Introducing Computer Programming to Children through Robotic and Wearable Devices
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1 Introducing Computer Programming to Children through Robotic and Wearable Devices Alexandros Merkouris Ionian University Department of Informatics Corfu, Greece Konstantinos Chorianopoulos Norwegian University of Science and Technology Trondheim, Norway
2 Related Work Programming tangible objects: ubiquitous computing platforms, such as robotics [1, 8] and wearables [2, 5, 10], have advantage over desktop programming [9]. Girls and Programming: wearable computing may inspire more girls to pursue computer science [2, 5].
3 Research Questions 1. Is tangible computing more engaging than desktop computing in learning computer programming? 2. Are there differences between boys and girls with regard to the preference of a tangible platform? 3. Through which target platform, students can develop their programming skills more effectively?
4 Methodology Materials Tangibility Target platform Development software Disembodied Desktop computer Scratch 2.0 Robotic Lego Mindstorms ΝΧΤ Enchanting Wearable Arduino LilyPad Modkit [7]
5 Methodology Materials
6 Methodology Activities Three equivalent activities, one for each treatment. 45 duration each activity. First Part: Preparing the Virtual and Physical Objects. Second Part: Programming. Sequence Repeat If else
7 Methodology Subjects Randomized within groups study (Scratch First, Lego First and LilyPad First). 36 students from the first grade class (18 boys και 18 girls). No student had previously received teaching in computer programming. Study was conducted during the regular school time. Limitations in selecting larger sample.
8 Methodology Measuring Instruments and Data Analysis Pre Test : 4-level Likert questionnaire experience and attitude towards computers Experience towards coding Experience towards robotics Experience towards electronics Emotions Test : 5-level Likert questionnaire Happy-Sad Confused-Confident Boring-Interesting Disappointed-Satisfied Undetermined-Determined Computational Thinking Examination: 12 assessment questions [6] Sequence Repeat If else Extended Program Data Analysis with SPSS
9 Results Emotions
10 Results Performance 100,0% 80,0% 60,0% 40,0% Correct Ans wers' Percentage (N=36) 87,0% 88,0% 88,0% 86,1% 86,1% 74,1% 71,3% 59,3% 57,4% 42,6% 38,9% 38,9% 20,0% 0,0% Sequence Repeat If - else Extended Disembodied Wearable Robotic program
11 Results Learning Effect 100,0% 50,0% Learning Effect 79,2% 77,8% 72,2% 67,4% 63,9% 66,0% 66,0% 60,4% 60,4% 0,0% Disembodied First Wearable First Robotic First Disembodied Wearable Robotic
12 Results Gender and Emotions 6 4 Boys Emotions' Mean Averages (N=18) 4,72 4,33 4,33 4 3,61 3,33 4,72 4,67 4,33 4,28 4 4,22 4,11 3,61 3, Girls Emotions' Mean Averages (N=18) 4,39 4,56 4,67 4,33 4,56 4,39 3,94 3,67 4,33 4,28 4,06 3,78 3,56 3,56 3, Happy Confident* Interesting Satisfied Decided* Disembodied Wearable Robotic 0 Happy* Confident Interesting Satisfied Decided* Disembodied Wearable Robotic
13 Results Gender and Performance
14 Programming with ubiquitous platforms Students expressed more positive feelings towards robotics. Wearable computing has been preferable to the desktop. Not as favorable as the robotic one. Tangible computing platforms did not affect dramatically the student s performance in programming. Using robots as the introducing target platform had a neutral learning effect.
15 Gender and Programming No gender difference in the interest toward the type of the ubiquitous computing platform. Girls are as much emotionally engaged in robots as boys. Girls performed better in all programming concept categories.
16 Future Work Repeat the experiment with other groups of students and additional activities following the student initiative. Study using Kinect as input to Scratch [4]. Study comparing tangible programming environments (tangible) with desktop programming environments [3].
17 References [1] Fabiane Barreto Vavassori Benitti Exploring the educational potential of robotics in schools. Comput. Educ. 58, 3 (April 2012), [2] Leah Buechley, Mike Eisenberg, Jaime Catchen, and Ali Crockett The LilyPad Arduino: using computational textiles to investigate engagement, aesthetics, and diversity in computer science education. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '08). ACM, New York, NY, USA, [3] Michael S. Horn and Robert J. K. Jacob Tangible programming in the classroom with tern. In CHI '07 Extended Abstracts on Human Factors in Computing Systems (CHI EA '07). ACM, New York, NY, USA, [4] Howell, S. (2012). Kinect2Scratch (Version 2.5) [Computer Software]. [5] Yasmin B. Kafai, Eunkyoung Lee, Kristin Searle, Deborah Fields, Eliot Kaplan, and Debora Lui A Crafts-Oriented Approach to Computing in High School: Introducing Computational Concepts, Practices, and Perspectives with Electronic Textiles. Trans. Comput. Educ. 14, 1, Article 1 (March 2014), 20 pages. [6] Colleen M. Lewis How programming environment shapes perception, learning and goals: logo vs. scratch. In Proceedings of the 41st ACM technical symposium on Computer science education (SIGCSE '10). ACM, New York, NY, USA, [7] Amon Millner and Edward Baafi Modkit: blending and extending approachable platforms for creating computer programs and interactive objects. In Proceedings of the 10th International Conference on Interaction Design and Children (IDC '11). ACM, New York, NY, USA, [8] Omar Mubin, Catherine J Stevens, Suleman Shahid, Abdullah Al Mahmud,and Jian-Jie Dong. A review of the applicability of robots in education. Journal of Technology in Education and Learning, 1, 2013 [9] Papert, S. Mindstorms: children, computers, and powerful ideas. New York, NY: Basic Books, [10] Kanjun Qiu, Leah Buechley, Edward Baafi, and Wendy Dubow A curriculum for teaching computer science through computational textiles. In Proceedings of the 12th International Conference on Interaction Design and Children (IDC '13). ACM, New York, NY, USA, 20-27
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