@article{zahn_gransbury_heckman_battestilli_2023, title={Assessment of Self-Identified Learning Struggles in CS2 Programming Assignments}, url={https://doi.org/10.1145/3587102.3588786}, DOI={10.1145/3587102.3588786}, abstractNote={Students can have widely varying experiences while working on CS2 coding projects. Challenging experiences can lead to lower motivation and less success in completing these assignments. In this paper, we identify the common struggles CS2 students face while working on course projects and examine whether or not there is evidence of improvement in these areas of struggle between projects. While previous work has been conducted on understanding the importance of self-regulated learning to student success, it has not been fully investigated in the scope of CS2 coursework. We share our observations on investigating student struggles while working on coding projects through their self-reported response to a project reflection form. We apply emergent coding to identify student struggles at three points during the course and compare them against student actions in the course, such as project start times and office hours participation, to identify if students were overcoming these struggles. Through our coding and analysis we have found that while a majority of students encounter struggles with time management and debugging of failing tests, students tend to emphasize wanting to improve their time management skills in future coding assignments.}, journal={PROCEEDINGS OF THE 2023 CONFERENCE ON INNOVATION AND TECHNOLOGY IN COMPUTER SCIENCE EDUCATION, ITICSE 2023, VOL 1}, author={Zahn, Matthew and Gransbury, Isabella and Heckman, Sarah and Battestilli, Lina}, year={2023}, pages={264–270} } @article{mcgill_thompson_gransbury_heckman_rosato_delyser_2023, title={Building upon the CAPE Framework for Broader Understanding of Capacity in K-12 CS Education}, url={https://doi.org/10.1145/3545945.3569799}, DOI={10.1145/3545945.3569799}, abstractNote={Research Problem. The CAPE Framework has been used in multiple studies to situate capacity-building efforts within schools to offer equitable student access to and participation in K-12 computer science (CS) education. CAPE defines four major components of capacity, access, participation and experience. However, to define what each of the CAPE components can entail, well-defined subcomponents are needed. Research Question. Our research questions for this study were: What are the possible subcomponents for Capacity in the CAPE framework? and How feasible is it to use the newly defined subcomponents in a gap analysis study? Methodology. We conducted a qualitative content analysis by creating a codebook from an existing data framework and literature review. We reframed earlier findings on factors that influence student learning and academic achievement into the CAPE. Findings. We vetted an expanded framework that includes eight Capacity subcomponents, a third (categories) layer and a fourth (subcategories) layer that can be used to disaggregate the many elements that comprise Capacity. For our trial analysis of 196 articles, we added several codes at the category and subcategory level, but found no gaps in the codes for our a priori defined subcomponents. Implications. The extended Capacity framework can be used by others to inform its usage and develop a consensus of what is included within each subcomponent for Capacity, develop instrumentation and protocols for exploring Capacity at a more granular level, conduct scoping and literature reviews, and understand how various variables play a part in the CS educational ecosystem.}, journal={PROCEEDINGS OF THE 54TH ACM TECHNICAL SYMPOSIUM ON COMPUTER SCIENCE EDUCATION, VOL 1, SIGCSE 2023}, author={McGill, Monica M. and Thompson, Angelica and Gransbury, Isabella and Heckman, Sarah and Rosato, Jennifer and DeLyser, Leigh Ann}, year={2023}, pages={577–582} } @article{gransbury_brock_root_catete_barnes_grover_ledeczi_2023, title={Project-Based Software Engineering Curriculum for Secondary Students}, url={https://doi.org/10.1145/3605468.3605501}, DOI={10.1145/3605468.3605501}, abstractNote={Background. Software Engineering (SE) is a new and emerging topic in secondary computer science classrooms. However, a review of the recent literature has identified an overall lack of reporting on the development of SE secondary curriculum. Previous studies also report low student engagement when teaching these concepts. Objectives. In this experience report, we discuss the development of a 9-week, project-based learning (PBL) SE curriculum for secondary students. During this curriculum, students create a socially relevant project in groups of two to three. We discuss displays of participant engagement with CS concepts through the PBL pedagogy and the SE curriculum. Method. We examine participant engagement through group artifact interviews about student experiences during a week-long, virtual summer camp that piloted activities from our curriculum. During this camp, students followed a modified SE life cycle created by the authors of the paper. Findings. Participants showed engagement with the curriculum through various aspects of PBL, such as autonomy, creativity, and personal interest in their project topic. Implications. The lessons learned from this experience report suggest that PBL pedagogy can increase student engagement when teaching CS concepts, and this pedagogy provides detail and structure for future secondary SE curriculum implementations to support educators in the classroom.