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| Publications of Robert C. Duvall :recent first alphabetical combined listing:%% Journal articles or Book chapters PUBLISHED @article{fds1412, Author = {O. Astrachan and R. Duvall and E. Wallingford}, Title = {Bringing Extreme Programming to the Classroom}, Journal = {XPUniverse}, Year = {2001}, Key = {fds1412} } %% Conference articles PUBLISHED @article{fds294243, Author = {Berman, AM and Duvall, RC}, Title = {Thinking about binary trees in an object-oriented world}, Journal = {SIGCSE Bulletin (Association for Computing Machinery, Special Interest Group on Computer Science Education)}, Volume = {28}, Number = {1}, Pages = {185-189}, Year = {1996}, Month = {January}, url = {http://dx.doi.org/10.1145/236462.236536}, Abstract = {The Binary Search Tree serves as an important example when teaching data structures. We explore new approaches to understanding the implementation of a Binary Search Tree, using concepts from Object-Oriented Programming and C++. The Binary Search Tree illustrates how adopting a new approach and a new language can lead to a new way of thinking about a familiar problem.}, Doi = {10.1145/236462.236536}, Key = {fds294243} } @article{fds294246, Author = {Astrachan, OL and Duvall, RC and Forbes, J and Rodger, SH}, Title = {Active learning in small to large courses}, Journal = {Proceedings - Frontiers in Education Conference}, Volume = {1}, Pages = {T2A/16-T2A/20}, Publisher = {IEEE}, Year = {2002}, Month = {December}, Abstract = {This paper presents our experiences promoting active learning in programming courses from introductory to advanced levels. We use a variety of techniques as our courses vary greatly in size and our facilities vary in layout and equipment. For large lectures, we present active interludes that require students to work in small groups, respond to periodic polls, or help a professor program. For moderately sized courses, we ask students to work in groups and share their observations with the class. Finally, in our Interactive Computer Classroom we have almost completely departed from long lectures to run the course in a workshop format, giving students a chance to work on the computer almost everyday in a supervised, safe environment. In short, although these techniques often require longer preparation time, we show that active learning can be done in any classroom situation and students must be active everyday to remain engaged in the material.}, Key = {fds294246} } @article{fds294244, Author = {Pollard, S and Duvall, RC}, Title = {Everything i needed to know about teaching i learned in kindergarten: Bringing elementary education techniques to undergraduate computer science classes}, Journal = {Proceedings of the Thirty-Seventh SIGCSE Technical Symposium on Computer Science Education}, Pages = {224-228}, Year = {2007}, Month = {December}, url = {http://dx.doi.org/10.1145/1121341.1121411}, Abstract = {By expanding the teaching styles used in computer science classrooms, we can expand the audience of students that enjoy and excel in technology. Rather than focusing on major curriculum changes or new programs specifically for non-traditional students, we propose that relatively simple expansions in teaching style can have significant results. In particular, we advocate incorporating teaching techniques reminiscent of kindergarten: games, toys, stories, and play. These techniques promote an active learning environment, level the playing field for non-technical students, provide motivation beyond grades, and make class time fun. In this paper, we want to acknowledge the many activities others have proposed by providing a coherent categorization of such activities and show how to use these techniques throughout the curriculum rather than as special experiences. Copyright 2006 ACM.}, Doi = {10.1145/1121341.1121411}, Key = {fds294244} } @article{fds294245, Author = {Bergin, J and Mercer, R and West, D and Duvall, RC and Wallingford, E and Rostal, PM and Gabriel, RP}, Title = {A snapshot of studio based learning: Code reviews as a means of community building}, Journal = {Proceedings of the Conference on Object-Oriented Programming Systems, Languages, and Applications, OOPSLA}, Pages = {887-888}, Year = {2008}, Month = {December}, url = {http://dx.doi.org/10.1145/1449814.1449892}, Abstract = {Studio Based Learning is an educational process that has found more success in the humanities than the sciences. In these disciplines most learning is done in the studio, with apprentices and journeymen working at the elbow of a practicing master. When apprentices join a studio, their