Professional Documents
Culture Documents
Briggs 2013 Programming With Scratch Software
Briggs 2013 Programming With Scratch Software
Briggs 2013 Programming With Scratch Software
Scratch Software:
The benefits for year six
learners
Julia D Briggs
been submitted either in the same or different form to this or any other Higher
photocopying and for inter-library load, with the permission of the Dean of the
School of Education.
The researcher is grateful to Somerset County Council for the job experiences
The children and teachers in the year six classes at All Saints, Beechgrove
and Catcott Primary schools are the researchers who have made the
Atkins, Matt Mustafic and Nicky Mills were inspirational in the way they
support.
Dr Steve Coombs taught me the disciplines of study which have provided the
Searle enabled me to have the opportunity to take the time to carry out this
discoveries within the writings of Vygotsky, Bruner and Papert, and was willing
To all of these I am grateful and without whom this project would not have
been realised.
for year six learners as they are introduced to programming through Scratch
confirm the outcomes. Comparisons are made between the three groups of
Children became researchers as they considered what they learnt and how
that the data is presented in such a way that primary teachers can relate to
the outcomes.
Twelve benefits emerged from the findings. The most significant were
which contributed to those benefits. Data also demonstrated the way that the
themselves. The children were allowed to make mistake and to learn from
them. Support was provided by their peers with only occasional interventions
by the teachers.
A cycle, including exploration and providing instructions for projects which can
Contents 1
Glossary 4
Chapter 1 Introduction 6
Chapter 2: Literature Review 11
Empowering the learner 12
The learning potential of programming software 21
The Learning Environment 22
The role of the teacher 26
In conclusion 29
Chapter 3 Research paradigm 30
Generalization of outcomes 31
The participants 33
Data collection 34
Data analysis 38
Chapter 4 Results and Findings 45
The overall picture 45
Case Study One: All Saints Primary 51
Case Study Two: Catcott Primary School 62
Case Study Three: Beechgrove Primary School 70
Validity of the findings 78
Confirming the findings 82
Chapter 5 Conclusions 83
Discoveries 83
Future research 89
Final conclusions and recommendations 91
References 94
Appendices 100
List of Plates
Algorithm
Broadcast instruction
Code Club
ICT
Logo
‘Turtles, the first breed of educational robot’ emerged from development of the
Logo programming language (Caitlin and Blamires, 2012). The robots have a
microchip within which is programmed by pushing buttons to dictate what the
robot will do.
PC
Personal computer
Programs
‘These tell a computer exactly what to do. Every program is written in some
programming language, each with different strengths.’ (Royal Society, 2012).
Scratch
Two versions were used by the schools in the case studies. 2.0 online
version was used at All Saints Primary. The downloaded 1.4 version was
used at Catcott and Beechgrove.
Sprite
Scratch uses the term sprite for the characters and objects which can be
programmed with the software.
Turtle
A turtle can be a floor robot or floor turtle. It is also the object on a screen
which is programmed by Logo. The correct text input ‘would start the turtle
going’ on the screen (Logo Foundation, 2012).
whilst its purpose is to ‘reproduce the culture that supports it’, to ‘further its
economic, political, and cultural ends;’ it also allows individuals to gain their
full potential. This presents a pair of truths that could seem to contradict each
other yet, as seen in schools today and, as recognised by Bruner (ibid: 69),
A similar antinomy emerges from the ‘Shut down or restart?’ report (Royal
competitive (ibid: 4); but at the same time developing critical thinking skills of
pupils which can increase their understanding of the world. It stated that it was
‘essential for pupils to develop their aptitudes in the subject, for their individual
benefit and for the future prosperity of the nation’ (ibid: 5).
Secretary of State for Education in his 2012 speech (Gove, 2012) on ICT in
the curriculum. At the same time however the curriculum, which teaches the
The discussion, both political (Gove, 2012) and educational (Royal Society,
the benefits to the individual rather than to society could be. Specifically the
benefits to year six children using Scratch software (Scratch, ca. 2007).
curriculum and seeks to use the findings of this dissertation to support the
researcher, working with schools has always included the development of the
The aim of the research is to identify the benefits for year six children as they
investigated are:
The researcher chose Scratch as the focus for the research as it is a free
resource developed for education (Maloney et al, 2010: 2). Recently it has
been seen by the researcher to grow in popularity as the tool of choice for
technology and this could make a difference to their learning. This belief was
discusses the way technology has become an integral part of children’s lives
and the way they think and learn. The belief also contributes to a
(1978) Zone of Proximal Development (ZPD) using materials that are part of
An important aspect of Scratch for the researcher is therefore the way that
which reflect computer games that are part of their societal culture;
Chapter Three reflects the constructivist beliefs of the researcher (Mills et al.,
research process. This is to enable the ‘Learner Voice’ (Rudd et al., 2006) to
ways in which primary aged learners may benefit from appropriate software
being used to support the new programme of study for computing. It does not
develop the potential for increased learning for an individual. The review
reflected in the account provided by Robyler and Edwards (2000: 64) who
of their own intellectual structures’ as the driver for Papert working with others
The social and cultural aspect of the constructivist theories has evolved
through the review as links have been made with Bruner’s (1996) culture in
practice, and Vygotsky’s (1962) theory of thought and language deriving from
Learning environment
Crook (2009: 5) draws attention to the way Scratch can ‘empower children to
control the computer and create their own applications rather than use the
‘creators not consumers’ of technology and Luckin (2008) described the active
role of learners when the educational context belongs to the learner as well as
the teacher.
Hernández and Resnick, 2008). The article refers to children creating and
they would paint a picture or build a castle with LEGO bricks.’ The research it
child to make contact with ideas and to develop their thinking. He links the
As the child programs the computer they ‘establish an intimate contact with
some of the deepest ideas from science, from mathematics and the art of
group of learners will give ‘pride, identity and a sense of continuity to those
can help the individual or group to reflect on what has been learnt. This builds
The idea of an object to learn with; and to have an outcome that can support
activity uses a tool which can ‘mediate internalization’ and interaction with
other people (Fjeld et al, 2002: 155). Physical outcomes create ‘artefacts’ and
accessible to other people’ (ibid). Fjeld refers to activity within the context of
physical and virtual tools is used to support a group of adults to develop a set
of design guidelines. This mix is similar to the use of floor robots and
focus for a group whereas Papert’s (1984) focus is the object developing the
This externalization can be linked to the ways in which gestures can be part of
constructing new knowledge. Lucas and Claxton (2010: 93) refer to Goldin-
Meadow and Wagner (2005) as they describe the way that movement can
Floor turtles (see Glossary) and paired work on giving precise instructions to
an introduction to programming.
Jonassen (1998) recognises the way technology offers tools to explore and
solve problems; the closeness of the link between the individual and that tool
‘intellectual partners’ (ibid: 14) which the learner can use to ‘off-load’ some of
the task. The learner should be responsible for making use of the tool to do
the processing for them while the learner does the thinking. He suggests that
However the relationship between the user and the tool can be far more
intricate than this. Tools can become part of that person’s intelligence.
Blakeslee and Blakeslee (2007, cited in Lucas and Claxton, 2010) refer to
enhancers that expand the sense of self, such as a blind person and their
technology being an integral part of children’s lives. For some learners it has
(Lankshear, 2003, cited ibid: 533), to make use of ‘mediated cultural tools’
(ibid: 529). Bruner (1996: 151) described the mind as ‘an extension of the
hands and tools that you use and of the jobs to which you apply them.’ He
the limits which can be imposed due to the ‘nature of language and notational
systems’.
children beyond previous limits in their learning as they use it to control the
object to think with. Explaining something physical is far easier for people
than having to find the ‘mental categories’ to explain our own minds
(1993: 116-128) uses a composite pupil called Maria to describe the reactions
of some of a group of nine and ten year olds when they have the opportunity
to program Lego models. Maria builds connections with other learning as she
creates her own model home and then becomes intrigued by the
programming she sees others are doing and is determined to make the lights
in her house blink on and off (ibid: 119). Through the process she is able to
exercise choice and be in control of her own learning. This reflects Bruner’s
(1996: 87) idea of agency where the learner takes control of their own mental
activity. They take decisions about their learning and build their own
heuristics (ibid: 93) but this comes from the ‘crucial role of self-generated
by Somekh and Davis (1997: 142) that, ‘almost all highly skilled computer
Papert’s ‘powerful ideas’. They refer to Pea and Kurland’s (1984 in ibid: 48)
the evidence from a range of studies on Logo, using matched groups that are
tested before and after a three month period, concludes that benefits can be
gains in creative thinking (45) and the ability to evaluate their own knowledge
not realised (48). However one of the differences identified in both the
Finlayson’s study (1984 in ibid: 47) was the verbal expression achieved by the
understanding of a concept the relevant words, even where they are familiar,
will not be usable by the child (ibid: 7). Once the concept has ‘matured’ the
word becomes available and can be part of the articulation of the learning that
is taking place. Six year old children that are able to provide a verbal
Underwood, 1990: 45); and eleven year old children that can give verbal
Kathy is a student described by Vincent (2003: 59). She used logo to create a
resource for other children who did not understand fractions. She has low
self-esteem, short attention span and poor language and written mathematics
skills. She
She was teaching while she created her ‘artefact’. Likewise, Goldstein and
Pratt (2003) describe how a child can become the teacher of a computer
when using Logo. In doing this they can make their own decisions about what
they want to achieve and how they will do it. They are developing their own
learning; ‘Every teacher knows that one of the best ways to understand
has been created. Children can explore possibilities and debug those which
do not achieve the outcome they require. In this way they can ‘concretise’
This mix of concrete and abstract thinking is something which Papert (1993:
Papert’s transitional object was developed from Piaget’s model of the child
building their own intellectual structures based on the materials in the culture
(Papert, 1984: 7). But despite this there are differences in the way in which
culture in those materials that would make the concept simple and concrete’
every day materials they are also developing understanding of abstract ideas.
He sees concrete and abstract working in parallel rather than one preceding
the other (Papert, 1993: 151). At any stage of education the two can be
back and forth between the mature abstract understanding of a word and the
Similarly, Lucas and Claxton (2010: 59) attest that children do not outgrow
earlier learning modes. They add ‘imagining and reasoning’ to ‘observing and
something only provides that piece of knowledge, it doesn’t provide them with
knowledge which will ‘help them get more knowledge’ (Papert, 1993: 139).
also outlines the need for the learners to have time to experiment, to make
mistakes and to gain confidence. Papert (1984: 23) is concerned that children
are held back by thinking ‘they’ve got it right or got it wrong.’ The
concept formation as ‘more than mental habit’. He stated that the ‘act of
programming. They ‘learn to use the tools built into the computer system’
automated processes that contain early skills that are a prerequisite for later
learning (Appendix 22). In contrast to this, Papert (1984: 24) describes the
bugs’. This relates more to an active interaction with the learning object by
the learners and indicates more purposeful choice and control by the learner
restricted to a textual interface. Bruner (1996: 155) sets out three levels of
manipulation, iconic where you can think of the world in pictures, and symbolic
the steps from floor turtles, to direction icons on a screen, to the text of Logo
and textual, providing a stepping stone through the ZPD. In this instance
applied to supporting the progress with programming itself, rather than the
thinking skills.
