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Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).

Please note that all times are shown in the time zone of the conference. The current conference time is: 17th May 2024, 06:21:00am GMT

 
 
Session Overview
Session
16 SES 17 A: Learning Programming Skills
Time:
Friday, 25/Aug/2023:
3:30pm - 5:00pm

Session Chair: Anne Kjellsdotter
Location: Gilmorehill Halls (G12), 217A [Lower Ground]

Capacity: 30 persons

Paper Session

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Presentations
16. ICT in Education and Training
Paper

Humanoid Robots in the School Learning Environment – A Motivational Tool for Learning Computational Thinking and Programming Skills

Karen Parish1, Deepti Mishra2, Yavuz Inal2, Guillermo Arroyo Romero2, Rumi Rajbhandari2, Rahel Warnatsch1

1Inland Norway University of Applied Science, Norway; 2Norwegian University of Science and Technology

Presenting Author: Parish, Karen

With predictions of robotics and efficient machine learning as the building blocks of the Fourth Industrial Revolution, countries need to adopt a long-term strategy to deal with potential challenges of automation and education must provide students with a grounding in certain skills, such as computational thinking, and an understanding of robotics, which are likely to be required in many future roles. The use of humanoid robots has been a widespread practice for years to help children construct logical reasoning and computational thinking. Children can acquire new knowledge and develop cognitive, conceptual, language, and collaborative skills through interacting with robots (Benvenuti, M. & Mazzoni, E., 2020; Toh, L. P. E., Causo, A., Tzuo, P. W., Chen, I. M., & Yeo, S. H., 2016). Humanoid robots can spark their interest in coding as they are able to make the robot function (Keane, T., Chalmers, C., Boden, M., & Williams, M., 2019).

However, there is a lack of empirical research involving the use of robots in school learning environments and there is a need for more effective analysis of the potential of robotics as a teaching tool for schools (Benitti, F. B. V., 2012). A recent review of the literature (Anwar, S., Bascou, N. A., Menekse, M., & Kardgar, A., 2019) observed that the majority of the existing studies lacked an experimental or quasi-experimental design. Recently emphasis has been put on the importance of conducting these interventions with effective robotic pedagogies and underlying theoretical foundations that are required for educational modules in STEM education to make robot-based pedagogies more efficient (Anwar, S. et al., 2019).

Further to this, it has been argued that educational robotics allows for an integrated, multidisciplinary approach and it is essential to provide a more holistic portrayal of the research on educational robots(Anwar, S. et al., 2019).

In response, this paper contributes to the field by presenting a study with Grade 6 students (n. 20) using a multidisciplinary framework. The multidisciplinary nature of the framework acknowledges that the use of humanoid robots in school learning environments must be holistic, rather than focusing on just the technical, or the pedagogical for example. The multidisciplinary framework proposes that the introduction and evaluation of technology in the classroom should be explored from the following four perspectives: pedagogical, technological/human robot interaction, psycho-social development and a consideration of the ethical implications of using humanoid robots. The framework is grounded in experiential learning theory (ELT) which defines learning as "the process whereby knowledge is created through the transformation of experience. Knowledge results from the combination of grasping and transforming experience" (Kolb, 1984, p.41). The ELT model allows for a diversity of learning styles in students. This paper focusses on the pedagogical aspect of the framework and has the following research questions; Firstly, to what extent is programming a humanoid robot engaging when the robot helped visualize the coding, instructions, and outcome of the process? Secondly, what are the student´s perceptions of the experimental learning approach used?


Methodology, Methods, Research Instruments or Sources Used
The study involved participants (K6 students and more specifically 10-13 years old) who learned to program a humanoid robot (NAO by Softbank robotics) using the AskNao Blockly software suite. The programming activity required the participants to write programming instructions using blocks to make NAO move in particular paths, produce different speech, change eye color and also use the NAO head sensor.
We collected data using a pre-questionnaire, post-questionnaire, interview, and observations. Both the teaching and task sessions were recorded for observation purposes.
Preparation: Researchers worked with the Grade 6 teachers to prepare the content of the one-day workshop, including discussion surrounding the learning needs of the students. Ethical consent was gained from the relevant body to conduct the research. Informed consent was gained from the parents/guardians of the students and the students themselves.
Data/analysis: Quantitative analysis using inferential statistics was used to analyse the pre and post-test data. Qualitative thematic analysis was used to analyse the interview and observation data.

