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Student Perception of

Educational Best Practice

Utilization in

Introductory Computer

Science Classes

UNIVERSITY OF NORTH CAROLINA AT CHAPEL HILL HONORS

THESIS

JILLIAN TROFTGRUBEN

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Table of Contents

Abstract...3

Introduction...3

Quizzes...5

Live Coding...8

Relatable Assignments and Examples...10

Peer Learning...13

Interactive Activities...15

Change in Activity...17

Methodology...19

Results...24

Discussion...27

Appendix...31

Participation...31

Best Practice Logs...31

Pivot Tables...32

Introduction to Programming Section 1...32

Introduction to Programming Section 2...33

Introduction to Programming Recitation...34

Foundations of Programming...35

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Abstract

Lecture-based approaches to teaching introductory computer science classes have been

proven to not be as effective as many other pedagogical approaches. Active learning, however,

has been shown to be very effective but often is difficult to scale and takes professors a

substantial amount of time to prepare for each class. This study focuses on five active learning

techniques that can all be integrated into any lecture-style classroom in order to improve

student engagement, increase inclusivity and community, and improve long-term learning. The

techniques include quizzes, active coding, peer learning, relatable examples, and interactive

activities. Other changes in activity during lecture that are not explicitly one of the five

mentioned above are also tracked. This study monitors two introductory programming classes

taught at the University of North Carolina at Chapel Hill to determine how commonly these

active learning techniques are currently being included in lecture-style classrooms. To monitor

classroom activity, the students used a web tool that assists in determining which active

learning techniques the students perceive to be most helpful and in providing professors with

better insight on how to improve their lectures. The results were ultimately inconclusive.

Introduction

Studies have proven that traditional didactic lectures are an ineffective teaching style

[1]. While many governing bodies have pushed for active learning techniques to be

implemented, professors still primarily rely on traditional didactic lectures. Active learning is a

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engaging learning environment. Active learning often focuses on the application of concepts

and allows for deeper learning. In a recent study of over 500 STEM faculty at 25 universities in

North America teaching over 2000 classes, fifty-five percent of instructors report relying on

lecturing for 80% or more of class time [1]. Professors often point to a lack of preparation time

as one of the main reasons why they do not integrate other teaching methods [2]. Additionally,

professors often cannot cover as much material when utilizing active learning.

Lecturing still can be an effective teaching method when it is properly utilized to

organize and deliver content [2]. It is often most effective, though, when it is combined with

active learning techniques. This study primarily focuses on five ways active learning can be

implemented into lectures. The five methods include giving quizzes as formative assessments,

live coding, peer learning, providing relatable examples or assignments, and interactive

activities during lectures. These techniques can overlap and be used in conjunction with one

another. If, for example, a professor gives a group quiz to solve a cooking problem using a

concept recently learned during lecture, this utilizes peer learning, relatable examples, and

quizzes as active learning techniques. This study also tracks when changes occur in the

classroom to refocus student’s attention. The goal of this study is to show the impact of active

learning techniques on students’ evaluation of introductory computer science courses at the

University of North Carolina at Chapel Hill. These techniques will be evaluated based on student

reviews after each class. The students rate the course based on their overall impression,

understanding of the material, sense of community, engagement, and interest. When

professors utilize more active learning techniques, student ratings for the course generally

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Quizzes

Quizzes provide consistent feedback to both students and professors. There are many

types of quizzes including written, online, clickers, graded, ungraded, anonymous, announced,

and pop quizzes. Each of these is proven to benefit learning, thus all will be included in the quiz

category.

First, quizzes allow professors to identify common errors in students’ work and provide

immediate clarification and follow up about more difficult topics. Tutoring is commonly known

as the most effective way to teach as it provides immediate feedback and correction for

students [3]. In a large classroom setting, however, it is infeasible for professors to provide

individual feedback for students during each lecture. By requiring quizzes and iterating based

on the responses, professors can identify what teaching style works best for the majority of the

students and can help to clarify common errors that occur during the quizzes. Quizzes also

allow professors to provide positive feedback to students who understand the material and to

alert students who are falling behind of the errors they are making or which topics they do not

fully understand. Students can additionally seek out individual help from professors and

teacher’s assistants based on questions they missed to provide more of a tutoring-style learning

environment.

In addition to providing professors with feedback about student performance, quizzes

also promote better attendance in classes. Attendance has been shown to significantly impact

both exam grades and assignment grades. In one study of introductory computer science

courses, attendance accounted for 6% variance in exam scores and a 20% variance in

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instructors about assignments, understanding lecture material beyond the book, and more

opportunities for collaboration [4]. Quizzes provide a strong incentive for students to attend

class. In one study about extra credit quizzes, class attendance increased by 10% when quizzes

were given [5]. In another study about weekly quizzes, class attendance increased from 70% to

80% [6]. By providing any form of quizzes, students are motivated to attend and, thus, learning

is greatly benefited.

Quizzes also greatly help students’ study habits. By requiring quizzes, students must also

study throughout the course rather than cramming for the exams. This leads to better

long-term retention of the material. Learning over time is commonly referred to as the “spacing

effect,” which requires students to repeatedly study a little bit over a large period of time. This

phenomenon has been researched for more than 100 years and many studies point to the same

conclusion: that cramming works for short term learning but does not work for long-term

retention [7]. In one study at Santa Clara University in California, researchers looked at the

effects of cramming for a Principles of Marketing course. They found that students who cram

typically have lower GPA’s. Also, while cramming did not have a significant impact on

immediate exam scores, when tested later, students who crammed for the exam scored

significantly lower than students who studied over time [7]. In another study, students were

split into two groups and were required to study flash cards. One group studied one set of flash

cards over time while the other studied smaller piles of flash cards fewer times. In the end,

spacing was more effective for 90% of the participants even though 72% of students thought

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topics that they will be required to use throughout their coding career. Therefore, since

long-term learning should be prioritized, quizzes should as well.

