Given the current focus on teaching computational concepts to all from an early age, combined with the growing trend to empower end users to become producers of technology rather than mere consumers, we consider the issue of "computational notation". Specifically, where the goal is to help individuals develop their understanding of computation and/or use computation in real world settings, we question whether natural language might be a preferred notation to traditional programming languages, given its familiarity and ubiquity. We describe three empirical studies investigating the use of natural language for computation in which we found that although natural language provides support for understanding computational concepts, it introduces additional difficulties when used for coding. We distilled our findings into a set of design guidelines for novice programming environments which consider the ways in which different notations, including natural language, can best support the various activities that comprise programming. These guidelines were embodied in Flip, a bi-modal programming language used in conjunction with the Electron toolset, which allows young people to create their own commercial quality, narrative based role playing games. Two empirical studies on the use of Flip in three different real world contexts considered the extent to which the design guidelines support ease of use and an understanding of computation. The guidelines have potential to be of use both in analysing the use of natural language in existing novice programming environments, and in the design of new ones.
There is a growing use of immersive virtual environments for educational purposes. However, much of this activity is not yet documented in the public domain, or is descriptive rather than analytical. This paper presents a case study in which university students were tasked with building an interactive learning experience using Second Life as a platform. Both problem-based learning and constructionism acted as framing pedagogies for the task, with students working in teams to design and build a learning experience which could potentially meet the needs of a real client in innovative ways which might not be possible in real life. A process account of the experience is provided, which examines how the pedagogies and contexts (real and virtual) influence and enhance each other. The use of a virtual environment, combined with problem-based learning and constructionism, subtly changed the nature of the instructor–student relationship, allowed students to explore ‘problematic problems' in a motivating and relevant manner, provided students with greater ownership over their work, and allowed problems to be set which were flexible, but at the same time allowed for ease of assessment
There is considerable interest in using tangible user interfaces (TUIs) to support teaching children programming, but evidence for the benefits is mixed, and their deployment in school environments presents more challenges than graphical user interfaces (GUIs). This study investigates the effect of GUIs and TUIs on learning outcomes, attitudes toward computing, and reported enjoyment in a computer-programming activity with primary-school students aged 6-7 in Saudi Arabia. Forty-two students engaged in a 45minute learning activity using either a TUI or GUI programming environment. The study used a between-groups design, and quantitative data were collected, including pre-test and post-test results, and ratings on attitudinal and enjoyment surveys. Learning gains were significantly higher for the GUI group than the TUI group. However, post-activity increases in reported attitude toward computing were significantly higher for the TUI group. There was no difference in activity enjoyment scores, which were high for both groups.
CCS CONCEPTS• Human-centered computing ~Empirical studies in HCI • Applied computing ~Interactive learning environments • Social and professional topics~K-12 education
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.