SearcharxivSearch

arXiv subjects

Isabella Graßl

Publications and source records attributed to Isabella Graßl.

18 recordsLinked to original sources

Humor in Software Testing Education

Software testing is often perceived as monotonous, which can negatively influence students' emotional engagement with testing. While prior work suggests that humor can increase engagement in professional software development contexts, we know little about humor's effect in software testing education. This paper explores how humorous elements in software testing assignments affect students' emotional engagement, sense of belonging, and creative thinking. We introduced humor in introductory software testing courses at universities in Canada and Germany, and conducted a mixed-methods study with students. Our results show that humor had a strong positive influence on students' experiences of software testing. Students perceived testing as more engaging and less monotonous, felt more comfortable and accepted in class, and reported increased creative thinking about testing tasks. These effects were particularly strong for female students, especially with respect to sense of belonging. Our findings suggest that humor represents a low-threshold pedagogical approach which is beneficial for students, and has the potential to create a more welcoming learning environment.

cs.SE

A Critical Discourse Analysis of Gender Representation in Software Engineering Education Videos on YouTube

Educational resources may frame students' perceptions of who belongs in software engineering, which is relevant given the field's ongoing gender gap. However, we know little about the hidden curriculum regarding gender in online learning spaces. This study presents a critical discourse analysis of 200 manually analysed English and German software engineering tutorials on YouTube, examining gender representation through contextual domains and linguistic identity markers. Our results show that male characters and masculine linguistic defaults dominate the tutorials. We identified an agency gap, in which technical and decision-making roles are almost exclusively assigned to male actors, while female actors are either absent or tend to passive, low-agency roles. The findings indicate that software engineering education on YouTube may reproduce gendered norms, in which linguistic and representational gatekeeping may serve as a symbolic barrier to software engineering.

cs.SE

Domain Diversity, Motivation, Inclusion, and Feedback in Software Modelling Education

Student engagement is critical for effective learning in software modelling, yet fostering motivation and inclusivity remains a challenge. While existing research has focused on modelling tools, notations, and assessment, little attention has been given to how the choice of problem domains and the diversity, relatability, and cultural perspectives they bring shape students' learning experiences. This study explores how problem domains and teaching methods influence motivation, engagement, inclusiveness, and feedback in modelling education. To investigate these dimensions, we conducted parallel surveys with 90 students and 22 educators. Our findings reveal disconnects between educator assumptions and student preferences: Students show greatest motivation for socially relevant domains and prefer choice in selection, while educators overestimate interest in study-related domains. The study identifies how minor design choices can exclude students. Students perceive feedback as meaningful when visibly acted upon. These findings suggest inclusive domain selection is central to student motivation; thus, we recommend student-centred domain selection.

cs.SE

Voice-Controlled Scratch for Children with (Motor) Disabilities

Block-based programming environments like Scratch have become widely adopted in Computer Science Education, but the mouse-based drag-and-drop interface can challenge users with disabilities. While prior work has provided solutions supporting children with visual impairment, these solutions tend to focus on making content perceivable and do not address the physical interaction barriers faced by users with motor disabilities. To bridge this gap, we introduce MeowCrophone, an approach that uses voice control to allow editing code in Scratch. MeowCrophone supports clicking elements, placing blocks, and navigating the workspace via a multi-modal voice user interface that uses numerical overlays and label reading to bypass physical input entirely. As imperfect speech recognition is common in classrooms and for children with dysarthria, MeowCrophone employs a multi-stage matching pipeline using regular expressions, phonetic matching, and a custom grammar. Evaluation shows that while free speech recognition systems achieved a baseline success rate of only 46.4%, MeowCrophone's pipeline improved results to 82.8% overall, with simple commands reaching 96.9% accuracy. This demonstrates that robust voice control can make Scratch accessible to users for whom visual aids are insufficient.

cs.SE

Learning to Program Alongside AI: Critical Thinking, AI Ethics, and Gendered Patterns of German Secondary School Students

