The world's fastest Scrabble program
Communications of the ACM
A C-based graphics library for CS1
SIGCSE '95 Proceedings of the twenty-sixth SIGCSE technical symposium on Computer science education
The Art and Science of C: A Library-Based Introduction to Computer Science
The Art and Science of C: A Library-Based Introduction to Computer Science
Foundations of computer science: what are they and how do we teach them?
ITiCSE '96 Proceedings of the 1st conference on Integrating technology into computer science education
The supplemental proceedings of the conference on Integrating technology into computer science education: working group reports and supplemental proceedings
Teaching with object oriented libraries
SIGCSE '97 Proceedings of the twenty-eighth SIGCSE technical symposium on Computer science education
Adding some spice to CS1 curricula
SIGCSE '97 Proceedings of the twenty-eighth SIGCSE technical symposium on Computer science education
Historical perspectives on the computing curriculum
ACM SIGCUE Outlook - Special issue: ITiCSE '97 working group papers
A survey of methods used to evaluate computer science teaching
ITiCSE '98 Proceedings of the 6th annual conference on the teaching of computing and the 3rd annual conference on Integrating technology into computer science education: Changing the delivery of computer science education
Helping students through multiplicities
CCSC '00 Proceedings of the fifth annual CCSC northeastern conference on The journal of computing in small colleges
Local versus comprehensive assignments: two complementary approaches
ACM SIGCSE Bulletin
CCSC '01 Proceedings of the sixth annual CCSC northeastern conference on The journal of computing in small colleges
Positive experiences with an open project assignment in an introductory programming course
Proceedings of the 25th International Conference on Software Engineering
Experience with an industry-driven capstone course on game programming: extended abstract
Proceedings of the 36th SIGCSE technical symposium on Computer science education
Digital gaming as a vehicle for learning
Proceedings of the 37th SIGCSE technical symposium on Computer science education
The art and science of game programming
Proceedings of the 37th SIGCSE technical symposium on Computer science education
Developing real-world programming assignments for CS1
Proceedings of the 11th annual SIGCSE conference on Innovation and technology in computer science education
Team-based pedagogy for CS102 using game design
ACM SIGGRAPH 2007 educators program
Informatics in education
Teaching game programming using XNA
Proceedings of the 13th annual conference on Innovation and technology in computer science education
Analyzing programming projects
Proceedings of the 40th ACM technical symposium on Computer science education
Creating a games class: a walkthrough
Proceedings of the 4th International Conference on Foundations of Digital Games
Engaging students in software development course projects
The Fifth Richard Tapia Celebration of Diversity in Computing Conference: Intellect, Initiatives, Insight, and Innovations
On the design of effective learning materials for supporting self-directed learning of programming
Proceedings of the 12th Koli Calling International Conference on Computing Education Research
Automated Assessment of Programming Assignments
Proceedings of the 3rd Computer Science Education Research Conference on Computer Science Education Research
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We identify the principles involved in designing effective programming assignments for CS1/CS2. Through a case study of a particularly successful recursion assignment, we establish several prerequisites that must be present in the foundation of a potential assignment and discuss techniques for engineering exceptional assignments through changes to their more malleable components.