teaching basic programming concepts to young primary...

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DOI: 10.4018/IJMBL.2018010103 International Journal of Mobile and Blended Learning Volume 10 • Issue 1 • January-March 2018 Copyright©2018,IGIGlobal.CopyingordistributinginprintorelectronicformswithoutwrittenpermissionofIGIGlobalisprohibited. 34 Teaching Basic Programming Concepts to Young Primary School Students Using Tablets: Results of a Pilot Project Emmanuel Fokides, University of the Aegean, Greece ABSTRACT Thestudypresentstheresultsofaprojectinwhichtabletsandaready-madeapplicationwereused forteachingbasicprogrammingconceptstoyoungprimaryschoolstudents(ages7-9).Atotalof 135studentsparticipatedinthestudy,attendingprimaryschoolsinAthens,Greece,dividedinto threegroups.Thefirstwastaughtconventionally.Thesecondwastaughtusingaboardgame,while the third was taught using tablets and an application. Students’ performance was assessed using evaluationsheets.Dataanalysesrevealedthatstudentsinthetablets/applicationgroupoutperformed studentsintheothertwogroupsinthreeoutoffourtests.Noagedifferenceswerenoted.Students’ viewsregardingtheapplicationwerehighlypositive.Thelearningoutcomescanbeattributedtothe combinationoftheapplication’sgame-likefeaturesandtothetablets’easeofuse.Onthebasisofthe results,educators,aswellaspolicymakers,canconsidertheuseoftabletsandmobileapplications forteachingbasicprogrammingconceptstoyoungprimaryschoolstudents. KeYwoRdS Apps, Board Game, Kodable, Primary School, Programming Concepts, Tablets INTRodUCTIoN Constanttechnologicaldevelopmentshavebroughtsignificantchangesinallaspectsofourlives, educationincluded.Thisfactputseducationalsystemsunderpressure;theyhavetochangeinorderto meettheneedsforinstructionandtrainingintheInformationera.However,wearepastthestagein whichthegoal-withregardtoICT-wasstudentstobecomeadeptusersofdevicesandapplications. Nowadays,thegoalisforstudentstobeabletodesignandcreatecontentusingtechnology(OECD, 2015).Inaway,thisneedisrelatedtotheacquisitionofcomputerprogrammingskills(Resnicket al.,2009). Thebenefitsstudentshavewhentheylearnhowtoprogramwerenotedsincetheearlydaysof theintegrationofcomputersineducation(Papert,1980).Ithelpsthemtodeveloptheiranalyticaland syntheticthinking,fosterstheirskillsindesigningandsolvingalgorithms,andhasapositiveimpact ontheircreativityandimagination(Fessakis,Gouli,&Mavroudi,2013;Liu,Cheng,&Huang,2011). TheteachingofbasicprogrammingconceptsisincludedintotheGreekprimaryschool’scurriculum, in the last two grades. Alas, the content is poor, outdated, not well organized, and students face problems(Papadakis,Orfanakis,Kalogiannakis,&Zaranis,2014).Ontheotherhand,researchers suggestthattheteachingofprogrammingshouldhavegame-likecharacteristics,sothatthewhole

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Page 1: Teaching Basic Programming Concepts to Young Primary ...opensimserver.aegean.gr/publications/2018_paper_EN_Fokides_Prog… · applicationsformobiledevicesandthatthisisafieldwhereacademiaandindustrymustclosely

DOI: 10.4018/IJMBL.2018010103

International Journal of Mobile and Blended LearningVolume 10 • Issue 1 • January-March 2018

Copyright©2018,IGIGlobal.CopyingordistributinginprintorelectronicformswithoutwrittenpermissionofIGIGlobalisprohibited.

34

Teaching Basic Programming Concepts to Young Primary School Students Using Tablets:Results of a Pilot ProjectEmmanuel Fokides, University of the Aegean, Greece

ABSTRACT

Thestudypresentstheresultsofaprojectinwhichtabletsandaready-madeapplicationwereusedforteachingbasicprogrammingconceptstoyoungprimaryschoolstudents(ages7-9).Atotalof135studentsparticipatedinthestudy,attendingprimaryschoolsinAthens,Greece,dividedintothreegroups.Thefirstwastaughtconventionally.Thesecondwastaughtusingaboardgame,whilethe thirdwas taughtusing tabletsandanapplication.Students’performancewasassessedusingevaluationsheets.Dataanalysesrevealedthatstudentsinthetablets/applicationgroupoutperformedstudentsintheothertwogroupsinthreeoutoffourtests.Noagedifferenceswerenoted.Students’viewsregardingtheapplicationwerehighlypositive.Thelearningoutcomescanbeattributedtothecombinationoftheapplication’sgame-likefeaturesandtothetablets’easeofuse.Onthebasisoftheresults,educators,aswellaspolicymakers,canconsidertheuseoftabletsandmobileapplicationsforteachingbasicprogrammingconceptstoyoungprimaryschoolstudents.

KeYwoRdSApps, Board Game, Kodable, Primary School, Programming Concepts, Tablets

INTRodUCTIoN

Constanttechnologicaldevelopmentshavebroughtsignificantchangesinallaspectsofourlives,educationincluded.Thisfactputseducationalsystemsunderpressure;theyhavetochangeinordertomeettheneedsforinstructionandtrainingintheInformationera.However,wearepastthestageinwhichthegoal-withregardtoICT-wasstudentstobecomeadeptusersofdevicesandapplications.Nowadays,thegoalisforstudentstobeabletodesignandcreatecontentusingtechnology(OECD,2015).Inaway,thisneedisrelatedtotheacquisitionofcomputerprogrammingskills(Resnicketal.,2009).

