Integrating the Analytics of Student Interaction Data Within Scratch with a Programming Skills Taxonomy

F. Castro, Minji Kong
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Abstract

K-12 computing teachers need guidance on how to best implement student-centered practices for teaching programming, particularly in block-based programming environments (BBPEs) [10]. One way to provide such guidance to teachers is through Integrated Development Environment (IDE)-based learning analytics [4], which involves collecting data on students’ interactions with IDEs, translating them into meaningful information about students’ learning processes, and designing interventions that are grounded in such data. Most of the work on IDE-based learning analytics have focused on university-level introductory computer science courses (e.g., BlueJ [6]) that taught text-based programming languages. Specific to BBPEs, there has been significant analytics work with iSnap [7], which focused on offering intelligent tutoring to students based on their actions within the IDE. Little work, however, has been done on IDE-based learning analytics in Scratch [9]; prior work on Scratch learning analytics used clickstream data to characterize students’ programming abilities, which fails to fully capture students’ learning processes [3]. For K-12 teachers teaching with Scratch, collecting and analyzing data beyond clickstream (e.g., ProgSnap2 [8]) can provide more insight on student programming behaviors and how students learn to program with Scratch. Insight provided by a richer set of Scratch learning process data could empower teachers to design classroom interventions (e.g., feedback, scaffolds) to proactively respond to student needs; the use of Scratch learning analytics to inform the design of classroom interventions has not been thoroughly explored in IDE-based learning analytics [4]. We have started to address the need for capturing students’ learning processes in Scratch by adapting the ProgSnap2 standards to reconstruct states of students’ Scratch projects over time and capture patterns of tinkering behaviors among novice programmers [5]. A key aspect we want to improve in our prior work is the use of theory—particularly theory developed in CS Education contexts—to ground the analyses of novice Scratch programmers’ programming behaviors, and which can be used to guide the designs of interventions that support programming tasks in Scratch. We will do this by adapting and applying an existing multi-faceted SOLO taxonomy of programming skills [1, 2] to the processing and analysis of data on students’ interactions within Scratch. For example, we will look at whether and how patterns of Scratch programming behaviors reflect certain programming skill levels within the taxonomy. This will enable us to gauge students’ performance levels for various skills involved in Scratch programming and how students evolve in those skills. We will examine correlations between levels within the taxonomy and programming behaviors found in our Scratch programming process data. We will also use student interviews and surveys on students’ approaches to their solutions as supporting data to determine whether our approach captures students’ ways of thinking as they program in Scratch. We are exploring the use of this taxonomy as a framework for teachers to characterize the programming behaviors observed from Scratch-based learning analytics, which can help teachers understand how students’ skills in Scratch programming evolve over a course, as well as inform the design of interventions that are responsive to students’ diverse learning needs.
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整合学生交互数据的分析与编程技能分类学内划痕
K-12计算机教师需要指导如何最好地实施以学生为中心的编程教学实践,特别是在基于块的编程环境(bbpe)中[10]。为教师提供此类指导的一种方法是通过基于集成开发环境(IDE)的学习分析[4],其中包括收集学生与IDE交互的数据,将其转化为有关学生学习过程的有意义的信息,并设计基于这些数据的干预措施。基于ide的学习分析的大部分工作都集中在大学水平的计算机科学入门课程(例如BlueJ[6])上,这些课程教授基于文本的编程语言。针对bbpe, iSnap进行了大量的分析工作[7],其重点是根据学生在IDE中的行为为他们提供智能辅导。然而,在Scratch中基于ide的学习分析方面做的工作很少[9];之前关于Scratch学习分析的工作使用点击流数据来表征学生的编程能力,这未能充分捕捉学生的学习过程[3]。对于K-12教师使用Scratch进行教学,收集和分析clickstream之外的数据(例如ProgSnap2[8])可以更深入地了解学生的编程行为以及学生如何学习使用Scratch编程。更丰富的Scratch学习过程数据集提供的洞察力可以使教师能够设计课堂干预措施(例如,反馈,支架),以主动响应学生的需求;在基于ide的学习分析中,使用Scratch学习分析来指导课堂干预的设计还没有得到深入的探讨[4]。我们已经开始解决捕获学生在Scratch中的学习过程的需求,通过适应ProgSnap2标准来重构学生的Scratch项目状态,并捕获新手程序员之间的修补行为模式[5]。在我们之前的工作中,我们想要改进的一个关键方面是使用理论——特别是在计算机科学教育背景下发展起来的理论——来分析新手Scratch程序员的编程行为,这可以用来指导在Scratch中支持编程任务的干预设计。我们将通过调整和应用现有的编程技能的多面SOLO分类[1,2]来处理和分析学生在Scratch中的交互数据来做到这一点。例如,我们将研究Scratch编程行为模式是否以及如何反映分类法中的某些编程技能水平。这将使我们能够衡量学生在Scratch编程中涉及的各种技能的表现水平,以及学生如何在这些技能中发展。我们将检查分类法中的级别与在Scratch编程过程数据中发现的编程行为之间的相关性。我们还将使用学生访谈和对学生解决方案方法的调查作为支持数据,以确定我们的方法是否捕获了学生在Scratch编程时的思维方式。我们正在探索使用这种分类法作为教师描述基于Scratch的学习分析中观察到的编程行为的框架,这可以帮助教师了解学生在Scratch编程中的技能是如何在课程中发展的,并告知干预措施的设计,以响应学生的不同学习需求。
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