With collaborative learning, students work together on a formal learning activity. This is distinct from projects where students “divide and conquer” a task. In contrast, with collaborative learning students are engaged in intellectual talk with each other. Collaborative learning builds critical thinking and problem solving, and if it is well-structured, it can help grow a more inclusive student community by helping students develop communication and teamwork skills, and an appreciation of diversity. Some examples of collaborative learning include Pair Programming, Peer Instruction, and Process Oriented Guided Inquiry Learning (POGIL).

Some suggestions

Integrate Pair Programming. When students are first learning this technique, make sure to enforce the formal rules of pair programming to ensure that each student gets experience in both roles and to decrease the likelihood that one student dominates.

Try Peer Instruction. This is an active approach to teaching and learning that centers around conceptual questions (“ConcepTests”) posed by the instructor and responded to by students. Students first try to answer the question individually. They then discuss the question in small groups and attempt to reach consensus on the answer. Peer instruction encourages students to think critically and analytically by focusing their attention on the underlying concepts rather than the correct answer.

Use Process Oriented Guided Inquiry Learning. POGIL is an active approach to learning designed to guide students to construct their own understanding of key concepts using "explore-invent-apply" learning cycles. Working in small teams, students explore a model, invent or create their own understanding of a key concept, and then apply the concept.

Group students by level of experience with computing. Collaborative learning works best when students are grouped with others who have similar levels of experience. Students with little experience in computing can get discouraged and feel as if they don't belong--even if they are performing well--when they are in a group with others who have a lot of experience.

Don't further isolate women or minorities. When possible, don’t put women--or other students who are underrepresented in computing--one to a group.

Examples from the collection

Computational Creativity Exercise (CCE): Storytelling

In this assignment students work as a team to develop chapters of a story where the first and last sentence of the chapter is prescribed. Students first work independently developing their own chapter and then work collaboratively to identify and resolve logical inconsistencies in the chapters in order to produce a final coherent story.  This exercise will allow students to practice problem decomposition, abstraction, and evaluation, and also debugging and testing.

This exercise was developed as part of the NSF-funded Computational Creativity project at the University of Nebraska-Lincoln.

Engagement Excellence

POGIL: Search I - Text Search

This is a team-based classroom activity designed for Process-Oriented Guided Inquiry Learning (POGIL). Teams of 3-4 students work together--and offline--to explore how text searches work using the classic poem, The Blind Men and the Elephant, as the search target. Groups work through different search approaches to better understand how computers search through text.

This is part one of a two part series on POGIL Search. Part II can be found here. The attached file is the student version of the activity. Please contact the author (Clif Kussmaul, clif@kussmaul.org) for the teacher versions with solutions and additional information.

Engagement Excellence

Towers of Hanoi

In this lab, students using process oriented guided inquiry learning (POGIL) dissect a program that solves the Towers of Hanoi puzzle. Three increasingly sophisticated implementations are provided: one that hard-codes the solution, one where methods call other methods to solve simpler problem instances, and one using recursion. Learning objectives include understanding recursion and critical thinking. This lab allows students to read an existing program rather than creating one from scratch.

The author of this material was awarded a 2017 NCWIT Engagement Excellence Award for this and two other of his POGIL assignments. Learn more about the award at https://www.ncwit.org/project/ncwit-engagecsedu-engagement-excellence-awards.

Engagement Excellence

Resources

POGIL: Internet III - Addresses

This is a team-based classroom activity designed for Process-Oriented Guided Inquiry Learning (POGIL). Teams of 3-4 students work together to learn about how addresses on the internet works by comparing the IP addresses on the internet to SSNs for people and domain names to postal addresses and more. This is part three of a three-part series on POGIL Internet. Click to review the preceding lessons (Internet I, Internet II)

The attached files are the student versions of Internet III. Please contact the author (Clif Kussmaul, clif@kussmaul.org) for teacher versions with solutions and additional information. Also see instructor information in the activity.

Engagement Excellence

POGIL: Internet II - Data

This is a team-based classroom activity designed for Process-Oriented Guided Inquiry Learning (POGIL). Teams of 3-4 students work together to learn about how data moves on the internet by comparing it to vehicles on a highway system. The also explore the concept of Net Neutrality. This is part two of a three-part series of POGIL exercises on the Internet. Click to review the preceding (Internet I) and and subsequent (Internet III) assignments.

