skip to main content
10.1145/2445196.2445344acmconferencesArticle/Chapter ViewAbstractPublication PagessigcseConference Proceedingsconference-collections
research-article

Learning computer science in the "comfort zone of proximal development"

Published:06 March 2013Publication History

ABSTRACT

As computer science faculty, we are always looking for better ways to recruit and retain new majors. One way to achieve this goal is to incorporate material into the introductory courses that lies within the intersection of the student's "zone of proximal development" (which contains concepts that the student is capable of understanding) and "comfort zone" (which contains concepts that motivate the student and are presented in a way in which the student is familiar and comfortable). We refer to this region as the "comfort zone of proximal development." In this paper, we present a "comfort zone of proximal development" that we have created for computer science students which consists of a collaborative learning environment where programming concepts are introduced with gaming applications.

Skip Supplemental Material Section

Supplemental Material

References

  1. N. Anderson and T. Gegg-Harrison. Pair2 learning = pair programming x pair teaching. In WCCCE 2012, pages 2--6, Vancouver, Canada, May 2012. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. T. Barnes, E. Powell, A. Chaffin, A. Godwin, and H. Richter. Game2Learn: Building CS1 learning games for retention. In ITiCSE 2007, pages 121--125, Dundee, Scotland, June 2007. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. J. D. Bayliss and S. Strout. Games as a "Flavor" of CS1. In SIGCSE 2006, pages 500--504, Houston, Texas, March 2006. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. J. P. Bean. Nine themes of college student retention. In A. Seidman, editor, College Student Retention. Praeger, 2005.Google ScholarGoogle Scholar
  5. H. Boudreaux, J. Etheridge, and T. Roden. Adding handheld game programming to a computer science curriculum. In GDCSE 2008, pages 16--20, Miami, Florida, March 2008. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. J. S. Brown, A. Collins, and P. Duguid. Situated cognition and the culture of learning. Educational Researcher, 18(1):32--41, 1989.Google ScholarGoogle ScholarCross RefCross Ref
  7. S. Chaiklin. The zone of proximal development in Vygotsky's analysis of learning and instruction. In Vygotsky's educational theory in cultural context. Cambridge University Press, 2003.Google ScholarGoogle Scholar
  8. D. C. Cliburn and S. M. Miller. Games, stories, or something more traditional: The types of assignments college students prefer. In SIGCSE 2008, pages 138--142, Portland, Oregon, March 2008. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. F. W. Cline and J. Fay. Parenting with Love and Logic: Teaching Children Responsibility. Pinon, 1990.Google ScholarGoogle Scholar
  10. A. Collins, J. S. Brown, and S. E. Newman. Cognitive apprenticeship: Teaching the craft of reading, reading, and mathematics. In L. B. Resnick, editor, Knowing, Learning, and Instruction: Essays in Honor of Robert Glaser, pages 453--494. Lawrence Erlbaum, 1989.Google ScholarGoogle Scholar
  11. R. Donato. Collective scaffolding in second language learning. In Vygotskian approaches to second language research. Ablex, 1994.Google ScholarGoogle Scholar
  12. T. S. Gegg-Harrison. Constructing contracts: Making discrete mathematics relevant to beginning programmers. ACM Journal of Educational Resources in Computing, 5(2):3:1--3:28, 2005. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. P. M. Greenfield, B. Rogoff, and J. Lave. A theory of the teacher in the learning activities of everyday life. In Everyday cofnition: Its development in social context, pages 117--138. Harvard University Press, Cambridge, Massachusetts, 1984.Google ScholarGoogle Scholar
  14. G. D. Kuh, J. Schuh, E. Whitt, R. Andreas, J. Lyons, and C. Strange. Involving Colleges: Successful Approaches to Fostering Student Learning and Personal Development Outside the Classroom. Jossey-Bass, 2000.Google ScholarGoogle Scholar
