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Impacts of Creating Smart Everyday Objects on Young Female Students' Programming Skills and Attitudes

Published: 26 February 2020 Publication History

Abstract

In computer programming education, learning to program tangible objects has become a common way to introduce programming to young students. In an effort to address this intervention, scientific research has been done on the effectiveness of using tangible hardware platforms such as robots and wearable products to teach basic programming concepts to children. However, there is a lack of research on how young students' attitudes and programming skills are influenced over time, when they learn to program tangible objects and make them smart. In this paper, we investigate the impacts of using a tangible everyday object and making it smart on young female students' attitudes towards programming and the acquisition of basic programming skills. During a 4-day non-formal programming workshop with 12 6th grade students, they were introduced to basic programming concepts, and learned how to apply them to turn a houseplant into a smart object. In a pilot study, we employed a block-based programming environment and analyzed the students' trajectories of attitudes towards programming and performance based on repeated open-ended qualitative questionnaires and programming questions throughout the workshop. The results show that all students had high confidence regarding programming skills, regardless of creating smart objects. Furthermore, it indicates that experienced students highly valued the programming of tangible everyday objects compared with inexperienced students. The findings of this work contribute to our understanding of how making tangible everyday objects smart can support the development of a positive attitude and keep up of interest throughout a programming workshop among girls.

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Cited By

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  • (2024)Programming Smart Objects: How Young Learners’ Programming Skills, Attitudes, and Perception Are InfluencedProceedings of the 2024 ACM SIGPLAN International Symposium on SPLASH-E10.1145/3689493.3689982(45-55)Online publication date: 17-Oct-2024
  • (2022)Children’s Participation in the Design of Smart Solutions: A Literature ReviewSmart Cities10.3390/smartcities50200265:2(475-495)Online publication date: 2-Apr-2022
  • (2022)Smart-thing design by children at a distanceInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2022.10048233:COnline publication date: 1-Sep-2022
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cover image ACM Conferences
SIGCSE '20: Proceedings of the 51st ACM Technical Symposium on Computer Science Education
February 2020
1502 pages
ISBN:9781450367936
DOI:10.1145/3328778
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 26 February 2020

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Author Tags

  1. acquisition of programming skills
  2. attitudes towards programming
  3. smart objects
  4. tangible objects
  5. young female students

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  • Research-article

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  • Bundesministerium für Bildung und Forschung

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Overall Acceptance Rate 1,595 of 4,542 submissions, 35%

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View all
  • (2024)Programming Smart Objects: How Young Learners’ Programming Skills, Attitudes, and Perception Are InfluencedProceedings of the 2024 ACM SIGPLAN International Symposium on SPLASH-E10.1145/3689493.3689982(45-55)Online publication date: 17-Oct-2024
  • (2022)Children’s Participation in the Design of Smart Solutions: A Literature ReviewSmart Cities10.3390/smartcities50200265:2(475-495)Online publication date: 2-Apr-2022
  • (2022)Smart-thing design by children at a distanceInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2022.10048233:COnline publication date: 1-Sep-2022
  • (2021)Interaction of visual interface and academic levels with young students’ anxiety, playfulness, and enjoyment in programming for robot controlUniversal Access in the Information Society10.1007/s10209-021-00821-322:1(213-225)Online publication date: 6-Jun-2021
  • (2021)What Children Learn in Smart-Thing Design at a Distance: An Exploratory InvestigationMethodologies and Intelligent Systems for Technology Enhanced Learning, 11th International Conference10.1007/978-3-030-86618-1_3(22-31)Online publication date: 8-Sep-2021
  • (2020)Impacts of Block-based Programming on Young Learners' Programming Skills and Attitudes in the Context of Smart EnvironmentsProceedings of the 2020 ACM Conference on Innovation and Technology in Computer Science Education10.1145/3341525.3394000(569-570)Online publication date: 15-Jun-2020

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