This links to Goldstein and Pratt (2003: 86-87) distinguishing between the
and the height of software to increase what might be achieved. ‘The less
restricted the software in terms of width and height, the more empowered are
the children to follow through their ideas.’ Similarly Papert (1980 in Resnick et
al 2009 : 63) argues for programming languages which should have a ‘low
floor’ and are easy to get started and a ‘high ceiling’, with opportunities for
increasing complexity. Resnick (2009) adds the requirement for ‘wide walls’
to support
initial design focus on her house before she chose to develop programming
than having to run complete programs. In both cases the visual feedback
(Seely-Brown et al, 1989: 33). In the case of Scratch, the software can be
computer programming (Crook, 2009: 3) while they create games which they
recognise as authentic (ibid: 5). The games and animations are recognisable
the limitations which can occur where programming activities are planned.
Bruner (1996) speaks with caution about Piaget’s theory of learning that relies
the way in which learning about the world comes from others through
classroom which is required by Goodyear (1984: 120) who reminds us that the
the teacher. The attitudes of the learners will affect how much they can learn.
evidence of failure but can be the ‘source of new thinking’ (ibid: 33).
programming becomes more difficult. Lucas and Claxton (2010) refer to the
‘butterfly defect’ (Salomon, 1997 cited in ibid: 97); a reduction in the attention
Lucas and Claxton (ibid) use it to consider the way digital technologies could
exploring another type of technology? Lucas and Claxton (ibid: 97) suggest
that it depends on the kinds of ‘attention-shaping activities’ that are part of the
experience of the child and the ‘frame of mind’ in which they engage with
their own possibilities. This ‘enabling culture’ is one where the teacher’s role
can change as the children become peer teachers, ‘offering their expertise to
those with less’ (ibid: 93). The children are sources of information and advice
between computers,
This relates to the experience of Maria described earlier where she chooses
Further to this are the ‘authentic situations’ (Seely-Brown et al., 1989: 21)
situated in the activities where the concept has been developed. The group of
children, together with the tool they are given, can be part of a ‘community of
practitioners’ (ibid: 24), where the teacher can model the appropriate
environment which takes away the need to process the learning ‘solely inside
heads’ (ibid: 29). The children can be ‘off-loading part of the cognitive task
object through the programming which is taking place; and abstract thinking,
requirement to the learning environment. Children will need to have time for
the imagining and reasoning. ‘Dreamy sides of the mind’, (Lucas and Claxton,
Structured learning may have been used to equip the children with the
knowledge and skills to program an object but they may need the distraction
of other activity to allow the mind to move from ‘mountainous thinking’ (ibid:
Meadow thinking tends to happen when not fully focussed on a task but when
perhaps not even consciously. It is when more patterns of the brain are
opened up, increasing the chances of finding a new pattern which offers a
new idea of how to move forward with a challenge. It is ‘more like switching
on a large circuit of fairy-lights across the brain than a big bulb in a single
location’ (ibid: 73). This is similar to Vygotsky’s description of the way that
He refers to Piaget (1924 in ibid: 13), ‘logical activity is not all there is to
problems.
learner but a teacher may need to consider how the disposition to make use
of the imagination can be encouraged (Lucas and Claxton, 2010: 84) in the
learning environment they are creating. Bruner (1998: 52) describes this as
giving children the right stepping stones to allow them to discover that they
‘know more than they thought they knew’. He draws together four
the learning environment, still links to the process of thought focused on the
more significant variable than any other in terms of helping learning’ (Watkins,
2005, cited in Lucas and Claxton, 2010: 118). The teacher has the choice to
their knowledge and therefore to gain greater benefits. In the words of Way
and Beardon (2003: 5) the teacher is the one who can either ‘unleash this
For many educators the demand for the inclusion of technologies challenges
existing pedagogies (Underwood et al, 2010) and therefore they are unlikely
becoming proficient in this area of learning and to change their practice. They
may need to have an increased understanding of how their pupils will benefit.
Ofsted reports on ICT in schools in both 2009 and 2011 (Office for Standards
weakness due to the lack of teacher confidence in their own knowledge. For
but also the pedagogy necessary to achieve the required outcomes (Rohann
Vincent (2003 :67) describes an instructionist teacher who, despite being very
with her class. She began to learn alongside the children. She watched as
the children learned from each other. Her role became one of a guide. She
the ‘belief in the power of language to teach and lead from the front.’ The
constructivist ideas that have been the main focus of this review. In contrast
desired.
Both constructivist and behaviourist models can be seen in Costa and Killick
teacher can choose to plan experiences which will foster the construction of
those same domains for their learners. In this way the teacher would not be
In conclusion
The review has developed some key ideas which provide concepts that can
underpin the findings of the case studies. The learning object of appropriate
software can teach children and allow them to be not only an ‘emancipated,
reflect on that learning (ibid: 32). The potential benefits to the learner may
depend on the learning environment created by the teacher and the attitude of
share the responsibility for their own learning. They will need to be allowed to
learn at first-hand about the social world being investigated (Hitchcock and
Hughes, 1995: 6). The researcher was able to describe learning experiences
in three schools and, through this, provide an interpretation of the events and
actions of the participants (ibid: 16). Although the research had a specific
generation of a theory’ (Cohen et al, 2011: 598). The approach reflects the
between the data and the emerging explanations, and analyses’ (Hammersley
and Atkinson, 1995: 174) and eventually to develop a theory. Through the
grounded theory.
reading had already been part of preparing for the research. The decision for
substantive area of the research should only occur during the sorting and
that any researcher undertaking a study without some level of prior knowledge
The research is set in three primary schools (see Appendix 1 for description of
schools) where programming with Scratch is being experienced for the first
time by both teachers and year six pupils (ten and eleven year olds). This
enquiry around this instance (Adelman et al, 1984: 94). Using the definition of
being examined ‘to gain insight into an issue or theory’. Observations were
made in three contexts over a short period of time. The use of linked
It enabled the researcher to ‘spread the net for evidence’ (Bromley 1986, cited
Generalization of outcomes
for an interpretivist who will be representing only ‘a slice from the life world’.
‘matter of the fit between the situation studied and others to which one
might be interested in applying the concepts and conclusions of those
studied’ (ibid: 226).
Furthermore, Denscombe (2007, cited in Bell, 2010: 43) links the extent to
which findings can be generalized to how far the case study example is similar
to others of its type. The design for the research includes the use of multi-sites
being provided, within year six classrooms. These will need to be linked to
the findings in a way which allows teachers to make a choice of how to apply
1995: 5).
Bassey (1981, cited in Bell, 2010: 9) preferred the term ‘relatability’. This
‘extent to which the details are sufficient and appropriate for a teacher
working in a similar situation to relate his decision making to that
described in the case study.’
He also refers to the necessity of the study being carried out systematically
and critically.
1995) together with the teachers in each school to plan, share and reflect on a
experiences varied in each school to attempt to focus on the learning that took
place, rather than one teaching strategy which could be affecting that
for the learners became common in all three. The planning is provided in
Appendix 2.
topic.
School Two used Code Club (Sutcliffe and Sandvik, 2012a) materials
‘Whack a Witch’ (Sutcliffe and Sandvik, 2012b). The children had the
support of ‘experts’ who were members of the class that had attended
were then paired with someone who had made a different game to
Appendix 3).
In Schools one and three a team teaching role was adopted. In School two a
Data collection
The researcher used video, sound recording and note taking to collect data
made aware each time the sound recorder was used and permission was
confidentiality when using visual media (Prosser et al, 2008 in Cohen et al,
2011: 534) had to be resolved and this is discussed within the ethics section
of this paper.
Hargreaves (1967, cited in Woods, 1986: 35) suggests the use of sound and
video recording to collect data ‘decreases the extent to which the investigator
observational record (Simpson and Tuson, 2003 in Cohen et al, 2011: 470)
order to reduce reactions from the learners, and therefore the data could be
described as selective (ibid: 531) based on the focus and angle. The
researcher made no selection of the learners that were in the view of the
camera. The positioning was purely a matter of where the camera could be
stable and undisturbed during the lesson. The triangulation of data discussed
reflected the actions of other children in the class within each case study.
was spent teaching or responding to children who indicated the need for
were taken immediately after each learning experience and sound and video
between the teachers and the researcher occurred at moments during and
following the learning experiences. This allowed for the sharing of expertise
researcher and teacher (ibid: 109) which provided access to different data.
Through the teaching the researcher gained additional insights into the
importance. The idea of pupil researchers came from Pearson and Somekh
(2006: 521) where they involved pupils and teachers in both planning and
Riddell, 1989: 83) between the researcher and the participants. The
‘What have you learnt?’ and ‘How did you learn it?’
need to be part of research (Valli, 1997 cited in James, 2010). However, the
learning that had taken place. A trial unstructured interview had been tested
with one of the members of the Code Club (see Glossary) at School Two.
Low level responses prompted the researcher to consider the questions more
carefully and to plan for group interviews following the learning experiences.
was trialled with a colleague from the Somerset advisory team and the ICT
The group learner interviews allowed the participants to interact with each
other and with the researcher; while at the same time providing a framework
to simplify recording and analysis (Bell, 2010). The researcher was careful to
them from feeling powerless (Riddell, 1989) in a circumstance where they are
working with an adult. The researcher considers whether learners may have
been influenced by the responses of their peers (Newby, 2010: 350) in the
findings.
The interviews with children and teachers further built the community that
evaluate the learning that emerged from the classroom activities. Interviews
were recorded and transcribed to assist the researcher in reviewing the data
The choice to record all the interviews and as many of the conversations as
Hitchcock and Hughes, 1995: 171) comments that ‘note taking’ draws the
For the researcher the transcripts of the interviews were essential to reflect on
the evidence collected. The texts reflect both the feelings and the words of
noting these words of caution, the researcher has made use of this data to
avoid a ‘massive data loss’ (Cohen, 2011: 426). Excerpts of the text of the
interviews have been widely used in Chapter Four and therefore the reader
Data analysis
interviews and learner post-it note contributions, were collated and uploaded
the researcher reviewing the text evidence and video, highlighting quotations
and coding them to indicate their significance. This open coding (Friese,
2013) evolved according to what the children had learnt about themselves;
the feelings and actions that arose from them being able to explore the
the ways in which the learners had responded to both the software and the
learning activities. Quotations were also coded for researcher and teacher
observations and reflections, and facets of Scratch software itself. The two
hundred and nineteen codes listed in Appendix 5 were then grouped in the
were the ‘super-codes’ (Appendix 5) that emerged as the potential benefits for
contributed to benefits. Appendix 5 clarifies all the terms used for the factors.
