language communication between
have designed variousinstruments to collect data throughout this project, as elucidated below. Female middle school andhigh school students’ intention to pursue STEM careers is being assessed using Social CognitiveCareer Theory. The model of Social Cognitive Career Theory accounts for the development andinfluence of students’ self-efficacy, expected outcomes, and interests in STEM professions.Parents respond to surveys before this project and after they attend the “Family STEM Night.”Success will be indicated by positive changes in parents’ conceptions toward STEM across time.According to the feedback we have collected, most of the participating female students findrobotics interesting, and most the participating female students respond that
has drawn even more attention to theunderrepresentation of women in computing. Women currently comprise only 15.7% of computingdegrees awarded, a proportion that has been declining in the past three decades. Some researchersbelieve that this is due to the fact that women experience lower perception of self-efficacy andhigher perception of computer anxiety (Ahuja & Thatcher, 2005; Venkatesh & Morris, 2000;Whitley, 1997). Many female students believe that traditional approaches of teaching computerscience are boring and uninviting (AAUW, 2000; Margolis & Fisher, 2002; Ashcraft et al., 2012).Therefore, gamification can be a potentially promising approach to enhance the engagement andenjoyment of computer science students. There are
discussion and collaborative leaning, they could get problem solutions and deepen theircognitive understanding and thus develop the abilities of critical thinking and professionaljudgment.According to the results of the experiment, the peer evaluation has the lowest score amongthe three evaluation methods because of the competition among peers, while the self-evaluation and the expert evaluation share a similar score. Additionally, the analysis of thelearning behaviors show that most of the students with low creativity read and downloadedinformation in the learning system and interacted with peers in the platform to have diverseviews and enhance their abilities of self-efficacy analysis; the students with high creativitywere willing to seek, explore
quitting, suggesting that the most pertinent information should appear in the first half ofthe video.Wu et al. investigated the key factors of student learning satisfaction in a blended e-learningenvironment, where instruction consisted of a mix of face-to-face and online education. 9 Theyargued that a blended learning environment has the potential to maximize the best advantages ofboth instructor-driven and online education. Using questionnaire data, they discovered thatcomputer self-efficacy, system functionality, content feature, and interaction all impact a student’sexpectations, learning climate, and satisfaction of a course.Lim et al. looked at the differences in learning outcomes and student perceptions betweenstudents enrolled in two