Ally Limke

dblp:299/8580 · DBLP profile ↗
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13ranked-venue papers
3as first author
13since 2021 · last 2027
0000-0002-4801-8723ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 11 · 3 first-author · 11 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2027 LLMs' reshaping of people, processes, products, and society in software development: a qualitative exploration with early adopters
abstract
Abstract Large language models (LLMs) are rapidly reshaping software development, but their impact across the full software development lifecycle is underexplored. Existing work tends to focus on isolated activities such as code generation or testing, leaving open questions about how LLMs affect developers, processes, products, and the broader software ecosystem. We address this gap through semi-structured interviews with sixteen early-adopter software professionals who integrated LLM-based tools into their day-to-day work in early to mid-2023. We treat these interviews as early empirical evidence and compare participants’ accounts with recent work on LLMs in software engineering, noting which early patterns persist or shift. Using thematic analysis, we organize our findings around four dimensions: people, process, product, and society. Developers reported substantial productivity gains from reducing mundane tasks, streamlining search, and accelerating debugging, but also described a productivity-quality paradox: they frequently discarded generated code and shifted effort from writing code to critically evaluating and integrating it. LLM use was highly phase-dependent, with strong uptake in implementation and debugging but limited influence on requirements gathering and collaborative work. Participants developed new competencies to use LLMs effectively, including prompt engineering strategies, multi-layered verification, and security-conscious integration to protect proprietary data. They also anticipated changes in hiring expectations, team practices, and computing education, while emphasizing that human judgment and foundational software engineering skills remain essential. Our findings, consistent with evidence from large-scale studies, offer actionable implications for developers, organizations, educators, and tool designers seeking to integrate LLMs responsibly into professional software practice.
Benyamin T. Tabarsi, Heidi Reichert, Sam Gilson, Ally Limke, Sandeep Kaur Kuttal, Tiffany Barnes
Empir. Softw. Eng.4
2026 AI Scholars Program: Scaling AI Literacy Through K-12 Outreach
abstract
As artificial intelligence (AI) becomes increasingly integrated into daily life, there is a critical need for developing AI literacy across all educational levels. However, current AI education remains largely confined to college-level computer science classrooms with limited access for K-12 learners. We present the AI Scholars Program, a novel approach that addresses the AI education gap by preparing college computing students to serve as AI education ambassadors in their communities and empowering K-12 teachers to adopt AI education practices in their classrooms. This experience report presents the curriculum and its outcomes after one round of refinement. The program offers structured AI learning through bi-weekly webinars, resources, and collaborative opportunities to form teams and conduct community outreach projects. Our program invited 63 scholars from 30 institutions across the U.S., including 51 college students and 12 K-12 teachers. Their outreach impacted over 230 K-12 learners. We examine program outcomes for participants and projects through pre/post surveys measuring computing attitudes and self-efficacy for teaching AI, scholar interviews, and outreach project reports. We share lessons learned and challenges for designing similar programs, highlighting the importance of involving educators for effective community-engaged AI education. The program creates a sustainable pipeline for college students to develop technical skills and leadership while addressing K-12 AI education shortages. We contribute insights for scaling AI literacy and broadening participation in computing.
Xiaoyi Tian 0001, Yasitha Rajapaksha, Ally Limke, Clara DiMarco, Emily Bryans Dobar, Marnie Hill, Jamie Payton, Tiffany Barnes
AAAI3
2026 Exploring Teacher-Chatbot Interaction and Affect in Block-Based Programming
abstract
AI-based chatbots have the potential to accelerate learning and teaching, but may also have counterproductive consequences without thoughtful design and scaffolding. To better understand teachers’ perspectives on large language model (LLM) based chatbots, we conducted a study with 11 teams of middle-school teachers using chatbots for a science and computational thinking activity within a block-based programming environment. Based on a qualitative analysis of audio transcripts and chatbot interactions, we propose three profiles: explorer, frustrated, and mixed that reflect diverse scaffolding needs. In their discussions, we found that teachers perceived chatbot benefits such as building prompting skills and self confidence alongside risks including potential declines in learning and critical thinking. Key design recommendations include scaffolding the introduction to chatbots, facilitating teacher control of chatbot features, and suggesting when and how chatbots should be used. Our contribution informs the design of chatbots to support teachers and learners in middle school coding activities.
Bahare Riahi, Ally Limke, Xiaoyi Tian 0001, Viktoriia Storozhevykh, Sayali Patukale, Tahreem Yasir, Khushbu Singh, Jennifer Chiu, Nicholas Lytle, Tiffany Barnes, Veronica Cateté
CHI2
2026 Exploring the Design and Impact of Interactive Worked Examples for Learners with Varying Prior Knowledge
abstract
Tutoring systems improve learning through tailored interventions, such as worked examples, but often suffer from the aptitude-treatment interaction effect where low prior knowledge learners benefit more. We applied the ICAP learning theory to design two new types of worked examples, Buggy (students fix bugs), and Guided (students complete missing rules), requiring varying levels of cognitive engagement, and investigated their impact on learning in a controlled experiment with 155 undergraduate students in a logic problem solving tutor. Students in the Buggy and Guided examples groups performed significantly better on the posttest than those receiving passive worked examples. Buggy problems helped high prior knowledge learners whereas Guided problems helped low prior knowledge learners. Behavior analysis showed that Buggy produced more exploration-revision cycles, while Guided led to more help-seeking and fewer errors. This research contributes to the design of interventions in logic problem solving for varied levels of learner knowledge and a novel application of behavior analysis to compare learner interactions with the tutor.
Sutapa Dey Tithi, Xiaoyi Tian 0001, Ally Limke, Min Chi, Tiffany Barnes
CHI3
2025 SnapClass: An AI-Enhanced Classroom Management System for Block-Based Programming
abstract
Block-Based Programming (BBP) platforms, such as Snap!, have become increasingly prominent in $\mathrm{K}-12$ computer science education due to their ability to simplify programming concepts and foster computational thinking from an early age. While these platforms engage students through visual and gamified interfaces, teachers often face challenges in using them effectively and finding all the necessary features for classroom management. To address these challenges, we introduce SnapClass, a classroom management system integrated within the Snap! programming environment. SnapClass was iteratively developed drawing on established research about the pedagogical and logistical challenges teachers encounter in computing classrooms. Specifically, SnapClass allows educators to create and customize block-based coding assignments based on student skill levels, implement rubric-based auto-grading, and access student code history and recovery features. It also supports monitoring student engagement and idle time, and includes a help dashboard with a “raise hand” feature to assist students in real time. This paper describes the design and key features of SnapClass those are developed and those are under progress.
Bahare Riahi, Xiaoyi Tian 0001, Ally Limke, Viktoriia Storozhevykh, Veronica Cateté, Tiffany Barnes, Nicholas Lytle, Khushbu Singh
VL/HCC3
2024 Experience Helps, but It Isn't Everything: Exploring Causes of Affective State in Novice Programmers
abstract
Affective state, referring to an individual's feeling, can impact students' confidence and retention in CS, particularly for novice programmers. However, little research has been conducted to examine how moments that occur during programming impact students' affective states in real-time. In this pilot study, seven undergraduate students in an introductory block-based programming course completed a programming assignment and were surveyed and interviewed about their experience and self-efficacy as programmers. While programming, students periodically recorded their affective states via a popup in the programming environment. We performed retrospective think-aloud interviews with students afterward, asking them to watch and reflect on recordings of their programming. We subsequently analyzed student interviews using thematic analysis to derive 206 codes. These codes were grouped into three areas that impacted affect: the environment, objective progress, and perceptions during programming. To explore why students responded as they did to moment occurrence, we further categorized students based on four dimensions: programming experience, assignment completion, confidence, and the impact of the programming session on self-efficacy. Our initial results suggest that while certain moments elicit similar affective states among students, the interaction of the aforementioned four dimensions may have a higher impact on novices' affective states during programming. We conclude with recommendations for educators to improve students' affective states during and after programming.