In addition to requiring students to study over a longer period of time, quizzes also

require students to actively retrieve information and apply concepts, producing better

retention of the material. In one study, two groups of students were given identical time to

learn the same material. In one group, however, the students practiced retrieving the

information multiple times, while the other group practiced retrieving the information just

once. The group that practiced retrieving information more frequently performed significantly

better on the final exam even with the absence of feedback [9]. When continuous feedback is

given, student’s ability to retrieve correct information increases in the future. Thus, in a

classroom environment, where the total length of the semester is constant, quizzes requiring

continuous retrieval of information will be beneficial for overall performance.

Finally, quizzes have often been shown to reduce test anxiety on final exams. While this

greatly varies based on the nature of the quizzes, quizzes are often worth far less than a final

exam and thus create a less-threatening learning environment for students prior to the exam

[10]. Quizzes help combat test anxiety because they help students feel more prepared and

understand the types of questions they will be asked in an exam [11]. Having several small

quizzes instead of just one large exam can dilute the pressure and negative impact of a poor

performance if a student has a bad day [12]. In one study, for example, students were given

pre-lecture quizzes before three exams. While the quizzes did not make their anxiety decrease

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anxiety varies greatly for each student; however, quizzes can help relieve some of the pressure

students feel during exams and make them feel more prepared going in to the final exam.

Live Coding

A computer science education builds skills such as computational thinking and problem

solving [13]. Live coding is one way to help students hone these abilities when they are first

learning how to program. Live coding occurs when professors write code, typically from scratch,

in front of students during lecture. This is beneficial as it allows students to see the full process

of coding from how to approach a problem to how to debug code. It also teaches students

about good programming practices such as coding style. While it does have drawbacks, such as

that it can slow down lectures, it is very beneficial for teaching long-term coding best practices.

One benefit of live coding is that it allows students to understand how to approach a

programming problem. For many students, they have never approached a subject like

computer science. While students often have strong problem-solving skills and feel like they can

solve the problem, they cannot formalize a solution using a computing language [14]. As a

result, students often feel anxious and discouraged when starting computer science [15]. To

combat their feeling of being unable to formalize a solution, many students now are reverting

to a “cut and paste” approach for coding, meaning they pattern match rather than think

through the problem when they begin. This style of learning leads to many misconceptions

about what coding is and what will be expected in future coding classes [14]. By using live

coding, professors show students their thought process on how to approach complex computer

science programs. They not only break down the problem, but they also show students how

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concepts into working code that can be applied to many problems [16]. This helps students

apply these concepts in the future to a wide variety of programming assignments without

copying and pasting solutions.

Live coding also helps students understand the processing of debugging. When students

first begin to code, they often feel discouraged because their code does not work on the first

try. They believe their first attempt should look like the pre-written code samples given in

lecture; however, this is far from the truth with any coding assignment. Students begin to doubt

their coding skills and begin to feel inferior [16]. Live coding helps to combat this misconception

by showing that even professors must debug their code. It is very rare that, even if professors

have written the code prior to lecture, they will perfectly type the solution. Professors,

therefore must debug the code in front of students. They will often use techniques such as

adding print statements to find little errors, using the debugger to find bigger errors, and

deciphering error statements to help pinpoint where the problem may be. Even if the code is

perfect, professors can also intentionally include errors in the code to have students participate

in the debugging process. In a study at the Colorado School of Mines, a group of students were

presented with live coding during lecture and another group was presented with static code.

When the professor introduced errors in the lecture code, students who were used to live

coding were able to grasp the information faster and point out the errors. These students also

performed better on post-course survey which tested the student’s ability to differentiate

assignment vs equivalence in a code snippet [17].

Another benefit of live coding is that many students prefer it over static code examples,

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cited that live coding was more engaging and “increased interest in programming” [16]. In

another study at the University of South Florida, 60% of students in one class and 30% in

another class strongly agreed that live solutions were more useful than seeing the final

solution, and no student in either class found the just seeing the final solution to be more

helpful [14]. Finally, in the Colorado School of Mines study, several factors led to the conclusion

that live coding was beneficial. First, the grade distribution of students in both the live coding

group and the controlled group were statistically similar with the exception of the final project,

where the live coding group scored statistically better. Second, as stated above, the students in

the live coding group scored better on the post-course exit question which tested reference vs

assignment statements. Finally, 90% of students who experienced live coding found the coding

examples to be more educational than presentation slides, whereas only 67% of the static code

control group found coding examples more educational [17]. Live coding has benefits that are

also difficult to quantify such as code style. When professors are coding, they often point out

language-specific style best practices such as correct capitalization, naming conventions, and

variable placement. Students also gain insight on how to explain their thought process for

coding interviews and are exposed more to white boarding code examples. Overall, live coding

is a very effective pedagogical approach to teaching coding in introductory computer science

classes and is often preferred by students to static coding examples given in lectures.

