Adrienne Decker

PhD

Adrienne Decker.

Adrienne Decker

PhD

Adrienne Decker

PhD

Assistant Professor
Teaching Areas: Engineering Education; Undergraduate Engineering
Adjunct Assistant Professor

Specialty/Research Focus

Effectiveness of pre-college computing education; Introductory programming education (CS1/CS2); Broadening participation in computing and gaming; Assessment in computing education; History of computing, computing education, and computer games

Contact Information

140P Capen Hall

Buffalo NY, 14260

Phone: (716) 645-8963

adrienne@buffalo.edu

Biography Research Interests Teaching

Research Interests

My research area is computing education. I am interested in how we can elevate the level of rigor and reporting in the field of computing education, particularly those studying pre-college computing education. Through that process, I hope to better understand the effectiveness of pre-college computing education as it relates to broadening participation. I am interested in tools, techniques, and pedagogies to improve the teaching of introductory programming (CS1-CS2). My current work in this area brings in techniques from educational psychology (worked examples and subgoal labeling) into the introductory classroom to improve student understanding of introductory concepts. I am interested in issues of assessment and evaluation in computing education in general, and in the introductory courses specifically. I have done work in and continue to be interested in the history of computing, computing education, and computer games.

1/23/20
Focuses on expanding approaches to teaching computing at all levels (K-12 and University) and the outreach to promote computing majors and careers.

Publications

Conference Proceedings

  • Decker, A., Eiselt, K., Payton, J., Barnes, T., and Thiruvathukal, G.K. (Eds.) (2016) Proceedings of the 2016 Research on Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT). IEEE, New York, NY, USA.
  • Decker, A., Eiselt, K., Alphonce, C., and Tims, J. (Eds.) (2015) Proceedings of the 46th ACM Technical Symposium on Computer Science Education. ACM, New York, NY, USA.
  • Dougherty, J.D., Nagel, K., Decker, A. and Eiselt, K. (Eds.) (2014) Proceedings of the 45th ACM Technical Symposium on Computer Science Education. ACM, New York, NY, USA.

Refereed Journal Articles

  • Decker. A., and McGill, M.M., (2019) “A Systematic Review Exploring the Differences in Reported Data for Pre-College Educational Activities for Computer Science, Engineering, and other STEM Discipline”, Educational Sciences. 9(2), 69
  • Margulieux, L., Ayer, T., and Decker. A. (2019) “Review of Measurements Used in Computing Education Research and Suggestions for Increasing Standardization”, Computer Science Education DOI: 10.1080/08993408.2018.1562145.
  • McGill, M.M., Decker, A., and Settle, A. (2016) “Undergraduate students’ perceptions of the impact of pre-college computing activities on choices of major”, ACM Transactions on Computing Education. 16:4, Article 15, 33 pages. (Cited by: 16)
  • Decker, A. and Simkins, D. (2013) “You Have Died of Dysentery: A First Attempt at Navigating a Course in Educational Games”, Journal of Interactive Humanities, Volume 1, Issue 1, Article 1. (http://scholarworks.rit.edu/jih/vol1/iss1/1)
  • McGill, M.M., Settle, A. and Decker, A. (2013) “Demographics of Undergraduates Studying Games in the United States: A Comparison of Computer Science Students and the General Population”, Computer Science Education, 23:2, pp. 158-185.

Refereed book Chapters

  • Phelps, A., Egert, C. A., and Decker. A. (2019) “Splattershmup: A Game of Art & Motion” In K. Schrier (Ed.), Learning, Education & Games: 100 Games to Use in the Classroom. ETC Press. (in press)
  • Decker, A., Phelps, A., and Egert, C. A. (2017) “Trial by a Many-Colored Flame: A Multi-Disciplinary, Community-Centric Approach to Digital Media and Computing Education” In Fee, S., Holland-Minkley, A. and Lombardi T. (Eds.), New Directions for Computing Education: Embedding Computing Across Disciplines. Springer.
  • McGill, M.M., Decker, A. and Settle, A. (2014) “A Framework for Addressing Gender Imbalance in the Game Industry through Outreach” In Prescott, J. and McGurren, J. (Eds.), Gender Considerations and Influence in the Digital Media and Gaming Industry. IGI Global.

Refereed Conference Papers

(2015 to Present)