  15. S. Kurkovsky. Engaging students through mobile game development. In SIGCSE 2009, pages 44--48, Chattanooga, Tennessee, March 2009. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. S. Leutenegger and J. Edgington. A games first approach to teaching introductory programming. In SIGCSE 2007, pages 115--118, Covington, Kentucky, March 2007. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. L. Meira and S. Lerman. The zone of proximal development as a symbolic space. Social Science Research Papers, 1991.Google ScholarGoogle Scholar
  18. B. B. Morrison and J. A. Preston. Engagement: Gaming throughout the curriculum. In SIGCSE 2009, pages 342--346, Chattanooga, Tennessee, March\newline 2009. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. D. Moxley, A. Najor-Durack, and C. Dumbrigue. Keeping Students in Higher Education: Successful Practices and Strategies for Retention. Kogan Page Limited, 2001.Google ScholarGoogle Scholar
  20. J. Nino and F. A. Hosch. Introduction to Programming and Object Oriented Design Using Java. John Wiley and Sons, 3rd edition, 2008. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. D. Oblinger. Boomers, gen-xers, and milliennials: Understanding the new students. Educause Review, 38(4):37--47, 2003.Google ScholarGoogle Scholar
  22. R. Rajarvivarma. A games-based approach for teaching the introductory programming course. SIGCSE Bulletin, 37(4):98--102, 2005. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. G. Reynolds. The secret to great work is great play. http://www.presentationzen.com/presentationzen/newline 2010/03/we-were-born-to-play-play-is-how-we-learn-newline and-develop-our-minds-and-our-bodies-and-its-also-newline how-we-express-ourselves-play.html, 3/26/2010.Google ScholarGoogle Scholar
  24. P. Richard-Amato. Making it happen: Interaction in the second language classroom. Longman, 1988.Google ScholarGoogle Scholar
  25. J. Roberts and R. Styron. Student satisfaction and persistence: Factors vital to student retention. Research in Higher Education Journal, 6(3):1--18, 2010.Google ScholarGoogle Scholar
  26. B. Rogoff. Apprenticeship in thinking. Oxford University Press, 1990.Google ScholarGoogle Scholar
  27. E. B. H. Sandseter and L. E. O. Kennair. Children's risky play from an evolutionary perspective: The anti-phobic effects of thrilling experiences. Evolutionary Psychology, 9(2):257--284, 2011.Google ScholarGoogle ScholarCross RefCross Ref
  28. L. S. Vygotsky. Mind in Society: The Development of Higher Psychological Processes. Harvard University Press, Cambridge, Massachusetts, 1978.Google ScholarGoogle Scholar
  29. L. S. Vygotsky. Thinking and speech. In The collected works of L. S. Vygotsky, volume 1, pages 249--250. Plenum, 1987.Google ScholarGoogle Scholar
  30. L. S. Vygotsky. The problem of age. In The collected works of L. S. Vygotsky, volume 5, pages 187--205. Springer, 1998.Google ScholarGoogle Scholar
  31. S. A. Wallace, I. Russell, and A. Markov. Integrating games and machine learning in the undergraduate computer science classroom. In GDCSE 2008, pages 56--60, Miami, Florida, March 2008. Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. L. Williams. Pair programming. In P. A. Laplante, editor, Encyclopedia of Software Engineering, volume II. Taylor and Francis Group, 2011.Google ScholarGoogle Scholar
  33. D. Xu, D. Blank, and D. Kumar. Games, robots, and robot games: Complementary contexts for introductory computing education. In GDCSE 2008, pages 66--70, Miami, Florida, March 2008. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Learning computer science in the "comfort zone of proximal development"

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Conferences
        SIGCSE '13: Proceeding of the 44th ACM technical symposium on Computer science education
        March 2013
        818 pages
        ISBN:9781450318686
        DOI:10.1145/2445196

        Copyright © 2013 ACM

        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 6 March 2013

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article

        Acceptance Rates

        SIGCSE '13 Paper Acceptance Rate111of293submissions,38%Overall Acceptance Rate1,595of4,542submissions,35%

        Upcoming Conference

        SIGCSE Virtual 2024

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader