Aim/Purpose: When learning to program, both text-based and visual-based input methods are common. However, it is unclear which method is more appropriate for first-time learners (first learners). Background: The differences in the learning effect between text-based and visual-based input methods for first learners are compared the using a questionnaire and problems to assess first learners’ understanding of programming. In addition, we study the benefits and feasibility of both methods. Methodology: In this research, we used the sandbox game Minecraft and the extended function ComputerCraftEdu (CCEdu). CCEdu provides a Lua programming environments for the two (text and visual) methods inside Minecraft. We conducted a lecture course on both methods for first learners in Japan ranging in age from 6 to about 15 years old. The lecture taught the basics and concepts of programming. Furthermore, we implemented a questionnaire about the attitude of programming before and after the lecture. Contribution: This research is more than a comparison between the visual method and the text method. It compares visual input and text input methods in the same environment. It clearly shows the difference between the programming learning effects of visual input and text input for first learners. In addition, it shows the more suitable input method for introductory education of first learners in programming learning. Findings: The following results are revealed: (1) The visual input method induces a larger change in attitude toward programming; (2) The number of operations and input quantity influence both groups; (3) The overall results suggest that a visual input is advantageous in a programming implementation environment for first learners. Impact on Society: A visual input method is better suited for first learners as it improves the attitude toward programming. Future Research: In the future, we plan to collect and analyze additional data as well as elucidate the correlation between attitudes and understanding of programming.
In evaluating the learning achievement of programming-thinking skills, the method of using a rubric that describes evaluation items and evaluation stages is widely employed. However, few studies have evaluated the reliability, validity, and consistency of the rubrics themselves. In this study, we introduced a statistical method for evaluating the characteristics of rubrics using the goal question metric (GQM) method. Furthermore, we proposed a method for measuring four evaluation results and characteristics obtained from rubrics developed using this statistical method. Moreover, we showed and confirmed the consistency and validity of the statistical method using the GQM method of the resulting developed rubrics. We show how to verify the consistency and validity of the rubric using the GQM method.
To guide practitioners and researchers to design and research Machine Learning (ML) system development processes, we conduct a preliminary literature review on ML system development practices. We identified seven papers and two other papers determined in an ad-hoc review. Our findings include emphasized phases in ML system developments, frequently described ML-specific practices, and tailored traditional practices.
The Computer Science industry suffers from a vivid gender gap. To understand this gap, Computational Thinking skills in Computer Science education are analyzed by binary gender roles using block-based programming languages such as Scratch since they are intuitive for beginners. Platforms such as Dr. Scratch, aid learners in improving their coding skills by earning a Computational Thinking score while supporting effective assessments of students' projects and fostering basic computer programming. Although previous studies have examined gender differences using Scratch programs, few have analyzed the Scratch project type's impact on the evaluation process when comparing genders. Herein, the influence of project type is analyzed using instances of 124 (62 male, 62 female) projects on the Scratch website. Initially, projects were categorized based on the user's gender and project type. Hypothetical testing of each case shows that the scoring system has a bias based on the project type. As gender differences appear by project type, the project type may significantly affect the gender gap in Computational Thinking scores. This study demonstrates the importance of incorporating the project type's effect into the Scratch projects' evaluation process when assessing gender differences.
1 January 2020 in Journal of Information Technology Education: Innovations in Practice
Aim/Purpose: Although many computer science measures have been proposed, visualizing individual students’ capabilities is difficult, as those measures often rely on specific tools and methods or are not graded. To solve these problems, we propose a rubric for measuring and visualizing the effects of learning computer programming for elementary school students enrolled in computer science education (CSE), which is independent of the programming language being used. Background: In this research, we proposed a rubric based on existing CSE standards and criteria having a programming education-learning goal. We then applied this rubric to actual lessons to visualize the educational effects. Methodology: The proposed new rubric for teaching computer programming, based on existing standards and criteria, was applied to fourth- and sixth-grade students in Japan. We assessed which skills were cultivated through quizzes before and after the teaching. Contribution: This paper contributes on how to make and utilize a rubric for programming education in computer science. We evaluated and visualized the proposed rubric’s learning effects on children and found that our proposed rubrics are independent of any particular method or tool. Findings: The results of this survey are twofold: (1) we proposed a rubric of programming education in computer science, independent of the programming tools used and (2) we succeeded in visualizing students’ learning stages by applying the proposed rubric to programming education conducted in a Japanese elementary school. Recommendations for Practitioners: Evaluating educational effects in CSE is important. In particular, graded assessments of learner abilities can reveal individual characteristics. This research is useful for assessing CSE because it focuses specifically on programming education. Recommendation for Researchers: The rubric’s suggestions and quality improvements in CSE help learners assess their learning progress and will clarify the cultivated computer science skills. Impact on Society: This research evaluates CSE based on a rubric in the programming education field. Future Research: Future work is needed to improve the proposed rubric’s quality and relevance. Also, this rubric should be applied to many classes to increase the number of evaluations and analyses.
1 January 2024 in Journal of Information Processing
Visual programming languages are popular because they can be learned at an early age. Unlike text-based languages, they do not require linguistic knowledge. Visual programming languages are diverse and include block programming, flow programming, AR-based programming, and robot-based programming. Scratch and Viscuit are common visual programming tools. Because effective learning methods for these languages have yet to be clarified, we proposed a method and evaluated its learning effectiveness using Chuggington Programming, which is a visual programming game application. Although the questionnaire responses for five workshops at educational institutions were positive, quiz results for one- to two-hour workshops did not show significant differences based on Wilcoxon's signed rank test. Herein we focus on complexity in visual programming to assess the feasibility of a new evaluation method similar to a text-based evaluation method using turtle graphics. We compare traditional text-based evaluation methods such as Cyclomatic Complexity, Halstead Complexity, etc. with turtle graphics. Then we examine the relationship between data for student performance in the workshop and the complexity level. The solution time and complexity are positively correlated, while the percentage of correct responses and complexity are negatively correlated, validating the complexity has potential as an effective learning measure.