‘Teacher changing role’ was used for quotations where children, or the
Scratch software for themselves, acting as peer teachers to their friends and
these factors. Figure 2 shows an example of the number of first stage codes
that were linked to perseverance. It is not expected that all the codes can be
Friese’s (2013) NCT model of ‘Noticing things’, the first stage of coding;
‘Collecting things’, the second stage where the codes were collected together
move between the two in much the same way as Papert (1993) described
sophisticated’ ideas (ibid: 151). In this way areas of overarching interest were
identified and used to compare and contrast data for different groups and for
al, 2011) and based on two minute partial interval recording. Each two
minutes were coded in Atlas-ti according to the actions of the learners. These
actions are listed in Appendix 13 and Figures 14, 18 and 19 below. Inferences
Hughes, 1995: 324). This protects the researcher from a tendency described
by Miles and Huberman (1994 cited in Bell, 2010: 170) to ‘overweight facts
they believe in or depend on’ or to ‘forget data not going in the direction of
their reasoning.’ In particular this helped in the analysis of the video data to
ensure that ‘particular moments’ are not picked out that could make them
seem ‘more powerful’ than was the reality in the classroom situation
Hitchcock and Hughes, 1995: 324) are used in the analysis; data from more
than one location (the three schools), the use of more than one observer
(researcher, teacher and pupils), and the use of more than one method of
perspectives from different sources’ (ibid: 323) are represented in the findings
but also the researcher can be seen to be ‘identifying different ways the
evidence.
School A
School B School C
Data presentation
Care was taken to present the data in a format where it can be a ‘source for
researchers and users whose purposes may be different from our own’,
(Adelman et al, 1984: 101). The ‘twin notions’ (Cohen et al, 2011: 301) of
‘fitness for purpose’ (Robson, 2002 in ibid) and ‘fitness for audience’ (Yin,
2009 in ibid) have been reflected in the writing. The ‘fitness for purpose’ is
presenting the findings in a way that attempts to ‘portray the richness of the
case’ (Cohen, 2000: 182) to allow the reader of the research to develop their
own interpretation (ibid). Verbatim quotations have been used ‘to add life to
the narrative’ (ibid: 553) and to convey a point ‘without it being mediated or
The researcher’s hope is that there may be a ‘shock of recognition’ (ibid: 96)
Research ethics
clear information about how the analysis of the research will be disseminated
(Bell, 2010). It was planned that this would help to safeguard the ‘trusted
relationship’ (ibid: 55) that has been established with the schools to allow the
research to take place. It sets out the anonymity which can be expected by
the pupils. At the same time it provides a choice for the name of the school
used for children, their ideas and thoughts are recognised in the outcomes of
contracts for pupils and teachers (Appendix 6 and 7). In addition each school
signed an agreement for the use of video (Appendix 7). The difficulty of
anonymity when using video is acknowledged within the contract for pupils,
‘I will look after all the information I collect so that it isn’t seen by others.
Other people will only be able to read the final document I write, or look
and listen to what we found out at any presentations I do about the
research.’ (Appendix 6).
Throughout the writing of the dissertation the researcher has been aware that
crucial. The choice to research the benefits for children’s learning, rather than
benefits to society, has been made clear (Hammersley and Atkinson, 1995).
The transcripts of interviews contain the text of the way questions were asked
to allow for the consideration of any bias. Further to this, the analysis of follow
up questions to those planned has been examined and where a bias may be
inferred, the response has not been considered in the outcomes used to
establish a theory. The researcher was also sensitive to the possibility that a
The role of Education Technology adviser who had trained the teachers could
allow the potential that both the children and teachers ‘may want to give the
researcher the answers the respondent feels they want’ (Hitchcock and
discounted.
Case studies were carried out in three similar sized primary schools, of over
two hundred pupils, during May and June 2013. The teachers in each school
were enthusiastic users of ICT but had not yet introduced Scratch software to
their learners.
The data gathered through interviews with the teachers and learners provided
with Scratch software. Together with the observations and video evidence it
could provide a focus for a group of learners to develop the twelve benefits
which emerged from the data analysis. The benefits reflected the
(1996:87) idea of agency as the learners took control of their own learning;
and the ‘imagining and reasoning’ and ‘observing and experimenting’ attested
The plans for each school are in Appendix 2. These changed slightly during
the visits to the schools. Figure 4 below is a summary of the activities which
The analysis of the results produced the twenty super-codes listed in Figure 5
exploration’ and the ‘teacher changing role’ as the three most significant
findings.
Among the other outcomes in the chart it can be seen that some difficulties
researcher is beginning the discussion of the findings with this as it is not part
of the list of benefits, or factors to support benefits that are considered within
the two per cent of the evidence for ‘learning from mistakes’. One thing that
emerges from the case studies below is the way the children persevered and
although teachers were sometimes asked for help, it was often their peers
Programming was not easy for the children but it was enjoyed. They were
engaged and motivated to work their way through the challenges set and, as
themselves.
below) and eight factors which contributed to those benefits (Figure 9 below).
There are differences in the amount of evidence from each school for each
benefit and factor (Figures 8 and 10) but there is overall agreement on which
and developing logical thinking are indicated as the key benefits. The
‘teacher changing role’ and ‘time for exploration’ are the factors that have the
The selection of the factors was influenced by the literature review. Goldstein
and Pratt (2003) describe the importance of the width and height of the
software to challenge learners. Within the case studies it will be seen that
Bruner (1996) recognises as ‘oeuvres or works’ which give ‘pride and identity’.
Figure 10: Comparison of factors contributing to benefits in all three case study
schools (Atlas-ti)
are described in each case study below. These reflect the findings from the
schools overall. Rather than refer to every benefit and factor for each of the
This was in order to include as many of the findings as possible within the
gathered during research, ‘less than one per cent of the collected data may
feature in the final report.’ Where differences were identified this is described
by the researcher.
The researcher visited the year six class of seventeen girls and eleven boys at
All Saints Primary over four days (see Appendix 1 for a description of the
approach was adopted as the children were introduced to Scratch and then
provided with instructions to make specific games. The children were then
challenged to plan and create their own game with the software based on
their learning from their history topic of Ancient Greece. The shared planning
agreed as the most appropriate way for the children to begin using Scratch.
The children initially worked in pairs on laptops in the classroom. The only
introduction they had was being asked to go to the software on the Scratch
website (Scratch, ca. 2013) and to find out what it could do. The children
responses in the group interviews when children were asked what they
thought of the way in which they were introduced to Scratch. Sarah said,
‘I liked the way that you didn’t tell us what to do but if we needed a bit
of help you knew what you were doing so you could help us. It was
independent as well.’
‘I think it was planned out well because we would normally get told
what things to do and told what buttons to press but because we got to
discover it ourselves it gets stuck in our head a bit more.’
Andrew described how the exploring let him, ‘know the depth of what you
could do with the software’ which he was able to use later in his final game.
In the same way, Louise described ‘getting it into her head’ and then,
‘knowing you had the depth of choosing, not being told you have to do
this and this and this.’
A few children expressed some initial worry but, in the same way that Toby
described his feelings below, they were resilient in managing the difficulties
‘When I first saw Scratch it worried me a bit just seeing all those blocks
and having to put them together just to do one little thing. So at the
start I felt a bit uneasy about erm using the program in general
because of its capacity of blocks. It did sort of put me off a bit but then
I did try and carry on and it did feel I understood it.’
After an initial period of totally open ended exploring the children were asked
to focus particularly on one sprite (a character on the screen) and see what
happens when different programming blocks are clicked or moved into the
programming area. The link between the programming blocks and the
The children then moved on to working with their own device using a set of
instructions to create games. Half the class used laptops in the classroom
and the other half worked on PCs in a computer suite. The children were
The instructions for games had been published by the Somerset County
rules could be set such that, if a sprite touches a particular colour, an action
will occur. The impact of the ‘Racing Car Game’ is described in more detail in
the case study for Beechgrove Primary. At All Saints the knowledge gained
from this game and others was used by the children when they planned and
created games based on legends that had been part of their Ancient Greece
topic. The importance of the instructions they had worked with was expressed
program;
‘Well I found the most useful thing was when we had the set of how to
make basic games because that really helped me to understand what
each block does and then I just used that information for the final
project. And I knew which did what. Which I wouldn’t of if that hadn’t
happened. If we’d just tested around and then gone straight to the
Greek game.’
been enhanced through the exploration which had let them discover the ‘width
Children had changed the background of the stage area (see Figure 1). They
had added and edited sprites and discovered they could add sound including
researcher to be used by the children to adapt the games they created from
the instructions, and to inspire ideas when they planned and implemented
The children felt that following this process planned by the class teacher and
the researcher provided the right level of challenge. One group of children
‘Amy: I liked the way you didn’t really rush into everything. You like,
first go to the computer and have a little play around and we come
back and you’d set something for us and we had to go and do that and
then we’d come back
Alfie: A step up
Amy: Yeh there was always a challenge to add on to it. Then you just
learnt new things as you were doing it.
The class teacher, together with the researcher, reflected on the learning
‘I think we did it quite well (laugh). I think the exploration was brilliant
and they said so to. And I can say this because you planned this as
well so it’s not like me saying yes I’m actually wonderful. Then I think
giving these games you suggested giving them. That was brilliant
because they could then see the possibilities but it was all there. So
they had that sort of concrete and some of them were happy to just
leave it like that but a lot of them then started seeing the possibilities. If
we’d given them endless exploration it would have got quite boring
quite quickly but the exploring then using it for this little challenge and
then here’s your next challenge it’s the car game and then the more
complicated game. So that by the time they designed their own games
they were quite buzzy and just wanted to get on with it.’
The children recognised and appreciated the way in which their learning had
‘It was quite useful that at the start we had an exploring lesson and we
could just get used to how it all works. As most people found out how
to spin the characters so that was useful just to start exploring to see
how it works. And then when we got given the pieces of paper I found
that even more useful. You learn like other stuff to do and then when
we got to making our own games. For some of us we made a maze.
We remembered how to program to use the keys and everything.’
‘almost like a young child learning how to walk and us learning how to
use the game.’
felt in control of their learning. A note on one of the post-it notes collected
were also researchers in this process. Over the period of four days the
interview, they had the opportunity to consider the impact of the experiences.
Chapter Three, may have contributed to the evidence that was collected. The
across the schools suggests no obvious impact of this across the schools (see
Appendix 10). The only area where a different finding was identified for
School One can be seen in the responses to the question about what the
(Figure 11). School One had the lowest number of children who participated
in the group interviews but were the highest contributors to the question.
Saints in particular, some of the children identified that they had learnt that
they should not give up on things. Toby, who had expressed his worry about
‘I know I wasn’t the most confident with it to begin with but as I worked
through it I began erm … like I know you have to. I learnt about myself
to stop giving up, you’ve got to keep trying because I would if I did this
at home without any support. I would just totally give up and just not
bother with it but today and yesterday and the day before I kept going
and I felt I did a good game with a good idea.’
teacher and researcher at All Saints are set out in Figure 12. ‘Becoming an
independent learner’ was the key benefit with ‘being ready to explore’ ‘working
scoring codes.
One of the post-it notes that described the independence of the learners
stated,
‘I found that the trial and effort method had to work for me, working out
what I needed and then changing it.’
The feeling of independence is also reflected in the way that some of the
‘Because it’s different and normally when you go onto a computer you
normally have that feeling, not that you’re not in control of the computer
but it telling you. But when you’re on Scratch you control the computer
and its actions and what it is doing.’
Another aspect of the independent learning was the problem solving which
took place. Mark described how he solved a problem in his game where he
something else. Mark did this and came back with a new approach, adding a
black costume to the heart so that when it received the broadcast command it
disappeared into the black background he added at the top of his stage. This
The independent problem solving that was developed during the programming
was seen two weeks later to have an impact on the maths problem solving
‘Just thought that you would like to know that I gave the class a maths
investigation to do in groups of four today. They had to record
systematically, although I didn't tell them this and as I went around I
was so impressed with what every single person (except Felicity, who
was doing a different task) was suggesting. When I told them how
amazed I was with their logical approach, Gemma said it was because
the Scratch programme had helped them to learn this logical way of
thinking! Lots of others then piped up that they agreed. They were
definitely approaching the task in a far more systematic way than I
have ever seen before.’
learners (Figure 13) were, the ‘teacher changing her role’, ‘time for
other. There was an expectation they would be talking to each other and
movement around the classroom and computer suite was allowed to facilitate
this.
‘Mmm I’d say friends as well because one of us always found out
something. So say I didn’t know how to change my background,
someone else would know, so what I mean is there’s always someone
there who knows what to do.’
The support for each other was seen in the video evidence of the group of six
This supports the observations of the whole class by the researcher during
the session. Continuous interactions took place between all the learners
similar to those reported by Goodyear (1986) using Logo. The mutual support
Children also gained support and ideas from looking across at the screen of a
peer (see Figure 15). Talk in the classroom and the computer suite was
unbroken but on task. This is reflected in four minor (less than one minute) off
task incidents during the fifty six minutes of video and no major off task
focus for their learning and talk about their learning. Therefore the whole
The class teacher reflected on her enjoyment in seeing the way the children
‘I think it’s been brilliant just watching them … Yeh it was nice to … all
the things we’d put in place to stand back and watch it work and see
how they supported each other and how they got on. And they
probably wouldn’t of wanted us to be going round and talking when
they were concentrating. It was just when they wanted us and that was
nice.’
Six boys in the year six class at Catcott had become experts in programming
with Scratch through attending Code Club (see Glossary) over a period of two
terms. The Higher Level Teacher Assistant (HLTA) who took the class for ICT
had run the club alongside the ICT coordinator. She decided to use the Code
and seven boys in the class to Scratch and to use the Code Club members to
support the other children. A short introduction was used to show the children
the different areas within the Scratch software and for the Code Club
members to pass on tips such as, ‘If you don’t read instructions it goes wrong’.
The children were then given a set of instructions to create a ‘Felix and
Herbert’ (ibid) game where Felix the cat chases Herbert the mouse. The class
worked on PCs in the computer suite with six of the children working in pairs
and the rest individually. The children were encouraged to talk to each other
to sort out any problems. Five Code Club boys worked on their own games
but responded when asked for support by different children. The other Code
The children used the instructions and explored the software to make
which each game became unique as the children discovered the width of the
software. The children were also given the ‘Ten block challenge’ (Somerset,
2013b) and the ‘Cat and Dog challenge’ (Quinlan, 2012) to assess how much
they had learnt about Scratch from following the game instructions. During the
second session the children were given a second set of instructions, ‘Whack a
Witch’ (Code Club, ca. 2013b). Again the children supported each other to
succeed in creating the game and then adapted it to make it their own.
‘I thought it helped when you made mistakes and then you suddenly
understand what has happened wrong. What’s gone wrong that helps
you more because then you understand the program more.’
‘I liked when you did something wrong and it went really funny. Like it
just made me laugh instead of being frustrated it made you laugh.’
Being able to make mistakes was one of the two things Jason described when
but is also part of independent learning. This was expressed on one of the
post-it notes where the learners were asked how they had learnt to program,
The children were aware of the perseverance that was required to put things
right. Alison considered this when she was asked what she had learnt about
‘I didn’t know I was that determined I must admit. I didn’t know I could
be that … I‘d have thought I would have given up but I didn’t.’
‘I enjoyed quite a lot of it. But I think the main thing was it kind of
helped me with my determination and everything. Like it helped me
continue on with it and kept making me keep going with it so I had
something to be proud of at the end.’
The class teacher was asked whether perseverance had been part of
previous experiences in the classroom. It had been part but the teacher
Yes, it’s part. A thing like that is very good though because they’re on
their own aren’t they. So you have to keep going, you have to
persevere. We encourage them to be like that with tasks. But a task
like that in the ICT suite is really beneficial to help them. Especially
year six when they’re going to go to secondary school and they can’t
just give up at the sight of something being a bit tricky.
And the enjoyment. That enjoyment, one child, I walked past when you
were doing it, and the satisfaction when she realised she hadn’t given
up. She’d achieved. That’s fantastic isn’t it. I didn’t give up, I got there
and I actually achieved. And that’s worth a lot actually. It really is.’
instructions to create the games. Children could make changes and try
different things without any adult intervention. This change in the role of the
Figure 17: Factors that contributed to the benefits to learners School 2 (Atlas Ti)
‘I thought that instead of going through the whole process she let us
give it a go to see what we could do on our own’.
‘The problem is if we’d done it on the board. We’d have put it in chunks
and been waiting for ever. Because other people would have been at
different stages.’
‘Fiona: It doesn’t give you a guide line on what you have to do. You
can roam free.
Eleanor: You can explore anything. Some games you look at are dull
and boring but when you look at it there's all these different things you
can press. You can explore all over it.
Fiona: It’s not like you have to do this. You have to do this. Sometimes
there’s only a certain amount of things you can click but in this you can
do anything. You can change the colours and everything.
Eleanor: It’s like art and creativity all in technology (describes witches
where appearance had been changed to bright pink).
This combination of the width of the software and the approach of the HLTA
(EAL) who had joined the class part way through the year. He had support to
it independently.
The full transcript of the short conversation with Dalan can be read in
Dalan: I got (pointing at the screen) ‘When clicked’ from orange bit. I
got ‘forever’ and I put ‘hide’ and I put ‘wait one second’ and I put ‘pick
random 2 to 5’ and then I put ‘show’ and then I put ‘wait one second’
and on it I put ‘random 3 to 5’ and I click to here and it starts doing that.
The ‘Whack a Witch’ (Code Club ca. 2013) project was a learning object
which allowed focussed talk to discover the learning that had taken place but
also, during the session, provided a shared focus as the children collaborated
together.
As had been seen at All Saints there was continuous conversation while the
children continued on task for the forty six minutes of the video (Figure 18).
Figure 18: Actions of six learners counted during forty six minute video of a
programming session (School 2). Each count is during two minutes of video
Exploration was also seen as part of the challenges. Eleanor described the
‘Like that ten block challenge. There were so many different things you
could do with those blocks and you didn’t really know what you can do
but when you experimented you saw how many different things your
sprite could do. It was really interesting.’
In reflecting on the two sessions the HLTA felt the Scratch software and the
discussions with the class teacher prior to the visit. A team teaching approach
was used with the mixed year five and six class. The class size was thirty
four. Twenty were year six and fourteen year five. Although this study is
focussed on year six learners the researcher made the decision to treat the
group of year fives as equal to the other learners and absorb their
contributions into the overall findings. The research took place towards the
end of their time as year fives. The comparison of data for the three schools
in Figures 18 and 19 suggest that any effect of the younger children has made
little perceived difference to the findings. That indicated within the video
evidence is discussed below. There were nineteen girls and fifteen boys.
A whole class discussion about what had been learnt through a sequence of
began the day. The children were keen to talk about the ‘algorithms’ they had
PCs to explore Scatch then moved to work in pairs on the ‘Cat and Dog
During the second session the children were grouped by their teacher
‘Racing car game’, and the most able created a ‘Tennis Game’. All these can
As had happened at the other schools, the children worked individually but
between learners were counted (see Figure 19) and, unlike in the other case
studies, these were all between pairs and always with a person sat next to
them. The count was less than that for the other schools but the video was
Appendix 13 has a table with the data adjusted to have a fair comparison of
the interactions. It may be that the factor of the group of year fives within the
class meant the children preferred to work with the children either side.
Although the researcher did observe that during the afternoon, when the
children created their own game, movements across the room took place and
After the individual work the class reviewed the games created. They paired
with their ‘Talking Partners’ then showed each other the different
were discussed together in pairs and as a whole class. The learning object of
the program they had been working on provided a common focus for a
session allowed all of the children to create the ‘racing car game’ and then to
A wide variety of versions was created (see Appendix 14) and, as had
2013) showed that the opportunity to create their own ‘racing car game’ was
the part of the day that had been enjoyed the most (Figure 20).
Figure 20: Blog posts School 3 Afternoon of Programming Day (Swallow, 2013)
The majority of the posts described how much they had enjoyed exploring
Scatch and using instructions to make games. At the same time a few
expressed difficulties and frustrations that had been experienced (Figure 21).
In the group interviews Jake referred to being worried by the initial exploration
but he felt this was due to being dyslexic and dispraxic. Initially he found the
devil’ sprites.
Jess’s reply comment on her blog post (Figure 21) demonstrates the way in
which, despite difficulties, the children were determined to find a way to make
Figure 21: Blog posts School 3 - Difficulties with Scratch (Swallow, 2013)
When interviewed the class teacher talked about the attitudes to ICT that
were already in place and the different ways the class had worked previously;
‘The one thing I really noticed that day is a kind of pro-activity. This
class is not typically pro-active. They want to achieve, they want to
achieve a challenge, but they are not always motivated to do that, to
achieve that themselves. They want that support, they want to be
given that next step in order to get to the challenge. Not every single
one of them, but that is a feel you get from the class quite often and I
feel when I am teaching them that I have to work really quite hard
sometimes to get them motivating themselves. I’m motivating them to
motivate themselves. On Wednesday I didn’t have to do that at all.
They were completely self-motivated. I mean Miles … he was
stretching himself all day. And he is often very reluctant to stretch
himself. He will do what he’s been asked to do but he won’t do
anywhere beyond at all. But he, with possibly Alex, was the most
advance of all of them.’
From the coding of quotations it could be seen that the perseverance and pro-
emerging as the greatest benefit from the programming day (Figure 22).
adaptation of the ‘racing car game’. She created a monkey to move along a
jungle track. In the group interview she expressed her appreciation of being
‘And then you had your own like, you had to do your own like extra bits
to it. I think that was better because you could work out more stuff like
yourself. Instead of just being told what to do.’
individual. Polly found the instructions reassuring; in terms of being sure she
was doing the right thing. However she also discovered that sometimes
having a go and pressing buttons could allow her to achieve new things, ‘Why
about the difference this had made was to describe how it would make her
more adventurous,
As emerged in the other case studies the ‘changing role of the teacher’ was
the largest factor contributing to the benefits for learners. The opportunity to
Figure 23: Factors that contributed to the benefits to learners School 3 (Atlas Ti)
The class teacher made the decision to follow the interest of the learners and
change the planning in the afternoon to allow the children to create their own
version of the ‘racing car game’, rather than plan a game based on their topic
of the Romans. This is indicative of the way in which the children had been
able to lead the learning through the day, based on the learning activities that
had been planned. Miles expressed the way this had benefitted him,
and the factors that contributed to those benefits. The triangulation between
the three schools for both benefits and the factors contributing to those
the ‘teacher changing role’ had an increased emphasis at All Saints; although
they were still high scoring factors in all three schools. The difference may
have been that the children had a longer period of time to work at creating
The three groups of researchers, learners, teachers and the researcher were
In terms of the three types of data collected from learners, shown in Figure 24
more clearly from the post-it note responses (example in Appendix 20). The
difference may come from children being asked to verbally express their
the difference between the spontaneous activity of oral contributions and the
be that the post-it note expression of thought was prior to the interviews so
may have contributed to the evolution of the ideas that were later expressed
verbally. Alternatively the difference could be due to the post-it note evidence
Figure 24: Triangulation of learner evidence collected in the three schools: Benefits
(The data has been adjusted to take into account the different quantities of each type of
evidence. See Appendix 17 for comparison of all evidence.)
than interviews and post-it notes for ‘learning from mistakes’, ‘understanding
Figure 25 below, compares the learner evidence for the factors that
contributed to the benefits. Adjustments have been made to allow for the
different quantities of each type of evidence that was collected. It is clear that
‘engagement and motivation’. The video evidence for this was largely based
distracted.
Figure 25: Triangulation of learner evidence collected in the three schools: Factors
contributing to benefits
(The data has been adjusted to take into account the different quantities of each type of
evidence. See Appendix 17 for comparison of all evidence.)
‘engagement and motivation’ was in the top three of the factors identified from
the researcher and teachers evidence, with only ‘exploration’ and ‘teacher
changing role’ higher. It may be, for the learners, that enjoying time on the
line with the post-it note evidence and in most instances that of the video
(Newby, 2010). Figure 26 below suggests this may have occurred for group
three at All Saints. The transcript of this interview with four girls is included as
agreeing with statements made by peers but this is with a qualifying statement
provided.
Annie: Getting to have free time to find out all the things the program
does.
Lisa: And it’s like free time all of the time but then you’re learning at the
same time and you’re learning something at the same time.
Sarah: And it’s fun to see if you get the blocks wrong you can change
them and make them do different things. And change your sprites and
everything.
Lisa: And once you’re done it’s not like you can’t change it but you can
change it.
Chloe: I think the best thing was just being able to try things and if they
don’t fit try again until you’ve got it right.
Annie: And I liked making the greek games and having free time so we
could trial and error and then you know how to do stuff and you’re also
learning as well as having fun.
The two factors which impacted the most on the learner benefits were the ‘role
researcher was keen to see whether a similar impact would be seen working
with younger children. Visits were made to three other schools where the
researcher worked with classes of year three and four children (eight to nine
year olds). This allowed the researcher to see whether the different ‘role of
The researcher observations and the reflection of the teachers (Appendix 19)
in those classes confirmed that, in the settings visited, the approach was
The aim of the research was to identify the benefits for year six learners as
the research, twelve benefits have emerged, together with factors that have
provided answers to the questions set out in the introduction. It is hoped that
the case studies have described ‘real people in real situations’, (Cohen, 2000:
181) and will enable ‘readers to understand ideas’ (ibid) and relate them to
Discoveries
The researcher is cautiously excited by the findings as they suggest that for
these children the software and the approach taken by the teachers has made
an impact on, not only their learning, but their attitudes to other experiences in
the future. The idea of a learning object teaching the children and allowing
described in Chapter Two through the theories of Papert (1984) and Bruner
(1996). This was seen as the children were able to develop the use of
Scratch in unique ways. The width of the software (Goldstein and Pratt, 2003
and Resnick et al 2009) meant they were able to create a game based on
a ‘boy band’ (Appendix 14). The height of the software (Goldstein, 2003 and
Resnick 2009) meant the children could challenge themselves. Mark found a
solution to ‘lives’ being lost in his game, Dalan independently sent sprites
learner and Scratch seems to be similar to that of the model shared by Catlin
and Blamires (Figure 27) from their research around the use of a floor turtle
(see Glossary).
Figure 27 ‘The dynamic relationship between teacher, student and robot shows that the
learning and teaching interactions are bi-directional’, (Catlin and Blamires, 2012).
The reactions of the children also echoed the discoveries of Papert’s (1993)
Maria who followed her own interests in creating a house but then, through
seeing what others were achieving, set herself a new goal to have lights that
would turn on and off within it. The researcher recognised that, not only were
the learners using the learning object of their Scratch project to talk through
problems, but they were looking across and gaining ideas from others. The
of Seely-Brown et al (1989).
suggest that the factors that were recognised in bringing benefits to the
individual could also bring benefits to society. In this way Bruner’s antinomies
Looking at the overall findings in Figure 9 and Figure 10 the ‘teacher changing
role’ and the ‘exploratory approach’ provided for the children were the two
allowed the children to develop their own possibilities but also to become peer
solving each other’s problems. Alfie, at All Saints Primary, refers to the way
that ‘someone else would know’ so he did not need to rely on the teacher as
the only source of help. The activities observed in all three case study
syntonic, was echoed by the children who explored the use of programming
blocks to create movements for sprites. In the All Saints case study a pair of
girls giggled as their actions caused the character to turn or move off the
moved sideways round a circle (Plate 2). Dalan in the Catcott case study was
able to talk about the programming blocks he used to make a witch appear
learners such as Andrew. They helped him to ‘understand what each block
does’ and he ‘used that information for the final project’. In this way children
may develop habits through imitation (Bruner, 1998). They gain ‘Habits of
Mind’ (Costa and Killick, 2000) where the learner develops skills and cues to
give them confidence to work on problems which may not be easily solvable.
The process suggested by the mix of exploration and the use of instructions
points in the cycle. In Appendix 19 the researcher describes how this idea
was developed in year three and four classes following the understanding
gained from the case studies. The telling of a joke in front of the class was
The research suggests that, in order for the benefits described in the case
studies to emerge, the teacher’s role needs to allow the learners to construct
each other. Through this they can challenge themselves, learn from mistakes
Figure 29.
make to their learning. Salmon’s ‘butterfly defect’ (1997, cited in Lucas and
Claxton, 2010) was not seen at any point during the visits to the schools.
Lucas and Claxton (2010: 97) have suggested that this effect depends on the
kind of ‘attention grabbing activities’ that are part of the learning experience.
It also emerged that the children became aware themselves, of the way ‘not
giving up’ enabled them to achieve outcomes they enjoyed and, as described
by Toby above, were proud of. Their awareness may have been due to them
areas of learning. The teacher at Beechgrove Primary was keen to use the
same programming experience as part of the induction process for his class at
the beginning of the school year. He felt it would provide a reference for the
learners will affect how much they can learn, so a further study in this area
A factor which may have impacted on the outcomes is the access for the
learners to their own device to interact with the software. The video
observations showed no major time off-task and only seven minor off-task
been due to the way the children were absorbed in using Scratch or it could
be that, in using their own device, each could progress at their own rate.
Tamsin recognised that ‘other people would have been at different stages’.
order for them both to interact together with the learning object. Figure 15
illustrates how the interaction with their own learning object while collaborating
with others created the learning environment observed in the research. The
benefits of this have been described above in terms of the outcomes for
Papert’s Maria (1993) and Mark, Dalan and Miles in the case studies.
Future research
A number of areas have emerged for future research. These include the
part of induction for children at the beginning of a school year; and ways in
Scratch.
Further to this, the researcher has grouped the benefits (Figure 30) in four
categories to consider the overall gains for learners and other possible areas
for study.
from the case study at All Saints and is another area for additional study. It
would link to associations already made by Papert (1980, 1984) and Way and
Beardon (2003).
that programming with Scratch may contribute to letting the children feel in
control of the technology which is part of their lives. This would expand
Luckin’s (2007) idea of the child as a creator and not just a consumer of
technology.
Consideration is also required for the children who were worried by the
these, five were at Catcott, where their exploration was through using the
instructions. Jake, from Beechgrove, felt that his worry was due to being
dyslexic and dispraxic. Toby from All Saints, despite being worried, also
not be ignored. For some children ‘mountainous thinking’ (Lucas and Claxton,
2010), that is well used and provides safe ways of doing things, may be more
The researcher was inspired by the excitement of the teachers and learners
that contributed to the case studies. The classrooms were buzzing as children
their culture. This reflected Vygotsky’s (1962) theory of the culture developing
Papert (1984) was concerned that children are held back when they are
laughing at the results of their mistakes and using them to develop their
learning.
established by the teacher and the degree to which the children are, and see
classroom ethos but the width and height offered by Scratch software.
The benefits from ‘this instance’ (Adelman et al, 1984: 94) of introducing year
six children to Scratch have been described in three settings. They can be
understanding of the way they learn. Alongside this is the potential for
The recommendations that have evolved from the case studies are:
Ella Fitzgerald, ‘When you’re talking about it, you ain’t doing it’.
physical role play to set challenges for this should be investigated. This
experimenting’ (Lucas and Claxton 2010: 59), and has the potential to
process for a new school year. It can help the children develop an
attitude which can increase how much they learn (Goodyear, 1984).
this area. It may be that, as seemed to have occurred at All Saints, the
children will transfer the skills and understanding without a need for
The vision for learners beginning to program that has emerged for the
researcher, could be that described by a fourteen year old glider pilot on BBC
BBC Points West (2013) Breakfast News 23rd May 2013. BBC Somerset.
Bell, J. (2010) (5th Edition) Doing Your Research Project: A guide for first-time
researchers in education, health and social science. McGraw Hill: Open
University Press.
Cohen, L., Manion, L. and Morrison, K. (2000) (5th Edition) Research Methods
in Education. London: RoutledgeFalmer.
Fjeld, M., Lauch, K., Bichsel, M., Voorhorst, F., Krueger, H., Rauterberg, M.
(2002) Physical and Virtual Tools: Activity Theory applied to the Design of
Groupware. Computer Supported Cooperative Work 11: 153–180, 2002.
Kluwer Academic Publishers.