The attached files are the student versions of Internet II. Please contact the author (Clif Kussmaul, clif@kussmaul.org) for teacher versions with solutions and additional information. Also see instructor information in the activity.

POGIL: Search II - Web Search

This is a team-based classroom activity designed for Process-Oriented Guided Inquiry Learning (POGIL). Teams of 3-4 students work together to learn how search engines work and interface with the internet, and how to use search engines more effectively. 

This is part two of a two-part series on POGIL Search. Part I can be found here. The attached file is the student version of the activity. Please contact the author (Clif Kussmaul, clif@kussmaul.org) for the teacher versions with solutions and additional information.

POGIL: Internet I - Structure

This is a team-based classroom activity designed for Process-Oriented Guided Inquiry Learning (POGIL). Teams of 3-4 students work together to learn about the Internet’s structure by comparing it to a city and abstracting it to graphs, comparing highways and streets to demonstrate bandwidth, and explaining what ISPs are. This is part one of a three part series on POGIL Internet. The subsequent lessons can be found here: Internet II and Internet III.

The attached files are the student versions of Internet I. Please contact the author (Clif Kussmaul, clif@kussmaul.org) for the teacher versions with solutions and additional information.

Engagement Excellence

POGIL: Search I - Text Search

This is a team-based classroom activity designed for Process-Oriented Guided Inquiry Learning (POGIL). Teams of 3-4 students work together--and offline--to explore how text searches work using the classic poem, The Blind Men and the Elephant, as the search target. Groups work through different search approaches to better understand how computers search through text.

This is part one of a two part series on POGIL Search. Part II can be found here. The attached file is the student version of the activity. Please contact the author (Clif Kussmaul, clif@kussmaul.org) for the teacher versions with solutions and additional information.

Engagement Excellence

Computational Creativity Exercise (CCE): Storytelling

In this assignment students work as a team to develop chapters of a story where the first and last sentence of the chapter is prescribed. Students first work independently developing their own chapter and then work collaboratively to identify and resolve logical inconsistencies in the chapters in order to produce a final coherent story.  This exercise will allow students to practice problem decomposition, abstraction, and evaluation, and also debugging and testing.

This exercise was developed as part of the NSF-funded Computational Creativity project at the University of Nebraska-Lincoln.

Engagement Excellence

TEACHING PAPER: Process Oriented Guided Inquiry Learning (POGIL) in Computer Science

This Teaching Paper is an introduction to how to do POGIL in an introductory computing classroom. POGIL is an evidence-based instructional strategy that incorporates collaborative learning practices that can be useful for creating inclusive student community that can benefit students from traditionally underrepresented populations. In a POGIL classroom, student teams work on activities that are specifically designed to guide them to discover and understand core concepts (the guided inquiry) together.

Computational Creativity Exercise (CCE): Everyday Object

Students will be required to clearly describe the functions of an ordinary object they may use daily, as if they were the inventor of the object. This exercise will allow students to practice problem decomposition, abstraction, algorithmic thinking, and evaluation; as well as, modular programming and encapsulation. To encourage practice, this exercise fosters creativity; asking students to look at the objects in new ways, such as examining the object’s environment and considering its usage. Students work together to develop teamwork skills.

This exercise was developed as part of the NSF-funded Computational Creativity project at the University of Nebraska-Lincoln.

Intro to CS: Arduino Pumpkin Project

This lab is done in a course that teaches the basics of computational problem solving by exposing students to the building blocks of programming: variables, looping, branching, functions, arrays, etc. The goals of this assignment are (1) to reinforce CS concepts from class and (2) to introduce students to basic hardware components. Using an Arduino clone kit and ultrasonic sensor, students work together to build a pumpkin that flashes LED(s) and makes noise. This project is done in fall semester and is timed to align with Halloween. 

Virtual Pets and ADTs

In this lab students are to create a program in which the user interacts with virtual pets with different needs. Students are first asked to plan and design classes in the form of ADT's with their fellow classmates. Once they are designed, students are asked to work individually to implement the classes.

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