Common Problems and Effects of Feedback on Fun When Programming Ozobots in Primary School

Luisa Greifenstein, Isabella Graßl, Ute Heuer, G. Fraser
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引用次数: 1

Abstract

Computational thinking is increasingly introduced at primary school level, usually with some form of programming activity. In particular, educational robots provide an opportunity for engaging students with programming through hands-on experiences. However, primary school teachers might not be adequately prepared for teaching computer science related topics, and giving feedback to students can often be challenging: Besides the content of the feedback (e.g., what problems have to be handled), the way the feedback is given is also important, as it can lead to negative emotional effects. To support teachers with the way of giving feedback on common problems when teaching programming with robotics, we conducted a study consisting of seven workshops with three third and four fourth grade primary school classes. Within seven different activities, the 116 primary school children first programmed the Ozobot Evo robot in the pen-and-paper mode and then on a digital device. Throughout these activities we collected data on the problems the students encountered, the feedback given, and the fun they experienced. Our analysis reveals eight categories of problems, which we summarise in this paper together with corresponding possible feedback. We observed that problems that are urgent or can harm the students’ self-efficacy have a negative impact on how enjoyable an activity is perceived. While direct instruction significantly decreased the experienced fun, hints had a positive effect. Generally, we found programming the Ozobot Evo to be encouraging for both girls and boys. To support teachers, we discuss ideas for giving encouraging feedback on common problems of Ozobot Evo programming activities and how our findings transfer to other robots.
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小学机器人编程中常见问题及反馈对乐趣的影响
计算思维越来越多地被引入小学阶段,通常伴随着某种形式的编程活动。特别是,教育机器人提供了一个机会,让学生通过亲身体验来参与编程。然而,小学教师可能没有为教授计算机科学相关主题做好充分的准备,并且给学生反馈通常是具有挑战性的:除了反馈的内容(例如,必须处理哪些问题),反馈的方式也很重要,因为它可能导致负面的情绪影响。为了支持教师在机器人编程教学中对常见问题给出反馈的方式,我们进行了一项研究,包括七个研讨会,有三个三年级和四个四年级的小学班级。在七个不同的活动中,116名小学生首先在纸笔模式下为Ozobot Evo机器人编程,然后在数字设备上编程。在这些活动中,我们收集了学生们遇到的问题、得到的反馈以及他们体验到的乐趣的数据。我们的分析揭示了八类问题,我们在本文中总结了这些问题以及相应的可能反馈。我们观察到,那些紧急的或会损害学生自我效能感的问题会对学生对一项活动的享受程度产生负面影响。虽然直接指导显著降低了体验乐趣,但暗示却有积极作用。总的来说,我们发现为Ozobot Evo编程对女孩和男孩来说都是令人鼓舞的。为了支持教师,我们讨论了关于Ozobot Evo编程活动中常见问题的鼓励反馈以及我们的发现如何转移到其他机器人上的想法。
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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