Goldstein, R., Kalas, I., Noss, R. and Pratt, D. (2001) Building Rules,
Cognitive Tools 2001. University of Warwick.
Hitchcock, G. and Hughes, D. (1995) (2nd Edition) Research and the Teacher:
A Qualitative Introduction to School-based Research. London: Routledge.
Lucas, B. and Claxton, G. (2010) New Kinds of Smart, How the science of
learnable intelligence is changing education. McGraw Hill, Open University
Press.
Luckin, R., Akass J., Cook, J., Day, P., Ecclesfield, N., Garnett, F., Gould, M.,
Hamilton, T., Whitworth, A. (2007) Learner-Generated Contexts: sustainable
learning pathways through open content. OpenLearn: Researching open
content in education (2007) 90-94. [Online] available from
http://kn.open.ac.uk/public/getfile.cfm?documentfileid=12188 [accessed 1st
June 2013].
Maloney, J., Resnick, M., Rusk, N., Silverman, B., and Eastmond, E. (2010)
The Scratch Programming Language and Environment. [Online] available
from
http://web.media.mit.edu/~jmaloney/papers/ScratchLangAndEnvironment.pdf
[accessed 30th August 2013].
Papert, S. (1993) The Children’s Machine: Rethinking school in the age of the
Computer. Basic Books.
Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E.,
Brennan, K., Millner, A., Rosenbaum, E., Silver, J., Silverman, B. and Kafai, Y.
(2009) Scratch: Programming for All. Communications of the ACM, 2009 Vol.
52 no. 11.60-67.
Rudd, T., Colligan, F. and Naik, R. (2006) Learner Voice: A handbook from
Futurelab. Futurelab and ESSA.
Seely-Brown, J., Collins, A. & Duguid, P. (1989) 'Situated Cognition and the
Culture of Learning'. Educational Researcher, 18 (1), 32-42.
Skinner, B.F. (1954) The science of learning and the art of teaching. Readings
for Reflective Teaching edited by Pollard, A. (2002). Continuum.
The Royal Society (2012), Shut down or restart? The way forward for
computing in UK schools. The Royal Society. [Online] available from
http://royalsociety.org/education/policy/computing-in-schools/report/ [accessed
20th October 2012].
Underwood, J., Baguley, T., Bamyard, P., Dillon, G., Farrington-Flint, L.,
Hayes, M., Le Geyt, G., Murphy, J., and Selwood, I. (2010) Understanding the
Impact of Technology: Learner and School level factors. Nottingham Trent
University and University of Birmingham, Becta.
http://www.ofsted.gov.uk/inspection-reports/find-inspection-report accessed
online 29th June 2013
Catcott (2008)
Almost all pupils at this average sized primary school are White British. Pupils'
home circumstances are more favourable than average and their skills on
starting school are generally better than those expected for their age. A
smaller than average proportion of pupils has learning difficulties and/or
disabilities. There is a higher than average turnover of pupils during the
school year. The school has several awards including Investors in People,
Basic Skills, Healthy Schools, Activemark and Eco Schools.
Number of pupils on roll: 297 Mixed year 5 and 6 class with 20 year 6 and 14
year 5, 19 girls and 15 boys
School 1
I can design Program, test and improve games. Evaluate and make appropriate
and write changes.
programs
that Children could upload projects to the Scratch community website
accomplish http://scratch.mit.edu. This will allow them to play each other’s games
specific goals online in school and at home.
6
I can detect Comments can be made on each others’ games after modelling and
and correct guided writing of responsible and appropriate peer assessment
errors in
algorithms See information about Scratch community and parent’s permission letters.
and
programs
School 2
Look at Scratch together. Indicate sprites, stage, program blocks and script
area.
Provide Code Club instructions Level 1, Felix and Herbert.
I can use Describe expectation for children to use instructions to create a game,
sequence, children to use Code Club members as a resource to help, children to
1 selection support each other.
and in Model talking through the algorithm
programs. Show what you have created to your friend. Can you describe the algorithm
for the game?
What changes would you like to make to the game?
Time to edit and solve problems.
Ten Block Challenge
I can
What can create with these ten blocks? You can use any of them as many
explain how
times as you want. You can change the numbers in any of the blocks.
a simple
2 Show your friends what you have done. Explain the actions you have put
algorithm
together.
works.
What problems did you have to overcome?
What else would you like to add to your project?
What did you learn from creating the Felix and Herbert game?
I can detect
Today we are going to make ‘Whack a Witch’ (Code Club level one).
and correct
Talk through algorithm. Emphasise continually trying out the program at
errors in
each step.
algorithms
and
Pause once children are well on the way to completion. What variable did
programs.
3 you add? What is a variable?
I know how
to use a
Show what you have created to your friend. Can you describe the algorithm
variable to
for the game?
measure
What problems did you have to solve?
something
What changes would you like to make to the game?
in a game.
Time to edit and solve problems.
I can plan Question challenge:
an Can you make your cat move around the screen? Can you add a dog?
4
algorithm What will happen? Can you show what will happen?
for a game. Show your friends what you have programmed.
I can plan Plan a game based on our topic [eg game based on Greek myths, following
an listening and retelling stories, drama, talk and writing.]
5. algorithm What skills have you learnt? Which can you use in your game? What
for a game. algorithm will you need to follow?
Think about how you make the keyboard or mouse move things on screen.
I can detect
and correct
errors in
algorithms
and
programs
School 3
What have you found out about Scratch software? Did anyone discover
any useful tips for each other?
I can detect Jigsaw the groups, i.e. create groups of one expert from each of the
and correct previous session groups.
errors in Show your friends what the game you made. Talk through any problems.
algorithms Can you find solutions.
and What did you learn? What tips do you have for anyone who wants to
programs. program with Scratch?
Groups work at a computer, read script of Cat and Dog scenario to the
class:
2
https://slp.somerset.gov.uk/cypd/elim/somersetict/Innovative%20Use%20of
I can solve %20ICT/Programming/Scratch/Questions/Scratch%20Questions.pdf
problems Can each group use their pooled expertise to meet the challenge?
by How did you get on working together? What have you learnt from your
decomposi friends?
ng them Individually try 10 block challenge: What can you create?
into smaller Look at what your friend has achieved.
parts.
I can Give all children Car Racing Game instructions.
explain how Working individually, but supporting each other, create the game as it is
a simple then start again but create your own version of this game. (Different
algorithm background and different sprite and/or two player game)
works. Talk through possibilities. Examples that children have created: monkey
3 I can use moving through a jungle, pop star getting to a stage, unicorn going on a
sequence, journey
selection What is the algorithm you have used? Which sets of programming blocks
and did you need? What variations did you introduce?
repetition in
programs.
I can detect Give groups the dragon and snowman scenario. Let them have a go at
and correct meeting the challenge. Stop them after about 10 – 15 minutes. Get them
errors in to open the sample project which has errors.
4
algorithms Can they detect the problem? Can they correct the error?
and (Snowman doesn’t appear properly at the beginning of the project.
programs Snowman could melt more slowly. Dragon could fly more slowly.)
I can Link to current topic eg Minotaur in Ancient Greece, Boudicca as part of
design and Romans, moving round local area/area that is being studied.
write Individually plan a game.
programs What skills have you learnt? Which can you use in your game?
5
that What algorithm will you need to follow?
accomplish The children could be encouraged to work online at home, and have a go (if
specific there’s not time in school to try out the project they have planned). See
goals information about Scratch community and parent’s permission letters.
TIPS:
TIP: To get the correct colour hold the dropper over the area of the stage containing
the colour you need.
OR
You can add a written message OR Record a message if they touch the grass.
Challenge
Add a variable called timer and, at the end of the game, broadcast how long it
takes for the car to get to the finish line.
What have you enjoyed most about What did you think about the way
programming with Scratch? Is there you were introduced you to Scratch?
anything you didn’t like?
.
Have you learnt anything about yourself How important is it for
while you were programming? children to learn to program?
What have you learnt about What helped you to learn to use
technology? Scratch? How did you learn to
program?
Are there any other questions I
should ask? What was your favourite
thing about the software?
5.1 First stage codes identified during review of evidence in Atlas-ti software
The researcher has listed the thinking behind each of the super-codes. These refer
to the child but also include first stage codes used for teacher or researcher
observations.
Challenge myself: child has challenged themselves to do something which was not
asked of them by the teacher.
Collaboration: children are working together or recognise the way in which they
have worked together.
Creativity: child has been creative in the way they have used Scratch.
Exploration: child has talked about the way having time to explore the software has
brought benefits. This includes quotations where the term ‘trial and error’ has been
used.
Importance of instructions: child has expressed the need for/enjoyment of, using a
set of instructions.
Increased confidence: child has expressed ways in which their confidence has
increased through using Scratch software.
Independent learning: child has talked about, or demonstrated the way in which
they have been able to discover learning for themselves.
Learn from mistakes: child has talked about the way they have learnt from mistakes
they have made whilst working to achieve an outcome.
Learning object: child has expressed the way they have learnt from/with Scratch
software.
Perseverance: child has demonstrated or talked about ‘not giving up’ or being
determined to achieve an outcome and to continue to work towards that.
Problem solving: child has worked to solve a problem that has occurred in
achieving an outcome, either by themselves or with peers.
Supportive environment: child has talked about the way members of the class have
helped each other.
Teacher changing role: children, or the teachers, described the teacher as doing
things differently in terms of allowing the learners to construct their knowledge
through ‘participating in certain experiences’ rather than ‘transmitting knowledge to
learners’ (Roblyer and Edwards, 2000: 50).
5.3 Examples of a network to support conceptual analysis (Friese, 2013), see over
To find out what you are learning when you have the opportunity to
programme with Scratch software. This means not just the learning to do
things with the software, but the other kinds of things you may be learning at
the same time.
1. I will work with your teacher to plan lessons for you to learn to use Scratch
software.
2. Your teacher and I will discuss what we observe during the lessons.
3. We will video or use a sound recorder during some of the lessons.
4. I will interview your class teacher and some of you to talk about what you
learnt.
Programming is part of the ICT curriculum in your school so you will be part of
the lessons.
BUT, you can choose not to be included in videoing of the lessons and you
can choose not to discuss your learning with me.
I won’t use your real name in any of the writing that I do about the research,
but I will make sure that I don’t take credit for any interesting things that you
discover during the research.
I will do all I can to make sure you enjoy learning to use Scratch and are
comfortable to answer any questions.
I will look after all the information I collect so that it isn’t seen by others. Other
people will only be able to read the final document I write, or look and listen to
what we found out at any presentations I do about the research.
To identify the learning that takes place when pupils have the opportunity to
programme with Scratch software.
Learning experiences:
The researcher will be working with teachers in three schools to plan, share
and reflect on a learning experience using Scratch software.
School One will use children that have become ‘experts’ in using
Scratch through an after school Code Club to support whole class
teaching of programming with Scratch using the Code Club materials.
