Award Abstract # 1321045
EXP: Exploring Social Programming Environments in Early Computing Courses

NSF Org: IIS
Division of Information & Intelligent Systems
Recipient: WASHINGTON STATE UNIVERSITY
Initial Amendment Date: September 6, 2013
Latest Amendment Date: April 5, 2016
Award Number: 1321045
Award Instrument: Standard Grant
Program Manager: brian smith
IIS
 Division of Information & Intelligent Systems
CSE
 Directorate for Computer and Information Science and Engineering
Start Date: September 15, 2013
End Date: August 31, 2017 (Estimated)
Total Intended Award Amount: $549,763.00
Total Awarded Amount to Date: $576,763.00
Funds Obligated to Date: FY 2013 = $549,763.00
FY 2015 = $13,000.00

FY 2016 = $14,000.00
History of Investigator:
  • Christopher Hundhausen (Principal Investigator)
    chris.hundhausen@oregonstate.edu
  • Olusola Adesope (Co-Principal Investigator)
Recipient Sponsored Research Office: Washington State University
240 FRENCH ADMINISTRATION BLDG
PULLMAN
WA  US  99164-0001
(509)335-9661
Sponsor Congressional District: 05
Primary Place of Performance: Washington State University
School of EECS
Pullman
WA  US  99164-2752
Primary Place of Performance
Congressional District:
05
Unique Entity Identifier (UEI): XRJSGX384TD6
Parent UEI:
NSF Program(s): Special Projects - CNS,
TUES-Type 2 Project,
Cyberlearn & Future Learn Tech
Primary Program Source: 01001314DB NSF RESEARCH & RELATED ACTIVIT
01001516DB NSF RESEARCH & RELATED ACTIVIT

01001617DB NSF RESEARCH & RELATED ACTIVIT

04001314DB NSF Education & Human Resource
Program Reference Code(s): 1714, 7439, 8045, 8841, 9251
Program Element Code(s): 171400, 751100, 802000
Award Agency Code: 4900
Fund Agency Code: 4900
Assistance Listing Number(s): 47.070

ABSTRACT

Washington State University will design and study the educational affordances of a social programming environment (SPE), a technology-rich learning environment centered around a social networking-style activity stream of learners' problem-solving activities and progress. Through an iterative, participatory design process involving students and instructors at Washington State University, Pacific University, and Mesa Community College, this project will develop (a) an SPE to support learners as they work outside-of-class on the kinds of individual programming assignments that are the centerpiece of early computing courses; and (b) sets of practical guidelines and best practices to help instructors implement social programming assignments in their courses. This work will contribute new, theoretically-grounded accounts of how learning and participation proceed in social problem-solving environments, as well as empirical findings related to their impact on student learning outcomes, problem-solving processes, attitudes, and retention.

Building upon previous work adapting the studio-based learning model for computing education, the project staff aim to address low retention in computing degree programs by facilitating effective online learning communities for introductory computing courses. This project will result in two new open source technologies?a ?social plug-in? for a computer programming environment, and a learning management system tailored for ?social programming??that can be readily used in both K-12 and undergraduate computing education. While this project focuses on computing education, the novel social problem-solving technologies and the empirical findings of the research studies will be applicable to many STEM disciplines in which learners benefit by working individually on problems within a social environment.

