“…Hence, in recent years there have been many studies that have tried to reverse this trend and that have shown good results in terms of changing the image of this discipline and modifying the perception about the type of jobs that computer scientists hold: Workshops to show high school students the way computer scientists work [10], a campaign that distributed a booklet on women in computing to secondary schools [12], LEGO Mindstorms and App Inventor summer camps for high school girls [13,14], summer camps to emphasize possible careers that rely on computer technology [15], and numerous workshops [16,17] and summer camps [18,19] using Scratch programming environment.…”
The growth of employment opportunities in the information technology sector and the shortage of well-trained professionals in this field are a recurring theme in recent years in both Europe and North America. In this sense, research studies that analyse the causes of the reduction of students who are interested in computer science mainly point to young people being unaware of the type of tasks computer scientists perform. Therefore, in order to try to reverse this trend many types of initiatives have been organized seeking to bring the world of computing to children and adolescents. In the same vein, the main objective of the Europe Code Week, an initiative which was held in parallel in 38 countries and in which more than 100,000 people participated, is to show the beauty and fun associated with programming as a means of attracting young people to computer science to get endow the European labour market with well-trained professionals who are required in this field. In this paper, in addition of presenting the goals and most relevant facts of this initiative, its relationship to other similar research work is analysed, the lessons learned after its first two iterations are shared, and suggestions to improve future editions are made, with special focus on improve the possibilities of assess its impact and results more accurately.
“…Hence, in recent years there have been many studies that have tried to reverse this trend and that have shown good results in terms of changing the image of this discipline and modifying the perception about the type of jobs that computer scientists hold: Workshops to show high school students the way computer scientists work [10], a campaign that distributed a booklet on women in computing to secondary schools [12], LEGO Mindstorms and App Inventor summer camps for high school girls [13,14], summer camps to emphasize possible careers that rely on computer technology [15], and numerous workshops [16,17] and summer camps [18,19] using Scratch programming environment.…”
The growth of employment opportunities in the information technology sector and the shortage of well-trained professionals in this field are a recurring theme in recent years in both Europe and North America. In this sense, research studies that analyse the causes of the reduction of students who are interested in computer science mainly point to young people being unaware of the type of tasks computer scientists perform. Therefore, in order to try to reverse this trend many types of initiatives have been organized seeking to bring the world of computing to children and adolescents. In the same vein, the main objective of the Europe Code Week, an initiative which was held in parallel in 38 countries and in which more than 100,000 people participated, is to show the beauty and fun associated with programming as a means of attracting young people to computer science to get endow the European labour market with well-trained professionals who are required in this field. In this paper, in addition of presenting the goals and most relevant facts of this initiative, its relationship to other similar research work is analysed, the lessons learned after its first two iterations are shared, and suggestions to improve future editions are made, with special focus on improve the possibilities of assess its impact and results more accurately.
“…Por otra parte, a nivel de estudios universitarios, los estudios hacen énfasis en factores pedagógicos, en la obtención de logros académicos significativos, así como de los aspectos motivacionales, tanto en estudiantes que inician su carrera en ciencias de la computación como en aquellos que no (ver Tabla VI). A pesar de que MIT AI es un entorno diseñado para el aprendizaje de programación de aplicaciones para móviles, a cualquier edad, sólo tres estudios estuvieron enfocados a evaluar el impacto sobre el éxito académico en el aprendizaje de programación de aplicaciones para móviles [38], [29], [37], a diferencia del resto de estudios, que se enfocaron en el uso de MIT AI para enseñar la lógica y conceptos básicos de programación.…”
MIT App Inventor is a visual block programming environment created for mobile application development by novice programmers, and is widely used around the world for learning programming. This paper describes the literature review conducted by applying search and selection criteria, using specialized search engines, followed by the analysis of the 35 selected studies (experiments and experiences) on the teaching-learning process of programming conducted by teachers from various countries, using App Inventor. The findings indicate a high acceptance in the academic community of App Inventor as an effective tool for motivation and performance of students who are initiated in programming, without distinction in the educational level.
“…Researchers have used App Inventor in summer camps and other outreach activities for K12 students for several years now [1], [2], [3], [4], [5]. App Inventor has also been effectively used for professional development workshops for K12 teachers [6], [7], as well as introductory computing courses at the college level [8], [9], [10].…”
App Inventor is one of the most popular blockbased programming environments. Currently, there are limited instructional resources that guide students to create tangible apps using App Inventor. In this positional statement we make a case for the need for more App Inventor instructional resources related to tangible apps. We also present our proposal to address this need.
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