Papers
Topics
Authors
Recent
Gemini 2.5 Flash
Gemini 2.5 Flash
129 tokens/sec
GPT-4o
28 tokens/sec
Gemini 2.5 Pro Pro
42 tokens/sec
o3 Pro
4 tokens/sec
GPT-4.1 Pro
38 tokens/sec
DeepSeek R1 via Azure Pro
28 tokens/sec
2000 character limit reached

Failure Artifact Scenarios to Understand High School Students' Growth in Troubleshooting Physical Computing Projects (2311.17212v2)

Published 28 Nov 2023 in cs.CY and cs.HC

Abstract: Debugging physical computing projects provides a rich context to understand cross-disciplinary problem solving that integrates multiple domains of computing and engineering. Yet understanding and assessing students' learning of debugging remains a challenge, particularly in understudied areas such as physical computing, since finding and fixing hardware and software bugs is a deeply contextual practice. In this paper we draw on the rich history of clinical interviews to develop and pilot "failure artifact scenarios" in order to study changes in students' approaches to debugging and troubleshooting electronic textiles (e-textiles). We applied this clinical interview protocol before and after an eight-week-long e-textiles unit. We analyzed pre/post clinical interviews from 18 students at four different schools. The analysis revealed that students improved in identifying bugs with greater specificity, and across domains, and in considering multiple causes for bugs. We discuss implications for developing tools to assess students' debugging abilities through contextualized debugging scenarios in physical computing.