Relatable Assignments and Examples

Relatable examples and assignments connect real world experiences and applications in

computer science. This is also commonly referred to as context-based learning because it

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the concepts are important. While context-based learning usually only refers to direct

application of concepts to real-world examples, analogies will also be included in this section, as

they still provide a framework for students to apply concepts. This technique is very broad and

can be utilized in many ways including using pop culture references during lecture, assigning

case studies about how the concepts are applied in the corporate world, and creating

assignments that allow students to build a product or feature they are already familiar with.

This pedagogical technique is also subjective, as what relates to one student may not relate to

another. However, the more that professors can relate to their students, the more students will

engage with the material.

Using relatable examples can improve student’s attitude towards learning. In a sample

of nine studies that focus on context-based learning in science, seven of the studies show that

context based learning improves student’s attitude towards science. In three of these studies,

they added statistical analysis and, in all three, context-based was statistically significant in

improving student’s perception of science with a significance level of .05 [18]. Relatable

examples improve attitudes because they increase the students’ motivation to learn the

material. According to the Vanderbilt University Teaching Guide, students who are intrinsically

motivated have a “fascination with the subject, a sense of its relevance to life and the world, a

sense of accomplishment in mastering it, and a sense of calling to it,” while extrinsically

motivated students are driven by “parental expectations, expectations of other trusted role

models, earning potential of a course of study, and grades” [19]. Relatable examples specifically

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Students who are intrinsically motivated about the subject want to learn the material, so they

often have a better attitude.

Additionally, relatable examples and assignments increase class engagement. According

to James Middleton, if students see the activity as interesting, they will be engaged. If students

are not interested, then they evaluate the activity based on whether or not the activity is

stimulating and provides personal control. This means the activity must be challenging and

spark curiosity while not being too difficult [20]. By using relatable examples, professors can

increase student’s interest to maintain engagement. In one study, Dutch Computer Science

teachers were interviewed about their experience with context-based learning, and all teachers

mentioned an increase in engagement [21]. Increased engagement has also been cited in many

other studies that implemented context-based learning in science classrooms [22]. While

relatable examples have sometimes shown to have no effect on engagement, it rarely has a

negative effect. It has, therefore, been concluded that relatable examples and assignments can

increases engagement by sparking curiosity in subjects that students may not be initially

interested in.

Increasing student’s intrinsic motivation to learn a subject through relatable examples

can also sometimes improve student’s understanding of the material. While there is not

conclusive evidence that understanding is improved, it has been concluded that understanding

Is not adversely affected by context-based learning. In a collection of twelve context-based

learning studies conducted in science classes, four studies indicate a better understanding of

the material while only one noted a decrease in understanding [22]. If given multiple examples,

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context-based learning actually allowed students to perceive the world differently [21]. This is

because students may see a concept being used in a way they are unfamiliar with and, thus, can

comprehend a wider use for a concept or solution.

Peer Learning

Peer learning occurs when students work together to learn the lecture material. There

are many ways in which professors can incorporate peer learning in their course such as

student presentations, small student-led discussion groups, and pair programming. Peer

learning is scalable, as the professor does not need to be involved with every group, and it

provides a smaller atmosphere for students in a large classroom setting.

Peer learning helps promote gender balance in the classroom by making female

students feel more comfortable asking questions. In a survey of 3128 students at 2 different

universities in 17 courses at all different levels, it was found that in almost all courses, women

were less likely to ask questions in class and often preferred getting help from TAs and peers

rather than professors. Male students, on the other hand, felt equally comfortable asking

questions to the professors as to their peers. When women do not ask questions during class,

they are often left with doubts which affect their deeper understanding of the material [23].

Peer learning allows women to ask for help from their classmates and get immediate answers

during lectures. This increases their confidence in future lectures as they feel more comfortable

with the foundational material.

Additionally, Peer learning improves grades, student retention, and depth of student

understanding of the material. Professors who implement peer learning often have lower

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of splitting students into groups and having them answer questions together. This study took

place over ten years analyzing four courses. It found that peer instruction decreased failure rate

by an average of 67% [24]. In another study that also utilized peer instruction, students scored

an average of 5.7% higher on the final exam than students who had only had traditional lecture

practices [25]. By improving grades, students are less likely to fail out, and thus retention rates

improve [24]. When students work together to solve problems, they learn from each other.

They not only ask each other questions, but also discuss possible solutions, verbalize any

confusion, and clarify concepts. When students explain concepts, they realize where the gaps

are in their knowledge. If, for example, one student asks a question and no one can explain the

answer, this indicates a gap in the group’s knowledge that professors can fill in. According to

BYU Center for Teaching and Learning, explaining concepts to peers can also strengthen

memory because it creates a social connection made to the material [26]. When questions are

asked in the future about a topic a student had to explain, the student will remember the

situation and be able to easily recall the information. When working in groups, students also

hear multiple explanations, which can deepen learning. There are several advantages to having

information represented in multiple ways including that students can piece together the

different explanations to find one that works best for them and that hearing multiple

explanations can help students avoid misinterpretation [27]. Hearing multiple explanations or

multiple ways to solve a problem also allows students to find more efficient solutions in the

future [28]. One down side to peer learning, especially peer programming, is that students who

work together will often have the same solution and may rely on one another to solve the

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often leads to a deeper understanding of the code as they typically will work together to find a

better solution. It also mimics what occurs in the work place as most code written in industry

relies on multiple team members solving the problem together.

Interactive Activities

Adding interactive activities also greatly improves students learning. Interactive

activities occur when students participate during lecture. This could include a group discussion,

a game, or any other way the students and the professor can interact during the class. The goal

of these activities is to allow students to apply what they just learned during lecture and to ask

clarifying questions to better understand the course material.

