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Creative Programming Experiences for Teenagers

Sofia Papavlasopoulou, Michail N. Giannakos, Letizia Jaccheri

Year
2016
Citations
14

Abstract

With the proliferation of programming languages for children (i.e., Scratch, Alice, Kodu) combined with programmable hardware (i.e., Arduino, 3D printers, robots); efforts to provide evidence based best practices for introducing and engaging children in programming is urgently needed. In this work-in-progress we present the early results of an empirical investigation, regarding students' attitudes towards the creative learning context, and the differences between female and male students. The context is a workshop program, implemented by a group of computer science researchers and artists, with the purpose to introduce young students' programming through creative and meaningful experiences. Hundred and twenty-eight 15-years old students participated to the program. The empirical evaluation is implemented by a post-survey with 105 respondents, and organized around six attitudes: Satisfaction; Intention to use; Enjoyment; Easiness; Usefulness; and Learning Performance. Quantitative data analysis show that there is significant difference between the two genders and that the attitudes have significant relations between them.

Keywords

Context (archaeology)ScratchComputer scienceAlice (programming language)ArduinoEmpirical researchMathematics educationMultimediaPsychologyProgramming language

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