Definition Search Book Streamline Icon: https://streamlinehq.com
References (41)
  1. Computational thinking and tinkering: Exploration of an early childhood robotics curriculum. Computers & Education 72 (2014), 145–157.
  2. Karen Brennan and Mitchel Resnick. 2012. New frameworks for studying and assessing the development of computational thinking. In Proceedings of the 2012 annual meeting of the American educational research association, Vancouver, Canada, Vol. 1. 25.
  3. Sharon McCoy Carver and David Klahr. 1986. Assessing children’s LOGO debugging skills with a formal model. Journal of educational computing research 2, 4 (1986), 487–525.
  4. A systematic mapping study on assessing computational thinking abilities. In 2016 IEEE frontiers in education conference (FIE). IEEE, 1–9.
  5. Kayla DesPortes and Betsy DiSalvo. 2019. Trials and tribulations of novices working with the Arduino. In Proceedings of the 2019 ACM Conference on International Computing Education Research. 219–227.
  6. Andrea A disessa. 2007. An interactional analysis of clinical interviewing. Cognition and instruction 25, 4 (2007), 523–565.
  7. Debugging by design: A constructionist approach to high school students’ crafting and coding of electronic textiles as failure artefacts. British Journal of Educational Technology 52, 3 (2021), 1078–1092.
  8. Deconstruction kits for learning: Students’ collaborative debugging of electronic textile designs. In Proceedings of the 6th Annual Conference on Creativity and Fabrication in Education. 82–85.
  9. Beyond curriculum: The exploring computer science program. ACM Inroads 3, 2 (2012), 47–53.
  10. Shuchi Grover and Roy Pea. 2013. Computational thinking in K–12: A review of the state of the field. Educational researcher 42, 1 (2013), 38–43.
  11. Designing for deeper learning in a blended computer science course for middle school students. Computer science education 25, 2 (2015), 199–237.
  12. Leo Gugerty and Gary Olson. 1986. Debugging by skilled and novice programmers. In Proceedings of the SIGCHI conference on human factors in computing systems. 171–174.
  13. Idit Harel. 1990. Children as software designers: A constructionist approach for learning mathematics. Journal of Mathematical Behavior 9, 1 (1990), 3–93.
  14. Pair debugging of electronic textiles projects: Analyzing think-aloud protocols for high school students’ strategies and practices while problem solving. (2020).
  15. DH Jonassen. 2000. Toward a Design Theory of Problem Solving. EducationalTechnology Research and Development 48 (4): 63-85.
  16. David H Jonassen and Woei Hung. 2006. Learning to troubleshoot: A new theory-based design architecture. Educational Psychology Review 18, 1 (2006), 77–114.
  17. Yasmin B Kafai. 2012. Minds in play: Computer game design as a context for children’s learning. Routledge.
  18. Stitching the Loop with Electronic Textiles: Promoting Equity in High School Students’ Competencies and Perceptions of Computer Science. In Proceedings of the 50th ACM technical symposium on computer science education. 1176–1182.
  19. Learning programming at the computational thinking level via digital game-play. Procedia Computer Science 9 (2012), 522–531.
  20. Debugging during block-based programming. Instructional Science 46 (2018), 767–787.
  21. Udo Konradt. 1995. Strategies of failure diagnosis in computer-controlled manufacturing systems: empirical analysis and implications for the design of adaptive decision support systems. International journal of human-computer studies 43, 4 (1995), 503–521.
  22. Victor R Lee and Deborah A Fields. 2017. A rubric for describing competences in the areas of circuitry, computation, and crafting after a course using e-textiles. The International Journal of Information and Learning Technology 34, 5 (2017), 372–384.
  23. Michael Lodi and Simone Martini. 2021. Computational thinking, between Papert and Wing. Science & Education 30, 4 (2021), 883–908.
  24. Learning sciences for computing education. Cambridge University Press Cambridge.
  25. Debugging: a review of the literature from an educational perspective. Computer Science Education 18, 2 (2008), 67–92.
  26. Reliability and inter-rater reliability in qualitative research: Norms and guidelines for CSCW and HCI practice. Proceedings of the ACM on human-computer interaction 3, CSCW (2019), 1–23.
  27. Tilman Michaeli and Ralf Romeike. 2020. Investigating students’ preexisting debugging traits: A real world escape room study. In Proceedings of the 20th Koli Calling International Conference on Computing Education Research. 1–10.
  28. Tilman Michaeli and Ralf Romeike. 2021. Developing a real world escape room for assessing preexisting debugging experience of k12 students. In 2021 IEEE Global Engineering Education Conference (EDUCON). IEEE, 521–529.
  29. Growing Mindsets: Debugging by Design to Promote Students’ Growth Mindset Practices in Computer Science Class.. In Proceedings of the 15th International Conference of the Learning Sciences-ICLS 2021.
  30. Mareen Przybylla and Ralf Romeike. 2017. The nature of physical computing in schools: Findings from three years of practical experience. In Proceedings of the 17th Koli Calling International Conference on Computing Education Research. 98–107.
  31. Rosemary S Russ and Miriam Gamoran Sherin. 2013. Using interviews to explore student ideas in science. Science Scope 36, 5 (2013), 19.
  32. A “metacourse” for BASIC: Assessing a new model for enhancing instruction. Journal of Educational Computing Research 5, 3 (1989), 263–297.
  33. Debugging open-ended designs: High school students’ perceptions of failure and success in an electronic textiles design activity. Thinking Skills and Creativity 30 (2018), 125–134.
  34. Formative Assessment in the Computing Classroom. Computer Science Education: Perspectives on Teaching and Learning in School (2023), 197.
  35. Some assembly required: How scientific explanations are constructed during clinical interviews. Journal of Research in Science Teaching 49, 2 (2012), 166–198.
  36. James C Spohrer and Elliot Soloway. 1986. Novice mistakes: Are the folk wisdoms correct? Commun. ACM 29, 7 (1986), 624–632.
  37. Assessing computational thinking: A systematic review of empirical studies. Computers & Education 148 (2020), 103798.
  38. Josh Tenenberg. 2019. Qualitative methods for computing education. The Cambridge handbook of computing education research (2019), 173–207.
  39. The role of computational thinking practices in making: How beginning youth makers encounter & appropriate CT practices in making. In Proceedings of the 7th Annual Conference on Creativity and Fabrication in Education. 1–8.
  40. Computational thinking in elementary and secondary teacher education. ACM Transactions on Computing Education (TOCE) 14, 1 (2014), 1–16.
  41. Timothy T Yuen. 2007. Novices’ knowledge construction of difficult concepts in CS1. ACM SIGCSE Bulletin 39, 4 (2007), 49–53.

Summary

We haven't generated a summary for this paper yet.