Conclusions, Expected Outcomes or Findings
Preliminary findings suggest that provided that there is an active and critical engagement in human-robot interaction, humanoid robots have the potential to improve the spatial programming skills by making abstract concepts playful, tangible, concrete, and thereby understandable. Students perceived the experiential learning approach to be beneficial to their learning.
References
Anwar, S., Bascou, N. A., Menekse, M., & Kardgar, A. (2019). A systematic review of studies on educational robotics. Journal of Pre-College Engineering Education Research (J-PEER), 9(2), 2. Chicago
Benitti, F. B. V. (2012). Exploring the educational potential of robotics in schools: A systematic review. Computers & Education, 58(3), 978-988.
Benvenuti, M., & Mazzoni, E. (2020). Enhancing wayfinding in pre‐school children through robot and socio‐cognitive conflict. British Journal of Educational Technology, 51(2), 436-458.
Keane, T., Chalmers, C., Boden, M., & Williams, M. (2019). Humanoid robots: Learning a programming language to learn a traditional language. Technology, Pedagogy and Education, 28(5), 533-546.
Kolb, D. A. (2014). Experiential learning: Experience as the source of learning and development. FT press.
Toh, L. P. E., Causo, A., Tzuo, P. W., Chen, I. M., & Yeo, S. H. (2016). A review on the use of robots in education and young children. Journal of Educational Technology & Society, 19(2), 148-163.


16. ICT in Education and Training
Paper

Methodologies in the Emerging Field of K-6 Programming Education – a Literature Review

Patrik Lindholm, Carl-Johan Rundgren, Per Anderhag

Stockholm University, Sweden

Presenting Author: Lindholm, Patrik; Rundgren, Carl-Johan

Teaching children the basics of programming dates back many decades, starting with the coding language LOGO which used a simple programming language which could be used by young children (Papert, 1980). While LOGO has continued to be developed, other tools like Scratch, Bee-bots and KIBO are nowadays more prevalent. Discussions regarding, not only programming and coding, but also computational thinking (Wing, 2006) has been highlighted in many countries. Countries like Denmark, France, Ireland, Spain, Portugal and the UK have introduced programming in the national curriculum during the 2010’s (Bers, 2018). The need to reform schooling to better prepare students with so-called 21st-century skills has been a focus in academia for many years, with discussions concerning what new forms of literacy that today’s students need to tackle the problems of tomorrow (Trilling & Fadel, 2009). Therefore, learning programming at a young age is not only important in regard to changes in curricula, but also in relation to the world becoming more digitized and harder to navigate without technological completeness like programming.

Previous literature reviews related to programming education with relevance for the K-6 field have focused on a wide variety of themes. Xia and Zhong (2018) analyses articles relevant to K-12 robotics education and concludes that there is an educational potential using robotics in education. However, they also criticize studies within the field for the low number of participants and short interventions, which further studies should have in mind. Sun and colleagues’ (2022) systematic review focuses on articles related to K-12 students programming ability and concludes that block-based programming tools are common in research and that programming education cultivated students’ cognitive and operational ability. Macrides and colleagues (2022) focus on programming education in early childhood education and conclude that teaching young children programming is not only possible but can also contribute to creativity and collaboration. They also note that there is a need within the field to develop measurement instruments. Kakavas and Ugolini (2019) analyses articles relevant to computational thinking in K-6, and concludes that there has been an increasing interest in how to develop students’ computational thinking skills in later years. Furthermore, they observe that most studies in their review use visual programming tools like Scratch, Alice and Kodu. The presented literature reviews show positive aspects of programming education, but it is also of importance to understand how data was produced to fully understand the effects of programming on student learning. Since the existing systematic literature reviews on research related to K-6 programming education do not fully cover the methodological aspects of the research, there is a gap within the research field which this study aims to fill.

The purpose of this study is to present the latest developments and tendencies through a systematic review of empirical research on the methodologies used in the emerging field of K-6 programming education. This is of importance in order to understand how the field is developing, but also to find gaps in the research field, which could give rise to discussions regarding how to fill these gaps. The study also aims to contribute to teacher education and to support teachers working with younger children, through a broader approach than previous literature reviews, presenting available K-6 programming research, thereby making it easier for practitioners to find relevant research that could contribute to their practice.

Research questions

What methodologies were used in the studies and where was the data collected?

What programming tools were used and what ages were the children in the studies?