School Two will provide an opportunity for pairs of children to explore
the software, share what they have discovered and then to work
individually, initially using prepared materials to create games, and then
to create their own games linked to their class topic.
School Three will provide a jigsaw opportunity for four groups of
children to become experts at a particular aspect of Scratch. An expert
from each group will then be assigned to a problem solving group
which will be given a problem to be solved with Scratch.
Ethical principles:
The research methods being used will include the following, although method
two will only be used if the Headteacher, teacher, parents and pupils give
additional permission to that requested for the overall research.
The researcher will work in partnership with the teacher to plan, share and
reflect on a teaching and learning experience developing pupils’ knowledge
and skill in using Scratch software. The teacher can choose whether their
name is included in the outcomes of the research as an acknowledgement of
the contribution they have made or whether they choose to remain
anonymous in the outcomes.
In addition to the methodology set out above the following will involve the
teacher.
The researcher and teacher will work in partnership with pupils to identify the
learning that has taken place through:
1. Recognise the right of any participant to withdraw from the research for
any or no reason, and at any time.
2. Take all necessary steps to reduce any sense of intrusion in the life of
the school or the community of the class and will conduct themselves in
such a way as to put all participants at ease.
3. Seek to limit any impact on the workload of participants.
4. Store electronic data collected on a password protected computer.
Paper based data will be kept in folders used only for the research and
stored responsibly and then destroyed as confidential waste once the
Masters’ dissertation has been assessed by Bath Spa University.
5. Provide access to any data as requested by a participating school.
6. Provide the participating schools with a summary of the findings of the
research in straightforward language that can be shared with pupils
and parents as appropriate. A copy of the Masters’ Dissertation will be
made available on request.
The number of incidences of code can be compared across schools. This is based on
a comparison of the number of documents that have been coded for each school
(removing the documents with five or less codes). Each school has 33% of the total
number of primary documents +/- 5%. The number of codes for each document vary
between 0 and 94.
Pupils were all given Code Club instructions to create a game called Felix and
Herbert. Felix is a cat and Herbert is a mouse. The mouse has to avoid
getting caught by the cat.
After making the game the learners made changes to the sprites and
background. Games became unique as the children began to discover the
editing possibilities in Scratch software.
Dalan had followed instructions with support from the HLTA who was teaching
the lesson and the researcher. He started the project several times until he
did it himself with no help.
He discovered he could duplicate the sprite and have many sprites chasing
the baby.
Dalan: I got (pointing at the screen) ‘When clicked’ from orange bit. I got
‘forever’ and I put ‘hide’ and I put ‘wait one second’ and I put ‘pick random 2 to
5’ and then I put ‘show’ and then I put ‘wait one second’ and on it I put
‘random 3 to 5’ and I click to here and it starts doing that.
The children who had made the game in the morning had the opportunity to
talk through with the teacher, how they would adapt their game.
Learners created:
bee returning to
honeycomb
ship getting back
to harbour
R: There was one comment on the blog, from two that seemed to be saying
that as soon as we saw it, we recognised it and thought of I think it was,
something Warrior game.
T: Oh that was Polly and she was talking about her and Ian and she said. ‘As
soon as we saw it we knew what it was going to do and we could recreate the
Warrior Queen.’ The Warrior Queen is the play they are doing. So what she
was saying. She said it to me right at the beginning of the day. She said ‘Oh
look there is a stage and costumes and sprites which are characters. We
could make a play. What she was saying really was that right at the
beginning of the day she understood the possibilities.
Scratch is different to anything else. You can make your own stuff, , I told my
sister about it and she wants to have a go now. It’s fun.
At the start I didn’t know what I was doing. I just felt like I wanted to know
what to do so that I could get on and actually do like, at the end make your
own thing, like do the car game and stuff like that. That was really fun. And I
always get frustrated when I can’t do stuff. (laugh)
If it goes wrong [while you are exploring], it’s more difficult whereas if you’ve
got the script it’s easier to work out what went wrong, where it went wrong and
how to
Follow the instructions. If you follow the instructions you will get it right.
The person sitting next to me said to the person sitting next to him. ‘How do
you do that?’ ‘Oh right then’ And going up the lines.
So like you’re kind of owing the favour. (Yeh) And they’re returning it.
[How did you learn to use Scratch?] Pressing buttons and then watching it.
Right that does that, right lets press a different one.
Pressing buttons makes me feel happy, so when I’m pressing buttons I’m fine.
[What have you learnt about yourself?] Realising what I thought it was and
then thinking and then ‘why am I doing so much thinking, press buttons’. ‘See
what it does’.
When I go different places. I’m normally a bit shy and stay behind people.
But now I think I’m going to be looking round places. Because most of the
playground I didn’t really want to explore because I was too scared but now
I’m not because it’s fun adventuring (giggle).
Polly: It’s not as hard as it sounds. So if someone says ‘oh what does that
mean’ but now you’re ‘Oh this is what it does, that it what it is’ ‘Oh it’s not that
scary in that case. It’s just like that.’
Like on a scale of 1 to 10. How much do you reckon you’ve enjoyed yourself?
Another question could be, would you recommend this to older children,
adults, or younger children.
Oh some of them, like well there’s a dragon fairy princess. So long as you
can imagine it in your mind and put it on a computer and then you’ve got
something.
Yes, I think that’s a good idea being able to access it at home. That’s good
because you don’t just have one day of it but you can go and do it whenever
you feel like it.
These are the questions that I will ask you, so that you know the kind of things I’ll ask. Okay.
And you don’t have to answer them all. It’s up to you for each one whether you’ve got
something you want to say. So you’re happy with those? As I say don’t worry if there’s one
you don’t want to answer.
Researcher: What have you enjoyed the most about programming with Scratch?
Lisa: Making our greek games.
Annie: Getting to have free time to find out all the things the program does.
Lisa: And it’s like free time all of the time but then you’re learning at the same time and you’re
learning something at the same time.
Sarah: And it’s fun to see if you get the blocks wrong you can change them and make them
do different things. And change your sprites and everything.
Lisa: And once you’re done it’s not like you can’t change it but you can change it.
Chloe: I think the best thing was just being able to try things and if they don’t fit try again until
you’ve got it right.
Annie: And I liked making the greek games and having free time so we could trial and error
and then you know how to do stuff and you’re also learning as well as having fun.
Lisa: Yes because like with literacy you’re learning but there’s not much fun coming along
with it.
Chloe: And you’re not told what you do. You just fiddle around with it. We were given time to
just play around and see what …
Sarah: If you were doing a class thing they tell you what to do but with Scratch you can find
things out for yourself. Teach yourself.
Chloe: And also the sheets you gave us. The blocks you could put together to see what they
did. I find that quite fun. Did you find that fun?
Others: Yeh
Chloe: Putting the blocks together and then trying it out to see what it made the sprite do.
Researcher: This kind of follows on from what you were saying, I think. What did you think
about the way Mrs Atkins and I introduced you to Scratch? We planned it out but what do you
think about the way we did it?
Lisa: I kinda liked it because you didn’t say you’ve got to do this, you’ve got to do this. You
got to, and you should have this. You let us try it out for ourselves so that we could find out
what we had to do with it.
Sarah: And erm, I liked the way that to start off with we got free time and then it built up to
like games.
Chloe: What does this block do? I don’t know, I don’t know what we’re doing.
Lisa: But then like the first two days we were trialling and error and working it out and do it for
ourselves.
Annie: Yeh, I thought it was, like we were just saying, fun to see what it did. Rather than, like
Lisa said, rather than us just being given a sheet to go and make this game, and that game.
We were given that time to just introduce ourselves rather than yeh.
Sarah: I liked the way that you didn’t tell us what to do but if we needed a bit of help you knew
what you were doing so you could help us. It was independent as well.
Lisa: It was almost like a young child learning to walk and us learning how to use the game.
Annie: Yes, I agree with Sarah because if you didn’t have the build-up to what we did then we
were just either told or not told. If we hadn’t had the build-up to explain what it did we would
have just been sat there. But if we were told what to do I reckon we would have found that
boring.
Lisa: Yeh
Lisa: Yeh but then I guess some of them like the car one we had to follow it. But that was the
fun way because we knew what we were doing and we were getting used to it as well. (Annie
trying to interrupt) It wasn’t like have to do this, follow this, follow that, do that. It wasn’t like
that because we were enjoying that. If we were given a sheet like Annie said, do this without
none of the build up then it would have been different in a way.
Researcher: So what do you think that first, that very first session when Mrs Atkins said have
a look and explore. What do you think you got from that because the next step was have a
go see what these blocks do together. But what was important do you think about that first bit
for you?
Lisa: Because by the end of that first one we kinda knew most of the blocks did. I thought
that was good.
Chloe: Yeh, the first game was kind of like a starter, just getting you used to things like Annie
said, or someone said. But anyway it’s getting you ready to carry on and make your own
game.
Annie: It just, it makes you feel like if you give up I’m never going to learn more about it so
you’re going to want to keep on trying. Oh that doesn’t work then put another bit in and then it
fits. Then it makes you feel good because you know you’ve tried and you’ve got it right.
Chloe: Because you’ve made it fun for us we more want to carry on and see what other
things do.
Lisa: Yes, that was what I thought as well. I also really enjoyed the movement one where we
had to make the person dance. It was very different because we did the car one first and
then we did the dance one and I thought that that one really showed us, because it was quite
hard to show that you shouldn’t give up as well. And I almost gave up when my computer
lagged out but I kept going on the new computer and so it was, yeh.
Sarah: Yeh, I didn’t just enjoy the programming. I really enjoyed making, creating
backgrounds, costumes, making your own sprite.
Lisa: I also enjoyed with the dancing one. I enjoyed it so much that I didn’t want to give up.
So that one was …
Chloe: Yes, that was what I felt as well cos I had some problems
Annie: Because you realised if you were going to give up you probably wouldn’t get the
chance to learn more.
Chloe: Yes, because I reckon you didn’t want to give up, Lisa, did you because you were
having so much fun. It was a fun way of learning.
Lisa: And also it was a nice way of learning with our topic as well. Because our topic is
ancient Greece and it was a nice way of learning our topic. Although we spend the whole
week on computers and our eyes are probably square but it was really good. It was really
nice to work in that way.
Researcher: We kind of talked a bit about this yesterday and we put ideas on post-it notes.
But, what would you say helped you, each of you, to learn to program? What actually helped
you to be able to get on.
Annie: I think that friends really, really help you. (Lisa: Definitely, definitely, Yeh, yeh friends)
Like if you’re stuck and the person next to you has already done it. And they really
understand it like me and Rachel on the first program. I was a bit stuck and she was like do
you want some help. And that’s what how I started to understand what was happening.
Lisa: I enjoyed with the friends like Chloe said, that’s what I put on the post-it note as well.
Even friends that were stuck on their own they came and helped me so we could help them.
Like Harry helped me and then Harry was stuck and so I help Harry. So we were almost
working in pairs I guess because we were helping each other.
Sarah: I think friends and teachers because I was sat next to Alice and Annie and even if like
I don’t know who said it. Even if they were stuck they’d helped me and then maybe if they
were stuck on something else I could help them with that. (Yeh, from Lisa) Because you
understand different things about the programming and if you find people who understand the
other parts other than what you know and you put it all together and you’re like a team that
help each other.
Lisa: Mmm. It’s almost like football if you don’t work in a team nothing goes on.
Lisa: Like with a computer and Scratch. If you didn’t help each other we would have still been
on the first step. Because if it wasn’t for the other people we wouldn’t have got any work
done.
Lisa: Yeh, even in the hard times for them like when they were really, really struggling and
their computer was about to go flat and everything they still helped us.
Annie: And it was funny because if it didn’t work laugh together about what the character
does.
Lisa: Mmm like with mine on the dancing one someone said try this and something ridiculous
happened. It was flying in the air and even if it was the wrong way on the learning thing it was
still something we could laugh about in a way.
Chloe: I agree with was those three. I think teachers and friends but I thought the friends
certainly helped a lot because if they, if you were stuck they could help you and then that was
one extra thing you know to help someone else. How we helped each other.
Lisa: Because it kind of wouldn’t have been fair, if someone was really stuck and I say oh I’m
really stuck can you help me. They would come over. It would kind of be a bit mean if when
they are stuck if you don’t go over it’s kind of a bit mean.
Annie: It wouldn’t make your game better if people said no if you asked for help because they
wouldn’t know the knowledge that you know and you wouldn’t know the knowledge that they
know.
Researcher: How much as a class, thinking over the whole year, have you got used to that
helping each other and how much was it something knew in doing Scratch.
Annie: Because in our class we usually work independent like writing and maths. But since,
well it’s been a few month since we tried this. Choosing where you sit, to sit next to a friend
so that the friend can help you. We did this on a trial. If you got stuck you would have your
friend next to you and they could help you and it’s just a way of working together really.
Lisa: Yeh, but it hasn’t been like literacy. You wouldn’t just say oh can you help me. If it’s a
big write or something or ..
Lisa: No well, anything like that really. You can’t really say of I’m really stuck can you help
me. You’d have to put your hand up and the teacher would come and help you. And I think
it’s a nicer way for us to help each other. In a way it’s nicer when your friends help you.
Researcher: So is there any way that Scratch has got you helping each other in new ways.
Lisa: I think now that we’re going to be helping each other all the time. Twenty-four seven I
think.
Chloe: I was going to say I don’t think that we did notice the difference it made helping each
other. Doing Scratch we, you know, I noticed a lot more people were helping and sharing
ideas.
Annie: Because it’s not just. If the people next to you don’t understand either, then the people
from the other side of the ICT suite saying, Oh I heard you needed help and they come and
they help you.
Lisa: And in the classroom, I think me and Sarah were in the classroom there’s only a few of
us in there but nearly every second one or two of them were up helping other people.
Researcher: So it didn’t matter whether you were in the classroom or in the ICT suite that
helping was still going on.
Lisa: Because I think it makes the person feel good if you help somebody. Because I helped
someone and I walked back to my seat and actually I thought I’d helped someone back their
game a little bit better. So you kinda do feel good helping each other.
Researcher: What about you Sarah? (shake of head). It’s alright, no worries. Chloe?
Chloe: Well I agree with Annie I wanted to give up not Monday, I think it was Tuesday when
we did our erm, what day did we do the dance game? (Yes, Tuesday). Well I wanted to give
up then because it just like stalled. It froze and I thought well I’d done a lot of work on this
and it just deleted and I thought I can’t do this. And it was really tricky because I couldn’t find
the right blocks to like get my sprite to do what I wanted it to do. And I thought it was really
stressy. But now I know what to do and I think it is fun. A fun activity.
Lisa: I think also at home on the computer, this isn’t anything to do with this, but at home I log
on the computer and I’m thinking what shall I play on but now I’ve played on Scratch and I
think I’m going to be playing on Scratch all the time now in a way but I’ve also got something
for the question. And I’ve also got something for the question.
Lisa: Erm, I’ve never really helped people as much as I have over this week. Because like we
were saying earlier we’ve helped each other so much. And I don’t think I’ve ever when
someone says I’m really stuck and can I have some help please. I don’t know what my
character is doing at all. There’s about three or four people who would immediately stand up
when someone says that and I think I’ve really helped people and I think I can really help
people all the time now.
Researcher: Brilliant, right I better let you get back to the classroom. Thank you ever so
much. That was really useful, really interesting.
Visit 1: South Petherton Junior, year 3, class size 34 (18 boys and 16 girls)
The purpose of this demonstration lesson was to see whether the exploratory
approach that has been described in the case studies would be successful
with younger children.
The children found difficulties with the link between the exploration, when the
purpose was to make the sprite move on the screen; and the game
instructions, which were to use keyboard arrow keys to make a line appear on
the screen.
The discussion with the class teacher following the session reflected on the
difficulties experienced.
Researcher: Do you think it would have been different if each child had
their own laptop to be doing it for themselves?
Teacher: They would have been more involved. They would have
been happier to fiddle around. It was the instructions they found
difficult.
Teacher: The exploration was good. The boys in particular enjoyed the
freedom to not be instructed, just to try it. The children should really
have the chance to do this kind of thing more often.’
The researcher taught two sessions at West Monkton, with the children
working in pairs on the downloaded version of Scratch 1.4 on laptops in the
classroom. Using the thoughts from the assessment of the lesson at South
Petherton some alterations were made to the structure. The first session
provided the same exploration of the software as had been used previously.
However this now had more structure. Twenty minutes was spent on the
completely open ended exploring where the children discovered different
sprites and how to change them. They edited the background and discovered
they could record sound. The children were stopped at different points so that
things could be demonstrated as they were discovered by different people, as
had happened before. The children were then tasked with having just one
sprite on the screen and exploring what they could make it do using the
programming blocks. Initially the motion blocks, adding in control and then
looks and sound. The researcher then set a ten block challenge (Somerset,
2013b) to see what the children would create.
During the second session the children were tasked with animating a ‘Knock,
knock joke’. The telling of a joke was modelled and then the children left to
see how they would meet the challenge. The researcher stopped the class at
appropriate moments to reflect on the issues that arose (primarily two sprites
on screen talking at the same time), and discussing solutions identified.
Some prompting was used to direct children to the ‘wait’ program block.
Jokes were created and shared. The researcher then provided a set of
instructions for the children to use the same algorithm to tell the joke using
‘broadcast’ program blocks. The resulting outcome was discussed and
different solutions to achieving the animation were compared. The children,
before and after this ‘plenary’ time, began to enhance their animations with
different backgrounds and additional actions.
The teacher of the year four class at West Monkton Primary reflected on the
lesson in an email (Personal communication, July 2013),
The children were highly motivated, loved sharing their new discoveries
with the rest of the class. The whiteboard was used to demonstrate
findings, problems and solutions and I felt that the children worked very
well with this process. There was a lot of progression within the lesson,
thanks to the exploratory approach, and the class asked me if they
could go on Scratch again. The children were allowed to find the
problems (such as timing with the knock, knock joke) then solved it’
The children in the class confirmed the motivation that came from being able
to discover things for themselves. Two of the responses passed on by the
teacher (ibid) were;
‘We were allowed to Figure out lots of things for ourselves this made
me excited. The programming was fun and I was amazed that I could
program a computer.’
Visit: Draycott and Rodney Stoke First School, mixed year 3 and 4, class
size 24 (Year 3 girls 4, Year 3 boys 6. Year 4 girls 4, Year 4 boys 10)
The researcher based the two sessons at Draycott on planning which had
evolved from the previous visits, see below. The teacher describes the
independence of the children,
‘All the children were engaged in the task and were able to evaluate
each other’s work, making suggestions for improvements, peer
assessment. They were confident to continue working on the program
without adult support and some have continued to use the program at
home. I think the staff were more ‘wowed’ by the children’s
achievement than they were themselves!’
The teacher also reflected on the reason for the success of an exploratory
approach,
Outcome:
The researcher felt that the structure of the sequence of activities now
scaffolded the learning so that the children remained in control of the progress
they made in becoming programmers.
At this point you could choose to provide some of the Scratch Cards
from scratch.mit.edu to allow children to investigate all kinds of
possibilities.
I can detect
and correct
errors in
algorithms
and
programs.
I can Give all children Etch a Sketch instructions.
explain how Have a look at the algorithm. Look at the programming blocks. Can
a simple you describe what the programming blocks will do? Discuss the use of
algorithm selection: if I press the up arrow key etc.
works. Encourage children to continue to problem solve with each other where
I can use errors are occurring in their programming.
sequence, Create your Etch a Sketch game. Fill in the ‘algorithm boxes’ which
selection describe what each set of programming blocks achieves. (Children are
5 and likely to need to create the whole ‘game’ before going back and being
repetition in clear about what each set of blocks achieves).
programs.
I can detect Challenge: What can you add to improve your Etch a Sketch?
and correct
errors in
algorithms
and
programs.
School 1 20th – 24th May 2013 Year 6 class 28 pupils 17 girls, 11 boys
Session 1 Exploration of Notes on interventions and activity
20th May software
9.15 – Focused exploration
10.15am of programming
blocks
Session 2 Create Etch a Sketch Transcript of reflection of teacher and
th
20 May researcher
11.00am –
12.00
Session 3 a) Car racing Activity session 3 Transcript of
st
21 May game teacher introducing car racing game.
9.15am – b) Tennis or Plenary of a) moving on to b)
12.00 Dance End session 3 reflections
What have you learnt post-it notes?
Session 4 Planning Matt planning of game
nd
22 May
Session 5 Creating Greek game Child researchers, What helped you
rd
23 May to learn, also reflections on creating
9.15am – session.
12.00 Photographs and short videos of
games.
Video of independent programming,
1 hour
Post-it notes what has helped you
most to learn programming?
th
24 May Reflection interviews Transcript teacher interview
(Two learners end of 5 sessions)
Transcripts groups learner interviews
School 2 4th, 5th and 11th June 2013 Year 6 class
Session 1 4th Introduction, Felix and Notes of introduction
June Herbert instructions, Post-it notes what have you been
1.30 – Cat and Dog learning and how have you learnt
3.30pm challenge and reflections during session
including cat and dog challenge.
Transcript conversation with class
teacher
th
4 June Reflection interview Transcript teacher (HLTA) interview
th
Session 2 5 Whack-a-witch game Video of using instructions to create
June instructions and Ten game and completing ten block
9.00 – block challenge challenge
9.55am Words to describe experience
11th June Reflection interviews Transcripts class teacher and group
learner interviews
School 3 19th June 2013 (whole day), 21st June (interviews) Year 5 and 6
class
Session 1 Individual open Transcript of sound recording
19th June exploration and Observation notes and conversation