The first generation of students is learning to program alongside GenAI (Generative Artificial Intelligence) tools, raising questions about how young learners critically engage with them and perceive ethical responsibilities. While prior research has focused on university students or developers, little is known about secondary school novices, who represent the next cohort of software engineers. To address this gap, we conducted an exploratory study with 84 German secondary school students aged 16-19 attending software development workshops. We examined their critical thinking practices in AI-assisted programming, perceptions of AI ethics and responsibility, and gender-related differences in their views. Our results reveal an AI paradox: students demonstrate strong ethical reasoning and awareness about AI, yet many report integrating AI-generated code without a thorough understanding of it. The majority of our cohort attributed significant responsibility for AI practices to politics and corporations, potentially reflecting Germany's cultural context, with its strict regulations and data privacy discourse. Boys reported more frequent and experimental use of AI-assisted programming, whereas girls expressed greater scepticism and emphasised peer collaboration over GenAI assistance. Our findings highlight the importance of culturally responsive software engineering education that strengthens critical AI literacy in AI-assisted programming by linking ethics to concrete code artefacts and preparing young learners for this AI-driven software landscape.

cs.CY

From Personas to Programming: Gender-specific Effects of Design Thinking-Based Computing Education at Secondary Schools

Creative approaches to attract students to software engineering at an early age are emerging, yet their differential impact on gender remains unclear. This study investigates whether design thinking's empathy-driven approach addresses the documented gender gap in interest in software engineering. In a 10-week curriculum-integrated design thinking software development course with 55 secondary school students aged 13-15 from two schools in Canada, we examined gendered differences in perceived gains in knowledge and interest, as well as in social-emotional experiences. Our results show that both girls and boys gained perceived knowledge in software development. However, girls showed significant improvements in self-efficacy, interest, engagement with sustainability topics, and well-being, including optimism, sense of usefulness, and social connectedness. Positive emotions were strongest during creative, collaborative phases, while technical tasks led to some boredom, especially among boys, though they still benefited overall. This suggests that human-centred design thinking might be one effective way to address gender equity challenges, though we need more differentiated technical implementations.

cs.SE

Integrating Mental Health, Well-Being, and Sustainability into Software Engineering Education

Mental health and well-being are major concerns in higher education and professional fields such as software engineering, yet are often overlooked in curricula. This paper describes our approach to include mental health, well-being, and sustainability in software engineering education in two ways: (1) well-being-focused software projects that ask students to design technical solutions or research addressing mental health and sustainability or societal challenges, and (2) brief classroom interventions such as short reflective discussions and team-building activities. We argue that this combination can help students see software engineering more broadly while creating healthier learning environments. Our analysis of reflections from 60 students found several positive outcomes: students gained a more human-centred perspective, had more team discussions about mental health, and began to see well-being as inspiration for using software to benefit society and individuals rather than merely as a technical or business tool. By combining technical skills with awareness of well-being, we argue that software engineering education can prepare future developers to be both skilled programmers and responsible professionals who care about human well-being.

cs.CY

Beyond the Binary: Motivations, Challenges, and Strategies of Transgender and Non-binary Software Engineering Students

When software is designed by people from diverse identities and experiences, it is more likely to be inclusive and address a broader range of user needs. However, for transgender and non-binary students in software engineering, the path to becoming such creators may be marked by unique challenges. While existing research explores gender minorities in professional software engineering, limited attention has been given to their educational journey, a key phase for ensuring equal opportunities and preventing exclusion in the tech workforce. This study aims to address this gap by investigating the experiences of transgender and non-binary students in software engineering, with a particular focus on their motivations for entering the field, the obstacles they encounter, and potential strategies for fostering greater inclusivity within their academic environments. Based on 13 semi-structured interviews with transgender and non-binary students across the globe, we found that gender identity plays an indirect role in their decision to pursue software engineering. Key factors include the appeal of remote work and a personal desire to create more inclusive technologies. Although the participants did not report direct discrimination within their universities, many described experiencing verbal insults, judgment, intolerance, and hostility, all of which negatively impacted their mental health. These challenges often stem from socio-cultural norms and a lack of representation. Despite these obstacles, the students remain committed to their choice of study but call for greater institutional support, structural changes, and increased representation. From these findings, we suggest concrete steps to support students, regardless of gender identity.

