Carol Zander

ORCID: 0009-0009-8105-9373
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About
Contact & Profiles
Research Areas
  • Teaching and Learning Programming
  • Experimental Learning in Engineering
  • Innovative Teaching and Learning Methods
  • Online Learning and Analytics
  • Educational Games and Gamification
  • Software Engineering Research
  • Software Testing and Debugging Techniques
  • Software Engineering Techniques and Practices
  • Innovative Teaching Methods
  • Open Education and E-Learning
  • Gender and Technology in Education
  • Information Systems Education and Curriculum Development
  • Computability, Logic, AI Algorithms
  • Evaluation of Teaching Practices
  • Intelligent Tutoring Systems and Adaptive Learning
  • Educational Assessment and Pedagogy
  • Parallel Computing and Optimization Techniques
  • Digital Games and Media
  • Wikis in Education and Collaboration
  • Career Development and Diversity
  • Education, Achievement, and Giftedness
  • Statistics Education and Methodologies
  • Quantum Computing Algorithms and Architecture
  • Game Theory and Applications
  • Advanced Graph Neural Networks

University of Washington Bothell
2007-2023

University of Washington
2003-2014

Midwest Cardiovascular Research Foundation
2006

University of Maine
2005

Debugging is often difficult and frustrating for novices. Yet because students typically debug outside the classroom in isolation, instructors rarely have opportunity to closely observe while they debug. This paper describes details of an exploratory study debugging skills behaviors contemporary novice Java programmers. Based on a modified replication Katz Anderson's novices, we sought broadly survey modern landscape abilities. As such, this reports general quantitative results fills picture...

10.1080/08993400802114508 article EN Computer Science Education 2008-06-01

A qualitative analysis of debugging strategies novice Java programmers is presented. The study involved 21 CS2 students from seven universities in the U.S. and U.K. Subjects "warmed up" by coding a solution to typical introductory problem. This was followed an exercise syntactically correct version with logic errors. Many novices found fixed bugs using such as tracing, commenting out code, diagnostic print statements methodical testing. Some competently used online resources debuggers....

10.1145/1352322.1352191 article EN ACM SIGCSE Bulletin 2008-02-29

A qualitative analysis of debugging strategies novice Java programmers is presented. The study involved 21 CS2 students from seven universities in the U.S. and U.K. Subjects "warmed up" by coding a solution to typical introductory problem. This was followed an exercise syntactically correct version with logic errors. Many novices found fixed bugs using such as tracing, commenting out code, diagnostic print statements methodical testing. Some competently used online resources debuggers....

10.1145/1352135.1352191 article EN Proceedings of the 35th SIGCSE technical symposium on Computer science education 2008-03-12

This paper is part of an ongoing series projects in which we are investigating "threshold concepts": concepts that, among other things, transforms the way a student looks as discipline and often troublesome to learn. The word "threshold" might imply that students cross threshold single "aha" moment, but they seem take longer. Meyer Land introduce term "liminal space" for transitional period between beginning learn concept fully mastering it.

10.1145/1288580.1288597 article EN 2007-09-15

Yes, and Yes.We are currently undertaking an pirical investigation of "Threshold Concepts" in Computer Science, with input from both instructors students. We have found good evidence that at least two concepts---Object-oriented programming pointers--are Threshold Concepts, there potentially many more others.In this paper, we present results gathered using various experimental techniques, discuss how Concepts can affect the learning process.

10.1145/1227504.1227482 article EN ACM SIGCSE Bulletin 2007-03-07

We report preliminary results from an ongoing investigation of how computing professionals perceive and value self-directed learning, based on a qualitative analysis interviews with ten professionals. The expect that future colleagues will have well-developed ability to learn their own. They indicate use range resources, strategies, collaborators help them learn. find work-related learning enjoyable, expressing sense confidence pride; yet they often also it be stressful never-ending process.

10.1145/2401796.2401810 article EN 2012-11-15

This paper describes Threshold Concepts, a theory of learning that distinguishes core concepts whose characteristics can make them troublesome in learning. With an eye to applying this computer science, we consider notion the context related topics science education.

10.1145/1140123.1140154 article EN ACM SIGCSE Bulletin 2006-06-26

This paper examines software designs produced by students nearing completion of their Computer Science degrees. The results this multi-national, multi institutional experiment present some interesting implications for educators.

10.1145/1121341.1121468 article EN Proceedings of the 35th SIGCSE technical symposium on Computer science education 2006-03-03

Yes, and Yes.We are currently undertaking an pirical investigation of "Threshold Concepts" in Computer Science, with input from both instructors students. We have found good evidence that at least two concepts---Object-oriented programming pointers--are Threshold Concepts, there potentially many more others.In this paper, we present results gathered using various experimental techniques, discuss how Concepts can affect the learning process.