Heidi Reichert, Sandeep Sthapit, Benyamin T. Tabarsi, Ally Limke, Thomas W. Price, Tiffany Barnes
SIGCSE (2)4
2024 Idea Builder: Motivating Idea Generation and Planning for Open-Ended Programming Projects through Storyboarding
abstract
In computing classrooms, building an open-ended programming project engages students in the process of designing and implementing an idea of their own choice. An explicit planning process has been shown to help students build more complex and ambitious open-ended projects. However, novices encounter difficulties in exploring and creatively expressing ideas during planning. We present Idea Builder, a storyboarding-based planning system to help novices visually express their ideas. Idea Builder includes three features: 1) storyboards to help students express a variety of ideas that map easily to programming code, 2) animated example mechanics with example actors to help students explore the space of possible ideas supported by the programming environments, and 3) synthesized starter code to help students easily transition from planning to programming. Through two studies with high school coding workshops, we found that students self-reported as feeling creative and feeling easy to communicate ideas; having access to animated example mechanics of an actor help students to build those actors in their plans and projects; and that most students perceived the synthesized starter code from Idea Builder as helpful and time-saving.
Wengran Wang, Ally Limke, Mahesh Bobbadi, Amy Isvik, Veronica Cateté, Tiffany Barnes, Thomas W. Price
SIGCSE (1)2
2023 Investigating the Impact of On-Demand Code Examples on Novices' Open-Ended Programming Experience
abstract
Background and Context: Open-ended programming projects encourage novice students to choose and pursue projects based on their own ideas and interests, and are widely used in many introductory programming courses. However, novice programmers encounter challenges exploring and discovering new ideas, implementing their ideas, and applying unfamiliar programming concepts and APIs. Code examples are one of the primary resources students use to apply code usage patterns and learn API knowledge, but little work has investigated the effect of having access to examples on students’ open-ended programming experience.
Wengran Wang, John Bacher, Amy Isvik, Ally Limke, Sandeep Sthapit, Yang Shi 0004, Benyamin T. Tabarsi, Keith Tran, Veronica Cateté, Tiffany Barnes, Chris Martens 0001, Thomas W. Price
ICER (1)4
2023 Affective Reporting: Improving Student Programming Self-assessments in CS0
abstract
CS1 students who program in textual languages often think they are bad at programming, largely because they experience negative self-assessments as they program. I investigate whether students in CS0 contexts using a block-based language have similar self-assessment moments, to find ways to amplify positive self-assessments and ameliorate negative ones. Toward this end, I have designed an affective reporting tool and a study to understand the programming moments that lead to positive or negative student affect for CS0 students. The affective reporting tool was piloted in a CS0 course. 69 out of 75 students voluntarily used the tool, reporting 528 responses over two course periods. This willingness to share their affective data through the new tool shows that students may need such outlets to reflect on and share how they are feeling while programming. The tool was also used in a study where students programmed using the affective reporter, then reflected on and reviewed a video of their programming to tell us more about how they felt while programming. Initial findings show that while some moments are interpreted to be positive or negative by all students, the interpretation of other moments can differ. In future work, the results of these studies will be used to design interventions to help students and improve their programming self-assessments.
