THE BIG BOOK OF COMPUTING PEOAGOGY

Page 111

FEATURE

MULTIPLE CHOICE Can you really use multiple-choice questions to assess programming and computational thinking? o teachers ask questions just for fun? Or do they ask questions to find out what their students know and do not know? Multiple-choice questions (MCQs) offer the advantage of being quick to mark, and have the potential for gamification. But how can MCQs be used to assess programming concepts and computational thinking?

D

Question design

All MCQs should be based on sensible design criteria. You can find lots of advice, based on very good research, about designing MCQs. They have been used for summative

TOP TIPS FOR MCQ DESIGN n

Assess one, and only one, objective

n

Provide four response options

n P rovide one, and only one,

clearly correct response n D o not use “none of the above”

or “all of the above” n U se distractors based on misconceptions

and common errors n M ake all distractors plausible n G ive necessary and clear context first,

if required; then, separately, ask the question n U se images as appropriate to support

context, or as alternative responses n K eep sentences short so they are easier

to understand n M ake all response options

grammatically parallel n M ake all response options similar lengths

CYNTHIA SELBY

Cynthia is a senior lecturer and PGCE computer science tutor at the University of Southampton and a member of the CAS Project Quantum Content Group.

assessment in the context of medicine for many years. However, teachers tend to use them more formatively: to identify what needs to be taught or reviewed, and to help students improve. The box at the bottom left of this page lists some top tips for writing MCQs.

Distractors and challenges

The importance of good distractors (incorrect answers) should not be underestimated. Trying to predict what a student does not know can be challenging. When choosing the alternative incorrect responses to an MCQ, consider the types of misconception you have identified among your students. For example, if a student uses a box analogy for a variable, they may believe it can hold two values at the same time. A distractor that expresses that understanding would help identify students who need additional help before moving on. You should also consider common errors in processes. A student with a misconception about indexing may always be out by one, so a response incorporating this misunderstanding would also make a good distractor. It’s not difficult to write an MCQ that assesses students’ ability to recall a fact. It’s much more challenging, but not impossible, to write MCQs that assess application, analysis, or creation. With application, a question could be confined to a single step in a multistep processes. Analysis can be assessed by asking ‘what if’ questions, in which students predict what will happen next. An even more challenging assessment of analytical skills is to define a requirement, such as an output, and ask the student to select which program solution meets that requirement. Certainly, MCQs don’t lend themselves to the creation of program solutions. However, they can be used in ordering exercises, where students are

n This question demonstrates assessment of tracing and predicting

n This question shows how ordering can be used to assess the skill of sequencing

asked to choose the correct sequence of instructions to meet a requirement. Slightly simpler would be asking a question that just required the identification of a single instruction to fill a gap.

Getting started

Writing questions with a colleague is an excellent way to get started with writing MCQs. Receiving feedback on questions is the best way to improve them. As time goes on, remember to go back and review your questions. If one distractor is never being selected, you’re missing an opportunity to test a true misconception. One of the simplest ways to get started with MCQs is to join a group and share your work. Project Quantum is a joint project to crowdsource computing MCQs. Find out more at helloworld.cc/quantum.

The Big Book of Computing Pedagogy

111


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Articles inside

ART AND ALGORITHMS

5min
pages 154-155

THE INCLUSIVE CLASSROOM

6min
pages 152-153

PHYSICAL COMPUTING

5min
pages 130-131

REFLECTIONS

9min
pages 134-136

A PATH TO AGENCY

4min
pages 122-123

STORYTELLING

3min
pages 146-147

RETRIEVAL PRACTICE

10min
pages 148-151

VARIETY IN TEACHING

7min
pages 143-145

PHYSICAL COMPUTING IN THE CLASSROOM

5min
pages 132-133

DIGITAL PROJECTS

7min
pages 118-121

ASSESSMENT FOR LEARNING

4min
pages 106-107

MULTIPLE CHOICE

3min
page 111

METAPHORS AND MISCONCEPTIONS

8min
pages 108-110

PROJECT-BASED LEARNING

5min
pages 116-117

WATCH AND LEARN

5min
pages 98-99

ALTERNATIVE CONCEPTIONS

6min
pages 104-105

MODELLING FOR LEARNERS

6min
pages 96-97

VIDEOS AND SELF-EXPLANATION

3min
pages 94-95

LIVE CODING

6min
pages 92-93

WORKED EXAMPLES

6min
pages 90-91

WRITING CODE

5min
pages 82-83

PARSON’S PROBLEMS

6min
pages 80-81

READ BEFORE YOU WRITE

5min
pages 70-71

CODE TRACING

5min
pages 68-69

THE BLOCK MODEL

6min
pages 78-79

ENCOURAGING TALK

5min
pages 62-63

COLLABORATIVE PROBLEM-SOLVING

4min
pages 60-61

PEER INSTRUCTION

6min
pages 56-57

PAIR PROGRAMMING

6min
pages 58-59

GO UNPLUGGED

2min
page 49

ENGINEERING SKILLS

3min
page 41

SCRATCH ENCORE

3min
page 40

SEMANTIC WAVES

7min
pages 46-48

SCRATCHMATHS

4min
pages 38-39

LEARNING THROUGH MAKING

5min
pages 36-37

CULTURALLY RELEVANT PEDAGOGY

6min
pages 34-35

THE ‘RIGHT’ WAY?

6min
pages 14-15

THE PRIMM APPROACH

7min
pages 22-24

CODING & 21ST-CENTURY SKILLS

4min
pages 28-29

COGNITIVE LOAD THEORY

5min
pages 20-21

CONCEPT MAPS

6min
pages 10-12

CURRICULUM DESIGN

8min
pages 30-33

UDL

6min
pages 25-27

VELA CONCEPTS

2min
page 13
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