10.1145/1227310.1227482 article EN Proceedings of the 35th SIGCSE technical symposium on Computer science education 2007-03-07

In this paper, we present the results of an experiment in which sought to elicit students' understanding object-oriented (OO) concepts using concept maps. Our analysis confirmed earlier research indicating that students do not have a firm grasp on distinction between "class" and "instance." Unlike research, found our generally connect classes with both data behavior. Students rarely included any mention hardware/software context programs, their users, or real-world domains. inheritance, but...

10.1145/1352135.1352251 article EN Proceedings of the 35th SIGCSE technical symposium on Computer science education 2008-03-12

Learning to debug is a difficult, yet essential, aspect of learning program. Students in this multi-institutional study report that finding bugs harder than fixing them. They use wide variety debugging strategies, some them unexpected. Time spent on understanding the problem can be effective. Pattern matching, particularly at syntactic level, an important technique for beginners. The Web has emerged as obvious first place look similar examples. Lack materials appropriate beginner level leads...

10.1109/te.2009.2025266 article EN IEEE Transactions on Education 2009-09-16

Research has shown that most learning in the workplace takes place outside of formal training and, given swiftly changing nature field, computer science graduates more than workers, need to be able learn computing topics organized classes.

10.1145/2016911.2016926 article EN 2011-08-08

Students often get stuck when trying to learn new computing concepts and skills. In this paper, we present categorize strategies that successful students found helpful in getting unstuck. We the reported using a broad range of strategies, these fall into number recognizably different categories.

10.1145/1268784.1268831 article EN Proceedings of the 11th annual SIGCSE conference on Innovation and technology in computer science education 2007-06-25

Jane sees 50 compiler errors as a challenge. John them defeat. Psychology research suggests these contrasting reactions may stem from students' self-theories, or their beliefs about themselves. Jane's reaction is characteristic of growth mindset, the idea that with hard work and persistence, one's intelligence can increase. John's behavior in line fixed belief individuals are born certain amount there little they do to change it. Numerous studies self-theories have shown students mindset...

10.1145/1404520.1404537 article EN 2008-09-06

In this paper we present background and early results from an investigation of how computing students learn computer science topics through informal means, that is, outside organized classes. We provide some overall perspective by discussing the variety research areas fall under general "informal learning" name. From there propose specific questions concern what learn, resources they bring to bear, strategies employ, evaluate their progress.

10.1145/1930464.1930470 article EN 2010-10-28

In this paper we revisit previous research to elaborate on the question: "Can graduating students design software systems?" The work concluded that answer was "not really". We wished determine if true currently at our institution and also look whether were able in groups, evaluate others' designs. summary, it appears students, just as original experiment, struggle with doing design, even a group situation. representation of behavioral particularly lacking. That said, recognize weaknesses...

10.1145/1953163.1953199 article EN 2011-03-09

In this article, we address the question of why computing students choose to learn topics on their own. A better understanding some own may help us motivate other develop important skill. addition, it in curriculum design; if need leave out our expanding curriculum, a good choice might be those that readily Based thematic analysis 17 semistructured interviews, found students’ motivations for self-directed learning fall into four general themes: projects, social and peer interactions, joy...

10.1145/2747008 article EN ACM Transactions on Computing Education 2016-01-18

Threshold concepts can be used to both organize disciplinary knowledge and explain why students have difficulties at certain points in the curriculum. transform a student's view of discipline; before being learned, they block progress.

10.1145/2361276.2361283 article EN 2012-09-09

In a survey of the computing education community, many respondents suggested "active learning" as teaching approach that would increase likelihood student success. light these responses, we analyze way in which active learning is described computing-education literature. We find strong consensus good, but lack precision how term used, often without definition, to describe instructional techniques, rather than learning. addition, techniques are discussed if they were all equally effective....

10.1145/3105726.3106192 article EN 2017-08-14

This paper describes Threshold Concepts, a theory of learning that distinguishes core concepts whose characteristics can make them troublesome in learning. With an eye to applying this computer science, we consider notion the context related topics science education.

10.1145/1140124.1140154 article EN Proceedings of the 11th annual SIGCSE conference on Innovation and technology in computer science education 2006-06-26

Students often "get stuck" when trying to learn new computing concepts and skills. In this paper, we present categorize strategies that successful students found helpful in getting unstuck. We the reported using a broad range of strategies, these fall into number recognizably different categories.

10.1145/1269900.1268831 article EN ACM SIGCSE Bulletin 2007-06-25

'Threshold concepts' are concepts that, among other things, transform the way a student looks at discipline. Although term 'threshold' might suggest that transformation occurs specific point in time, an 'aha' moment, it seems more common (at least computing) longer time period is required. This referred to as 'liminal space'. In this paper, we summarise our findings concerning how computing students experience liminal space and discuss affect teaching. Most of so far relate software...

10.1080/03043790902989580 article EN European Journal of Engineering Education 2009-07-10
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