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Casey Tran Annotated Bibliography Programming or coding is an interesting topic to discuss, especially on the procedures of how it should be done.

The structure and implementation of coding allows it to be done in many different ways, some more efficient than others, but not necessarily wrong. So what makes a good programmer? The following annotations focus on one of the most important aspects to answering a programming uestion, not the answer, but the process to approaching the uestion itself. !any programmers that know entry"le#el programming or only the basics can take this information and apply it to their own approaches to help them code more efficiently and completely. This can help them a#oid common pitfalls and shortcomings that might not be ob#ious at first glance, and pre#ent buggy, bloated, and repetiti#e code, along with other issues. !any annotations come from the $nstitute of %lectrical and %lectronics %ngineers &$%%%', a professional association of engineers dedicated to ad#ancing technological inno#ation and e(cellence. $t is the largest association of engineers dedicated to sub)ects, containing about *+,,--- members. %#en with such a large membership number, the $%%% makes sure their published literature and academic )ournals are up to date and non .gibberish.. /ut of date or incorrect articles are remo#ed uickly. Annotations related to this paper all ha#e #alid information that a programmer can take ad#antage of to modify their approach to programming in a way they see fit. This annotated bibliography will co#er help in the approach to programming, howe#er it will not co#er much at all in help with coding directly.

0obert C. !artin. .Professionalism and Test"1ri#en 1e#elopment.. IEEE Software. 2ol. +* $ssue 3, p3+"34. !artin writes about how programmers ship code with less up to par uality than usual simply because of deadlines. 5e then goes through how .test dri#en de#elopment can help software de#elopers achie#e a higher degree of professionalism. &3+' by following three main rules and the benefits that come with the rules. This article helps focus on " not sure yet " how a set of rules can create a similar way of thinking between programmers to reach the same conclusion with the same or proper methods.

Parag C. Pendharkar and 6ames A. 0odger. .An empirical study of the impact of team si7e on software de#elopment.. Information Technology & Management. 2ol. 8 $ssue *, p+,3"+4+. Pendharkar and 0odger used field data of o#er +-- software pro)ects from #arious industries to test the impact of team si7e and other #ariable on software de#elopment. The results state that software si7e, team si7e, and programming language type were all significant #ariables in de#elopment effort. This is important to my discussion of how different programmers or software de#elopers take different approaches to problem and how it can affect the o#erall product

9awrance 6., Bogart C., Burnett !., Bellamy 0., 0ector :., ;leming S.1. .5ow programmers 1ebug, 0e#isited< An $nformation ;oraging Theory Persepcti#e.. IEEE Transactions on Software Engineering. 2ol. 3= $ssue +, p>=?"+>,. The authors of this paper belong to the $nstitute of %lectrical and %lectronics %ngineers &$%%%', a professional association in @ew Aork dedicated to ad#ancing technology. This paper re#iews how theories of na#igation add more practical #alue to understanding on how

programmers debug, rather than only hypotheses. The theory used proposes that na#igation during debugging can be followed through methods similar to predators following scents in the wild. The method pro#ides enough information to describe and predict na#igation without taking into account #ariables like mental state. They found that programmersB #erbali7ations far more often concerned scent following rather than hypotheses following. To )udge the predicti#eness of the theory, they created an e(ecutable model that predicted programmer beha#ior more accurately than ones that did not run off the scent na#igation theory.

Creg Dilson, 1. A. Aruliah, Titus C. Brown, @eil P. Chue 5ong, !att 1a#is, 0ichard T. Cuy, Ste#en 5. 1. 5addock, :athryn 1. 5uff, $an !. !itchell, !ark 1. Plumbley, Ben Daugh, %than Dhite, Paul Dilson. .Best Practices for Scientific Computing. PLoS Biology, 2ol >+ $ssue >, p>"?. The #arious authors of this article each ha#e credentials of teaching at #arious well known uni#ersities or institutions, such as Berkley. $n this paper, a summary of best practices for programming are listed and presented in detail based on e(tensi#e research and collecti#e e(periences. These practices are found to increase the producti#ity of code as well as the reliability of the finished product, for both group and solo work.