Interactive lectures lead to improved faculty-student engagement. Faculty-student

engagement is a major factor that determines a big part of a student’s educational experience.

One study showed that an increase in faculty-student engagement causes students to feel more

fulfilled by their educational experience. This study also showed that faculty-student

engagement had a “positive impact on both cognitive and affective student development” [29].

Another study showed that there is a correlation between positive student outcomes such as

improved GPA, institution commitment, self-confidence, and leadership skills when professors

and students interact more [29]. While student-faculty relations are important, many students

feel intimidated by professors and, thus, they do not feel comfortable approaching professors.

In a study of several student focus groups, students noted that they are more willing to

approach professors who utilize interactive teaching styles. Students also feel more

comfortable attending office hours and speaking up in class [30]. While other factors such as

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comfortable seeking help outside of the classroom, interactive lectures are one way professors

can connect with students to improve student-faculty engagement.

Students also have a better perception of classes that implement interactive lectures. In

one study, professors implemented different one-minute interactive activities such as

brainstorming sessions, open discussions, and problem sets during lecture. The study found

that students felt the interactive lectures were more effective than traditional lectures.

Students also stated that interactive lectures were more engaging and reported having fewer

distractions in class. Finally, students were more confident with the lecture material [2].

Another study that integrated a similar engagement tactic showed that interactive lectures led

to more students being interested in the subject matter compared to traditional lecture styles

[31]. This is most likely due to the fact that students feel more connected to the material than

in traditional lecture styles. By immediately applying techniques, students gain a better

understanding of the concepts so they feel more confident.

Finally, interactive lectures promote diversity and inclusion in the classroom. While

many studies show that encouraging students to actively participate in lectures benefits all

students, these activities especially benefit underrepresented students including women and

members of minority groups. In one study, students took an initial assessment that showed a

significant performance gap between men and women. Using daily practice problems, overall

student performance increased and, by the end of the semester, eliminated the initial

performance gap [32]. Active learning through interactive activities also helps equalize students

with different educational backgrounds. In a second-year physiology course at the University of

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knowledge. In previous teachings of the course, students with limited background knowledge

performed very poorly, but when active learning was included, these students performed

equally as well as students with extensive science backgrounds [31]. By actively engaging with

students and applying the concepts in lecture, many students understand the importance and

application of various techniques and concepts. Students can actively seek help earlier in the

course when they do not understand a concept. Students feel more comfortable and confident

utilizing the material and more students benefit from attending lectures.

Change in Activity

Change in activity is the final category included in this study. While it does not directly

relate to any single pedagogical approach, it will act as the catch-all for any changes during

lecture not reflected by the other five categories.

Student attention spans have been shown to decrease anywhere between ten to thirty

minutes after the start of a traditional lecture. While this number is highly variable based on the

student, it is evident that student’s ability to pay attention is not maintained through a 50 to

90-minute lecture [24]. In order to maintain student’s attention, the lecture must have an

activity change [34]. This could be anything from incorporating one of the previous techniques

discussed to giving students a one-minute stretch break.

Every time we switch tasks, dopamine is released in the brain. This causes humans to

naturally want to do more than one thing at a time. This is especially evident in university

classrooms when students have both laptops and smartphones out. In recent studies of

18-20-year-olds, 44% of people access at least one of their technical devices once every ten minutes.

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working on only one task, the sensory portion of the brain and the mechanical portion of the

brain work together to complete the task. While the brain naturally wants to switch tasks, when

more than one task is introduced the connection between the two parts of our brain decreases.

When the brain focuses on one task for too long, it essentially goes on ‘autopilot’ meaning our

thoughts can wonder even though the mechanical part of our brains is still completing that

task. This is evident in lectures when students may be copying notes from the lecture but are

day dreaming about something else. When students’ brains go on autopilot they can still be

writing notes, but they will not be able to recall certain parts of lecture as the sensory portion

of their brain is not focused on the lecture material. Students, however, cannot complete two

tasks using the same part of their brain. This means that students cannot understand what they

are hearing and day dream at the same time. Many students may even be unaware that they

are missing information when they inadvertently lose focus. However, when they change

movement, students become aware of the fact that they lost focus and can bring their attention

back to the lecture [35]. Thus, if professors change the lecture activities, requiring students to

physically move, students must check if they are engaged and bring focus back on the class.

Changes in activity during lectures also prevents students from getting bored and diverting

attention to their phones.

Many professors are reluctant to include changes in activity or breaks during lecture

because they often cannot cover as much material as if they lectured straight through the class

period. However, when professors cover more material and do not change during lecture,

students are not able to retain all the information [36]. This causes professors to have to repeat

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students can only focus for a certain amount of time, professors should be less focused on

covering an extensive amount of material and be more focused on student engagement with

the material.

Methodology

This study tracks the use and evaluations of the aforementioned active learning

techniques in two introductory computer science courses at the University of North Carolina at

Chapel Hill. The first course is an introduction to Computer Science course that utilizes Python

as the primary language. This course is split into two sections and taught by the same professor

for both sections. This course also has a weekly recitation taught by a teacher’s assistant. The

second course is a foundations of programming course that does require prerequisite

knowledge of computer science. This course is taught in Java, and while it does have a

recitation, this was not tracked for the purposes of this study.

To track the best practices, students in the courses utilize a web application that allow

them to log every time a best practice is utilized and to rate the class at the end of each session.