cs.CY

Detecting Gender Stereotypes in Scratch Programming Tutorials

Gender stereotypes in introductory programming courses often go unnoticed, yet they can negatively influence young learners' interest and learning, particularly under-represented groups such as girls. Popular tutorials on block-based programming with Scratch may unintentionally reinforce biases through character choices, narrative framing, or activity types. Educators currently lack support in identifying and addressing such bias. With large language models~(LLMs) increasingly used to generate teaching materials, this problem is potentially exacerbated by LLMs trained on biased datasets. However, LLMs also offer an opportunity to address this issue. In this paper, we explore the use of LLMs for automatically identifying gender-stereotypical elements in Scratch tutorials, thus offering feedback on how to improve teaching content. We develop a framework for assessing gender bias considering characters, content, instructions, and programming concepts. Analogous to how code analysis tools provide feedback on code in terms of code smells, we operationalise this framework using an automated tool chain that identifies *gender stereotype smells*. Evaluation on 73 popular Scratch tutorials from leading educational platforms demonstrates that stereotype smells are common in practice. LLMs are not effective at detecting them, but our gender bias evaluation framework can guide LLMs in generating tutorials with fewer stereotype smells.

cs.CY

Belonging Beyond Code: Queer Software Engineering and Humanities Student Experiences

Queer students often encounter discrimination and a lack of belonging in their academic environments. This may be especially true in heteronormative male-dominated fields like software engineering, which already faces a diversity crisis. In contrast, disciplines like humanities have a higher proportion of queer students, suggesting a more diverse academic culture. While prior research has explored queer students' challenges in STEM fields, limited attention has been given to how experiences differ between the sociotechnical, yet highly heteronormative, field of software engineering and the socioculturally inclusive humanities. This study addresses that gap by comparing 165 queer software engineering and 119 queer humanities students experiences. Our findings reveal that queer students in software engineering are less likely to be open about their sexuality, report a significantly lower sense of belonging, and encounter more academic challenges compared to their peers in the humanities. Despite these challenges, queer software engineering students show greater determination to continue their studies. These insights suggest that software engineering could enhance inclusivity by adopting practices commonly seen in the humanities, such as integrating inclusive policies in classrooms, to create a more welcoming environment where queer students can thrive.

cs.SE

Human Factors in Model-Driven Engineering: Future Research Goals and Initiatives for MDE

Purpose: Software modelling and Model-Driven Engineering (MDE) is traditionally studied from a technical perspective. However, one of the core motivations behind the use of software models is inherently human-centred. Models aim to enable practitioners to communicate about software designs, make software understandable, or make software easier to write through domain-specific modelling languages. Several recent studies challenge the idea that these aims can always be reached and indicate that human factors play a role in the success of MDE. However, there is an under-representation of research focusing on human factors in modelling. Methods: During a GI-Dagstuhl seminar, topics related to human factors in modelling were discussed by 26 expert participants from research and industry. Results: In breakout groups, five topics were covered in depth, namely modelling human aspects, factors of modeller experience, diversity and inclusion in MDE, collaboration and MDE, and teaching human-aware MDE. Conclusion: We summarise our insights gained during the discussions on the five topics. We formulate research goals, questions, and propositions that support directing future initiatives towards an MDE community that is aware of and supportive of human factors and values.

cs.SE

The ABC of Pair Programming: Gender-dependent Attitude, Behavior and Code of Young Learners

