novice programming
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2022 ◽  
pp. 94-126
Author(s):  
Judith Good

In 2011, the author published an article that looked at the state of the art in novice programming environments. At the time, there had been an increase in the number of programming environments that were freely available for use by novice programmers, particularly children and young people. What was interesting was that they offered a relatively sophisticated set of development and support features within motivating and engaging environments, where programming could be seen as a means to a creative end, rather than an end in itself. Furthermore, these environments incorporated support for the social and collaborative aspects of learning. The article considered five environments—Scratch, Alice, Looking Glass, Greenfoot, and Flip—examining their characteristics and investigating the opportunities they might offer to educators and learners alike. It also considered the broader implications of such environments for both teaching and research. In this chapter, the author revisits the same five environments, looking at how they have changed in the intervening years. She considers their evolution in relation to changes in the field more broadly (e.g., an increased focus on “programming for all”) and reflects on the implications for teaching, as well as research and further development.


2021 ◽  
Vol 15 ◽  
pp. 183449092110082
Author(s):  
Baoping Li ◽  
Fangjing Ning ◽  
Lifeng Zhang ◽  
Bo Yang ◽  
Lishan Zhang

Programming is an important skill in the 21st century, but it is difficult for novices to learn. To help students practice and learn efficiently, the authors developed a mobile platform called Daily Quiz, which incorporated distributed practice theory. To evaluate the impact of distributed practice in programming learning facilitated by Daily Quiz, the authors conducted a between-subject experiment with 200 freshmen divided into two groups. Both groups received the same number of multiple-choice questions via Daily Quiz. However, the control group was encouraged to practice every 7 days, whereas the experimental group was encouraged to practice every 3 days. The results showed that this simple manipulation significantly improved the experimental group’s performance on final exams. Further analysis revealed that the experimental group of students achieved a higher rate of first-check correctness and tended to be more engaged in academic social interaction. Finally, a behavioral sequence analysis was adopted to compare the behavioral patterns of the two groups to investigate how distributed practice helped the students learn more efficiently.


2020 ◽  
Vol 58 (6) ◽  
pp. 1101-1120
Author(s):  
Rejeenald M. Flores ◽  
Ma. Mercedes T. Rodrigo

Wheel-spinning refers to the failure to master a skill in a timely manner or after a considerable number of practice opportunities. Several past studies have developed wheel-spinning models in the areas of Mathematics and Physics. However, no models have been made for the context of novice programming. The purpose of this study was to develop wheel-spinning models in the context of novice programming and to identify the indicators of wheel-spinning. In this study, we developed five wheel-spinning models that had acceptable performance with data from 114 Filipino students using a meaningful gamification system. Following intuition, the number of problems correctly solved was negatively correlated with wheel-spinning, while overall number of problems attempted and consecutive mistakes were indicative of wheel-spinning.


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