) communicating effectively, (4) recognizing ethical andprofessional responsibilities and considering the impact of engineering solutions, (5) functioningon a team in an inclusive environment, (6) analyzing and interpreting data, and (7) acquiring andapplying new knowledge [10].This paper describes the course module activities that help students succeed in completing theresearch report, the components of the research report, and grading checklists used by studentsfor creating successful deliverables and by instructors for grading guidance. This paper alsodescribes the assessment of students’ reports and student feedback in a reflection assignment.The paper ends with a discussion and conclusions.The Cross-Cultural Design Module and Cross-Cultural UI
Work-in-Progress: Engaging First-Year Students in Programming 1 During COVID-19AbstractDuring the Fall 2020 semester, it became even more important than before to engage students inthe “classroom” whether that be in-person, online, or a hybrid model. This paper will introducevarious entrepreneurial mindset (EM) techniques to engage students that could be adapted to anyengineering course. All the techniques have suggestions for adapting to a fully online course aswell as working for an in-person or hybrid class. The first activity presented will be name signswith badges that will promote (1) setting, evaluating, and achieving goals, (2) self-reflection, (3)considering a problem from multiple viewpoints, and (4
into the school curriculum necessitates changes in policyincluding addressing significant issues around infrastructure, and providing teachers the resourcesthat develop a cogent understanding of computational thinking as well as relevant and appropriateexemplars of age appropriate cases [6]. Such focus would promote core concepts essential toeffective computational thinking development such as designing solutions to problems throughabstraction, automation, algorithmic thinking, data collection and data analysis; implementingdesigns; testing and debugging; modeling, running simulations, conducting systems analysis;reflecting on processes and communicating ideas; recognizing abstraction and moving betweenlevels; innovation, exploration and
(UndergraduateResearch Experience and Creative Activity) program to work on an extension to the summerresearch project during the academic year. Four participants from summer 2020 received a teamURECA grant ($4000) to continue working on an extension of their summer project for the2020-2021 academic year. While these post-summer activities were encouraging, they wereperformed by non-scholars and therefore may not be reflective of the potential positive impact ofthe summer research program on S-STEM scholars.4.3 Conference AttendanceSending college students, especially underrepresented students, to attend a professionalconference like the Grace Hopper Celebration of Women in Computing and the Richard TapiaCelebration of Diversity in Computing has become more and
, no. 1 (2009): 4-10.[4] P. Li, "Virtual lab approaches for information and computer technology education," In OnlineLearning for STEM Subjects: International Examples of Technologies and Pedagogies in Use,M. Childs and R. Soetanto, Ed. Routledge, 2017, pp. 112-126.[5] K. M. Ala-Mutka, “A survey of automated assessment approaches for programmingassignments,” Computer Science Education, 15(2), pp. 83-102, 2005.[6] D. Kumar, "REFLECTIONS Tools from the education industry," ACM Inroads 9, no. 3, pp.22-24, 2018.[7] P. Li and L. Toderick, ”An Automatic Grading and Feedback System for E-Learning inInformation Technology Education,” Proceedings of 2015 ASEE Annual Conference &Exposition, Seattle, Washington. 10.18260/p.23518.[8] E. F. Gehringer
, job candidates find them “subjective, arbitrary,unnecessarily stressful, non-inclusive –and at times– demeaning to their sense of self-worth andself-efficacy” [25]. Furthermore, candidates expressed concerns about the amount of timepreparation required, and the inherent bias that may give those with more free time an advantage.Others commented that the types of questions asked, and knowledge of data structures expectedto be known extemporaneously is not reflective of the tasks actually encountered in a computingposition.While these findings indeed revealed major concerns, the research did not consider the nuancesthat may arise from individual differences [11, 25]. On HackerRank, 95% of users were male, andthere was no information about the
. videos, virtual tours, websites) were offered surrounding that themeand awarded badges for participation/viewing, thus adding another element of gamification.Numerous questions in the CTF reflected the content offered. The CTF opened each day uponthe completion of the synchronous component and remained open until midnight. Figure 2 Sample Capture The Flag (CTF) CluesSynchronous DeliveryThe focus of the synchronous portion of the camp was to immerse the students in a “real world”simulation of a cyber crime there by introducing the concept of cyber security and developingthe skills of research and analysis, critical thinking, teamwork and written and oralcommunication which are
, rather than having to immediately solvein a more “public” fashion. Also, candidates may prefer explaining problems with a pencil on thepaper or on a computer using an integrated development environment. Next, they suggested usingproblems actually encountered at the company, since many puzzles are not reflective of real-worldsituations. Such tasks are seen as giving an unfair advantage to candidates just out of school.Finally, they propose problem solving “as colleagues, not as examiners” a recommendation whichhighlights that rather than an intense interrogation the process should be balanced, and shouldinvolve working together to solve issues, and that this could even be accomplished with other“potential teammates.”In addition to the two
. Additionally,because each platform implements rapid development methodologies differently, there can beinconsistencies and some expected feature sets do not always come out-of-the-box (OOTB) [11].RAD is most prevalently used in commercial applications because projects are “schedule intenseand require amalgamate set of team members” [9]. These requirements are the same for capstonedesign courses [2], [3] and research-centric projects. Further research suggests that whenpresented with the same set of independent software variables to examine, student developers’analysis is statistically similar to that of professional industry developers [12], indicating thatstudent behavior is reflective of developer behavior in industry. These parallelisms suggest
detailed exploration of student perceptions of the questionsacross the two instruments. We will continue to administer both instruments annually tounderstand students’ long-term trajectories and identify which factors have the greatest impact ondevelopment of identity. By better understanding identity development, we can work to improvepersistence in computing programs.AcknowledgmentsThis material is based upon work supported by the National Science Foundation under Grant No.1833718. Any opinions, findings, and conclusions or recommendations expressed in this materialare those of the author(s) and do not necessarily reflect the views of the National ScienceFoundation.References [1] G. Kena, L. Musu-Gillette, J. Robinson, X. Wang, A. Rathbun, J