Meta 27

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 13

Received: 13 May 2020 | Accepted: 2 August 2020

DOI: 10.1002/cae.22319

RESEARCH ARTICLE

Advancing preuniversity students' computational thinking


skills through an educational project based on tangible
elements and virtual block‐based programming

Sergio Trilles | Carlos Granell

Institute of New Imaging Technologies


(INIT), Universitat Jaume I, Castellón de Abstract
la Plana, Castelló, Spain University students enroling in Science, Technology, Engineering and
Correspondence
Mathematics (STEM)‐related studies such as computer science continue to
Sergio Trilles, Institute of New Imaging decline, even though worldwide educational policy reports warn about the
Technologies (INIT), Universitat Jaume I, need for this type of professionals in the immediate future. Promoting com-
Av. Vicente Sos Baynat s/n, 12071 Castelló
de la Plana, Castelló, Spain. puter science studies among preuniversity students seems the most direct so-
Email: strilles@uji.es lution to reverse this issue. In this context, we present the Sucre4Kids project
whose main objectives are to engage young people into computational thinking
Funding information
Ministerio de Ciencia e Innovación, and programming concepts using tangible elements and social interaction. We
Grant/Award Number: RYC‐2014‐16913; apply the Sucre4Kids approach to introductory courses of computational
Universitat Jaume I,
thinking and programming concepts to high‐school students. The main results
Grant/Award Number: POSDOC‐B/
2018/12 of the 3‐year intervention in the classroom with 256 high‐school students
reached suggest that tangible elements and social interaction in groups are
determining factors in increasing students' motivation to learn to code and to
raise their interest in STEM disciplines.

KEYWORDS
block‐based programming, computational thinking, computer science education, STEAM, tangible
elements

1 | INTRODUCTION constant, its low value is especially worrying compared to


other European countries. Unfortunately, this steady
Informatics Europe releases annually a report on the si- trend over the past decade has done nothing to promote
tuation of computer science programmes in Europe, computer science studies among preuniversity students,
comparing European countries in terms of the number of who are the focus of this study.
students per one million inhabitants and the percentage The previous report suggests that the demand and
of female students in study programmes related to com- supply of Information Technology (IT) professionals do
puter science and informatics, among other statistical not adjust, far exceeding demand to existing supply. Far
indicators. In the seventh report in the series that covers from being reduced, this mismatch is expected to in-
the years 2013 and 2018 [29], Spain does not improve crease, with the potential risk of turning computing in
concerning the previous two indicators. Although the Europe into a “bottleneck” in the coming years. The
ratio of students per million inhabitants remains European Commission estimates seven million

Sergio Trilles and Carlos Granell contributed equally to this study.

1490 | © 2020 Wiley Periodicals LLC wileyonlinelibrary.com/journal/cae Comput Appl Eng Educ. 2020;28:1490–1502.
TRILLES AND GRANELL | 1491

employees by 2025 for the entire Science, Technology, shift from computational thinking to computational ac-
Engineering and Mathematics (STEM) sector [7]. Con- tion [36].
versely, according to the Organisation for Economic Co- In this paper, we explored the idea of computational
operation and Development, today's high‐school students action in the classroom. The goal of the Sucre4Kids pro-
in Spain—who will be the professionals of tomorrow— ject [37] is to promote scientific vocations, computational
present unequal skills in their levels of knowledge in thinking and programming in high school and vocational
science and mathematics, occupying middle‐low posi- training to students. Putting aside the technical specifi-
tions in the ranking [23]. cation of the elements of the Sucre4Kids project [13], the
Given this rather pessimistic future outlook, pro- focus here is in the way to engage students in an in-
moting computer science studies among preuniversity troductory course to programming and computational
students is more urgent than ever. Exacerbated by rapid concepts. We summarise an intervention in which the
technological advances that will transform the skill Sucre4Kids was applied to (256) high‐school students for
landscape in many professions, students and teachers 3 years. The intervention was designed to empower social
need to strengthen their computing skills in the present interactions among students to influence positively on
for the jobs of the future [41]. It is necessary to look for their perception of the benefits of the course content.
incentives and alternative forms to promoting computa- The remainder of this paper is structured as follows.
tional thinking, programming and, ultimately, the sci- Section 2 includes related works similar to the Sucre4Kids
entific vocation among the youngest. A recent column on project. Section 3 presents the methodological approach,
the prospects of IT workforce in Europe put it clearly: including the technical kit used in the course and the
“the countries that lead the Information and Commu- qualitative and quantitative research methods employed
nications Technologies sector in Europe today are the in the classroom. Section 4 discusses the results. Section 5
ones that invested a great deal of resources 20 years ago, summaries the main findings and presents future lines of
especially in education. In order to catch up, much effort research.
must be focused on developing computer science in
school” [17].
Wing's [40] definition is widely mentioned in the lit- 2 | RELATED WORK
erature as the starting point for the discussion of com-
putational thinking. In her opinion, computational In the academic and industry worlds, there are different
thinking has a dual purpose. On one hand, computa- initiatives and kits similar to Sucre4Kids to promote
tional thinking is a thought process, disconnected from computational thinking and programming among young
technology. On the other, it is seen as a way to formalise people. Nevertheless, not all these initiatives package
and solve problems that require a set of abilities and tangible and programming features together; there are
skills, which are also fundamental problem‐solving skills many more initiatives without a tangible part due to its
in many other domains such as in science [38] and en- higher cost and difficult distribution. Yu et al. [42] clas-
gineering education [18]. Abstraction, algorithmic sify the initiatives that are aimed at computational
thinking, automation, decomposition, debugging, pattern thinking and programming into five groups: physical kits
recognition and generalisation, are shared competences with or without electronics (2), virtual kits (1) and hybrid
and abilities discussed in the related literature [3,6], even kits with virtual or tangible programming blocks (2). The
though full agreement on the definition of computational Sucre4Kids project can be considered as hybrid kits with
thinking is still up for discussion [11,2]. We recognise the virtual block‐based programming, but it has a variation
value of computational thinking. However, we advocate a due to the addition of electronic elements. Next, similar
change in the role of computational thinking in pre- kits within this category, also featuring electronic ele-
university students, to go beyond learning to code to a ments, are analysed and compared to our proposal
new educational context in which students develop (Table 1).
computational applications of importance to them [15]. It Talkoo [16] is based on Arduino. Sensor and actuators
is widely recognised that novice programmers learn to are easily pluggable and require no soldering or prior
code within a given domain, as programming experience knowledge of electronics. These components “respond”
is primarily acquired in a specific domain. Similarly, it is to the visual tool, and it is not necessary to load a pro-
vital to connect computing and programming with the gramme. Talkoo is running all modules at the same time
kind of projects and applications that younger students and shows in real‐time the I/O values of the sensors and
find personally relevant and motivating so that they can actuators. Based on the original Grove connectors, Grove
perceive the potential impact that computing has on their Zero [29] adds magnetic connectors to the electronic
“domains.” In this regard, some authors call for action to components to facilitate the connection between them.
1492 | TRILLES AND GRANELL