:im !an 9ui, :eith C .C. Chan, 6ohn Teofil @osek. .The %ffect of Pairs in Program 1esign Tasks.. IEEE Transactions on Software Engineering. 2ol 3* $ssue +, p>=?"+>>. This article looks at the effecti#eness of pair programming in designing and implementing coding solutions #ersus indi#idual work. Pair programming is a method

that in#ol#es two programmers collaborating on the same program effort. /ne programmer implements the code directly, while the other watches, identifying possible bugs, and directing the work. Some people #iew pair programming as less producti#e, howe#er this study shows that paired programming significantly out performed indi#iduals on aptitude tests that directly correlate with programming performance.

:risty %li7abeth Boyer, 0obert Phillips, !ichael 1. Dallis, !laden A. 2ouk, 6ames C. 9ester. .$n#estigating the role of student moti#ation in computer science education through one"on"one tutoring.. Computer Science Education. 2ol >= $ssue + p>>>">3,. The authors in this paper are affiliated with the 1epartment of C/mputer Science in the @orth Carolina State Eni#ersity. This article studies how the choices made by a student during instruction are associated with moti#ational outcomes, and how particular strategies can be le#eraged based on an understanding of the studentBs moti#ational state. $n this process, students were put in a one on one situation with a tutor and taught through different methods while being gi#en feedback. Purely cogniti#e feedback was more associated with higher student learning gain, while moti#ational feedback was met with a greater gain in self confidence. These results suggest that there may be some tradeoffs to ma(imi7ing learning gains and moti#ational strategies, but it is possible to choose strategies that enhance student moti#ation without sacrificing cogniti#e outcomes. 5igher self confidence also led to higher test scores, howe#er. A student can use these results to create their own moti#ational strategic interactions with their tutor or instructor that will benefit them the most.

1ean P. 5ol7worth, @eil $. 5uth, Peter C. de2oil. .Simple software processes and tests impro#e the reliability and usefulness of a model. En ironmental Modelling & Software. 2ol +4 $ssue *, p,>-",>4. !cademic Search Premiere. Deb. This paper e(plains how e(periences with a production systems simulator has led them to adapt techni ues to create a model de#elopment process. This process has been shown to bring a higher le#el of stability to the de#elopment effort. Programmers can look at the #arious steps taken to create the model process and apply it to their own work in an effort to be more efficient.

6eremy 2. %rnst, Aaron C. Clark. .;undamental Computer Science Conceptual Enderstandings for 5igh School Students Esing /riginal Computer Came 1esign.. "ournal of STEM Education# Inno ations & $esearch. 2ol >3 $ssue ,, p*-"*,. This paper essentially co#ers how educational gaming has been a popular learning tool to engage and enhance classroom disco#ery and application. This study shows support for gaming as a teaching and learning tool and shows the need for technological literacy. Student and teacher feedback also supports the use of informational technology software as an influential #ariable in the learning process. Computer science students can use this information to get a better understanding on how these games approach the learning process and de#elop problem sol#ing and communication skills through this study to benefit their own studies in learning new material.

5sien"Tsai Du, Po"Chun 5su, Chih"Auan 9ee, 5ou"6un Dang, Cheuk":wan Sun. .The impact of supplementary hands"on practice on learning in introducory computer science course for freshmen.. Computers and Education. 2ol ?- p>"8. This paper conducts a

study on the purpose and effect of implementing hands"on practice pro#iding a better understanding in $ntroduction to Computer Science. The hands on practice included methods such as designing and making electric circuits, programming design, algorithm implementation, problem sol#ing skills, abstract data types, and simulations and abstractions, as well as re#iewing te(tbook material. @ot only does the conclusion show significantly better results and understanding, but also shows less stress towards the intro course than the non participants.

!ichel Chaudron, Derner 5ei)stek, Ariadi @ugroho. .5ow effecti#e is E!9 modeling?. Software and Systems Modeling. 2ol >> $ssue * p,?>",8-. Dith modeling being such a pre#alent and common practice, this paper aims to confirm the effecti#eness of modeling on software de#elopment with empirical e#idence and a focus on the cost and benefits. E!9 modeling is basically fleshing out a skeleton for the program in mind and are meant as a basis to create an implementation. 2ery little data has been obtained to pro#e the ineffecti#eness of modeling, and creating E!9s is a good way to pre#ent repetition, chunks of missing code or functions, and share understanding through simple methods. The tradeoff for creating a E!9 has also been shown to be mostly in agreeing on a design rather than creating the E!9 itself.

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