Ally Limke
SIGCSE (2)1
2023 Participatory Design with Teachers for Block-Based Learning with SnapClass
abstract
As computer science is increasingly taught in secondary schools, tools need to integrate block-based environments into learning platforms. This way, teachers can more effectively lead lessons, help students, and assess students' programs in their classrooms. We conducted a participatory design process with three K-12 computing teachers to understand their struggle and needs for block coding within their classrooms. The teachers identified 14 needs that were not already addressed by our tool, SnapClass. SnapClass, a new web-based learning platform for Snap!, integrates assignments with starter code, executable student submissions, rubric-based assessment, and a gradebook into one platform. The teachers designed prototypes for three features important to their classrooms: assignment differentiation, help-requests, and peer and self-assessment. This paper begins by introducing SnapClass and the motivation for its development. Then through thematic analysis of the session transcripts, we identify the common struggles teachers face while instructing programming and summarize how they would address those struggles through the design of SnapClass.
Ally Limke, Nicholas Lytle, Sana Mahmoud, Maggie Lin, Marnie Hill, Veronica Cateté, Tiffany Barnes
VL/HCC1
2022 Case Studies on the Use of Storyboarding by Novice Programmers
abstract
Our researchers seek to support students in building block-based programming projects that are motivating and engaging as well as valuable practice in learning to code. A difficult part of the programming process is planning. In this research, we explore how novice programmers used a custom-built planning tool, PlanIT, contrasted against how they used storyboarding when planning games. In a three-part study, we engaged novices in planning and programming three games: a maze game, a break-out game, and a mashup of the two. In a set of five case studies, we show how five pairs of students approached the planning and programming of these three games, illustrating that students felt more creative when storyboarding rather than using PlanIT. We end with a discussion on the implications of this work for designing supports for novices to plan open-ended projects.
Ally Limke, Alexandra Milliken, Veronica Cateté, Isabella Gransbury, Amy Isvik, Thomas W. Price, Chris Martens 0001, Tiffany Barnes
ITiCSE (1)1
2021 Exploring and Influencing Teacher Grading for Block-based Programs through Rubrics and the GradeSnap Tool
abstract
This article examines the grading process and profiles of secondary computer science teachers as they assess block-based student programming submissions. Through an iterative design process, we have created a new tool, Gradesnap, which streamlines how teachers can open, review, and evaluate student submissions within the same interface. Our study compares teachers’ grading processes using the different assessment formats, so that we can understand how their grading processes can be augmented or supported to reduce ’pain points’ and to enable teachers to provide more constructive and formative feedback for students. We use a case study approach to examine the experiences and outcomes of four secondary computer science teachers with varied teaching and assessment experience, when grading as usual, grading with a rubric, and grading with GradeSnap. Our study shows that when participants use GradeSnap, they are able to give supportive comments to lower performing and borderline students who need critical feedback to better understand misconceptions. We also discovered that the different grading processes provided a vehicle for reflection for some teachers in understanding their grading goals and how they enact them. This research is the first to examine teacher grading processes for computer science, and highlights the need for teacher preparation and support for providing programming feedback and assessment.
Alexandra Milliken, Veronica Cateté, Ally Limke, Isabella Gransbury, Hannah E. Chipman, Yihuan Dong, Tiffany Barnes
ICER3
2021 PEDI - Piazza Explorer Dashboard for Intervention
abstract
Analytics about how students navigate online learning tools throughout the duration of an assignment is scarce. Knowledge about how students use online tools before a course's end could positively impact students' learning outcomes. We introduce PEDI (Piazza Explorer Dashboard for Intervention), a tool which analyzes and presents visualizations of forum activity on Piazza, a question and answer forum, to instructors. We outline the design principles and data-informed recommendations used to design PEDI. Our prior research revealed two critical periods in students' forum engagement over the duration of an assignment. Early engagement in the first half of an assignment duration positively correlates with class average performance. Whereas, extremely high engagement toward the deadline predicted lower class average performance. PEDI uses these findings to detect and flag troubling engagement levels and informs instructors through clear visualizations to promote data-informed interventions. By providing insights to instructors, PEDI may improve class performance and pave the way for a new generation of online tools.
Ruth Okoilu Akintunde, Ally Limke, Tiffany Barnes, Sarah Smith Heckman, Collin F. Lynch
VL/HCC2