Learning basic concept of computer programming with path-finding task in ar and its properties

This paper designs and develops a computer programming learning system for total beginners and those who have no programming experience. The traditional computer programming learning systems require prior knowledge about variables, their types, operators for arithmetic calculations and relational ca...

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Published in:Education and information technologies Vol. 27; no. 1; pp. 719 - 742
Main Authors: Ishihara, Makio, Rattanachinalai, Pongpun
Format: Journal Article
Language:English
Published: New York Springer US 01.01.2022
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Springer Nature B.V
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ISSN:1360-2357, 1573-7608
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Abstract This paper designs and develops a computer programming learning system for total beginners and those who have no programming experience. The traditional computer programming learning systems require prior knowledge about variables, their types, operators for arithmetic calculations and relational calculations etc., for adopting a wide range of representation of program codes, leading to the burden to them. The proposed system focuses on learning the three basic flows of control: sequential, conditional and iterative controls, for not requiring the prior knowledge, and exploits a path-finding task for confining representation of program codes to a specific task, which is a navigation task where students are asked to organize a sequence of orders for an avatar to move from a given start to a given end on a Manhattan grid map. The previous work employs the path-finding task to foster understanding of the sequence of orders by encouraging students to perform self-tracing process while our proposed system employs it to include that property of understanding for the three basic flows of control which are not covered in the previous work. To add high interactivity and tangibility for student motivation and engagement to learning, the proposed system also employs AR capability. An experiment on feasibility of our system for education is conducted and the results show that our system has the potential for improving students’ understanding of how to make program codes by decrease of the ratio of program codes’ length made by beginners to experts, which is from 2.186 to 1.267, regardless of AR capability such that the ratio decreased from 2.481 to 1.346 without AR capability and it was from 1.974 to 1.206 with it. The results also show that our system significantly leverages their motivation of learning by increase of beginners’ score from 5.00 without AR capability to 6.67 with it for interest and it is from 5.67 to 7.00 for amusement, and even if sacrificing a wide range of representation of program codes that the traditional systems take, a certain stress is significantly given on spending time thinking and building up a program code in proportion to its difficulty and complexity.
AbstractList This paper designs and develops a computer programming learning system for total beginners and those who have no programming experience. The traditional computer programming learning systems require prior knowledge about variables, their types, operators for arithmetic calculations and relational calculations etc., for adopting a wide range of representation of program codes, leading to the burden to them. The proposed system focuses on learning the three basic flows of control: sequential, conditional and iterative controls, for not requiring the prior knowledge, and exploits a path-finding task for confining representation of program codes to a specific task, which is a navigation task where students are asked to organize a sequence of orders for an avatar to move from a given start to a given end on a Manhattan grid map. The previous work employs the path-finding task to foster understanding of the sequence of orders by encouraging students to perform self-tracing process while our proposed system employs it to include that property of understanding for the three basic flows of control which are not covered in the previous work. To add high interactivity and tangibility for student motivation and engagement to learning, the proposed system also employs AR capability. An experiment on feasibility of our system for education is conducted and the results show that our system has the potential for improving students’ understanding of how to make program codes by decrease of the ratio of program codes’ length made by beginners to experts, which is from 2.186 to 1.267, regardless of AR capability such that the ratio decreased from 2.481 to 1.346 without AR capability and it was from 1.974 to 1.206 with it. The results also show that our system significantly leverages their motivation of learning by increase of beginners’ score from 5.00 without AR capability to 6.67 with it for interest and it is from 5.67 to 7.00 for amusement, and even if sacrificing a wide range of representation of program codes that the traditional systems take, a certain stress is significantly given on spending time thinking and building up a program code in proportion to its difficulty and complexity.
Audience Academic
Author Ishihara, Makio
Rattanachinalai, Pongpun
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CitedBy_id crossref_primary_10_1145_3719016
crossref_primary_10_1016_j_tsc_2023_101369
crossref_primary_10_3389_frobt_2025_1615427
crossref_primary_10_1007_s10639_023_12380_6
Cites_doi 10.1145/337180.337504
10.1145/3311927.3325335
10.1016/j.compedu.2012.10.024
10.1145/1518701.1518851
10.1145/3355056.3364561
10.1109/UIC-ATC.2012.57
10.1145/1868358.1868363
10.1109/EIT.2014.6871829
10.1145/3306214.3338570
10.1145/800193.569942
ContentType Journal Article
Copyright The Author(s), under exclusive licence to Springer Science+Business Media, LLC part of Springer Nature 2021
COPYRIGHT 2022 Springer
The Author(s), under exclusive licence to Springer Science+Business Media, LLC part of Springer Nature 2021.
