PRE2024 1 Group1:: Difference between revisions

From Control Systems Technology Group
Jump to navigation Jump to search
m (Added a table for the group members. Added the first couple summaries for the papers that had to be summarized for week 1.)
Line 42: Line 42:


This study follows 107 primary school students using a programming language called Scratch for 2 years. This research demonstrates that the implementation of creative computing showed that using a visual programming language (VPL) actively improves a student’s grasp of programming concepts, logic, and computational practices. It highlights that students effectively learned about sequences, loops, parallelism, and events in programming.  
This study follows 107 primary school students using a programming language called Scratch for 2 years. This research demonstrates that the implementation of creative computing showed that using a visual programming language (VPL) actively improves a student’s grasp of programming concepts, logic, and computational practices. It highlights that students effectively learned about sequences, loops, parallelism, and events in programming.  
'''Programming experience promotes higher STEM motivation among first-grade girls <ref>Master, A., Cheryan, S., Moscatelli, A., & Meltzoff, A. N. (2017). Programming experience promotes higher STEM motivation among first-grade girls. ''Journal of Experimental Child Psychology'', ''160'', 92–106. <nowiki>https://doi.org/10.1016/j.jecp.2017.03.013</nowiki></ref>'''
In this paper demonstrates that early exposure to programming can significantly boost girls interest in tecnology-related fields like computer science and engineering. The study found that only a brief experience with programming robots reduced the gender gap in technology motivation. It however didn't alter existing gender stereotypes about programming and robotics.  
'''The Effects of Gender Role Stereotypes in Digital Learning Games on Motivation for STEM Achievement'''<ref>Hawkins, I., Ratan, R., Blair, D., & Fordham, J. (2019). The effects of gender role stereotypes in digital learning games on motivation for STEM achievement. ''Journal of Science Education and Technology'', ''28''(6), 628–637. <nowiki>https://doi.org/10.1007/s10956-019-09792-w</nowiki></ref>
This study investigated how different gender depictions of a scientist in digital learning games affect STEM-based learning motivations among various age groups. It found that younger children were more affected by the traditional view of scientists, very masculine men and less feminine women. Older children were influenced more by the sex of the scientist. According to the study, personalising characters in these games might help lessen the impact of these stereotypes while also increasing interest in STEM disciplines among kids from diverse backgrounds.


=== Reference list ===
=== Reference list ===
<references />
<references />

Revision as of 13:29, 8 September 2024

Group members
Name Student Number Study
Naomi Han 0986672 CS
Gijs Kruize 1656882 CS
Tom de Leeuw 1893904 PT
Morgan van Tilburg 1557947 EE

Summary of papers week 1

An Evaluation Framework and Comparative Analysis of the Widely Used First Programming Languages[1]

This paper looks at a framework to assess the suitability of widely used first programming languages (FPLs), where they consider both technical and environmental factors. This study doesn’t find a perfect language that meets all their criteria. Their framework, however, can guide educators in making an informed decision about which FPL to pick.

Non-Native English Speakers Learning Computer Programming: Barriers, Desires, and Design Opportunities[2]

In this paper, the challenges of non-native English speakers in learning computer programming are described. They found that non-native English speakers struggle with reading and writing code, understanding technical materials, and simultaneously learning both English and programming. The paper recommends that a learner-centred approach be taken for these non-native speakers. This should incorporate bilingual programming tools, more visual aids, culturally neutral examples and simplified English.

Teaching Coding to Children: A Methodology for Kids 5+[3]

This paper talks about teaching kids how to code and which parts of coding are essential to learn first. There are already methods for learning kids programming like Scratch and Tynkers but these would lack comprehensive methodologies for effectively teaching fundamental coding concepts. The paper suggest to start the learning process with algorithms, loops and if-conditionals.

Transitioning from Block-Based to Text-Based Programming Languages[4]

This paper looks at what happens at the switch from block-based programming to text-based programming languages. It describes how block-based languages lower the barrier to learning programming since they eliminate syntax complexities. Transitioning from a block-based language to a text-based language comes with challenges like reduced confidence and incorrect programming habits. Which in return might discourage students from using syntax-heavy languages.  They would recommend letting block-based programming languages have a form of automatic syntax placement so it would automatically teach syntax.

Visual programming languages integrated across the curriculum in elementary school: A two year case study using “Scratch” in five schools[5]

This study follows 107 primary school students using a programming language called Scratch for 2 years. This research demonstrates that the implementation of creative computing showed that using a visual programming language (VPL) actively improves a student’s grasp of programming concepts, logic, and computational practices. It highlights that students effectively learned about sequences, loops, parallelism, and events in programming.

Programming experience promotes higher STEM motivation among first-grade girls [6]

In this paper demonstrates that early exposure to programming can significantly boost girls interest in tecnology-related fields like computer science and engineering. The study found that only a brief experience with programming robots reduced the gender gap in technology motivation. It however didn't alter existing gender stereotypes about programming and robotics.  

The Effects of Gender Role Stereotypes in Digital Learning Games on Motivation for STEM Achievement[7]

This study investigated how different gender depictions of a scientist in digital learning games affect STEM-based learning motivations among various age groups. It found that younger children were more affected by the traditional view of scientists, very masculine men and less feminine women. Older children were influenced more by the sex of the scientist. According to the study, personalising characters in these games might help lessen the impact of these stereotypes while also increasing interest in STEM disciplines among kids from diverse backgrounds.

Reference list

  1. Farooq, M. S., Khan, S. A., Ahmad, F., Islam, S., & Abid, A. (2014). An evaluation framework and comparative analysis of the widely used first programming languages. PLoS ONE, 9(2), e88941. https://doi.org/10.1371/journal.pone.0088941
  2. Guo, P. J. (2018). Non-Native English speakers learning computer programming. CHI ’18: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3173574.3173970
  3. Kaplancali, U. T. (2017). Teaching Coding to Children: A Methodology for Kids 5+. International Journal of Elementary Education, 6(4), 32. https://doi.org/10.11648/j.ijeedu.20170604.11
  4. Moors, L., Luxton-Reilly, A., & Denny, P. (2018). Transitioning from Block-Based to Text-Based Programming Languages. 2018 International Conference on Learning and Teaching in Computing and Engineering (LaTICE). https://doi.org/10.1109/latice.2018.000-5
  5. Sáez-López, J., Román-González, M., & Vázquez-Cano, E. (2016). Visual programming languages integrated across the curriculum in elementary school: A two year case study using “Scratch” in five schools. Computers & Education, 97, 129–141. https://doi.org/10.1016/j.compedu.2016.03.003
  6. Master, A., Cheryan, S., Moscatelli, A., & Meltzoff, A. N. (2017). Programming experience promotes higher STEM motivation among first-grade girls. Journal of Experimental Child Psychology, 160, 92–106. https://doi.org/10.1016/j.jecp.2017.03.013
  7. Hawkins, I., Ratan, R., Blair, D., & Fordham, J. (2019). The effects of gender role stereotypes in digital learning games on motivation for STEM achievement. Journal of Science Education and Technology, 28(6), 628–637. https://doi.org/10.1007/s10956-019-09792-w