Experiential Factors Supporting Pupils’ Perceived Competence In Coding - An Evaluative Qualitative Content Analysis

David Haselberger, R. Motschnig, Oswald Comber, H. Mayer, Matthias Hörbe
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引用次数: 2

Abstract

This Full Paper in the research to practice category explores pupils’ motivation to learn programming by game development in the game development environment (GDE) UnityTM. After getting to know block-based programming through controlling robots, 66 students with minimal computer literacy between 14 and 16 years of age got in touch with Unity in six Informatics courses with group sizes between 8 and 14 students each for approximately 40 course hours. In particular, we are interested in experiential factors that underlie students’ perceived competence in coding in high school computer science. We conducted an evaluative qualitative content analysis of 21 semi-structured interviews among students in six high school Informatics courses. Self-determination theory (SDT) identifies competence, autonomy and relatedness as basic needs that underpin motivation. We evaluated in how far students expressed these needs in their reciprocal interviews. Further, we explored student statements to find out about factors influencing their perceived competence. We were specifically interested in students’ future expectancy to get in contact with coding - which we attributed to the need for autonomy. According to our findings, most students were rather motivated to code in Unity. Yet, many did not express a future interest in (game) development. The majority of students expressed perceived competence in the programming tasks. A few students also explicitly mentioned relatedness as important learning factor. In line with SDT, relatedness appears to be important for students’ ability to deal with frustration along the journey of learning to code. It is open to consideration in how far students’ social environment – including student peers awareness of technology use in their current personal surroundings and possible future opportunities for getting in contact with coding in their lives – is deeply relevant to students’ perceived competence in programming apart from coding tools, such as Scratch or Unity, and incentives, such as programming games.
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支持小学生编码感知能力的经验因素——一项评价性质的内容分析
本文在从研究到实践的范畴中探讨了学生在游戏开发环境(GDE) UnityTM中通过游戏开发学习编程的动机。通过控制机器人了解基于块的编程后,66名年龄在14至16岁之间的最低计算机素养的学生在六门信息学课程中与Unity接触,小组规模在8至14名学生之间,每个学生大约40个课程小时。特别是,我们对学生在高中计算机科学中编码感知能力的经验因素感兴趣。我们对六门高中信息学课程的学生进行了21次半结构化访谈,进行了评估性质的内容分析。自我决定理论(SDT)认为能力、自主性和相关性是支撑动机的基本需求。我们评估了学生在互惠面试中表达这些需求的程度。此外,我们还探讨了学生的陈述,以找出影响他们感知能力的因素。我们对学生未来接触编程的期望特别感兴趣——我们将其归因于自主性的需要。根据我们的调查结果,大多数学生都非常愿意使用Unity编写代码。然而,许多人并没有表达对未来游戏开发的兴趣。大多数学生表达了对编程任务的感知能力。少数学生也明确提到关联性是重要的学习因素。与SDT一致,相关性似乎对学生在学习编程过程中处理挫折的能力很重要。除了编程工具(如Scratch或Unity)和编程游戏(如编程游戏)外,学生的社会环境(包括学生对当前个人环境中技术使用的认识,以及未来可能接触编程的机会)对学生的编程能力有多大程度的影响值得考虑。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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