Pirttinen , N 2021 , Crowdsourcing in Computer Science Education . in ICER 2021: Proceedings of the 17th ACM Conference on International Computing Education Research . ACM , pp. 421-422 , ICER 2021: ACM Conference on International Computing Education Research , 16/08/2021 . https://doi.org/10.1145/3446871.3469781
Title: | Crowdsourcing in Computer Science Education |
Author: | Pirttinen, Nea |
Contributor organization: | Department of Computer Science |
Publisher: | ACM |
Date: | 2021-08-16 |
Language: | eng |
Number of pages: | 2 |
Belongs to series: | ICER 2021: Proceedings of the 17th ACM Conference on International Computing Education Research |
ISBN: | 978-1-4503-8326-4 |
DOI: | https://doi.org/10.1145/3446871.3469781 |
URI: | http://hdl.handle.net/10138/334411 |
Abstract: | Crowdsourcing is a method of collecting services, ideas, materials or other artefacts from a relatively large and open group of people. Crowdsourcing has been used in computer science education to alleviate the teachers’ workload in creating course content, and as a learning and revision method for students through its use in educational systems. Tools that utilize crowdsourcing can act as a great way for students to further familiarize themselves with the course concepts, all while creating new content for their peers and future course iterations. In my research, I focus on investigating the effects of computing education systems that use crowdsourcing on students’ learning, and the types of quality assurance methods required to use the artefacts students produce with these tools. |
Subject: | 113 Computer and information sciences |
Peer reviewed: | Yes |
Usage restriction: | openAccess |
Self-archived version: | acceptedVersion |
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