PUBLICATIONS PRODUCED AS A RESULT OF THIS RESEARCH

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(Showing: 1 - 10 of 14)
Adam S. CarterChristopher D. Hundhausen "The Design of a Programming Environment to Support Greater Social Awareness and Participation in Early Computing Courses" Journal of Computing Sciences in Colleges , 2015
Adam S. CarterChristopher D. HundhausenOlusola Adesope "The Normalized Programming State Model: Predicting Student Performance in Computing Courses Based on Programming Behavior" ICER '15: Proceedings of the eleventh annual International Conference on International Computing Education Research , 2015 , p.141 http://dx.doi.org/10.1145/2787622.2787710
Carter, A.C. & Hundhausen, C.D. "With a little help from my friends: An empirical study of the interplay of students? social activities, programming activities, and course success." Proceedings of the Twelfth International Conference on Computing Education Research , 2016 , p.201 10.1145/2960310.2960322
Carter, A.C., & Hundhausen, C.D. "Crossing the streams: Exploring the interplay between students? online social activity and programming behavior (Abstract Only)" Proceedings of the 47th ACM Technical Symposium on Computer Science Education , 2016 , p.495 http://dx.doi.org/10.1145/2839509.2850519
Carter, A.C., Hundhausen, C.D., & Adesope, O. "The Normalized Programming State Model. Predicting student performance in computing courses based on programming behavior" Proceedings of the Eleventh International Conference on International Computing Education Research , 2015 , p.141 http://dx.doi.org/10.1145/2787622.2787710
Carter, A.S.Hundhausen, C.D. "Using programming process data to detect differences in students' patterns of programming" Proceedings of the 2017 ACM SIGCSE Technical Symposium on Computer Science Education , 2017 , p.105 10.1145/3017680.3017785
Carter, A.S.Hundhausen, C.D.Adesope, O. "Blending measures of programming and social behavior into predictive models of student achievement in early computing courses" ACM Transactions on Computing Education , v.17 , 2017 , p.Article N 10.1145/3120259
Christopher D. HundhausenAdam S. CarterOlusola Adesope "Supporting Programming Assignments with Activity Streams: An Empirical Study" SIGCSE '15: Proceedings of the 46th ACM Technical Symposium on Computer Science Education , 2015 http://dx.doi.org/10.1145/2676723.2677276
Daniel Olivares "Exploring Learning Analytics for Computing Education" ICER '15: Proceedings of the eleventh annual International Conference on International Computing Education Research , 2015 , p.271 http://dx.doi.org/10.1145/2787622.2787746
Hundhausen, C.D., & Carter, A.S. "Facebook me about your code: An empirical study of the use of activity streams in early computing courses" Journal of Computing Sciences in Colleges , 2014
Hundhausen, C.D.Olivares, D.M.Carter, A.S. "IDE-Based learning analytics for computing education: A process model, critical review, and research agenda" ACM Transactions on Computing Education , v.17 , 2017 , p.Article N 10.1145/3105759
(Showing: 1 - 10 of 14)

PROJECT OUTCOMES REPORT

Disclaimer

This Project Outcomes Report for the General Public is displayed verbatim as submitted by the Principal Investigator (PI) for this award. Any opinions, findings, and conclusions or recommendations expressed in this Report are those of the PI and do not necessarily reflect the views of the National Science Foundation; NSF has not approved or endorsed its content.

This project has explored the educational value of promoting greater social interaction and awareness among learners by embedding a social networking-style activity stream within a STEM problem-solving environment. Focusing on undergraduate computing education, the project designed a social plug-in that integrated an activity stream into a computer programming environment, and empirically investigated the educational impact the integrated activity stream had on students’ learning processes, attitudes, and outcomes. Key products and outcomes of this project include:

  • A model for designing social networking-style activity stream that can be integrated into a STEM problem-solving environment to promote greater social interaction and awareness.
  • Empirical evidence that students who use such an integrated activity stream are twice as socially active as students who use an activity stream not integrated into a problem-solving environment.
  • Empirical evidence that students’ active participation in an activity stream positively correlates with their performance in computer programming assignments and exams.
  • A detailed empirical account of the specific ways in which students’ interactions in the activity stream contribute to positive progress in computer programming tasks.
  • A predictive model of student achievement that combines students’ programming and social behaviors to attain greater predictive power than can be obtained from considering programming behaviors alone.
  • A model for designing scaffolding into a STEM problem-solving environment that nudges students to participate, in ways positively correlated with learning outcomes, in a social networking-style activity stream embedded into the problem-solving environment.  

Last Modified: 12/15/2017
Modified by: Christopher Hundhausen

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