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1 Introduction
National and European policies acknowledge the need to equip all citizens with the
necessary competences to use digital technologies critically and creatively (Papadakis,
2016; Redecker, 2017). In recent years, Computational Thinking (CT) and related
concepts (e.g. coding, programming, algorithmic thinking) have been promoted by
educational stakeholders as skills that are as fundamental for all as numeracy and literacy
(Bocconi et al., 2016).
As Wing (2006) states “to reading, writing, and arithmetic, we should add
computational thinking to every child’s analytical ability’’ (p.33). Hence, its integration
throughout all educational levels, as well as the early ages, is considered valuable.
Evidence shows that even children as young as 4 years old can engage in core
computational thinking skills, provided they work with a developmentally appropriate
tool that supports such learning (Kalogiannakis and Papadakis, 2017a; Papadakis et al.,
2016; Strawhacker et al., 2017).
Several countries have now introduced computer science into their national
curriculum (Heintz et al., 2016), meaning that children as young as
5 years old are now learning basic programming skills (Rose et al., 2017). Yet, the
introduction of CT in compulsory education requires support measures to prepare
teachers (Bocconi et al., 2016). Many primary teachers are unlikely to have the
appropriate skillset to teach this new technical subject (Benton et al., 2017;
Kalogiannakis and Papadakis, 2017b). If teachers are to help young children learn CT
concepts as well as STEM subjects (Science, Technology, Engineering and
Mathematics), their professional development ought to help them to explore content and
teaching methods (Clements and Sarama, 2018; Papadakis, 2018a). Teachers themselves
often have no formal education in computing and cannot communicate to their students’
enthusiasm or understanding about what happens inside a computer to make it work
(Wilson and Moffat, 2010). As Fessakis et al. (2013) point out the success of
programming curricula in PreK-Primary grade classrooms is not as dependent on
available technology as it is on ‘‘appropriately designed learning activities and
supporting material [...] easily integrated in every day school practice by well informed
and prepared teachers.’ (p.89).
Evaluating a course for teaching introductory programming
the “bugs”. The only possibility for an undesired outcome is the semantic error (Topalli
and Cagiltay, 2018). Since novices are not bullied by the compiler as they do not have to
write codes following rigid syntactical rules, the programming is more meaningful and
playful within Scratch (Wilson and Moffat, 2010).
Source: http://www.scratchmaths.org
As Scratch has been developed with the aim of being very easy to use by anyone,
regardless of age, background, or interests, it is being used by young people in schools,
homes, and other learning environments around the world (Tsur, 2017). Only in January
2018, the Scratch website had almost 35 million visits with 184 million page views! Also,
Scratch is used at all levels of education across diverse fields, such as Computer Science,
Math, Language, Arts, Social Studies and interdisciplinary projects (Evangelopoulou and
Xinogalos, 2018; Buitrago Flórez et al., 2017). Even though it is claimed that Scratch
appeals more to younger audiences (Smith and Burrow, 2016), some universities (like
Harvard, Berkley, and the University of California) have used Scratch as an introduction
to programming (Martínez-Valdés et al., 2017; Topalli and Cagiltay, 2018).
The next stage in the Scratch story is version 3.0. Scratch 3.0 is written in HTML5.
This means that with Scratch 3.0, the programmers will be able to play Scratch projects
on their phone, create Scratch projects on their tablet, and control Scratch projects with
their voice. There is also a version for kids for smart mobile devices, called ScratchJr
(Scratch Junior) (Buitrago Flórez et al., 2017; Kalogiannakis and Papadakis, 2017a,
2017b; Papadakis et al., 2016; Strawhacker and Bers, 2017).
S. Papadakis and M. Kalogiannakis
advanced commands. The third part is about the construction of projects in the form
of animations, interactive stories and educational games in Scratch. The Creative
Computing Curriculum Guide (http://scratched.gse.harvard.edu/guide/) and the
Scratch cards (https://scratch.mit.edu/info/cards/), a set of twelve cards which are
available to download free from the Scratch website were used as learning material,
in order to help the students’ teams to explore the features of Scratch on their own
learning rhythm (see Figure 2).
Element 2. This element consists of building one or more applications in the Scratch
game to teach certain concepts to kindergarten students. For the projects, the
students were required to develop an interactive story (Aesop myth), an educational
game or a mixture of these (Greek language learning, Math or Science). The
educator advised the student groups how to manage the process of game
development, working collaboratively. Also, the educator offered his guidance to the
student teams, helping them to complete their games and introducing even more
complex CS concepts when needed. At the end of the semester, the students groups
presented their projects.
In order to evaluate the course, we examined both cognitive (how effectively they
learned) and affective (how enjoyable the experience was, and how motivated by it the
students were) factors. Thus, in this study we collected both quantitative and qualitative
data:
The quantitative part was conducted in pre-test/post-test quasi-experimental design.
Moreover, in order to understand the learning of programming topics, we evaluated
students’ projects in terms of students’ use of the elements of Scratch language as
well as the project functionality and appearance. For that reason, students’ project(s)
were examined by the researchers themselves as well as by using the Dr. Scratch
tool.
The qualitative approach used semi-structured interviews, individually and in
groups. Data were recorded through field notes, made by the teacher-researcher. The
goal of such interviews was to identify the extent they had understood the concepts.
Additionally, the students’ behaviour was observed during the course lessons.