}, journal={PROCEEDINGS OF THE 18TH WIPSCE CONFERENCE IN PRIMARY AND SECONDARY COMPUTING EDUCATION RESEARCH, WIPSCE 2023}, author={Gransbury, Isabella and Brock, Janet and Root, Emily and Catete, Veronica and Barnes, Tiffany and Grover, Shuchi and Ledeczi, Akos}, year={2023} } @article{limke_milliken_catete_gransbury_isvik_price_martens_barnes_2022, title={Case Studies on the use of Storyboarding by Novice Programmers}, DOI={10.1145/3502718.3524749}, abstractNote={Our researchers seek to support students in building block-based programming projects that are motivating and engaging as well as valuable practice in learning to code. A difficult part of the programming process is planning. In this research, we explore how novice programmers used a custom-built planning tool, PlanIT, contrasted against how they used storyboarding when planning games. In a three-part study, we engaged novices in planning and programming three games: a maze game, a break-out game, and a mashup of the two. In a set of five case studies, we show how five pairs of students approached the planning and programming of these three games, illustrating that students felt more creative when storyboarding rather than using PlanIT. We end with a discussion on the implications of this work for designing supports for novices to plan open-ended projects.}, journal={PROCEEDINGS OF THE 27TH ACM CONFERENCE ON INNOVATION AND TECHNOLOGY IN COMPUTER SCIENCE EDUCATION, ITICSE 2022, VOL 1}, author={Limke, Ally and Milliken, Alexandra and Catete, Veronica and Gransbury, Isabella and Isvik, Amy and Price, Thomas and Martens, Chris and Barnes, Tiffany}, year={2022}, pages={318–324} } @article{milliken_catete_limke_gransbury_chipman_dong_barnes_2021, title={Exploring and Influencing Teacher Grading for Block-based Programs through Rubrics and the GradeSnap Tool}, DOI={10.1145/3446871.3469762}, abstractNote={This article examines the grading process and profiles of secondary computer science teachers as they assess block-based student programming submissions. Through an iterative design process, we have created a new tool, Gradesnap, which streamlines how teachers can open, review, and evaluate student submissions within the same interface. Our study compares teachers’ grading processes using the different assessment formats, so that we can understand how their grading processes can be augmented or supported to reduce ’pain points’ and to enable teachers to provide more constructive and formative feedback for students. We use a case study approach to examine the experiences and outcomes of four secondary computer science teachers with varied teaching and assessment experience, when grading as usual, grading with a rubric, and grading with GradeSnap. Our study shows that when participants use GradeSnap, they are able to give supportive comments to lower performing and borderline students who need critical feedback to better understand misconceptions. We also discovered that the different grading processes provided a vehicle for reflection for some teachers in understanding their grading goals and how they enact them. This research is the first to examine teacher grading processes for computer science, and highlights the need for teacher preparation and support for providing programming feedback and assessment.}, journal={ICER 2021: PROCEEDINGS OF THE 17TH ACM CONFERENCE ON INTERNATIONAL COMPUTING EDUCATION RESEARCH}, author={Milliken, Alexandra and Catete, Veronica and Limke, Ally and Gransbury, Isabella and Chipman, Hannah and Dong, Yihuan and Barnes, Tiffany}, year={2021}, pages={101–114} } @article{isvik_catete_bell_gransbury_barnes_2021, title={Infusing Computing: Moving a Service Oriented Internship Program Online}, DOI={10.1109/RESPECT51740.2021.9620644}, abstractNote={As virtual conferencing technology becomes more common and situations make in-person experiences difficult or unsafe to host, the need for online internships to support sustained participation in computing increases. We investigate the problem of how to provide a meaningful experiential education program in a virtual environment and serve geographically dispersed participants through our experience with moving a service oriented internship program online. Our computer science internship program leverages high school interns' programming skills and classroom experience to assist teachers in developing computing-infused lessons for their classrooms. Using a combination of synchronous and asynchronous activities, we trained our interns in how to make these lessons and helped interns build community amongst themselves. Our interns created over 90 lessons during the summer and helped over 50 teachers create their own lessons at an infusing computing professional development.}, journal={IEEE STCBP RESPECT CONFERENCE: 2021 RESEARCH ON EQUITY AND SUSTAINED PARTICIPATION IN ENGINEERING, COMPUTING, AND TECHNOLOGY (RESPECT)}, author={Isvik, Amy and Catete, Veronica and Bell, Dave and Gransbury, Isabella and Barnes, Tiffany}, year={2021}, pages={199–203} }