The web application was chosen since students already utilize their laptops during these

courses. The web application also allows students the opportunity to use the platform on any

device if they do not have access to their computer. The application has a central login page

that validates the user and redirects them to the assigned view. There are three views: one for

the students, one for the professors, and one for the site admin. The views are assigned based

on the permissions of the user. When users first open the application, they see the instructions

page. The instruction page defines what each of the best practices are and gives a few examples

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main menu bar with two buttons. One button allows users to sign up while the other button

allows users to sign in. The signup page can only be used to make new student accounts to

ensure that students do not obtain professor permission. Professor accounts are set up through

either the admin page or directly through the Firebase backend. Admin accounts can only be

created using the firebase backend.

When students log in, they are directed to a page that allows them to select the course

they are reviewing. They can only see courses they are enrolled in from the signup page. To add

or remove courses, students must visit their profile page. Once the student selects a course,

they can either go to the best practice log page by selecting the class home button or they can

choose to review that course. To begin with, students will typically start in the class home page.

This page should be opened throughout the lecture. The class home page uses a tile view that

lists all five of the best practices plus the option for an activity change. When professors apply a

best practice during lecture, the students should immediately select the associated tile. The

time, user id, and best practice are then logged. Once the lecture is over, students review what

they thought of the lecture. To navigate to the review page, students should select the review

button in the top menu. Each class session is reviewed based on five key criteria using a 1-5 star

rating system (5 is the best 1 is the worst). A three-star rating signifies an average lecture. The

five criteria are overall impression, understanding of the material, sense of community,

engagement, and interest. Overall impression asks the students to rate how well they liked the

lecture. This helps to better understand whether or not students overall like lectures that use

more of the active learning techniques. If students consistently rank overall impression high

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students do like the active learning techniques. The second criterion used is understanding of

the material, which asks students if everything in the lecture was clear. One of the main

benefits of utilizing active learning is that students can better comprehend lecture material, so

this criterion allows students to validate that claim. The third criterion is sense of community. It

has been shown that one reason underrepresented students drop out frequently is because

they lack a community and a support system. This question ensures that students feel included

in lecture. It can help indicate to professors when students are feeling ostracized from the class.

The fourth ranking category asks how engaging the lecture was. Lectures should be engaging to

keep student’s attention so they do not play on their phones. If professors are effectively using

active learning techniques, students should feel very engaged throughout the lecture. The fifth

and final criterion is about interest. When students are interested in the subject matter, they

are more motivated to learn and retain the information long-term. Active learning techniques

help to build interest for a topic and motivate students. Once the students have finished their

review, they can log out.

For professors, the first page they see once they login is the raffle page. In this study,

one professor raffled stickers to increase app participation. At the beginning of each lecture,

the professor uses the raffle page to randomly select one student who participated in the last

class. To select a winner, the professor selects which course they are teaching and the date of

the last class. The winning student’s university id then is shown on the screen. Every time the

professor changes selection criteria or re-loads the page, a new user is chosen. This ensures

that if one student is absent, another student can be selected as the raffle winner. It was

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enough time to respond. The second page professors can see is the best practices utilization

page. This page directly mimics the class home page from the student view except for that,

rather than being able to click on the tiles, the tiles immediately show how frequently each best

practice is used. It should be noted that every time a student selects a best practice as being

used, one additional count is added to the frequency of that best practice. Professors can filter

this page by date range and course. Professors can also see the collective rating for each lecture

in the reviews tab. All reviews and logs are completely anonymized as professors can only see

the overall star ratings. Professors can use these tools to modify their lectures. If professors see

that a best practice is heavily utilized in a lecture and students rate the lecture well, professors

can continue to incorporate this best practice in future lectures.

The final view is the admin view. This view is to only used to review the results of the

study. For the professor pages, professors only have access to the rankings for their specific

course. The admin pages have all the same functionality as the professor pages, but the admins

can see data for all the courses. Admins can also export the information into a CSV file for

further discovery.

The application utilizes Firebase for the backend and React for the front end. Firebase is

used to store user authentication, class logs and reviews in the database, and host the

application. Firebase was chosen because it keeps user information secure and maintains all

parts of the application in a single location. React was used so professors could see information

update in real time and allow for a more dynamic user experience. It also makes the application

look more streamlined across views so the same main components can be seen in all three

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To introduce the application to courses, students first received a walk-through

introduction of the application. This walk-through explained the meaning of each best practice

and the rating criteria. It also showed students exactly how the application should be used

during lecture and gave a point of contact for any questions students have during the process.

The application was launched to the Introduction to Computer Science course during recitation

on January 16th. It was then introduced to the Foundations of Programming course during

lecture on January 22nd. The application was utilized in classes until March 7th. The start date

was chosen to give students enough time to finalize their schedules, and the end date was

chosen as it coincided with spring break. It was completely optional for students to utilize the

application and student responses remained anonymous for the duration of the study.

Once all the data was collected, duplicate logs were reviewed. Each student had a

unique number in Firebase that was used to keep the identity of the student anonymous. A log

was determined to be duplicate if it was submitted by the same student with the same active

learning technique in under two minutes. The application’s design allows students to easily pick

multiple active learning techniques at once and only uses banners to notify students that their

response went through. For this reason, some students could forget they logged a technique

and reselect the activity or could accidently double click the technique. Once all the duplicate

logs were removed, additional logs that were not recorded during class time were removed. For

students taking the introduction course with the recitation, they would sometimes submit

reviews and logs for the recitation when they meant to submit for the class. The logs were also

meant to be recorded during class time so any logs submitted five minutes after class were

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data, if any days had no class reviews, they were removed as to not skew the results when

looking at the correlation between active learning techniques and the course reviews. Pivot

tables were then used for each class to compare how each of the five review criteria changed

depending on if a given active learning technique was present.

