Session Format

Presentation Session (20 minutes)

Location

Room 2904B

Abstract for the conference program

Although the field of computing is growing at a rapid rate, the number of students who successfully complete coursework and enter the field is not keeping pace. In fact, research has indicated that students find programming courses so difficult, many change their majors to avoid these courses. The purpose of this study in progress was to integrate cutting-edge devices in an intermediate programming course to impact students’ perceptions of programming and to increase motivation. Our preliminary findings indicate that the students ascribed an element of “fun” to these devices and that their beliefs on how “fun” plays a role in their programming skills were impacted by the use of these devices in class. We present interview data and survey results to further inform other educators on ways in which curriculum can be modified to target students’ motivation and self-efficacy by appealing to the theme of “fun” in learning.

Proposal Track

Research Project

Start Date

3-6-2015 9:40 AM

End Date

3-6-2015 10:00 AM

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Mar 6th, 9:40 AM Mar 6th, 10:00 AM

Implementing Cutting-Edge Devices To Make Programming Course “Fun” For STEM Students

Room 2904B

Although the field of computing is growing at a rapid rate, the number of students who successfully complete coursework and enter the field is not keeping pace. In fact, research has indicated that students find programming courses so difficult, many change their majors to avoid these courses. The purpose of this study in progress was to integrate cutting-edge devices in an intermediate programming course to impact students’ perceptions of programming and to increase motivation. Our preliminary findings indicate that the students ascribed an element of “fun” to these devices and that their beliefs on how “fun” plays a role in their programming skills were impacted by the use of these devices in class. We present interview data and survey results to further inform other educators on ways in which curriculum can be modified to target students’ motivation and self-efficacy by appealing to the theme of “fun” in learning.