Young learners are increasingly introduced to programming, and one of the main challenges for educators is to achieve learning success while also creating enthusiasm. As it is particularly difficult to achieve this enthusiasm initially in young females, prior work has identified gender-specific differences in the programming behavior of young learners. Since pair programming, which turns programming into a more sociable activity, has been proposed as an approach to support programming education, in this paper we aim to investigate whether similar gender-specific characteristics can also be observed during pair programming. Therefore, we designed a gender-neutral introductory SCRATCH programming course tailored for integrating pair programming principles, and conducted it with a total of 139 students aged between 8 and 14 years. To identify gender-dependent differences and similarities, we measure the attitude towards programming and the course setting, observe the behavior of the students while programming, and analyze the code of the programs for different gender-combinations. Overall, our study demonstrates that pair programming is well suited for young learners and results in a positive attitude. While the resulting programs are similar in quality and complexity independent of gender, differences are evident when it comes to the compliance to pair programming roles, the exploration of code, and the creative customization of programs. These findings contribute to an in-depth understanding of social and technical gender specifics of pair programming, and provide educators with resources and guidance for implementing gender-sensitive pair programming in the classroom.

cs.SE

Exposing Software Engineering Students to Stressful Projects: Does Diversity Matter?

Software development teams have to face stress caused by deadlines, staff turnover, or individual differences in commitment, expertise, and time zones. While students are typically taught the theory of software project management, their exposure to such stress factors is usually limited. However, preparing students for the stress they will have to endure once they work in project teams is important for their own sake, as well as for the sake of team performance in the face of stress. Team performance has been linked to the diversity of software development teams, but little is known about how diversity influences the stress experienced in teams. In order to shed light on this aspect, we provided students with the opportunity to self-experience the basics of project management in self-organizing teams, and studied the impact of six diversity dimensions on team performance, coping with stressors, and positive perceived learning effects. Three controlled experiments at two universities with a total of 65 participants suggest that the social background impacts the perceived stressors the most, while age and work experience have the highest impact on perceived learnings. Most diversity dimensions have a medium correlation with the quality of work, yet no significant relation to the team performance. This lays the foundation to improve students' training for software engineering teamwork based on their diversity-related needs and to create diversity-sensitive awareness among educators, employers and researchers.

cs.SE

Common Problems and Effects of Feedback on Fun When Programming Ozobots in Primary School

Computational thinking is increasingly introduced at primary school level, usually with some form of programming activity. In particular, educational robots provide an opportunity for engaging students with programming through hands-on experiences. However, primary school teachers might not be adequately prepared for teaching computer science related topics, and giving feedback to students can often be challenging: Besides the content of the feedback (e.g., what problems have to be handled), the way the feedback is given is also important, as it can lead to negative emotional effects. To support teachers with the way of giving feedback on common problems when teaching programming with robotics, we conducted a study consisting of seven workshops with three third and four fourth grade primary school classes. Within seven different activities, the 116 primary school children first programmed the Ozobot Evo robot in the pen-and-paper mode and then on a digital device. Throughout these activities we collected data on the problems the students encountered, the feedback given, and the fun they experienced. Our analysis reveals eight categories of problems, which we summarise in this paper together with corresponding possible feedback. We observed that problems that are urgent or can harm the students' self-efficacy have a negative impact on how enjoyable an activity is perceived. While direct instruction significantly decreased the experienced fun, hints had a positive effect. Generally, we found programming the Ozobot Evo to be encouraging for both girls and boys. To support teachers, we discuss ideas for giving encouraging feedback on common problems of Ozobot Evo programming activities and how our findings transfer to other robots.

cs.SE

Gender-dependent Contribution, Code and Creativity in a Virtual Programming Course