Results

In all courses combined, there were 307 users who created accounts for the application,

including professors and students. In the Introduction to Computer Science course, 123

students logged at least one best practice between the two sections and the recitation. In the

Foundations of Programming course, 70 students logged at least one best practice. For the

course reviews, 162 students filled out a review at least once with 113 of the students in the

Introduction to Computer Science course and 49 students in the Foundations of Programming

course.

Professors in both courses did an excellent job of utilizing best practices. The only times

that there were no recorded best practices were generally times when there were also no

recorded class review responses. In the four class periods in which no best practices were

recorded, there were very few course review responses recorded, so it is still possible that

active learning techniques did occur. For the purposes of the study, any number of

documentations by students of a best practice being used in a given class was considered

sufficient evidence for assuming the practice was used. For the introductory course, the first

section contained 12 total classes that were recorded. There were only three classes that did

not record a quiz, live coding, a relatable example, or an interactive activity. All other class

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in activities, there was only one additional class where they did not occur. In the second section

of the introductory course, there were 10 classes recorded. All 10 sessions contained live

coding and relatable examples. Only two sessions did not contain quizzes, and only one class

did not contain an interactive activity. However, changes only occurred in four classes, and peer

activities were only in one class. In the recitation for this course, there were seven meetings

recorded. Each active learning practice again was in most meetings, although there were fewer

quizzes occurrences and more changes during recitation. The last course included in the study,

the more advanced Foundations of Computer Science course, had 12 meetings recorded. This

class contained relatively fewer best practices. There were only two quizzes given, and live

coding and interactive activities were only used in half of the classes. Peer learning was used in

seven of the courses, and relatable examples were used in ten of the twelve, which was the

most of any technique in this course. The distribution of the techniques was also very

uncorrelated for this class, as classes that contained one technique were not more likely to

contain any of the others. Between all of the classes, live coding was the most recorded

technique, while changes in activities was the least. This was expected for changes, as it should

mostly have been used when other practices were not applicable.

Throughout the study, there was not a clear correlation between utilization of active

learning techniques and student reviews of the course across all classes. In some classes, when

more techniques were recorded, reviews were nearly all higher, while in other classes, the

exact opposite was true. In the first section of the introductory course, every active learning

technique actually reduced the rating of the class in each category. This was especially

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techniques consistently lowered this review from above a 4 to below a 3. However, these

results are very skewed by student response patterns. The three courses that contained no

active learning techniques each contained at most three responses, and they had the highest

rankings. This small sample thus biased the results for this class. This result was definitely still

surprising, as the opposite was expected to be true, but it is unlikely that this result is

representative.

In the second section of the same course, nearly the exact opposite result occurred. The

only active learning technique that did not consistently improve ratings was peer learning. Peer

learning, though, was only absent in one session, so this session’s ratings determined this

technique’s effect. Additionally, live coding and relatable examples were utilized in every class,

so it is unclear what their effects would be on the ratings. Yet, in the recitation, ratings again

were negatively correlated with active learning techniques. The only rating that increased when

active learning techniques were utilized was the understanding rating with quizzes. This rating

increased from an average of 3.07 to 3.40. However, every rating for all other active learning

techniques fell. The discrepancies between the two sections of this course and the recitation

clearly show a student-dependent interpretation of the efficacy of active learning techniques

for the introductory course. Students who documented most regularly also tended to give the

best reviews, which additionally biased the interpretation given discrepancies in the number of

student responses. Differences in the raw number of active learning techniques in the two

sections of this class also raise questions about the validity of the numbers for active learning

techniques. For example, quizzes were given on the same day to both sections, but they were

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Finally, in the Foundations of Computer Science course, active learning again typically

increased reviews. In this case, results were likely more explanatory than in the other class, as

the variability of usage of each technique allowed for more differences between classes and

thus clearer evaluation. Quizzes, live coding, peer learning and interactive activities all

increased ratings for each category. For relatable examples, usage increased engagement, but it

decreased each of the other ratings categories slightly. The most any category decreased on

average for this technique, though, was only 0.4 out of 5. The only other active learning

technique that decreased ratings was change in activities, which negatively affected ratings for

overall impression and sense of community. It did increase ratings for understanding, though.

Engagement and interest remained about the same. In total, the number of responses in this

class were relatively low after the first class, but the number of responses was consistent

between one and six for each session. In the other course, however, the number of responses

ranged from one to 37, as students were incentivized to respond in some classes. Thus, again

the consistency of the foundations course may lead to more accurate results than for the

introduction course. In both courses, the most reviews occurred on the first day when the

application was announced.

Discussion

Ultimately, the results of this study were somewhat inconclusive. It is clear that

professors at the University of North Carolina at Chapel Hill do value the use of active learning

techniques, as they are including them in almost every lecture. However, the efficacy of these

techniques was clouded in this study by inconsistent responses and data representativeness

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learning techniques makes it difficult to draw strong conclusions that would go beyond the

effects on a certain class. However, it is likely that student learning did improve as a result of

these techniques, as the other course that had more consistent results had a strong positive

correlation between reviews and best practice usage for each ranking area. Student reporting

on the use of active learning techniques was also subjective, as some students would report a

given technique while others did not for each class session. It was therefore difficult to

understand what occurred for each class. If repeated, the results should be cross referenced

with the professors’ lecture notes and syllabi. Another issue that lead to inconsistent test

results is the amount of time and thought students gave to reviews. Often times they would

simply mark all fives since this was quicker rather than taking the time to think about what a

fair assessment may be. Additionally, there is some selection bias in this study of the courses

chosen, as the professors volunteered to be a part of the study due to a likely prior preference

toward the use of active learning in their lectures.