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Dahl, O.J., Dijkstra, E.W., & Hoare, C.A.R. (eds.) (1972). Structured Programming. Academic Press Ltd.,GBR.
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Chandramouli, M, Zahraee, M, & Winer, C. (2014). A fun-learning approach to programming: an adaptive virtual reality (vr) platform to teach programming to engineering students. In IEEE International conference on electro/information technology, pp 581–586.
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Gomes, A., & Mendes, A. (2007). Learning to program - difficulties and solutions. 283–287.
Hattori, K., & Hirai, T. (2019). An intuitive and educational programming tool with tangible blocks and ar. In ACM SIGGRAPH 2019 Posters, SIGGRAPH ’19. Association for computing machinery, New York, NY, USA.https://doi.org/10.1145/3306214.3338570.
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Sakamoto, R., & Ohshima, T. (2019). Code weaver: a tangible programming learning tool with mixed reality interface. In SIGGRAPH Asia 2019 posters, SA’19. Association for computing machinery, New York, NY, USA.https://doi.org/10.1145/3355056.3364561.
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– reference: Horn, M.S., Solovey, E.T., Crouser, R.J., & Jacob, R.J. (2009). Comparing the use of tangible and graphical programming languages for informal science education. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI09, pp 975–984, Association for Computing Machinery, New York, NY, USA.https://doi.org/10.1145/1518701.1518851.
– reference: NishidaTHaradaANakamuraRMiyamotoYMatsuuraTImplementation and evaluation of pen: The programming environment for novicesIPSJ Journal200748827362747https://ci.nii.ac.jp/naid/110006386503/en/
– reference: Ruhe, G., Bagert, D.J., Edwards, H., Ryan, M., Mead, N.R., & Saiedian, H. (2000). Shortages of qualified software engineering faculty and practitioners (panel session): Challenges in breaking the cycle. In Proceedings of the 22nd international conference on software engineering, ICSE00, pp 665–668, Association for Computing Machinery, New York, NY, USA.https://doi.org/10.1145/337180.337504.
– reference: Chandramouli, M, Zahraee, M, & Winer, C. (2014). A fun-learning approach to programming: an adaptive virtual reality (vr) platform to teach programming to engineering students. In IEEE International conference on electro/information technology, pp 581–586.
– reference: WuHKLeeSWYChangHYLiangJCCurrent status, opportunities and challenges of augmented reality in educationComputers and Education201362414910.1016/j.compedu.2012.10.024https://doi.org/10.1016/j.compedu.2012.10.024. http://www.sciencedirect.com/science/article/pii/S0360131512002527
– reference: Papert, S. (1972). On making a theorem for a child. In Proceedings of the ACM annual conference - Volume 1, ACM ’72, pp 345–349. Association for Computing Machinery, New York, NY, USA.https://doi.org/10.1145/800193.569942.
– reference: MaloneyJResnickMRuskNSilvermanBEastmondEThe scratch programming language and environmentACM Trans. Comput. Educ20101041510.1145/1868358.1868363
– reference: Kim, J., Agarwal, S., Marotta, K., Li, S., Leo, J., & Chau, D.H. (2019). Mixed reality for learning programming. In Proceedings of the 18th ACM international conference on interaction design and children, IDC ’19, pp 574–579, Association for Computing Machinery, New York, NY, USA.https://doi.org/10.1145/3311927.3325335.
– reference: Sakamoto, R., & Ohshima, T. (2019). Code weaver: a tangible programming learning tool with mixed reality interface. In SIGGRAPH Asia 2019 posters, SA’19. Association for computing machinery, New York, NY, USA.https://doi.org/10.1145/3355056.3364561.
– reference: Dahl, O.J., Dijkstra, E.W., & Hoare, C.A.R. (eds.) (1972). Structured Programming. Academic Press Ltd.,GBR.
– reference: Teng, C., & Chen, J. (2012). An augmented reality environment for learning opengl programming. In 2012 9Th international conference on ubiquitous intelligence and computing and 9th international conference on autonomic and trusted computing, pp 996–1001.
– reference: Gomes, A., & Mendes, A. (2007). Learning to program - difficulties and solutions. 283–287.
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Snippet This paper designs and develops a computer programming learning system for total beginners and those who have no programming experience. The traditional...
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SubjectTerms Artificial Intelligence
Augmented reality
Codes
Coding
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Title Learning basic concept of computer programming with path-finding task in ar and its properties
URI https://link.springer.com/article/10.1007/s10639-020-10416-9
http://eric.ed.gov/ERICWebPortal/detail?accno=EJ1326638
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Volume 27
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