The quest for excellence in designing CS1/CS2 assignments
SIGCSE '96 Proceedings of the twenty-seventh SIGCSE technical symposium on Computer science education
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SIGCSE '97 Proceedings of the twenty-eighth SIGCSE technical symposium on Computer science education
Finding interesting examples and assignments for CS1/2 assignments
ACM SIGCSE Bulletin
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Proceedings of the 38th SIGCSE technical symposium on Computer science education
Note to self: make assignments meaningful
Proceedings of the 38th SIGCSE technical symposium on Computer science education
"Why should i care?": making programming assignments relevant for non-majors
Journal of Computing Sciences in Colleges
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ACM Transactions on Computing Education (TOCE)
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Proceedings of the 3rd Computer Science Education Research Conference on Computer Science Education Research
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This work seeks to contribute to software development education by motivating the use of engaging in-class and laboratory assignments. Ideally, these assignments should involve considerable student buy-in and should also evolve throughout the course to mimic real-world software development. Prior research is discussed, as well as several specific examples from two introductory programming classes. The ultimate contribution is a convincing argument to spend the extra effort to design better student projects.