Since computer science is still mainly male dominated, academia, industry and education jointly seek ways to motivate and inspire girls, for example by introducing them to programming at an early age. The recent COVID-19 pandemic has forced many such endeavours to move to an online setting. While the gender-dependent differences in programming courses have been studied previously, for example revealing that girls may feel safer in same-sex groups, much less is known about gender-specific differences in online programming courses. In order to investigate whether gender-specific differences can be observed in online courses, we conducted an online introductory programming course for Scratch, in which we observed the gender-specific characteristics of participants with respect to how they interact, their enjoyment, the code they produce, and the creativity exposed by their programs. Overall, we observed no significant differences between how girls participated in all-female vs. mixed groups, and girls generally engaged with the course more actively than boys. This suggests that online courses can be a useful means to avoid gender-dependent group dynamics. However, when encouraging creative freedom in programming, girls and boys seem to fall back to socially inherited stereotypical behavior also in an online setting, influencing the choice of programming concepts applied. This may inhibit learning and is a challenge that needs to be addressed independently of whether courses are held online.

cs.SE

Scratch as Social Network: Topic Modeling and Sentiment Analysis in Scratch Projects

Societal matters like the Black Lives Matter (BLM) movement influence software engineering, as the recent debate on replacing certain discriminatory terms such as whitelist/blacklist has shown. Identifying relevant and trending societal matters is important, and often done using social network analysis for traditional social media channels such as twitter. In this paper we explore whether this type of analysis can also be used for introspection of the software world, by looking at the thriving scene of young Scratch programmers. The educational programming language Scratch is not only used for teaching programming concepts, but offers a platform for young programmers to express and share their creativity on any topics of relevance. By analyzing titles and project comments in a dataset of 106.032 Scratch projects, we explore which topics are common in the Scratch community, whether socially relevant events are reflected and how how the sentiment in the comments is. It turns out that the diversity of topics within the Scratch projects make the analysis process challenging. Our results nevertheless show that topics from pop and net culture in particular are present, and even recent societal events such as the Covid-19 pandemic or BLM are to some extent reflected in Scratch. The tone in the comments is mostly positive with catchy youth language. Hence, despite the challenges, Scratch projects can be studied in the same way as social networks, which opens up new possibilities to improve our understanding of the behavior and motivation of novice programmers.

cs.SE

Challenging but Full of Opportunities: Teachers' Perspectives on Programming in Primary Schools

The widespread establishment of computational thinking in school curricula requires teachers to introduce children to programming already at primary school level. As this is a recent development, primary school teachers may neither be adequately prepared for how to best teach programming, nor may they be fully aware why they have to do so. In order to gain a better understanding of these questions, we contrast insights taken from practical experiences with the anticipations of teachers in training. By surveying 200 teachers who have taught programming at primary schools and 97 teachers in training, we identify relevant challenges when teaching programming, opportunities that arise when children learn programming, and strategies how to address both of these in practice. While many challenges and opportunities are correctly anticipated, we find several disagreements that can inform revisions of the curricula in teaching studies to better prepare primary school teachers for teaching programming at primary schools.

cs.CY

Data-driven Analysis of Gender Differences and Similarities in Scratch Programs

Block-based programming environments such as Scratch are an essential entry point to computer science. In order to create an effective learning environment that has the potential to address the gender imbalance in computer science, it is essential to better understand gender-specific differences in how children use such programming environments. In this paper, we explore gender differences and similarities in Scratch programs along two dimensions: In order to understand what motivates girls and boys to use Scratch, we apply a topic analysis using unsupervised machine learning for the first time on Scratch programs, using a dataset of 317 programs created by girls and boys in the range of 8-10 years. In order to understand how they program for these topics, we apply automated program analysis on the code implemented in these projects. We find that, in-line with common stereotypes, girls prefer topics that revolve around unicorns, celebrating, dancing and music, while boys tend to prefer gloomy topics with bats and ghouls, or competitive ones such as soccer or basketball. Girls prefer animations and stories, resulting in simpler control structures, while boys create games with more loops and conditional statements, resulting in more complex programs. Considering these differences can help to improve the learning outcomes and the resulting computing-related self-concepts, which are prerequisites for developing a longer-term interest in computer science.

cs.SE