Methodology, Methods, Research Instruments or Sources Used
The present study comprises a systematic literature review, exploring and analytically discussing programming education in K-6. A well-developed review requires a comprehensive search strategy to ensure a good starting point for the identification of relevant papers to review and eventually for the quality of the review (Kitchenham et al., 2009).
The study abides by the Prisma guidelines (Moher et al., 2009, Page et al., 2021) regarding systematic literature reviews. The databases Web of science and Scopus were both used in an effort to find all relevant articles. An example of the keywords used in the search were programming, coding, primary school, elementary school and early childhood education. The article search was finished June 2022 and includes articles ranging from that date until January 2013. Search results using Web of science was 836 articles and Scopus 1049 articles, in total 1885 articles. After removing duplicates and articles that was not possible to access the number of articles was reduced to 1104. Preliminary screening of title and abstracts according to inclusion criteria reduced the number of articles to 291. Inclusion criteria for this study is the following:
• Abstract, keywords or title must include the word programming, code or scratch
• Must be paper published in peer-reviewed journal and written in English.
• Studies with empirical data
• Studies with either teachers working in K-6 and/or studies with children in the age range of K-6
• Published 2013 or later
• Focusing only on teaching programming or related things like robotics, computational thinking
The 291 articles were then more thoroughly read in full and evaluated according to the inclusion criteria and this resulted in the final number of articles used in this literature review, 141.

Conclusions, Expected Outcomes or Findings
The following results are preliminary findings that will be expanded upon later and other aspects of the present research methodologies will be analysed.
Most analysed articles were published in recent years. During the years 2013-2019 in total 56 articles were published, compared to 84 papers 2020-2022. A majority of the papers used only quantitative method (77). Seventeen papers used only qualitative method in comparison with 46 papers using a mixed method. The most popular quantitative method was the use of pre and post-tests to evaluate the effect of some intervention. The study focus on K-6 as a whole, but most articles focuses on older schoolchildren, exemplified by 27 articles that focused solely on grade six students compared to three articles that focused on grade one students. This is an interesting finding as a number of countries have some sort of mandatory programming education starting from early grades (Bers, 2018).
The initial analysis shows a broad field of different programming tools with some examples being Bee-Bot (6), KIBO (7) and different kinds of LEGO programming (6). The most popular tool is Scratch (27 articles using only scratch) and ScratchJR (8). Tools play a major role in how and what is thought in regards to programming and will be discussed further. The country where data collection is done is also analysed and four countries are represented with 10+ articles, USA (28), China (18), Turkey (15) and Taiwan (10). Asia is the continent most prevalent in the field of K-6 programming education. Countries like the UK have mandatory programming education in schools (Department for Education, 2013) but few articles have collected data in the UK.  Presented insights in regards to possible gaps in the field of K-6 programming research will be discussed further.

References
Bers, M. U. (2018). Coding and Computational Thinking in Early Childhood: The Impact of ScratchJr in Europe. European Journal of STEM Education, 3(3), 08.
Department for Education. (2013). National curriculum in England: computing programmes of study. https://www.gov.uk/government/publications/national-curriculum-in-england-computing-programmes-of-study/national-curriculum-in-england-computing-programmes-of-study
Kakavas, P., & Ugolini, F. C. (2019). Computational thinking in primary education: A systematic literature review. Research on Education and Media, 11(2), 64-94.
Kitchenham, B., Brereton, O. P., Budgen, D., Turner, M., Bailey, J., & Linkman, S. (2009). Systematic literature reviews in software engineering–a systematic literature review. Information and software technology, 51(1), 7-15.
Macrides, E., Miliou, O., & Angeli, C. (2022). Programming in early childhood education: A systematic review. International Journal of Child-Computer Interaction, 32, 100396.
Moher, D., Liberati, A., Tetzlaff, J., Altman, D. G., & PRISMA Group*, T. (2009). Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement. Annals of internal medicine, 151(4), 264-269.
Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., ... & Moher, D. (2021). Updating guidance for reporting systematic reviews: development of the PRISMA 2020 statement. Journal of clinical epidemiology, 134, 103-112.
Papert, S. A. (1980). Mindstorms: Children, computers, and powerful ideas. Basic books.
Sun, L., Guo, Z., & Zhou, D. (2022). Developing K-12 students’ programming ability: A systematic literature review. Education and Information Technologies, 27(5), 7059-7097.
Trilling, B. & Fadel, C. (2009). 21st Century Skills: Learning for Life in Our Times. John Wiley & Sons.
Wing, J. (2006). Computational thinking. Communications of the ACM, 49(3). 33–36.
Xia, L., & Zhong, B. (2018). A systematic review on teaching and learning robotics content knowledge in K-12. Computers & Education, 127, 267-282.


 
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