Andrew Luxton-Reilly
University of Auckland
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Featured researches published by Andrew Luxton-Reilly.
international computing education research workshop | 2008
Paul Denny; John Hamer; Andrew Luxton-Reilly; Helen C. Purchase
PeerWise is a system in which students create multiple choice questions and answer those created by their peers. In this paper, we report on some quantitative results which suggest that students who use PeerWise actively perform better in final examinations than students who are not active. We note a significant correlation between performance in written (not just multiple choice) questions and PeerWise activity, suggesting that active use of the system may contribute to deep (and not just drill-and-practise) learning.
Computer Science Education | 2009
Andrew Luxton-Reilly
Peer assessment is a powerful educational technique that provides significant benefits to both staff and students. Traditionally, peer assessment has been conducted using pen-and-paper in small classes. More recently, online tools have been developed to enable peer assessment to be applied in large class. In this article, the tools that support peer assessment are reviewed and analysed, revealing the common features and significant differences. Future directions for research on peer assessment tools are suggested.
technical symposium on computer science education | 2005
Emilia Mendes; Lubna Basil Al-Fakhri; Andrew Luxton-Reilly
This paper presents the results of a pair programming experiment conducted at the University of Auckland (NZ) during the first semester of 2004. It involved 300 second year Computer Science students attending a software design and construction course. We investigated similar issues to those reported in [26] and employed a subset of the questionnaires used by Laurie Williams et al. on the experiments presented in [26]. Our results support the use of pair programming as an effective programming/design learning technique.
integrating technology into computer science education | 2012
Paul Denny; Andrew Luxton-Reilly; Ewan D. Tempero
Identifying and correcting syntax errors is a challenge all novice programmers confront. As educators, the more we understand about the nature of these errors and how students respond to them, the more effective our teaching can be. It is well known that just a few types of errors are far more frequently encountered by students learning to program than most. In this paper, we examine how long students spend resolving the most common syntax errors, and discover that certain types of errors are not solved any more quickly by the higher ability students. Moreover, we note that these errors consume a large amount of student time, suggesting that targeted teaching interventions may yield a significant payoff in terms of increasing student productivity.
technical symposium on computer science education | 2011
Paul Denny; Andrew Luxton-Reilly; Ewan D. Tempero; Jacob Hendrickx
Drill and practice exercises enable students to master skills needed for more sophisticated programming. A barrier to providing such activities is the effort required to set up the programming environment. Testing is an important component to writing good software, but it is difficult to motivate students to write tests. In this paper we describe and evaluate CodeWrite, a web-based tool that provides drill and practice support for Java programming, and for which testing plays a central role in its use. We describe how we have used CodeWrite in a CS1 course, and demonstrate its effectiveness in providing good coverage of the language features presented in the course.
technical symposium on computer science education | 2006
Emilia Mendes; Lubna Basil Al-Fakhri; Andrew Luxton-Reilly
This paper presents the results of a replicated pair programming experiment conducted at the University of Auckland (NZ) during the first semester of 2005. It involved 190 second year Computer Science students attending a software design and construction course. We replicated the experiment described in [18], investigating similar issues to those reported in [32] and employing a subset of the questionnaires used in [32]. Our results confirm the use of pair programming as an effective programming/design learning technique.
integrating technology into computer science education | 2011
Paul Denny; Andrew Luxton-Reilly; Ewan D. Tempero; Jacob Hendrickx
Mastering syntax is one of the earliest challenges facing the novice programmer. Problem solving and algorithms are the focus of many first year programming classes, leaving students to learn syntax on their own while they practice writing code. In this paper we investigate the frequency with which students encounter syntax errors during a drill and practice activity. We find that students struggle with syntax to a greater extent than we anticipated, even when writing short fragments of code.
technical symposium on computer science education | 2008
Paul Denny; Andrew Luxton-Reilly; John Hamer
PeerWise is a web-based system that supports the creation of student-generated test banks of multiple choice questions. Students contribute question stems and answers, provide explanations, answer questions contributed by other students, rate questions for difficulty and quality, and participate in on-line discussions of all these activities. In 2007, the system was used in four computing classes that varied in level, instructors, and student reward. We present results that show common patterns of response from students, and outline some initial investigations into the impact of the system on student performance. Our main findings are: external motivators are needed only for question generation; exam performance is correlated with participation in on-line discussions; and, despite student enthusiasm, drill-and-practice use does not contribute to exam success.
Computer Science Education | 2010
Andrew Luxton-Reilly; Paul Denny
We present an innovative pedagogical approach that we call constructive evaluation, which shifts students from being consumers of knowledge to participants in a community of peers engaged in actively producing and sharing knowledge. Students are required to author a question that assesses one or more of the learning outcomes of a course. In addition to the question, students write a sample solution. These questions and solutions are stored in a question item bank where they become available for other students to use as a learning resource. Once a student answers a question from the item bank, they can see how other students have answered the question and can reflect on their own response. Additionally, students must review the questions they have answered and are given an opportunity to engage in discussion of questions or answers via a feedback mechanism. In addition to improving content knowledge, students develop important meta-skills such as organising and communicating knowledge; judging the quality of information; giving and receiving feedback and improving self-assessment skills. This approach is aligned with both reflective professional practice and social theories of learning.
integrating technology into computer science education | 2014
Paul Denny; Andrew Luxton-Reilly; Dave Carpenter
Debugging is an important skill for novice programmers to acquire. Error messages help novices to locate and correct errors, but compiler messages are frequently inadequate. We have developed a system that provides enhanced error messages, including concrete examples that illustrate the kind of error that has occurred and how that kind of error could be corrected. We evaluate the effectiveness of the enhanced error messages with a controlled empirical study and find no significant effect.