2 Results
In this section we present and analyse the course results in terms of students’
performance and satisfaction.
Project evaluation
Score Projects Percentage
8 5 5%
9 12 13%
10 14 15%
11 14 15%
12 17 18%
13 22 24%
14 3 3%
15 4 4%
16 2 2%
Apart from the online tool, the researchers also evaluated students’ projects in terms of
students’ use of the elements of the Scratch language as well as the project functionality
and appearance. In general, students created a wide range of projects, using a variety of
approaches and ideas – building different code and using different visuals. The
researchers’ analysis revealed that the learning has not occurred in depth in all the
students. Although analysis indicates a satisfactory understanding of sequences of
instructions, conditionals and repetition, it also revealed challenges with respect to the
use of concepts, such as the parallelism and synchronisation (Moreno-León et al., 2017).
Moreover, there were a number of weaknesses worth noting. For instance, concerning the
user interface there were a few projects that used the mouse and none of which that used
the drag and drop process. Finally, very few applications made use of random numbers
and logical expressions.
S. Papadakis and M. Kalogiannakis
Item Wording
1 I feel confident writing simple programs in Scratch.
2 I know how to teach programming concepts with Scratch.
3 I can promote a positive attitude towards programming to my students.
4 I can guide students in using programming as a tool while we explore other
topics.
5 I feel confident using programming as an instructional tool within my classroom.
6 I can adapt lesson plans incorporating programming as an instructional tool.
7 I can create original lessons palms incorporating programming as an instructional
tool.
A t-test of the pre and post-survey TSECT scale revealed a statistically significant
increase in TSECT from pre (M = 12.67, SD = 5.62) to post (M = 17.42, SD = 4.11),
t(64) = 3.79, p < .0001. From the students’ answers we can conclude that after the
intervention they feel themselves confident enough to create projects and they plan to
incorporate programming as an instructional tool in their future classrooms.
The TSECT results, similar to the study of Bean et al (2015) correspond well to the
researchers’ informal observations during the intervention. In short, at the beginning of
the course, there was a sense of rising anxiety on the part of the students about
programming. During the course, the students were deeply engrossed in the activities,
and eager to discuss other ways they might use programming in their future classrooms
(Bean et al., 2015). After completion of the course, the researchers conducted a focus
group interview with a structured interview form. An expert opinion about the questions
used in the interview form was taken. Some of the questions that were asked to the
students are presented below:
Did you have difficulty with the course?
What was your favourite aspect of the course?
What was your least favourite aspect of the course?
Was the use of Scratch easy?
Did you face any problems within the Scratch environment?
Do you like programming?
What do you want to learn more about programming?
Evaluating a course for teaching introductory programming
The students answered that the Scratch environment was easy to use, and they didn’t face
special difficulties as it was fun and easy. They used words such as “interesting” and
“easy” to describe their learning process. The majority of them stated that they want to
improve themselves in programming. In summary, we found that students agreed to a
considerable extent that their involvement with Scratch was a pleasant experience rather
than a stressful one. They also liked that the course was delivered through a mix of
didactic and experiential learning methods. As weak points, they mentioned the tight
schedule for the activities and said they needed more time for each activity, especially for
the final project. Similar to other studies (Bean et al., 2015), many students indicated
their intent to use Scratch in their future teaching, recognising that embedding Scratch
programming into other areas can “[..] actually enhance lessons,” and that “I really felt
like I could apply this to my future classroom.”
Figure 4 (A, B) Example of the code and user interface of a project related to Physical Science
A B
Figure 5 (A, B) Example of the code and user interface of a project related to a Aesop Myth
A B
S. Papadakis and M. Kalogiannakis
improve their job performance, and ease their job. Although, the results we obtained by
the Dr. Scratch tool were less satisfactory than expected, similar to the study of Martínez-
Valdés et al. (2017), the most important thing is that most students with no prior
programming experience considered that Scratch had assisted them in learning
programming.
An encouraging element is that the students didn’t faced many of the same
difficulties or common pitfalls encountered in similar other studies when getting started
with Scratch (Tsur, 2017), such as misunderstanding the effect of connecting two “next
costume” blocks without a “wait” in between, navigating between different sprites, and
the inclination to build long scripts without testing them. As almost all the participants in
this study were female students, it is considered very important that they reported that
they enjoyed the course and found applicability to their careers. This is noticeable, given
the fact that various studies conclude that there is a psychological aversion in females
due to male stereotyping in computing discipline, which is also observed in Mathematics,
Science, and other disciplines (Lang, 2002; Papadakis, 2018c; Papadakis and
Kalogiannakis, 2017).
This study has a number of limitations. Since the data was collected from almost
female students from one university department, the findings should be applied to
subjects from other disciplines with caution. Moreover, it may be useful to employ a
mixed method approach that incorporates long-term practical research methods for a
deeper investigation of factors affecting attitudes and intentions toward using Scratch in
respect to the students’ gender.
In future work, it would be an idea to plan out a more open-ended set of challenges,
which would allow students to use most advanced CT concepts. Also, it would be a good
idea to integrate in the course smart robots such as Bee-Bot and Kibo or internet-
connected smart toys such as Sphero. Also, as a new version of Scratch, Scratch 3.0, is
on the way, it would be a good idea to integrate in a new course the use of smart mobile
devices such as tablets as a part of a new students’ experience.
Acknowledgement
The authors would like to express their gratitude to all the students for volunteering their
time.
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