The design of the application also plays a role in the data collected. For the best practice

student page, the goal was to make it easy for students to select best practices used while not

taking away from the lecture and their notes. It uses a banner to notify the student that a

button was clicked, but does not discern which button was clicked. This meant that multiple

instances of the same best practice were logged, making it more difficult to distinguish how

frequently each practice was used. Students would also log the same practice a few minutes

apart so it was unclear if they forgot they had already logged the active learning technique or if

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when the course was not going on. This meant they would sometimes be logging for the wrong

course. In the future, it would be beneficial to only allow responses during the course time.

If this study were to be repeated, there are several steps that should be taken to

improve the validity of the results and the implications of the conclusions. First and foremost,

the study should either require student participation or provide better incentives to have more

consistent data on which to reflect. Professors could use the app for attendance or another

required activity. The study should also be run over the course of a few years rather than a

semester. This will help to even out students’ bias and give professors time to adjust their

courses to include more active learning techniques. Participation from multiple courses would

also give a more holistic view of the computer science department. Only two professors were

included in this study so results may have been different if more courses were included. To see

the effect on learning, it would be beneficial to include student grades on quizzes and exams.

This study only focused on the professors, so grades were not included. Additionally, student

reviews of the course did not always seem genuine. There were many times when student

ratings were all the same number and seemed rushed. It would help if professors gave a few

minutes at the end of class before the course was over to allow students to reflect and give

accurate reviews. Finally, professor should self-report active learning techniques to cross

reference with student interpretation. This would help better identify when students accidently

log a technique or forget to open the application at the start of class.

Overall, the results of this study were inconclusive and further study is needed to truly

understand active learning. The study began under the impression that active learning

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study, professors were shown to use active learning techniques often, although they may have

been predisposed to do so. Strong conclusions cannot be drawn about their effectiveness,

though. This tool is still a beneficial way for students to give feedback. Rather than using it to

look at which best practices were utilized during lectures, professors could have students log

when they really enjoyed an activity or have students rate the class on a weekly basis to see

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Appendix

Participation

Number of students who participated in the study

Course Total course

enrollment

Submitted at least 1 log

Submitted at least 1 review Introduction to Programming Section 1 100 58 60

Introduction to Programming Section 2 69 34 30 Introduction to Programming Recitation 169 90 78

Introduction to Programming 169 123 109

Foundations of Programming 409 66 49

Total 578 189 158

Best Practice Logs

Number of logs for each best practice in Introduction to Programming Section 1

Quiz 106

Live Coding 151

Peer Learning 34

Relatable Examples or Assignments 78

Interactive Activity 64

Change 24

Number of logs for each best practice in Introduction to Programming Section 2

Quiz 74

Live Coding 132

Peer Learning 3

Relatable Examples or Assignments 88

Interactive Activity 20

Change 7

Number of logs for each best practice in Introduction to Programming Recitation

Quiz 34

Live Coding 145

Peer Learning 36

Relatable Examples or Assignments 84

Interactive Activity 62

Change 20

Number of logs for each best practice in Foundations of Programming

Quiz 32

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Pivot Tables

Introduction to Programming Section 1

Quizzes Row Labels Average of Impression Average of Understanding Average of Community Average of Engaging Average of Interesting 0 4.111111111 3.666666667 4.333333333 3.833333333 3.777777778 1 3.009305138 2.864245198 2.851730302 3.052441132 2.967325063 Grand Total 3.284756632 3.064850565 3.22213106 3.247664182 3.169938242

Live Coding Row Labels Average of Impression Average of Understanding Average of Community Average of Engaging Average of Interesting 0 4.111111111 3.666666667 4.333333333 3.833333333 3.777777778 1 3.009305138 2.864245198 2.851730302 3.052441132 2.967325063 Grand Total 3.284756632 3.064850565 3.22213106 3.247664182 3.169938242

Peer Row Labels Average of Impression Average of Understanding Average of Community Average of Engaging Average of Interesting

0 3.833333333 3.4375 4.0625 3.875 3.583333333

1 3.010468281 2.878525847 2.801946589 2.933996273 2.963240696 Grand Total 3.284756632 3.064850565 3.22213106 3.247664182 3.169938242

Relate Row Labels Average of Impression Average of Understanding Average of Community Average of Engaging Average of Interesting 0 4.111111111 3.666666667 4.333333333 3.833333333 3.777777778 1 3.009305138 2.864245198 2.851730302 3.052441132 2.967325063 Grand Total 3.284756632 3.064850565 3.22213106 3.247664182 3.169938242

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Grand Total 3.284756632 3.064850565 3.22213106 3.247664182 3.169938242 Change Row Labels Average of Impression Average of Understanding Average of Community Average of Engaging Average of Interesting 0 3.833333333 3.4375 4.0625 3.875 3.583333333 1 3.010468281 2.878525847 2.801946589 2.933996273 2.963240696 Grand Total 3.284756632 3.064850565 3.22213106 3.247664182 3.169938242

Introduction to Programming Section 2

Quizzes Row Labels Average of Impression Average of Understanding Average of Community Average of Engaging Average of Interesting