education progresses from the point of their current knowledge through journeyman status while working on real projects that become part of a lasting portfolio. Student work is subject to constant review by both peers and mentors as a means of providing valuable feedback and to solidify the shared sense of community. The Studio Based Learning presented in this session demonstrates the possibility of using the approach to advance computer science education at the university and begin to establish the community of practice that will improve the profession beyond university walls. This Collaborative Activity Session will show one aspect of this approach in the context of a real course, by re-casting a typical Code Review as a Studio Review using principles from Writers' Workshops and the Touchstones Discussion Project. Using code provided by Educators' Symposium participants, we will show how a typically uncomfortable activity can be turned into a positive, enriching experience. By making space to discuss student concerns about the code they write, we hope to engage students better and to build mutual respect within the community. After asking participants to experience a constructive small group discussion, we will engage in a larger discussion of how to use these techniques throughout the curriculum.}, Doi = {10.1145/1449814.1449892}, Key = {fds294245} } @article{fds294242, Author = {Spacco, J and Denny, P and Richards, B and Babcock, D and Hovemeyer, D and Moscola, J and Duvall, R}, Title = {Analyzing student work patterns using programming exercise data}, Journal = {SIGCSE 2015 - Proceedings of the 46th ACM Technical Symposium on Computer Science Education}, Pages = {18-23}, Year = {2015}, Month = {February}, url = {http://dx.doi.org/10.1145/2676723.2677297}, Abstract = {Web-based programming exercises are a useful way for students to practice and master essential concepts and techniques presented in introductory programming courses. Although these systems are used fairly widely, we have a limited understanding of how students use these systems, and what can be learned from the data collected by these systems. In this paper, we perform a preliminary exploratory analysis of data collected by the CloudCoder programming exercise system from five introductory courses taught in two programming languages across three colleges and universities. We explore a number of interesting correlations in the data that confirm existing hypotheses. Finally, and perhaps most importantly, we demonstrate the effectiveness and future potential of systems like CloudCoder to help us study novice programmers.}, Doi = {10.1145/2676723.2677297}, Key = {fds294242} } @article{fds333307, Author = {Duvall, S and Spurlock, S and Duvall, R}, Title = {Automatic environment adjustment for emotional disabilities}, Journal = {ASSETS 2017 - Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility}, Pages = {363-364}, Year = {2017}, Month = {October}, ISBN = {9781450349260}, url = {http://dx.doi.org/10.1145/3132525.3134816}, Abstract = {One often-overlooked area for assistive technology is help for those with emotional needs. Since these individuals may not emote in a typical way, most techniques for affective computing will not work for this population. Further, the applications that detect emotion are generally concerned with helping the user with some task, not simply helping them with their emotional difficulties. In this work, we present React 2 Me, a system that uses ambient technology to detect multimodal behavioral cues that may indicate emotional distress and adjust the environment to help the individual regulate their emotions. Copyright is held by the owner/author(s).}, Doi = {10.1145/3132525.3134816}, Key = {fds333307} } @article{fds335347, Author = {Duvall, S and Hutchings, DR and Duvall, RC}, Title = {Scrumage: A method for incorporating multiple, simultaneous pedagogical styles in the classroom}, Journal = {SIGCSE 2018 - Proceedings of the 49th ACM Technical Symposium on Computer Science Education}, Volume = {2018-January}, Pages = {928-933}, Year = {2018}, Month = {February}, ISBN = {9781450351034}, url = {http://dx.doi.org/10.1145/3159450.3159596}, Abstract = {Pedagogical approaches abound in computer science. Common approaches include flipped classrooms, active learning, gamification, and the traditional lecture-based approach. There are also a wide variety of computer science learning materials including videos, interactive tutorials, and textbooks (whether presented online or on paper). Instructor choices of approach and materials present a series of trade-offs and may favor some groups of students over others. We propose a method, Scrumage, (SCRUM for AGile Education) in an attempt to overcome the necessity of making trade-offs. We allow each student in a course to select among several pedagogical approaches and sets of materials to fit each individual student’s learning needs and desires. Scrumage adapts concepts from the Scrum project management technique. In Scrum, project teams are developing a product for a client. In Scrumage, student teams are developing knowledge with support from the instructor. We define and motivate Scrumage and discuss the implementation and outcomes of the technique in a class at our undergraduate institution.