Thebenefitsstudentshavewhentheylearnhowtoprogramwerenotedsincetheearlydaysoftheintegrationofcomputersineducation(Papert,1980).Ithelpsthemtodeveloptheiranalyticalandsyntheticthinking,fosterstheirskillsindesigningandsolvingalgorithms,andhasapositiveimpactontheircreativityandimagination(Fessakis,Gouli,&Mavroudi,2013;Liu,Cheng,&Huang,2011).TheteachingofbasicprogrammingconceptsisincludedintotheGreekprimaryschool’scurriculum,in the last twogrades.Alas, thecontent ispoor,outdated,notwellorganized,andstudents faceproblems(Papadakis,Orfanakis,Kalogiannakis,&Zaranis,2014).Ontheotherhand,researcherssuggestthattheteachingofprogrammingshouldhavegame-likecharacteristics,sothatthewhole

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processbecomesanenjoyableexperience(e.g.,Margulieux,Guzdial,&Catrambone,2012)andthatitshouldstartasearlyaspossible(Kalelioğlu,2015).

In recentyears, theuseof smartphones and tablets and their applicationshas exponentiallyincreased; people of all ages (adolescents included) routinely use them. These mobile devices,becauseoftheirspecificcharacteristics(e.g.,lowcost,portability,andconnectivity),canbecomeavaluableeducationaltool.Consequently, theireducationalusesarethesubjectofanincreasingnumberofstudiesandtherelevantliteratureisbecomingmoreandmoreextensive(e.g.,Goodwin,2012;Henderson,2012).

Aboutayearago,ateamattheDepartmentofPrimarySchoolEducation,attheUniversityoftheAegean, laid thegroundworkfor the research initiativeEmergingTechnologies inEducation(ETiE).Itsmainpurposeistostudytheeducationalpotentialofavarietyofemergingtechnologies(e.g.,tablets,virtualandaugmentedreality,3Dprinters,anddrones)inasmanyaspossibleprimaryand juniorhigh school’sgrades and subjects.Taking into account that: (a) there is theneed formoreinnovativemethodsforteachingprogrammingconceptsand(b)thatmobiledeviceshaveaninterestingeducationalpotential, itwasquitelogicaltowonderwhethertablets-orothermobiledevicesforthatmatter-canbeusedforteachingprogrammingconceptstoprimaryschoolstudents.InthecontextofETiE,apilotprojectwasdesignedandimplementedinordertostudyexactlythis.Themainresearchobjectivewastoexaminewhatthelearningoutcomesmightbeafterteachingprogrammingconceptsinaplayfulwayusingtablets.Moreover,itwasconsideredasaninterestingendeavortohaveasatargetgroupveryyoungstudents(7-9-year-olds),deviatingfromthedirectivesoftheGreekcurriculum.Therationale,methodology,andtheresultsofthisinterventionarepresentedandanalyzedinthecomingsections.

PRoGRAMMING AS A TeACHING SUBJeCT IN PRIMARY SCHooL

Whilethereisnocommonconsensusregardingthedefinitionofprogramming,itcanbeviewedasthecreativeprocessofinstructingacomputeronhowtoperformatask(Blackwell,2002).Theinstructions/commandsforexecutingthistaskhavetobewrittenina(programming)languagethatcanbeunderstoodbythecomputer.Theexistingliteraturesuggestsmultiplebenefitsforstudentswhentheylearnhowtoprogram.Besideslearningfundamentalprogrammingconcepts(Zhang,Liu,OrdóñezdePablos,&She,2014), theydevelopapositiveattitudetowardlearningcomputingingeneral(Fessakisetal.,2013;Keren&Fridin,2014).Abetterunderstandingofmathematicalconceptsandimprovementoftheirsocialskills(Fessakisetal.,2013),improvementoftheirproblem-solvingskills(Akcaoglu&Koehler,2014),aswellasanimpactontheircreativityandimagination(Liuetal.,2011),werealsonoted.Likewise,whenstudentsperformwellinprogramming,theytendtousemoremeta-cognitivemanagementstrategies(Bergin,Reilly,&Traynor,2005).Ontheotherhand,theteachingofthissubjectisnotaneasytaskandstudentsdofaceproblems.Theirpoorunderstandingofhowprogramsareexecuted(Pea,1986),andoftherules,logic,andsyntaxoftheprogramminglanguages(Kristi,2003),aremajorproblems.Inaddition,someconcepts,forexample,variables,arenoteasytograsp(Pane&Myers,1996).Forchildren,thelackoflogicalreasoningandtheiras-yetundevelopedalgorithmicandcriticalthinking,arethemainreasonsfortheaboveissues(Robins,Rountree,&Rountree,2003).

There is a variety of instructional tools and techniques for teaching programming, rangingfromdraganddropapplicationstoprogrammingrobots.Forexample,Alice,a3Dprogrammingenvironment,helpedstudentstolearnfundamentalprogrammingconcepts(Zhangetal.,2014);robotprogrammingimprovedtheirgeometricthinkingandmetacognitivetasks(Keren&Fridin,2014);gamedevelopment - throughprogramming - supported their understandingof computer scienceconcepts(Denner,Werner,&Ortiz,2012).Researchhasshownthatstudentspreferdrag-and-dropapplications,visualpresentations,verbalexplanations,discoveringthingsontheirown,andtrialanderrorpractices(Liuetal.,2011;Zhangetal.,2014).

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One of the most well-known applications for teaching programming to children is Scratch(https://scratch.mit.edu/).Thereisanextensiveliteratureonitseffectiveness.Forexample,Flannery,Silverman,Bers,Bonta,andResnick(2013)foundthatitsusehelpedstudentstodeveloptheirabilitytosolveproblemsandhadanimpactontheircreativity,self-expression,andtheirnarrativeability.Armoni,Meerbaum-Salant,andBen-Ari(2015)foundthatScratchhelpedstudentstoimprovetheirunderstandingofcomplexprogrammingconcepts, indesigningalgorithmsforsolvingproblems,andinunderstandingprogrammingprinciplesinashorttime,comparedtoothermethods.Finally,Wilson,Hainey,andConnolly(2012)notedthattheeffectivenessofScratchisduetoitsgame-likenature,afeaturewhichwasalsoconsideredasimportantbythepreviouslymentionedresearchers.

Inmanycountriesandacrossalllevelsofeducation,thecurriculumincludestheteachingofprogrammingconcepts(e.g.,Grgurina,Barendsen,Zwaneveld,vanVeen,&Stoker,2014;Grout&Houlden,2014).Also,worldwideefforts,suchasTheHourofCode(https://hourofcode.com/)trytodemystifycodingandtoshowthatanybodycanlearnthebasicsofprogramming.ComingtotheGreekprimaryschools,programmingconceptsaretaughtonlytothelasttwogrades(ages10-12)as(arathersmall)partofthecomputingcurriculum,which,inturn,istaughtjustforonehoureachweek.Theobjectivesareforstudentstounderstandalgorithmsandvariablesandtobeabletosolveprogramming problems using Logo-like applications. One can easily understand that the aboveobjectivescannotbeachievedwithsuchaminimaltimeallocation(Grigoriadou,Gogoulou,&Gouli,2002)and,quitelogically,studentsfaceproblems(Papadakisetal.,2014).

TABLeTS IN edUCATIoN

Mobile devices, such as tablets and smartphones, enable users to have unparalleled access tocommunication and information, due to their increased affordability and functionality. In aneducationalcontext,theycanbeusedinavarietyofteachingandlearningsituationsandforalmostallteaching/learningsubjects(Goodwin,2012;Smith,Kukulska-Hulme,&Page,2012).Thetermthataptlydescribes theeducationalusesof thesedevices ismobile learning(Shuler,Winters,&West,2012),whichreferstoallformsoflearningthattakeplacethroughthemediationofamobiledevice(Quinn,2011).Sincethemobiledevicescanbeusedvirtuallyeverywhereandanytime,theycanfacilitatebothformalandinformallearning(Seipold&Pachler,2011),leadingtowhathasbeentermed“ubiquitous”or“seamless”learning(van’tHooft,2013;Wong,2012).

Because,comparedtocomputers,mobiledevicescanfiteasilyintothedailyteachingpractices,they motivate students and increase their independence (Goodwin, 2012). Also, students feelmoreconfidentintheirITskills,astheyconsiderthemeasytohandle(Heinrich,2012).Increasedcollaborationamongstudents(Kearney,Schuck,Burden,&Aubusson,2012),morecreativework,developmentofITskills(Karsenti&Fievez,2013),andamorepersonalizedlearningexperience(Vavoyla&Karagiannidis,2005)werenoted.Thedevelopmentofmetacognitiveskillswasalsoacknowledged(Kearney,Schuck,Burden,&Aubusson,2012).Also,mobiledevicesgivestudentstheopportunitytoconstantlyassessandreflectontheirlearningprogress(West,2013).

However,thesuccessfulintegrationofmobiledevicesrequireschangestoeducationinorderforthesedevicestobeusedinmeaningfulways(van’tHooft,2013).Provisionshouldbemadeforstudentstofamiliarizethemselveswiththedevices’featuresandfunctions,learnhowtomanagetheirapplications,howtosharecontentandforunderstandinghowandwhenthesedevicescansupportthelearningprocess(Henderson&Yeow,2012).

Comingtotablets,althoughtheireducationalimpactisstilllargelyunknown,muchoftheexistingresearchreplicatesthefindingsfromstudiesonothermobiledevices(Dhir,Gahwaji,&Nyman,2013).Thenagain,itcanbearguedthattabletshavecertainadvantagesoverothermobiledevices(e.g.,largerscreens,greaterprocessingandbatterypower).Onthenegativeside,childrenencountersomedifficultiesinhandlingthem,mainlywhentheyhavetoinputlargepiecesoftext.Duringteamwork,thesimultaneoususeofatabletisalsoproblematic(Henderson&Yeow,2012).Researchhasalso

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pointedoutthattabletsmaybeasourceofdistractionforstudentsbecause,duringlessons,theytendtousethemfornon-educationalpurposes(Kinash,Brand,&Mathew,2012).

Tabletsarenoteducationaltoolsperse;suitableinteractivelearningcontentisneededtorenderthemassuch.Researchersstressthatcurrentlythereareonlyafewstudiesontheimpactofeducationalapplicationsformobiledevicesandthatthisisafieldwhereacademiaandindustrymustcloselycollaborate(Shuleretal.2012).

Anumberof learning theoriesprovide thenecessary framework for theeducationalusesoftabletsandtheirapplications:

• Constructivism.Accordingtothistheory,learnersbuildpersonalinterpretationsoftheworldbasedontheirexperiencesandinteractions,knowledgehastobeembeddedinthesituationinwhichitisused,effectiveuseofknowledgecomesfromengagingthelearnerinreal-worldsituations,andknowledgeisvalidatedthroughsocialnegotiation(Ertmer&Newby,2013).

• Dualcodingtheory,whichpostulatesthatstudents’learningisadvancedwhenbothvisualandverbalinformationisusedforpresentingthelearningmaterial(Clark&Paivio,1991).

• Game-basedlearningwasalsousedasatheoreticalframeworkinstudies(e.g.,Wojciechowski&Cellary,2013).

Despitetheadvantagesthattabletshavetoofferineducation,theiruseinGreekpublicprimaryschools is still marginal, if non-existent. Other than a handful of research efforts (e.g., Fokides&Atsikpasi,2016;Papadakis,Kalogiannakis,&Zaranis,2016),nostepshavebeentakenbytheauthoritiestoofficiallyintroducetheminprimaryorsecondaryeducation.

MeTHod

Giventhattabletswereconsideredaninterestingtoolforteachingprogramming,inaplayfulway,toprimaryschoolstudents,apilotprojectwasdesignedandimplementedforexaminingwhatmightbethelearningoutcomesofsuchanendeavor.Aquasi-experimentaldesign,withoneexperimentalandtwocontrolgroups,waschosenbecausedataforintactclassroomgroupswasanalyzedfortheirdifferencesintestscores,aswillbefurtherelaboratedinthecomingsections.

Research HypothesesOnthebasisoftheabove,thefollowingresearchhypotheseswereformed:(a)thelearningoutcomeswhen teaching programming concepts to young primary school students using tablets and anapplicationcomparefavorablytootherconventionalteachingmethods,and(b)studentsformpositiveattitudesandperceptionsregardingtheuseoftabletsaspartoftheirlearning.

ParticipantsItwasdecidedthatthetargetgroupshouldbeveryyoungprimaryschoolstudents(ages7-9,secondand third grades), in an attempt to explore the possibility of teaching programming to youngeragesthantheGreekcurriculumdictates.Anemailinvitationtoparticipateinthestudywasissued,addressedtoprimaryschoolsinAthens,Greece.Mostoftheschoolsthatrespondedaffirmativelytotheinvitationhadtobeexcludedbecausetheirsecondandthird-gradeclasseshadtoofewstudents.Schoolswerealsoexcludedbecausetheyweretoofarapartorbecausetheywereprivateschoolsand,consequently,thesamplewouldnotbehomogeneousintermsofthesocio-economicstatusofstudents.Asaresult,threeneighboringpublicschoolswereselectedtoparticipateintheprojectand,toeach,aninstructionalmethod(describedintheResearchdesignsection)wasrandomlyassigned.Thus,theinitialsampleofthestudyconsistedof142students.Priortothebeginningoftheproject,students’parentswerebriefedabouttheproject,itsmethodology,andobjectives.Theirwrittenconsent

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fortheirchildren’sparticipationwasobtained.Theprojectlastedforabouttwomonths(itwasnotimplementedsimultaneouslyinallschools),fromlateSeptembertolateNovember2016.

Materials, Selection of the ApplicationItwasdecidedtoteachsequences,conditions(if/then)andloops,whichareverybasicand,atthesametime,veryimportantprogrammingconcepts.Anextensivesearchforapplicationsforteachingtheaboveconceptsusingtabletsrevealedthat,whilethereareseveralofthem,veryfewareavailableinGreek,compatiblewithETiE’stablets,freeofcharge,andsuitableforveryyoungstudents.Itwasalsofoundthatsomeapplicationscomewithdetailedlessonplans,learning/teachingmaterial,andin-classroomactivities,featureswhichwereconsideredcrucialfortheimplementationoftheproject. Eventually, SurfScore’s Kodable (https://www.kodable.com/) was chosen, that met thefollowingcriteria:(a)simpletouse,(b)game-likefeatures,(c)completesetsoflessonplansandteachingmaterial,and(d)manylevelsforpracticingtheuseoftheprogrammingconcepts.Althoughitisnottotallyfreeofcharge,theconceptsthatwereselectedforthepilotprogramdidnothavethislimitation.Also,althoughitisinEnglish,theinterfaceandthewholephilosophyoftheapplicationissuchthatitisveryeasyfortheusertounderstandwhathe/shehastodo,renderingtheknowledgeofEnglishunnecessary.

InKodable,theuserguidestheapplication’scharacterthroughlabyrinthinelevels,collectingasmanycoinsaspossible.Eachleveliscompletedwhenthecharacterreachestheexit(Figure1).Theguidanceisdonebyusingtheavailablecommands(toprightcornerofthescreen)asmanytimesastheuserwants.Thecommandsareplacedbydragginganddroppingthematthetopleft,wherethereisalimitednumberofemptyspaces,suggestingthattheprogrammustbecompletedusingalimitednumberofcommands.Aftercompletingthesyntaxofthecommands,theuserexecutestheprogramandseestheresults.Incaseofanerror,he/shecanredotheprogramming.Thelevelsareofescalatingdifficulty(e.g.,morecomplexpaths,feweravailablecommands),thereisnosinglecorrectsolutiontoeachlevel,andtheonlyincentiveisthecollectionofcoinsfor“unlocking”newcharacters.

Ithastobenotedthatforthepurposesofthestudy,Kodable’slessonsplansandactivities(availableathttps://www.kodable.com/curriculum)weretranslatedandadaptedintoGreek.

Research designTheliteraturesuggeststhatinordertofacilitatetheunderstandingofprogrammingconcepts,studentsshouldbeassisted tomake theconnectionbetweenprogrammingconceptsandeverydaylife,byprovidingexamplesofhowtheformercanbeappliedtothelatter(Falkner,Vivian,&Falkner,2015;Kafai&Burke,2013).Thus,atthebeginningofeachsession,teachersmadeashortintroductionabouttheprogrammingconceptthattheywereabouttoteach,drawingexamplesfromstudents’everydaylives.Next, studentsworked, inpairs,with the tablets, resolving the levelsof thecorrespondingconcept.Studentswerefreetoworkattheirownpace,discussandcollaborate.In-classroomactivitiesfollowedwhich,inmostcases,requiredteamworkandincludedworksheetsandgames.Eachsessionlastedfortwoteachinghoursandeachprogrammingconceptrequiredtwosessions.Thus,thetotaldurationoftheproject,foreachgrade,wastwelveteachinghours(2teachinghoursX2sessionsX3programmingconcepts).

Forexaminingthesignificanceoftheproject’sresults,twomoregroupsofstudentswereformed.Thefirstoneusedboardgamesinsteadoftablets.Thismethodhasbeenusedbyotherresearcherswithnoteworthyresults(e.g.,Mavridis,Siribianou,&Alexogiannopoulou,2015).EachboardgamewasaprintedandenlargedKodablelevel.Thesamewasdoneforthecharacters,thearrows(sequences),coloredsquares(conditions),andforalltheotherelementsincludedintheapplication.Thestudents,workinginpairs,placedthevariouselements/commandsontheboardandtheteacher“executed”the“program”determiningifit“worked”properly.Thein-classroomactivities,aswellasthewaystudentsworked,werethesameas in thetabletgroup.Thesecondgroupofstudentswastaughtconventionally,usingnotesinsteadoftabletsorboardgames.Forcompatibilityreasons,thesenotes

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followedKodable’sphilosophyandwayofpresentingthelearningmaterial(usinglevels,symbolstorepresentcommands,etc.).Onceagain,studentsworkedinpairs.Thein-classroomactivitieswerealsothesameasinthepreviousgroups.

Asaresult,threegroupsofstudentsweretaughtthesameprogrammingconcepts,usingthesameteachingmethodandactivities.Theironlydifferencewasthecontentdeliverymethod(tablets/application, board games, and notes). Finally, in one two-hour session, students of the tablets/applicationgroupexploredtheaffordancesandconstraintsofthesedevices(withoutusingKodable)inordertoproactivelyfacedifficultieswhileusingthem.

InstrumentsImmediatelyfollowingtheendoftheteachingofaprogrammingconcept,studentscompletedanevaluationsheet/test (three in total).Eachtestconsistedof threedistinctparts.Thefirstonehadmultiplechoice,fill-in-the-blanks,andright-wrongquestions.Ineachtest,therewereatleastsixquestionsof thiskind.In thesecondpart, inorder toexamine ifstudentswereable tomaketheconnectionbetweentheprogrammingconceptsandeverydaylife,theywereinstructedtotranscribe,usingprogrammingtermsandconcepts,everydaylifeactivities.Forexample,theyweregiventherecipeformakingapizzaandtheyhadtotranscribeitasasequenceofsteps/events.Asanexampleofhandlingconditions,thefollowingexercisewasincluded:“Theheadmastersaidthattomorrowiftheweatherisnice,wewillgoonafieldtrip.Wewillvisitamuseum,play,eatlunch,andthenwewillreturnback.Iftheweatherisnotgood,wewillstayatschooldoourlessonsandplayduringbreaks.But,ifitrains,wewillstayindoorsallday.Describetheaboveusingtheprogrammingtermsandconceptsthatyouhavelearned.”Ineachevaluationsheet,therewereuptofoursuchexercises.

Figure 1. A Kodable’s indicative level Note: The arrows (top right corner) indicate a sequence and the colored squares a condition.

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ThethirdpartfollowedKodable’sphilosophyandpresentationlayout.Studentswerepresentedwithalevelandtheyhadeithertocompletethemissingcommandsortocheckwhetherthesolutionwascorrect(identifyinganyerrors).Abouthalfofthequestionswereofthistype.

Also,aboutamonthaftertheendoftheproject,studentscompletedadelayedpost-testwhichhadthesamestructureastheevaluationsheetsbutincludedalltheprogrammingconceptsthattheyweretaught.Theyalsocompletedashortquestionnairefortheevaluationoftheirexperiencesandviewsregardingtheuseoftablets/application(fifteenLikert-typeandopen-endedquestions).Ithastobenotedthatapre-testwasnotusedsincestudentswerenotpreviouslytaughtanythingrelatedtoprogrammingandtherefore,itwasassumedthattheyhadnopriorknowledgeonthissubject.Theevaluationsheetsanddelayedpost-testswerethesameinallgroups.

ReSULTS

Anumberofstudentshadtobeexcludedfromthestudybecausetheywereabsentformorethanonesession.Thefinalsamplesizewas135students,dividedintothreegroups(conventional-Group0,boardgame-Group1,andtablets-Group2)andintotwosub-groups(secondandthird-gradestudents).Fortheanalysisoftheresults,scoresonthebasisofthenumberofcorrectanswersineachevaluationsheetwerecomputed.MeanscorespergroupofparticipantsandpertestarepresentedinTable1.

One-wayANOVAtestsweretobeconductedtocomparethescoresofthethreegroupsinalltests,inordertodetermineiftheyhadanysignificantdifferences.Priortoconductingthesetests,itwascheckedwhethertheassumptionsofANOVAtestingwereviolated.Itwasfoundthat:(a)allsub-groupshadthesamenumberofparticipants,(b)therewerenooutliers,(c)thedatawerenormallydistributedinalltests,and(d)thehomogeneityofvariancewasviolatedintwotests,asassessedbyLevene’stestofhomogeneityofvariance.InthecaseswhereallassumptionsforANOVAtestingweremet,thisanalysiswasconducted.Inthecaseswheretheassumptionofthehomogeneityofvariancewasviolated,theBrown-Forsythetest(1974)wasconducted,whichisrobustincasesofheteroscedasticity.Theanalysesshowedthattheteachingmethodhadasignificanteffectonthescoresinalltests,aspresentedinTable2.

Post-hoc comparisons were conducted using the Tuckey HSD test on all possible pairwisecontrastsinalltestsexcepttheoneswherethehomogeneityofvariancewasviolated.Tothose,theGames-Howelltest(1976)wasconducted.Itwasfoundthat:

• ES1,2ndgrade.ThemeantotalscoreforGroup2(M=17.88,SD=1.34)wassignificantlyhigher(p<.001)thanthatofGroup1(M=15.35,SD=1.85),whilebothweresignificantlyhigherthanthatofGroup0(M=12.48,SD=2.42)(p<.001inbothcases).

Table 1. Means and standard deviations on all evaluation sheets

Test Group0 (N = 45) Group1 (N = 45) Group2 (N = 45)

2nd grade(N = 23)

3rd grade(N =22)

2nd grade(N = 23)

3rd grade(N =22)

2nd grade(N = 23)

3rd grade(N =22)

M SD M SD M SD M SD M SD M SD

ES1(21) 12.48 2.42 13.05 1.88 15.35 1.85 15.18 1.59 17.88 1.34 18.25 1.68

ES2(20) 6.54 1.68 7.15 1.55 9.85 1.48 10.18 1.35 10.56 1.57 10.82 1.36

ES3(20) 9.56 1.52 10.55 1.69 11.38 2.12 11.84 1.45 13.46 1.70 14.05 1.85

Delayedpost-test(22) 10.13 2.45 11.08 2.18 13.58 2.91 14.01 2.57 16.85 2.17 17.15 2.28

Notes. Maximum scores for each test are reported in parenthesis. ES1 = evaluation sheet sequences, ES2 = evaluation sheet conditions, ES3 = evalu-ation sheet loops

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• ES1,3rdgrade.ThemeantotalscoreforGroup2(M=18.25,SD=1.68)wassignificantlyhigher(p<.001)thanthatofGroup1(M=15.18,SD=1.59),whilebothweresignificantlyhigherthanthatofGroup0(M=13.05,SD=1.88)(p<.001inbothcases).

• ES2,2ndgrade.ThemeantotalscoreforGroup2(M=10.56,SD=1.57)wasnotsignificantlyhigher(p=.286)thanthatofGroup1(M=9.85,SD=1.48),whilebothweresignificantlyhigherthanthatofGroup0(M=6.54,SD=1.68)(p<.001inbothcases).

• ES2,3rdgrade.ThemeantotalscoreforGroup2(M=10.82,SD=1.36)wasnotsignificantlyhigher(p=.302)thanthatofGroup1(M=10.18,SD=1.35),whilebothweresignificantlyhigherthanthatofGroup0(M=7.15,SD=1.55)(p<.001inbothcases).

• ES3,2ndgrade.ThemeantotalscoreforGroup2(M=13.46,SD=1.70)wassignificantlyhigher(p<.001)thanthatofGroup1(M=11.38,SD=2.2),whilebothweresignificantlyhigherthanthatofGroup0(M=9.56,SD=1.52)(p=.003andp<.001respectively).

• ES3,3rdgrade.ThemeantotalscoreforGroup2(M=14.05,SD=1.85)wassignificantlyhigher(p<.001)thanthatofGroup1(M=11.84,SD=1.45),whilebothweresignificantlyhigherthanthatofGroup0(M=10.55,SD=1.69)(p=.034andp<.001respectively).

• Delayedpost-test,2ndgrade.Themean total score forGroup2(M=16.85,SD=2.17)wassignificantlyhigher(p<.001)thanthatofGroup1(M=13.58,SD=2.91),whilebothweresignificantlyhigherthanthatofGroup0(M=10.13,SD=2.45)(p<.001inbothcases).

• Delayedpost-test,3rdgrade.Themean total score forGroup2 (M=17.15,SD=2.28)wassignificantlyhigher(p<.001)thanthatofGroup1(M=14.01,SD=2.57),whilebothweresignificantlyhigherthanthatofGroup0(M=11.08,SD=2.18)(p<.001inbothcases).

Takentogether,theseresultssuggestthatstudentswhousedthetablets/applicationoutperformedstudentsintheothertwogroupsinthreeoutoffourtests,includingthedelayedpost-test.Thus,thefirstresearchhypothesiswasconfirmed.Ontheotherhand,inES2(conditions),theresultsofGroup2andGroup1werenotstatisticallysignificantlydifferent,althoughbothoutperformedstudentsinGroup0.Ithastobenotedthat,inthistest,themeanscoresofallgroupsweresignificantlylowercomparedtoothertests(Table1).Indeed,bytakingacloserlookatthistest,itwasfoundthatmoststudents(inallgroups)failedtotranscribe,usingprogrammingtermsandconcepts,everydaylifeactivitiesandalsofailedtocompletethemissingcommandsortocheckwhetherthesolutiongiventothemwascorrect.Veryfewstudents(34out135)managedtocompletetheexerciseswherenested‘if’statementsshouldhavebeenused(foranexampleofsuchexerciseseesection“Researchrationaleandmethodology”).Thisfindingwillbefurtherelaboratedinthecomingsection.

The data were also analyzed in relation to students’ ages. Since the number of second andthird-gradestudentswasalmostthesame(N=23andN=22respectively),thiswasconsideredasanacceptabledeviationfromtheassumptionsforconductingone-wayANOVAtesting,giventhat

Table 2. One-way ANOVA results

Test Grade Result

ES12nd Brown-ForsytheF(2,51.45)=35.78,p<.001

3rd F(2,63)=50.76,p<.001

ES22nd F(2,66)=42.47,p<.001

3rd F(2,63)=41.76,p<.001

ES32nd F(2,66)=27.10,p<.001

3rd Brown-ForsytheF(2,50.89)=37.54,p<.001

Delayedpost-test

2nd F(2,66)=40.63,p<.001

3rd F(2,63)=37.74,p<.001

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alltheotherassumptionsweremet.Theanalysisdemonstratedthattherewerenoagedifferencesinallgroupsandinalltestswithoneexception,inwhichthestatisticallysignificantdifferencewasmarginal(Table3).

Thesecondresearchhypothesiswasalsoconfirmed.That isbecausestudentsmadepositiveremarksregardingtheirexperienceswhileusingthetabletsandtheapplication.Morespecifically,theylikedthe:

• Application’sgame-likefeatures(M=4.65,SD=1.14).• Useoftablets(M=4.15,SD=1.34).• Thewholeproject(applicationandin-classroomactivities)(M=4.10,SD=1.25).• Groupwork(in-classroomactivities)(M=3.80,SD=1.10).• Workinginpairs(application)(M=3.75,SD=1.42).

Accordingtostudents’responses,conditionswerethemostinterestingprogrammingconcept,followedbysequencesandloops(N=20,N=14,andN=11respectively).At thesametime,conditionswereconsideredthemostdifficultone,followedbyloops,whilesequencesweretheeasiestprogrammingconcept(N=24,N=13,N=8respectively).Inaddition,studentsstatedthattheylearnedquitealot(M=3.94,SD=0.81)andquiteeasily(M=4.27,SD=0.66).Theyalsofoundtabletseasytouse(M=4.15,SD=1.20),motivational(M=4.07,SD=0.88)andtheystatedthattheywouldliketousetheminotherlessons(M=4.38,SD=0.75).Onlytwostudentsreportedproblemswhenusingtablets,whilenonereportedproblemsregardingcollaborationorwhenworkinginpairs.

Someindicativeresponsestotherelevantquestionswere:

• It was fun. Even if I had to try many times before I was able to solve a puzzle it was still fun.Thestudentisreferringtoprogrammingas“apuzzle”.

• It was like playing a game but I was also able to learn about programming.• With the student sitting next to me we were trying to figure out how to collect all the coins in

the levels.• I didn’t know how games are made. Now I know that everything is done with programming.

Table 3. One-way ANOVA results in relation to age

Test Group Result

ES1

Group0 F(1,43)=0.77,p=.384

Group1 F(1,43)=0.11,p=.743

Group2 F(1,43)=0.67,p=.418

ES2

Group0 F(1,43)=1.60,p=.213

Group1 F(1,43)=0.61,p=.439

Group2 F(1,43)=0.35,p=.557

ES3

Group0 F(1,43)=4.28,p=.048

Group1 F(1,43)=0.71,p=.402

Group2 F(1,43)=1.24,p=.271

Delayedpost-test

Group0 F(1,43)=1.88,p=.177

Group1 F(1,43)=0.27,p=.602

Group2 F(1,43)=1.01,p=.653

Note. The shaded row identifies a statistically significant difference

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dISCUSSIoN

Educators, researchersand industryareconstantlyseekingways to integratemobiledevices intoeverydayschoolactivities,forsupportingteachingandlearning(Giezma,Malzahn&Hoppe,2013).Thestudyshedsomelighttowardthisdirection.Itwasfoundthattabletstogetherwithaplayful,fun,andcolorfulapplication,outweighedotherteachingmethods.Therefore,itisconcludedthattabletsincombinationwithasuitableapplication,canbecomeausefulandeffectivetoolthatpromotestheteachingofprogrammingconceptstoveryyoungprimaryschoolstudents.Thisconclusionstemsfromthefact that in threeoutof fourevaluationsheets (including thedelayedpost-test)Group2outperformedtheothergroups.Theseresultscanbeattributedtoanumberofreasonsrelatedtotheapplication,totablets,andtotheteachingframework.

Studentsmadehighlypositiveremarksregardingthegame-likephysiognomyoftheapplication.Also,itisworthnotingthattheresultsofGroup1werealsointeresting.AlthoughtheywerenotasgoodastheresultsofGroup2,theywerestatisticallysignificantlybetterthantheonesofGroup0.Consideringthat:(a)Group2wastaughtusingagame-likeapplicationand(b)Group1wastaughtusingboardgames,itcanbearguedthatgame-basedlearningoutperformsconventionalteachingmethods,atleastonthesubjectofprogramming,asothershavenoted(e.g.,Wilsonetal.,2012).

Moreover, the application enabled students to constantly and easily evaluate their progress,becausetheywereabletorepetitivelytestiftheirprogramswereexecutedproperlyandcorrecttheirmistakes.Studentswhousedtheboardgameswerealsoabletoso,buttoalesserdegree.Thewholeprocesswasmorelaboriousandtime-consumingsincetheyhadtowaitfortheteachertocome,checkiftheprogramwascorrect,andredotheplacementofthevariousgameelementstotheboard.Thus,studentswhousedtabletshadmorecontroloverthelearningprocessandmoreautonomy(West,2013).

Thedataanalysisledtoaquiteinterestingfinding.Therewerenonotableagedifferences,meaningthatsecondandthird-gradestudentsperformedthesameonalltestsandtoallteachingmethods.Consequently,itcanbeassumedthat7-9-year-oldshave(moreorless)thesamementalcapabilitiesregardingtheirunderstandingoftheprogrammingconceptsthatweretestedinthisstudy.Ontheotherhand,theconceptofconditions(if/then)appearstohavecausedsometroubletostudents.Themeanscoresofallgroupsintherespectiveevaluationsheetwerethelowestcomparedtothemeanscoresoftheotherevaluationsheets(seeTable1).Itwasalsonotedthatstudentsfailedtograsptheideaofnested‘if’statements.Asothershavepointedout,dependingonthestudents’age,someconceptsareacauseofproblemsandnoteasytograsp(e.g.,Pane&Myers,1996).

Thelearningoutcomesmighthavebeenstrengthenedbytheuseofanewteachingtool,namelytablets,whichmanagedtoattracttheinterestofstudents.Indeed,accordingtotheirresponses,studentsweremotivatedandwillingtousethemasothershavepointedout(e.g.,Goodwin,2012;Heinrich,2012).Theaboveappeartohaveresultedinabetterunderstandingoftheprogrammingconcepts,asJohnsonandhiscolleagues(2013)suggested,which,inturn,ledtobetterlearningoutcomes,asnotedbyotherresearchers(e.g.,Snell&Snell-Siddle,2013).Accordingtostudents’responses,theuseoftabletswasnotacauseofsignificantproblems.Ingeneral,studentsarefamiliarwiththeuseofelectronicdevices(Goodwin,2012;Heinrich,2012).Whileotherresearchersindicatedthatthesimultaneoushandlingofa tablet,whenworkingingroups, isproblematic(Henderson&Yeow,2012),thiswasnotconfirmedinthepresentstudy,sincenosuchproblemwasreported,probablybecausecollaborationworkedwell.Thus,itcanbearguedthatitwasthecombinationoftabletsandofanapplicationthatpromotedlearning,asQuinn(2011)alsopointedout.

Theteachingmethodwasbasedontheprinciplesofconstructivism.Thistheorysupportsthatthelearningenvironmenthastoencouragesocialinteractionandtheengagementofthelearnerinthelearningprocess(Ertmer&Newby,2013).Also,Doise,Mugny,James,EmlerandMackie(2013),supportedtheideathatwhenchildrenworkinpairsforsolvingaproblem,theytendtogeneratemoreadequatesolutionsthanwhenworkingalone.Itseemsthatworkinginpairsandthein-classroom

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groupactivitiesplayedaroleinachievingthesatisfactorylearningoutcomes,assuggestedbyothers(Kearneyetal.,2012).

Onthebasisofthestudy’sresults,itissuggestedthateducators,aswellaspolicymakers,canconsidertheuseoftabletsandmobileapplicationsforteachingbasicprogrammingconceptstoveryyoungprimaryschoolstudents.Theteachingframeworkcanbebasedontheoneusedinthisstudy;game-based learning, working in pairs when using tablets, activities that require collaboration,andconnectingprogrammingconceptswitheverydaylife.Ontheotherhand,cautionisadvised.Itissuggestedthatyoungchildrenlackthenecessarymentalschemasforfullyunderstandinghowprogrammingworksbecausetheircomplexandcriticalthinkingisnotyetdeveloped(Robinsetal.,2003).Withthatinmindandonthebasisofthestudy’sresults,itissuggestedthatwhiletheteachingofprogrammingcanstartataveryearlystage(primaryschool’ssecondorthirdgrade),thisshouldbedoneinaplayfulandmotivationalway.Also,theprogrammingconceptsshouldbetheonesthatarecompatiblewiththestudents’ageandmentalityorifitisrequiredtoteachcomplexconcepts,theseshouldbeexplainedmorethoroughly.

The implications are not limited only to education. The study had to rely on a ready-madeapplication.Whatbecameevidentwasthatwhiletherearequitealotofrelevantapplications,notallofthemweresuitableforeducationaluseorforveryyoungstudents.Evenso,theapplicationthatwaseventuallyselectedwasnotperfect;certainaspectsofitcouldhavebeenbetter.Therefore,itisimperativeforeducatorsandsoftwareexpertstoworkcloselytogetherasShuleretal.(2012)suggested.Theeducatorscansettheinstructionalguidelinesandsoftwareengineerscaninformtheeducatorsofthetechnology’saffordancesandconstraints.Sharingknowledgeandexperience,aswellasclosecollaboration,arethekeystomaximizingtheeducationalpotentialoftabletsandtheirapplications.

CoNCLUSIoN

Althoughtheresultsarepromising,thestudyhaslimitationsthatneedtobeacknowledged.Eventhoughallnecessaryprecautionsweretaken,onecannotbecertainwhetherthetestsandquestionnairesaccurately recorded students’ knowledge and views. The study’s sample, although sufficient forstatisticalanalysis,wasrelativelysmallandtheparticipatingstudentscamefromonecityinGreece.Therefore,theresultscannotbeeasilygeneralized.Thequestionnairemeasuringstudents’viewsandexperienceswhenusingtabletswasveryshort.Amorecomprehensiveonewouldhaveenabledthecollectionofmoredetaileddata.Finally,sincethefocuswasonstudents’performance,nodatawerecollectedonhowwellteacherswereabletoimplementeachteachingmethod.

Furtherstudiesareneededinordertoidentifydifferencesorsimilaritiestothefindingsofthepresentstudy.Forexample,theeffectivenessofothergame-likeapplicationscanbeexamined.Thetargetgroupcanbeevenyoungerstudents(e.g.,kindergartenorfirst-gradeprimaryschoolstudents),soastodeterminewhatprogrammingconceptsaresuitableforteachingateachageandalsotoestablishtheappropriateteachingmethod.Futurestudiescanuseacombinationofquantitativeandqualitativeresearchtools,suchasinterviewswithstudentsandteachersthatwillallowanin-depthunderstandingofhowtheyviewtheroleoftabletsandtheirapplications.Finally,itwouldbeinterestingtoconductresearchmaximizingorminimizingtheteacher’srole,and/orbyusingcomputersand/orothermobiledevicesandcomparetheresults.Bydoingso,itwouldbepossibletodetermineiftheoutcomescanbeattributedtothemediumusedand/ortothemethod.

Nevertheless,takingintoaccountalllimitationsandinconclusion,theexperimentaldatathatwereobtainedreinforcedtheviewthattabletsandagame-likeapplicationcanyieldsatisfactoryresults,whenteachingprogrammingconceptstoyoungstudents,comparedtotheothermethods.ItshouldbenotedthatETiEisaworkinprogressandthegoalistofurtherinvestigatethematter.Towardthisend,amorecomprehensiveproject,intermsofdurationandinclusionofconcepts,isplannedforthenearfuture,which,will,hopefully,provideamorethoroughunderstandingoftheissue.

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Emmanuel Fokides is a lecturer in the Department of Primary School Education, University of the Aegean, Greece. His courses focus on the educational uses of Virtual Reality, digital storytelling, Augmented Reality, and Serious Games. Since 1994, he has been involved in a number of research projects regarding distance and lifelong learning and the educational uses of Virtual and Augmented Reality. His work is published in several conference proceedings, international volumes, and journals.