TABLE 1 Comparison of the analysed kits, including Sucre4Kids at the bottom row

Open Project‐ Plug & play Programming Sensors/ Price


Project/kit hardware based connectors language Organisation actuators (approx.)
Talkoo NS No Yes Arduino Individual NS NS
Grove Zero NS Yes Yes Arduino Individual 6 79 €
Micro:bit Yes Yes No Java and Individual 4 (On board) 20 €
MicroPython
Chibi Chip Yes Yes Yes Arduino Individual 0 26 €
Circuit Yes No No Arduino Individual 5 27 €
Playground
Express
Neuron No Yes Yes – Individual 6 70 €
MODI No Yes Yes Own language Individual 17 570 €
Sucre4Kids Yes Yes Yes Arduino Individual + group 11 84 €

Note: Prices as of June 2020.


Abbreviation: NS, not specified.

Following a colour nomenclature, the Grove Zero kit in- programming is also supported through the Arduino
cludes different sensors and actuators. It comes with a IDE.
custom integrated development environment (IDE) based Table 1 compares the previous kits to Sucre4Kids
on Microsoft MakeCode accessible as a web application. (bottom row) according to the following comparison
Another widely known kit is the BBC‐powered Micro:bit criteria.
[19] to promote programming among young people. Like
Arduino, Micro:bit is a small open hardware board that • Open hardware, if it can be openly used, modified and
allows to running code on it. Unlike Arduino, it in- distributed. Scale: Yes/No.
tegrates a series of prebuilt actuators and sensors such as • Project‐based, if it proposes projects to ease learning.
a 5 × 5 matrix, accelerometer or Bluetooth. As a packed Scale: Yes/No.
solution, Micro:bit is easy to use at the cost of being • Plug and play connectors, if it offers plug and play
limited to straightforward projects, since it does not connectors to ease connecting electronic components.
include external sensors nor connectors. The micro- Scale: Yes/No.
controller can be programmed using Java or Micropython • Programming language, indicates the programming
(a language similar to Python). Neuron [21] is a pro- language used to code the board. Scale: Python, Ardu-
grammable electronic building block platform and ino, Java or Javascript, among others.
contains different sensors and actuators, such as led, • Organisation, if it is designed to allow an individual or
cameras, ultrasonic or motors. Unlike using virtual group learning strategy. Scale: Individual/Group.
blocks for programming, Neuron uses flow‐based pro- • Sensor/actuators, number of sensors or actuators in-
gramming blocks. The Luxrobo company launched a cluded in the package.
Kickstarter campaign for the development of MODI in • Price, the global price of all the components included
2016 [20]. MODI is a STEM project similar to Neuron, its in the kit.
more than 13 sensors and actuators offer magnetic con-
nectors. An application called MODI Studio is needed to According to Table 1, all the initiatives are classified
programme the microcontroller. Chibi Chip [8] is another as open hardware, except Talkoo and Grove zero, which
microcontroller aimed at the youngest who can build do not specify it. Sucre4Kids, Grove Zero, Micro:bit and
interactive paper circuits with LEDs. It allows block‐ Chibi Chip offer additional documentation and resources
based coding or text‐based coding using the Arduino IDE. to carry out guided projects. Regarding the use of
Finally, Circuit Playground Express [9] is a board similar connectors, Talkoo, Grove Zero and Chibi Chip, plus
to Micro:bit that incorporates sensors (temperature, light Sucre4Kids facilitate the assembly of electronic compo-
or accelerometer), buttons, a speaker and different LEDs. nents using plug and play connectors. All kits support
Like Grove Zero, it relies on Microsoft MakeCode for visual programming and text‐based programming. All but
block‐based visual programming although test‐based Micro:bit use Arduino programming language; Micro:bit
TRILLES AND GRANELL | 1493

uses Java and MicroPython. None but Sucre4Kids were stimulating a growing interest in coding and computa-
specifically designed to working in groups. In terms of tional concepts.
number of sensors and actuators. Finally, in terms of After an overview of the methodological approach,
sensors and actuators included in the pack and its price, next, we present the main characteristics of Sucre4Kids
MODI is the option with the most variety of elements (17 (Section 3.1), followed by the description of the protocol
sensors/actuators). However, its price is much higher of the course intervention and the qualitative and quan-
than the other options. The second option is Sucre4Kids titative research methods used (Section 3.2).
with 11 different items, and its cost is eight times lower
than MODI.
3.1 | Sucre4Kids: Towards
computational action through tangible
3 | METHODOLOGY and social interaction

Sucre4Kids is an educational project to welcome 3.1.1 | SucreKit: The tangible


young people into computational thinking and pro- interaction
gramming concepts and to promote scientific vocation
in general. It encourages curiosity in programming by The SucreKit (Figure 1) contains a set of electronic
introducing students to technology related to elec- components required to build guided and freestyle pro-
tronic devices and the “maker” movement [14]. The jects. The included electronic components can recreate
reduced cost of these electronic components and the the functional parts of any traditional computer: a com-
increased growth in knowledge sharing that the ma- puting core and inputs/outputs (I/O) devices. The
ker culture features are democratising the creative use equivalent to the core (e.g., microcontroller and buses) in
of this technology for commercial and personal pur- a desktop computer is the Arduino UNO board and the
poses. Projects such as Cubelets, MOSS and LittleBits Grove shield, which eases the connection of the I/O de-
give importance to the tangible part, so that students vices (sensors/actuators) to the board. Sensors and ac-
can touch and connect, sparking their interest in tuators act as input and output devices, respectively. All
learning to code [5]. Tangible interact is central to components can be combined in many ways, allowing a
Sucre4Kids through the use of microcontrollers and high degree of flexibility to create a wide range of dif-
electronic components combined with block‐based ferent projects.
programming tools for the development of computa- Table 2 specifies the technical details and cost of each
tional projects (Section 3.1.1). of the electronic components in the kit, as well as other
Any educational activity, whether technology‐based additional materials that are included in the kit.
or not, should be designed by how people learn. Many The advantage of SucreKit over other available kits
educational theories have evolved over the years (e.g., lies in its openness. Open hardware and open source are
behaviourism, constructivism), as researchers and edu- defining characteristics of the kit and, in general, of the
cators try to understand and explain how people learn entire Sucre4Kit project. As we will see in Section 4, the
best and in what context. Among them, we particularly kit is understandable to students regardless of their pre-
focus on constructionism, as it connects strongly with the vious level of knowledge on electronics.
idea of computational action. Constructionism entails
creation and experimentation in the learning process [1].
In the words of Seymour Papert, “everything can be un- 3.1.2 | Block‐based programming
derstood by being constructed” [1]. So constructionism is
an educational theory that posits that learning takes place Block‐based programming is becoming popular over text‐
best when students are constructing objects in the real based programming to broadly introduce the concepts
world. However, if we also experiment with things that and practice of programming [29], to the extent that some
are meaningful to us, learning is much more enjoyable authors highlight the value of block‐based, visual pro-
and motivating. Precisely, the important part of con- gramming as a gateway to traditional text‐based pro-
structionism is connected with the interest and passions gramming [30]. Block‐based programming provides
of the students. With Sucre4Kids, we prepare students to visual cues to the novice to figure out what instruction to
experiment by “learning by doing” [28], encouraging use. These visual cues take the form of differently shaped
sessions to be open, participatory and based on collective and coloured blocks that represent programming con-
work. It is leveraging social interaction (Section 3.1.3), cepts, such as variable definitions, conditions or func-
students code projects that are important to them, tions. Interactively, blocks are visually adjusted or
1494 | TRILLES AND GRANELL

FIGURE 1 Electronic components and educational materials included in the SucreKit

TABLE 2 Complete list of components of the SucreKit

Type Element Description Values Price (€)


Core Arduino UNO Microcontroller N/A 21.37
Grove shield Shield with 16 connectors N/A 7.6
Sensors Soil humidity Can measure soil moisture [0, 900] 2.55
Light Can measure the amount of light [0, 750] 2.48
Distance Can obtain the distance between an object [10, 80] cm 11.87
Noise Can measure the amount of noise [0, 1023] 4.18
Humidity and temperature Can measure air humidity and temperature [20, 90]% (Hum.) [0, 50]°C (temp) 5.20
Button Can enable or disable High/low 1.71
Actuators LED multicolour Can turn on or turn off a variable colour LED High/low 1.62
LED bar Can turn on or off nine leds in a bar [0–9] Positions 3.33
Display Can display any bitmap 96 × 16 pixels 13.14
Buzzer Can turn on or off constant sound High/low 1.71
Others Role badges Ccoordinator, hardware, programmer, analyst N/A 3.00
Description cards 6× sensors, 4× actuators, and 3× projects N/A 2.6
Connector Universal Serial Bus type‐B cable N/A 1.55
Total = 84.27
Note: Prices as of April 2020.
Abbreviation: N/A, not applicable.

connected, analogue to how standard code is written application [33] for block‐based programming based on
(nested instructions, etc). Blockly, creating new blocks for each sensor and actuator
There are several initiatives related to block‐based included in the kit, and making them available to users
visual programming [4], such as the well‐known Scratch like any other regular command block (Figure 2).
[26], MIT App Inventor [25], and Google Blockly [12]. The web application can be downloaded from an open
In the Sucre4Kids project, we have developed a web repository [31].
TRILLES AND GRANELL | 1495

FIGURE 2 Web tool developed for the Sucre4Kids project to visually programme

3.1.3 | Projects as a goal: The social • “Smart plant” project (Figure 3): The goal is to know if
interaction we should water a plant. Using the soil moisture sensor
to measure plant humidity and the bar LED to indicate
Students are challenged through “stories” capable of the level.
connecting with students and arousing their interest. • “Smart Parking” project: Recreates the system of free
Three different projects have been defined plus a freestyle spaces in public car parks or shopping centres. Using a
project. Following all project are detailed. distance sensor, we can check if there is an object (e.g.,

FIGURE 3 Smart plant project example


1496 | TRILLES AND GRANELL

miniature car) in a place (parking). An LED is used to assigning one SucreKit per group. PF described each of
display if a parking space is occupied or free. the electronic components (e.g., the Arduino board, the
• “Smart Light” project: Simulates a smart light, check- Grove shield, sensors and actuators) and how to set up the
ing the light intensity level in a room, using a light computational environment. Participants downloaded
sensor and activating an LED if the light intensity level the required libraries and imported them into the Ardu-
is low. ino IDE. To close the Section A, PF introduced the block‐
based programming tool (Section 3.1.2) and described the
Each project covers the two concepts introduced relevant blocks that referred to programming concepts
above: design and assembly of electronic components, such as conditionals, variables and functions, and to
and computational thinking competencies and program- sensors and actuators. A guided project was carried out
ming skills. However, the potential of Sucre4Kids lies in during the Section B. First, each group familiarised with
the ability to reuse the elements in different projects, the Sucrekit with a basic example to wire an LED and
since teachers and students can create as many original code the blocks to turn it on/off. Then, students went into
projects with the SucreKit as ideas proposed. Another the guided “smart plant” project (Section 3.1.3), which
project example could be "lights respond smartly to the consisted of wiring a soil moisture sensor and an LED bar
intensity of music." actuator to the Arduino board plus the required code to
make the assemblage function as expected. Finally, in
Section C, each group carries out a freestyle project.
3.2 | Course protocol Table 3 summarises the type and characteristics of the
interventions per section. Sucre4Kids was born with a
We have put Sucre4Kid in practice in a short course strong commitment to tangible interaction; participants
(called Pràctica a l'UJI) to promote computer science touch and interact with the sensors and actuators,
study programmes at the Universitat Jaume I de Castelló, wire them into the board and bring the assemblage to
Spain. The course is composed of six sessions, and the life through black‐based programming. The novelty in-
same materials and content are delivered in all sessions troduced in the sessions from 2018 onwards was the ex-
as the course is not an introduction to programming plicit assignment of roles. Inspired by social and tangible
concepts per se. Still, its objective is to reach as much coding work [34], where authors exploit programming in
as possible preuniversity students and catch their atten- pairs with different roles, we designed coloured badges
tion and motivation on computational concepts and (Figure 1) and assigned one role to each group member.
programming. Following a software development team, we defined four
Each session lasts for ∼2 hr and houses a maximum of different roles: coordinator, hardware, programmer and
25 students. Two facilitators (authors) were always pre- analyst. We hypothesised that the explicit designation of
sent in each session to introduce the Sucre4Kids project roles could significantly reinforce the motivation of the
and other educational content. The institute teachers group members and the social interaction in the
responsible for the students often attended but remained group work.
in the background without intervening in the session. The execution of the course was complemented with
The principal facilitator (PF) took an active role by orally quantitative and qualitative research methods for data
presenting the course content. The secondary facilitator collection. As earlier mentioned, SF remained more on
(SF) observed participants wiring components, coding the sidelines to carry out covert observation [27] without
and their behaviour when working individually or the students being aware that they were being observed.
collaboratively. Both facilitators‐assisted participants if Covert observation consists basically of taking notes on
doubts arose. Regarding materials, a visual presentation, paper, and sporadically photographic material (preser-
a projector and the SucreKit box were used, along with ving participants’ privacy), about the reactions and be-
desktop computers for participants. haviour of students in each of the section of a session
A session was divided into three different sections and, especially, during group work. Therefore, this social
(A–C). In Section A, PF first introduced the course research method was tailored to the nature and condi-
agenda, pedagogical objectives and basic notions of tions of the practical sessions.
block‐based programming. Participants worked in- Before starting each session, PF/SF asked their
dividually in a desktop computer, following the pre- counterparts (high‐school teachers of technology and/or
sentation available in an online education platform computer science who accompanied their students to the
(Moodle). Next, PF proceeded with the Sucrekit block university) about the students’ prior knowledge of pro-
(Section 3.1.1). Here, the participants switched from in- gramming and computing concepts in general. At the end
dividual to group work and formed groups of four people, of the session, and without students, PF/SF discussed
TRILLES AND GRANELL | 1497

TABLE 3 Type and characteristics of


Year Section Content Tangible Organisation
the interventions per section
2017 A Introductory talks N/A Individual + group (without assigned
roles)
2017 B Guided project Yes Group (without assigned roles)
2017 C Freestyle project Yes Group (without assigned roles)
2018 A Introductory talks N/A Individual + group (without assigned
roles)
2018 B Guided project Yes Group (with assigned roles)
2018 C Freestyle project Yes Group (with assigned roles)
2019 A Introductory talks N/A Individual + group (without assigned
roles)
2019 B Guided project Yes Group (with assigned roles)
2019 C Freestyle project Yes Group (with assigned roles)

Note: Parentheses in the tangible column indicates that only group work was tangible.
Abbreviation: N/A, not applicable.

informally with the high‐school teachers about the 2017, 2018 and 2019 (one session was cancelled in 2018
teaching materials employed in the course and their and two in 2019), and 256 high‐school students aged
perception of the student's attitude and interest towards between 14 and 18 years old participated in the course
the course content. (Table 4). All data and scripts developed for this study are
With respect to quantitative methods, we conducted a available in a public repository [32].
short anonymous survey in the 2019 sessions. At the end
of each session, students were asked to respond to the
following Likert‐scale sentences in the range strongly 4.2 | Quantitative results
disagree (1) to strongly agree (5):
Of the 15 sessions held, the longest session took 105 min
• P1: The class has gone so fast. (the maximum set), and the shortest was 85 min. The
• P2: The guided/freestyle projects have been useful in average session duration was 93 min. Figure 4 shows the
understanding the concepts. percentage distribution of the three types of sections for
• P3: It was easy to follow the development of the each session. Except for some unusual session, the rest
project. follow a similar pattern: Section A occupies ∼60% of the
• P4: I liked the way teamwork was organised. session, while the remaining 40% is distributed among
• P5: I would like to know more about sensors and Sections B and C. The average participation per session
coding. was 17 students.
In particular, the average time spent on Section A was
57 min, with 70 min being the maximum time (2017‐05
4 | R E S U L T S AN D D I S C U S S I O N and 2019‐01) spent and 45 min the session with less
dedication (2018‐01). Section B, the guided project, lasted
4.1 | Participants 20 min on average, being 40 min the section with more
dedication (2018‐01) and 10 min the least (2019‐06).
As indicated, the course intervention was carried out in Section C, the freestyle project, spent 15 min on average,
the realm of the Pràctica a l'UJI programme, which aims ranging from 0 (2017‐05) to 25 min (2017‐02 and 2019‐
to promote the computer science degree at UJI among 06). The reason for skipping the last section was because
high‐school students. Course experiences in the 2017 and half of the students were late to the session.
2018 editions are reported elsewhere [37]; this paper in- We might think that sessions with fewer students
stead adds our experience in the 2019 edition, which would have progressed more rapidly than more crowded
introduced new changes as explained in Section 3.2 and sessions. However, no clear pattern is perceived in this
compared them to prior deployments of the course. Over direction, that is, between the number of participants and
the three years, 15 sessions in total were held in January the temporal distribution of the sections. Other factors,
1498 | TRILLES AND GRANELL

Year Duration Students Male Female Ongoing studies


TABLE 4 Breakdown of all sessions
held during 2017–2019
2017‐01 105 20 N/A N/A Vocational training
2017‐02 105 22 N/A N/A Middle school
2017‐03 95 13 N/A N/A High school
2017‐04 95 6 N/A N/A High school
2017‐05 95 25 N/A N/A High school
2017‐06 90 22 N/A N/A High school
2018‐01 95 20 18 2 High school
2018‐02 85 19 13 6 Middle school
2018‐03 90 19 18 1 Vocational training
2018‐04 85 19 15 4 High school
2018‐05 90 21 15 4 High school
2019‐01 95 17 12 5 High school
2019‐03 95 13 8 5 High school
2019‐04 90 13 12 1 High school
2019‐06 90 7 7 0 High school

Abbreviation: N/A, not applicable.

F I G U R E 4 Percentage distribution of A–C sections per session. Points represent number of participants per session. Average
participation per session was 17
TRILLES AND GRANELL | 1499

such as prior knowledge of students or group variability The second block consisted of an introduction to the
(in terms of the number of group members), could in- Arduino microcontroller, in which students initiated the
fluence the durability of each section in a session. activity individually but later were organised into groups
Figure 5 shows the results of the 50 respondents in without a division of roles.
the 2019 sessions. Overall, the results are satisfactory; Concerning the first block of activities, a recurrent
63% have qualified with “Strongly agree” to all questions, observation in all sessions was that students quickly ab-
32% on average answered “Agree,” while 4% did so in sorbed the concepts of visual block‐based programming.
“Neutral” and only 0.4% in “Disagree” (only one ques- In general, students found the semantics of block‐based
tion). If we analyse each question individually, 74% of constructs, such as loops and conditionals, very intuitive
respondents indicated they strongly agreed with question while solving the programming levels of the maze game.
P2 ("The guided/freestyle projects have been useful in Additionally, students could immediately test written
understanding the concepts"). On the other edge, the code that provided instant feedback on code validity, a
least desired question was P5 (“I would like to know feature that is perfectly suited to the first steps of the
more about sensors and programming”), which 8% and programming learning process [30]. This observation is
2% of respondents expressed “Neutral” and “Disagree” consistent with the results to question P3 in which 98% of
perceptions to that question, respectively. Nevertheless, responses satisfactorily agreed with the sentence “it was
responses to question P5 are rather positive, since re- easy to follow the development of the project.” And it is
spondents showed a clear interest in learning more also supported by literature; Tissenbaum et al. [36] found
content related to programming. It remains to be seen, that a cohort of students in an introductory programming
however, whether their interest is high enough to enrol course using block‐based programming outperformed
in university studies in computer science or similar. those taught the same course with text‐based
programming.
Block‐based programming was attractive. In all ses-
4.3 | Qualitative results sions, we appreciated that about half of the students did
not want to leave the maze game and continued playing,
During the Section A, two blocks of activities were car- even 10 min after the next block was initiated (Arduino
ried out. The first one was a brief introduction to visual microcontroller). Some kept both screens at once, the
block‐based programming (Blockly), where students maze game and the presentation about Arduino. The
practice coding individually in a web‐based maze game. extreme level is a case of two students (2017‐03) who,

F I G U R E 5 Results of the survey conducted in the 2019 edition of the “Pràctica a l'UJI” (N = 50). Only high percentages (agree,
totally agree) and neutral are shown. All but one (2%) of the low percentages (strongly disagree, disagree) are zero
1500 | TRILLES AND GRANELL

after the session ended, remained “competing" among group member took the leadership without counting the
them to solve the advanced level of the maze game while rest, leading to conflict and/or the rest of the group re-
the rest of the classmates had already gone. frained from collaborating anymore and, therefore, dis-
The variability of the profiles of the participants al- engaging from the course progress.
lowed us to explore the attractiveness of block‐based The explicit role assignment introduced in 2018 and
programming from different angles. For example, parti- 2019 changed how the members’ groups collaborate.
cipants from vocational training studies (2017‐01, 2018‐ Although they seem an insignificant action, role badges
03) had greater difficulty to reach higher levels in the completely changed the behaviour and interaction be-
maze game than other students. This could be explained tween the group members compared to 2017 sessions.
by a lower knowledge of the programming of these stu- The students gained in commitment and responsibility
dents, since the higher the level of the game, the more within the group, and they took the assigned role as a
complex the coding was. Nevertheless, based on the challenge to finish the proposed projects. The role as-
collected data alone, we do not have enough evidence to signment also had the students hold their interest until
explain this effect in the students of vocational training the end of the session.
studies, which may be derived from their lack of interest, As the most common group was of four people, the
insufficient knowledge, by pure chance or a combination four roles (coordinator, hardware, programmer, and
of them. What is clear is that block‐based programming analyst) matched perfectly. Each member played a dif-
dramatically lowers the barriers for novices to learn ferent role. For groups with three members, the role of
programming concepts, although other factors (prior programmer and analyst fell to the same person. In the
knowledge, etc.,) may partially slow down their learning case of the group of five, all took the programmer role
progress. (pair programming). Students chose for themselves the
Another observation worth mentioning is that the role. There were no conflicts in this regard, so PF/SF
interaction between students was practically absent. In- never explicitly assigned roles to group members.
dividual work in front of the computer created an at- As a result, collaboration and interaction soared, to
mosphere of almost total silence in the classroom, except the point where some students rose freely and ap-
for brief comments between adjacent students to help proached other groups to offer their help concerning
each other to solve difficulties in the maze game. Com- their role. They internalised their role, and this affected a
pared to individual work, this collaboration between greater involvement and interest in the tasks that each of
neighbouring students suggests that pair programming the group members performed. Everyone collaborated
could work naturally to enhance computational action because they had a well‐assigned role [22]. The badges
and accelerate programming learning [10]. continually reminded each member what kind of parti-
Concerning the second block of activities in Section A cipation he/she had in terms of the collaborative deci-
(introduction to the Arduino microcontroller), we ap- sions and tasks to perform. Some participants warned
preciated that students had no prior knowledge about (positively) another member if he/she failed or did not
Arduino and sensors (confirmed by their teachers). The pay enough attention to perform a specific task.
PF's talk was necessary because most students never had Last qualitative remarks are related to the freestyle
such electronic devices in their hands. Students carefully project section. Compared to the first edition (2017), the
examined the sensors and actuators of the SucreKit and groups in 2018 and 2019 showed a more imaginative at-
connected them carefully. We felt they cared about what titude when they combined sensors and actuators and
they had on their hands. Nevertheless, they gained con- developed the associated code. Many of those projects
fidence soon. In the 2017 session, each member of a carried out in 2018 and 2019 were more complex than the
group was not assigned a specific role, so the interaction one proposed by the facilitators.
in the group was still poor and did not alter the atmo-
sphere of silence. Group work varied depending on the
number of members. When the group was composed of 5 | C O N C L U S I O N S AN D B E Y O N D
three students, de facto roles were still implicitly dis- SU CRE4 KIDS
tributed for collaborative work. The student sited in front
of the computer was in charge of the programming with The current study described the experiences of the
the web tool (Figure 2), while the other two at each side Sucre4Kids project over the past three years in a course to
took distinct responsibilities: one assembled the electro- promote computer science degrees among high‐school
nic components and the other checked the documenta- students and to introduce them to computational thinking
tion. With groups of four or more, that implicit and programming concepts using tangible elements and
collaboration no longer worked as well, and typically one social interaction. Our experiences revealed that touching
TRILLES AND GRANELL | 1501

and interacting with tangible elements [5] definitively ACKN OWLEDGMENTS


boost students’ commitment to learn to code. If, in addi- Sergio Trilles was funded by the postdoctoral programme
tion, tangible elements are accompanied by the explicit PINV2018—Universitat Jaume I (POSDOC‐B/2018/12);
assignment of roles and social interaction, we observed Carlos Granell was funded by the Ramon y Cajal Pro-
that the students’ motivation and engagement increased gramme of the Spanish government (Grant Number:
notably. With the role designation, students knew their RYC‐2014‐16913).
tasks perfectly and, therefore, acquired responsibility and
the feeling of being part of a group to achieve the guided ORCID
and freestyle projects collaboratively. Sergio Trilles http://orcid.org/0000-0002-9304-0719
Despite the positive experience, some technical issues Carlos Granell http://orcid.org/0000-0003-1004-9695
sometimes hindered the proper development of the
course. The web‐based application for block‐based pro- RE FER E NCES
gramming (Section 3.1.2) required an initial configura- 1. E. Ackermann, Piaget's constructivism, Papert's constructionism:
tion on each desktop computer to transfer the code to the What's the difference, Future Learn. Group Publ. 5 (2001), no. 3,
Arduino board. This meant an extra step for students, 438.
which was entirely alien to the content of the course. 2. J. Adell Segura et al., El debate sobre el pensamiento computa-
cional en educación, Revista Iberoamericana de Educación
Related to this, the communication between the Arduino
a Distancia 22 (2019), no. 1, 171–186.
board and the desktop computer was physically done via
3. A. V. Aho, Computation and computational thinking, Comput.
a USB cable, establishing a virtual connection to a COM J. 55 (2012), no. 7, 832–835.
port of the desktop computer. Our experience shows that 4. D. Bau et al., Learnable programming: Blocks and beyond,
this communication setup is quite problematic and leads Commun. ACM 60 (2017), no. 6, 72–80.
to sporadic communication failures between the com- 5. P Blikstein et al., Project Bloks: designing a development plat-
puter and the Arduino, disrupting the students’ focus on form for tangible programming for children, Position paper;
their programming activities. 2016.
6. S. Bocconi et al., Developing computational thinking in com-
We are planning technical alternatives to overcome
pulsory education−Implications for policy and practice, EUR
these issues [37]. The redesigning of Sucre4Kids project 28295; 2016.
includes the adoption of the Internet of Things paradigm, 7. M Caprile et al., Encouraging STEM studies—Labour Market
which provides improvements over the limitations ex- Situation and Comparison of Practices Targeted at Young People
posed above, and the establishment of wireless con- in Different Member States, European Parliament, Directorate
nectivity, eliminating USB cables as points of failures. In General for Internal Policies; 2015.
particular, the existing microcontroller is replaced by the 8. Chibitronics, 2020, available at https://chibitronics.com/
9. Circuit Playground Express, 2020, available at https://www.
particle microcontroller [24] that adds a rechargeable
adafruit.com/product/3333
battery and supports wireless connectivity. This en-
10. J. Denner et al., Pair programming: Under what conditions is it
hanced connectivity allows to create mesh networks advantageous for middle school students? J. Res. Technol. Educ.
with neighbouring microcontrollers, and remotely facil- 46 (2014), no. 3, 277–296.
itates the code update process without cables. All of 11. P. J. Denning, Remaining trouble spots with computational
these features make the new core more versatile and thinking, Commun. ACM 60 (2017), no. 6, 33–39.
autonomous, gaining in agility in the sessions since 12. N. Fraser, Ten things we've learned from Blockly, 2015 IEEE
dependencies with the desktop computer and the Blocks and Beyond Workshop (Blocks and Beyond), IEEE,
Atlanta, GA, 2015, pp. 49–50.
programming tool disappear.
13. C. Granell and S. Trilles, El proyecto SUCRE4Kids: Una iniciativa de
Finally, an interesting aspect to explore and vali- hardware y software libre para la introducción a la programación,
date in future interventions is the possibility to create Novática 240 (2018) ISSN: 2444‐6629.
communication between microcontrollers using the 14. E. R. Halverson and K. Sheridan, The maker movement in
mesh networks feature. In this way, variables and education, Harv. Educ. Rev. 84 (2014), no. 4, 495–504.
functions can be shared among groups of students, 15. Y. B. Kafai, From computational thinking to computational
which would unlock new learning dynamics and social participation in K–12 education, Commun. ACM 59 (2016), no.
interactions. For example, network‐aware micro- 8, 26–27.
16. E. S. Katterfeldt et al., Talkoo: A new paradigm for physical
controllers may enable cross‐group projects with ga-
computing at school, Proceedings of the 15th International
mification formulas, such as collaboration and Conference on Interaction Design and Children, 2016, pp.
competition, between groups in the same classroom, 512–517.
giving rise to new projects that bring together the idea 17. L. Korrigane, A demographic snapshot of the IT workforce in
of computational action. Europe, Commun. ACM 62 (2019), no. 4, 32.
1502 | TRILLES AND GRANELL

18. A. J. Magana and G. Silva Coutinho, Modeling and simulation 39. D. Weintrop, Block‐based programming in computer science
practices for a computational thinking‐enabled engineering education, Commun. ACM 62 (2019), no. 8, 22–25. https://doi.
workforce, Comput. Appl. Eng. Educ. 25 (2017), no. 1, 62–78. org/10.1145/3341221
https://doi.org/10.1002/cae.21779 40. J. M. Wing, Computational thinking, Commun. ACM 49 (2006),
19. Micro:bit, Micro:bit Educational Foundation, 2020, available at no. 3, 33–35.
https://microbit.org/ 41. A. Yadav, C. Stephenson and H. Hong, Computational thinking
20. MODI, Luxrobo labs. 2020, available at https://modi.luxrobo.com/ for teacher education, Commun. ACM 60 (2017), no. 4, 55–62.
21. Neuron, Makeblock, 2020, available at https://www.makeblock. https://doi.org/10.1145/2994591
com/steam-kits/neuron 42. J. Yu and R. Roque, A survey of computational kits for young
22. B. A. Oakley et al., Best practices involving teamwork in the children, Proceedings of the 17th ACM conference on interac-
classroom: Results from a survey of 6435 engineering student tion design and children, 2018, pp. 289–299.
respondents, IEEE Trans. Educ. 50 (2007), no. 3, 266–272.
23. OECD, PISA 2018 Results (Volume I): What Students Know and
Can Do, PISA, OECD Publishing, Paris, 2019.
AUTHOR BIOGRAPHIES
24. Particle, Particle microcontrollers, available at https://docs.
particle.io
25. S. C. Pokress and J. J. D. Veiga, MIT App Inventor: Enabling Sergio Trilles has a Ph.D. in Integra-
personal mobile computing, arXiv preprint, arXiv:13102830, 2013. tion of Geospatial Information from
26. M. Resnick et al., Scratch: programming for all, Commun. ACM the Jaume I University in 2015 and he
52 (2009), no. 11, 60–67. is currently a postdoctoral fellow at
27. J. Ritchie et al., Qualitative research practice: A guide for social
University Jaime I, holding a Juan de
science students and researchers, SAGE, 2013.
28. R. C. Schank, T. R. Berman and K. A. Macpherson, Learning by
la Cierva‐Incorporación fellowship. His research
doing, Instructional‐design theories and models: A new para- lines are centred on geospatial fields such as the
digm of instructional theory (C. M. Reigeluth, ed.), Lawrence Internet of Things (sensors), interoperability, geo-
Erlbaum, Mahwah, NJ, 1999, pp. 161–181. processing or web mapping. He is author of more
29. Seed Grove Zero, Blocks/Javascript editor, available at https:// than 50 journal and conference peer‐reviewed
makecode.seeedstudio.com/ publications.
30. R. B. Shapiro and M. Ahrens, Beyond blocks: Syntax and
semantics, Commun. ACM 59 (2016), no. 5, 39–41.
Carlos Granell currently holds a 5 year
31. Sucre4kids code repository of the web application, available at
https://github.com/sergitrilles/Sucre4Kids Ramón y Cajal postdoctoral fellowship
32. Sucre4kids data and scripts repository for the current paper, at the UJI of Castellón, Spain. Before
available at https://github.com/cgranell/caee2020 rejoining GEOTEC in 2014, he worked
33. Sucre4kids web, developed web application, available at http:// for 3 years as a post‐doc in the Digital
elcano.init.uji.es/sucre4kids Earth and Reference Data Unit of the European
34. O. L. Tabel et al., Coding as a social and tangible activity, Commission's Joint Research Centre, and was a post‐
Interactions 24 (2017), no. 6, 70–73.
and predoctoral researcher during the period
35. S. Tikhonenko and C. Pereira, Informatics education in Europe:
Institutions, degrees, students, positions, salaries, Key Data 2013‐
2003–2010 at the Universitat Jaume I of Castellón,
2018, Informatics Europe, 2019, available at https://www. from which he holds a Ph.D. (2006). His research
informatics-europe.org/component/phocadownload/category/ interests lie in multidisciplinary GIS, model web, and
10-reports.html?download=128:informatics-education-europe- spatial analysis & visualisation.
data-2013-2018
36. M. Tissenbaum, J. Sheldon and H. Abelson, From computa-
tional thinking to computational action, Commun. ACM
62 (2019), no. 3, 34–36. How to cite this article: Trilles S, Granell C.
37. S. Trilles and C. Granell, SUCRE4Kids: El fomento del pensa- Advancing preuniversity students' computational
miento computacional a través de la interacción social y tangible, thinking skills through an educational project
Actas de las Jornadas sobre Enseñanza Universitaria de la
based on tangible elements and virtual block‐based
Informática 3 (2018), 303–310.
38. D. Weintrop et al., Dehning computational thinking for
programming. Comput Appl Eng Educ. 2020;28:
mathematics and science classrooms, J. Sci. Educ. Technol. 25 1490–1502. https://doi.org/10.1002/cae.22319
(2016), no. 1, 127–147.

You might also like