}, Doi = {10.1145/3159450.3159596}, Key = {fds335347} } @article{fds354537, Author = {Duvall, S and Hutchings, DR and Spurlock, S and Duvall, RC}, Title = {A Study of the Scrumage Teaching Approach: Student Learning and Attitude Changes}, Journal = {2020 Research on Equity and Sustained Participation in Engineering, Computing, and Technology, RESPECT 2020 - Proceedings}, Year = {2020}, Month = {March}, ISBN = {9781728171722}, url = {http://dx.doi.org/10.1109/RESPECT49803.2020.9272452}, Abstract = {Best practices for teaching a diverse population include incorporating several modes of instruction, providing a variety of resources, and encouraging collaboration. However, traditional classroom management does not necessarily support these best practices. Scrumage (SCRUM for AGile Education) is a recently proposed classroom management technique in which students are given autonomy to choose individually from a variety of pedagogies (e.g., traditional lectures, active learning, a flipped-based approach, etc.), resulting in multiple simultaneous pedagogical methods in a single course. In addition, students in a Scrumage classroom must frequently reflect on the effects of their choices. In this work, we compare Scrumage and traditional sections of an introductory programming course. Scrumage students showed improved attitudes about learning, especially in the areas of Effort Regulation (perseverance in problem solving) and Control of Learning (taking responsibility for learning success). We believe that by promoting positive attitude changes and better content learning, Scrumage has potential for widening the retention of students in Computer Science.}, Doi = {10.1109/RESPECT49803.2020.9272452}, Key = {fds354537} } @article{fds355809, Author = {Duvall, S and Spurlock, S and Hutchings, DR and Duvall, RC}, Title = {Improving Content Learning and Student Perceptions in CS1 with Scrumage}, Journal = {SIGCSE 2021 - Proceedings of the 52nd ACM Technical Symposium on Computer Science Education}, Pages = {474-480}, Year = {2021}, Month = {March}, ISBN = {9781450380621}, url = {http://dx.doi.org/10.1145/3408877.3432415}, Abstract = {Scrumage (SCRUM for AGile Education) is a recently proposed classroom management technique in which students are given autonomy to choose individually from a variety of pedagogies (e.g., traditional lectures, active learning, a flipped-based ap-proach, etc.). The result is multiple simultaneous pedagogical styles in a single course. In this paper we present the results of comparing six sections of an introductory programming course at the same university, three of which used Scrumage and three of which took a traditional approach. We adminis-tered surveys of both content acquisition and learning atti-tudes at the beginning and end of the course. While students in all sections improved in content learning, the students in the Scrumage classrooms outperformed those in the traditional sections. The improvement in content learning was also more uniformly distributed among students, not limited to the high achievers. Scrumage students showed generally improved atti-tudes about learning after the course, especially in the areas of Effort Regulation (perseverance in problem solving) and Con-trol of Learning (taking responsibility for learning success). We observed some correlation between this metalearning and improvements in content scores in the Scrumage sections, but not in the traditional sections. Finally, based on an analysis of student comments in the Scrumage sections, we show that as the course progressed, positive student comments about their abilities and confidence were more common, even as course material became more difficult. We believe that positive atti-tude changes we saw with Scrumage mean it has potential for widening the retention of students in Computer Science.}, Doi = {10.1145/3408877.3432415}, Key = {fds355809} } | |
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