0 2.9875 2.475 2.575 2.8625 3.0875

1 3.393648019 3.095716783 2.826959499 3.132029429 3.07317162 Grand Total 3.312418415 2.971573427 2.776567599 3.078123543 3.076037296

Live Coding Row Labels Average of Impression Average of Understanding Average of Community Average of Engaging Average of Interesting 1 3.312418415 2.971573427 2.776567599 3.078123543 3.076037296 Grand Total 3.312418415 2.971573427 2.776567599 3.078123543 3.076037296

Peer Row Labels Average of Impression Average of Understanding Average of Community Average of Engaging Average of Interesting 0 3.291576017 2.982303807 2.737852888 3.086803937 3.084485884

1 3.5 2.875 3.125 3 3

Grand Total 3.312418415 2.971573427 2.776567599 3.078123543 3.076037296

Relatable Example Row Labels Average of Impression Average of Understanding Average of Community Average of Engaging Average of Interesting 1 3.312418415 2.971573427 2.776567599 3.078123543 3.076037296 Grand Total 3.312418415 2.971573427 2.776567599 3.078123543 3.076037296

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1 3.337030562 3.049222999 2.832549858 3.137308987 3.145091945 Grand Total 3.312418415 2.971573427 2.776567599 3.078123543 3.076037296

Change Row Labels Average of Impression Average of Understanding Average of Community Average of Engaging Average of Interesting 0 3.142929293 2.773232323 2.632954545 2.989520202 2.896590909 1 3.566652098 3.269085082 2.991987179 3.211028555 3.345206876 Grand Total 3.312418415 2.971573427 2.776567599 3.078123543 3.076037296

Introduction to Programming Recitation

Quizzes Row Labels Average of Impression Average of Understanding Average of Community Average of Engaging Average of Interesting

0 3.135416667 3.072916667 3.010416667 3 3.03125

1 2.736694678 3.402614379 2.642608154 2.448210395 2.413352007 Grand Total 2.964535814 3.214215686 2.852784447 2.763518741 2.766436575

Live Coding Row Labels Average of Impression Average of Understanding Average of Community Average of Engaging Average of Interesting

0 3.75 3.75 3.5 3.75 3.5

1 2.65035014 2.999901961 2.593898226 2.368926237 2.473011204 Grand Total 2.964535814 3.214215686 2.852784447 2.763518741 2.766436575

Peer Row Labels Average of Impression Average of Understanding Average of Community Average of Engaging Average of Interesting

0 3.75 3.75 3.5 3.75 3.5

1 2.65035014 2.999901961 2.593898226 2.368926237 2.473011204 Grand Total 2.964535814 3.214215686 2.852784447 2.763518741 2.766436575

Relatable Row Labels Average of Impression Average of Understanding Average of Community Average of Engaging Average of Interesting

0 3.75 3.75 3.5 3.75 3.5

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Interact Row Labels Average of Impression Average of Understanding Average of Community Average of Engaging Average of Interesting

0 3.75 3.75 3.5 3.75 3.5

1 2.65035014 2.999901961 2.593898226 2.368926237 2.473011204 Grand Total 2.964535814 3.214215686 2.852784447 2.763518741 2.766436575

Change Row Labels Average of Impression Average of Understanding Average of Community Average of Engaging Average of Interesting

0 3.833333333 3.833333333 3.833333333 3.75 4

1 2.617016807 2.966568627 2.460564893 2.368926237 2.273011204 Grand Total 2.964535814 3.214215686 2.852784447 2.763518741 2.766436575

Foundations of Programming

Quizzes Row Labels Average of Impression Average of Understanding Average of Community Average of Engaging Average of Interesting 0 3.685714286 3.542857143 2.7 2.866666667 3.128571429 1 4.228723404 4.117021277 3.478723404 3.845744681 3.819148936 Grand Total 3.776215805 3.638551165 2.829787234 3.029846336 3.24366768

Live Coding Row Labels Average of Impression Average of Understanding Average of Community Average of Engaging Average of Interesting 0 3.3 3.133333333 2.133333333 2.833333333 2.733333333 1 4.116369952 3.999421045 3.327254306 3.170212766 3.608192213 Grand Total 3.776215805 3.638551165 2.829787234 3.029846336 3.24366768

Peer Row Labels Average of Impression Average of Understanding Average of Community Average of Engaging Average of Interesting 0 3.555555556 3.444444444 2.388888889 2.5 2.888888889 1 3.996876055 3.832657886 3.270685579 3.559692671 3.598446471 Grand Total 3.776215805 3.638551165 2.829787234 3.029846336 3.24366768

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1 3.731458967 3.599594732 2.729078014 3.069148936 3.225734549 Grand Total 3.776215805 3.638551165 2.829787234 3.029846336 3.24366768

Interactive

Row Labels

Average of Impression

Average of Understanding

Average of Community

Average of Engaging

Average of Interesting 0 3.25 3.111111111 2.194444444 2.861111111 2.861111111 1 4.302431611 4.165991219 3.465130024 3.19858156 3.626224249 Grand Total 3.776215805 3.638551165 2.829787234 3.029846336 3.24366768

Change

Row Labels

Average of Impression

Average of Understanding

Average of Community

Average of Engaging

Average of Interesting 0 3.833333333 3.592592593 2.925925926 3.055555556 3.259259259 1 3.604863222 3.776426883 2.541371158 2.952718676 3.196892942 Grand Total 3.776215805 3.638551165 2.829787234 3.029846336 3.24366768

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References

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