  • Margulieux, L. E., Morrison, B. B., & Decker, A. (2019). Design and pilot testing of subgoal labeled worked examples for five core concepts in CS1. In ITiCSE '19: Innovation and Technology in Computer Science Education Proceedings July 15-17, 2019, Aberdeen, Scotland (in press).
  • Decker, A., Margulieux, L. E., & Morrison, B. B. (2019). Using the SOLO Taxonomy to Understand Subgoal Labels Effect in CS1. Proceedings of the fifteenth annual International Conference on International Computing Education Research (ICER '19), August 12-14, 2019, Toronto, Canada, in press (acceptance rate: 20%) 
  • Decker, A., McGill, M. (2019) “A Topical Review of Evaluation Instruments for Computing Education”, Proceedings of the 50th SIGCSE Technical Symposium of Computer Science Education, February 27-March 2, 2019, Minneapolis, MN, 558-564.
  • McGill, M., Decker, A., Haynie, K., and McKlin, T. (2019) “A Gap Analysis of Noncognitive Constructs in Evaluation Instruments Designed for Computing Education”, Proceedings of the 50th SIGCSE Technical Symposium of Computer Science Education, February 27-March 2, 2019, Minneapolis, MN, 706-712.
  • Decker, A., Egert, C., and Phelps, A. (2018) “Learning to Create or Creating to Learn”, Proceedings of Meaningful Play 2018, October 11-13, 2018, East Lansing, MI.
  • Yackley, J.*, Maxim, B., Brunvand, S., and Decker, A. (2018) “Active Learning and Gamification in Game Design Courses”, Proceedings of Meaningful Play 2018, October 11-13, 2018, East Lansing, MI. 
  • Decker, A., Schneider, J. and Margulieux, L. (2018) “How Engineering and Computing Students Demonstrate Critical Thinking During Required Co-op Work Experiences”, Proceedings of the 2018 Frontiers in Education Conference, October 3-6, 2018, San Jose, CA, 8 pages.
  • McGill, M., and Decker, A. (2018) “Defining Requirements for a Repository to Meet the Needs of K-12 Computer Science Educators, Researchers, and Evaluators”, Proceedings of the 2018 Frontiers in Education Conference, October 3-6, 2018, San Jose, CA, 9 pages.
  • McGill, M., Decker, A., and Abbott, Z.† (2018) “Improving Research and Experience Reports of Pre-College Computing Activities: A Gap Analysis”, Proceedings of the 49th SIGCSE Technical Symposium of Computer Science Education, February 21-24, 2018, Baltimore, MD, pp. 964-969.
  • Maxim, B., Decker, A., and Brunvand, S. (2017) “Use of Role-Play and Gamification in a Software Project Course”, Proceedings of the 2017 Frontiers in Education Conference, October 28-21, 2017, Indianapolis, IN, 5 pages.
  • Decker, A., and McGill, M. (2017) “Pre-College Computing Outreach Research: Towards Improving the Practice”, Proceedings of the 48th SIGCSE Technical Symposium of Computer Science Education, March 8-11, 2017, Seattle, WA, pp. 153-158. (acceptance rate: 30%)
  • Decker, A., and Simkins, D. (2016) “Uncovering Difficulties in Learning for the Intermediate Programmer”, Proceedings of the 2016 Frontiers in Education Conference, October 12-15, 2016, Erie, PA, 9 pages.
  • Simkins, D. and Decker, A. (2016) “Examining the Intermediate Programmers Understanding of the Learning Process”, Proceedings of the 2016 Frontiers in Education Conference, October 12-15, 2016, Erie, PA, 4 pages.
  • Decker, A., and Simkins, D. (2016) “Leveraging Role Play to Explore Software and Game Development Process”, Proceedings of the 2016 Frontiers in Education Conference, October 12-15, 2016, Erie, PA, 5 pages.
  • Decker, A., Egert, C.A., and Phelps, A. (2016) “Splat! er, Shmup? A Postmortem on a Capstone Production Experience”, Proceedings of the 2016 Frontiers in Education Conference, October 12-15, 2016, Erie, PA, 9 pages.
  • Morrison, B.B., Decker, A., and Margulieux, L.E. (2016) “Learning Loops: A Replication Study Illuminates Impact of HS Courses” Proceedings of the twelfth annual International Conference on International Computing Education Research (ICER '16), September 9-11, 2016, Melbourne, Australia, pp. 221-230. (acceptance rate: 25%) 
  • Smith, R.* and Decker, A. (2016) “Understanding the Impact of QPOC Representation in Video Games”, Proceedings of Research in Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT), August 12-13, 2016, Atlanta, GA, 9 pages.
  • Decker A., McGill, M.M., and Settle, A. (2016) “Towards a Common Framework for Evaluating Computing Outreach Activities”, Proceedings of the 47th SIGCSE Technical Symposium of Computer Science Education, March 2-5, 2016, Memphis, TN, pp. 627-632.
  • Decker, A., Eiselt, K., and Voll, K. (2015) “Understanding and Improving the Culture of Hackathons: Think Global Hack Local”, Proceedings of the 2015 Frontiers in Education Conference, October 21-24, 2015, El Paso, TX, pp. 1138-1145. (cited by: 16)
  • Decker, A., and Egert, C. (2015) “Is this thing on? Determining Comfort Level with Communication Skills in a Technical Discipline”, Proceedings of the 2015 Frontiers in Education Conference, October 21-24, 2015, El Paso, TX, pp. 2326-2334.
  • McGill, M.M., Decker, A., and Settle, A. (2015) “Does Outreach Impact Choices of Major for Underrepresented Undergraduate Students?” Proceedings of the eleventh annual International Conference on International Computing Education Research (ICER '15), August 9-13, 2015, Omaha, NE, pp. 71-80. (acceptance rate: 26% - cited by: 11)