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Enabling Independent Learning of Programming Concepts through Programming Completion Puzzles Kyle J. Harms , Noah Rowlett, Caitlin Kelleher Novices Learning Programming - Classroom 2 ACM Computer Science Teachers Association. Running On


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Enabling Independent Learning of Programming Concepts through Programming Completion Puzzles

Kyle J. Harms, Noah Rowlett, Caitlin Kelleher

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Novices Learning Programming - Classroom

ACM Computer Science Teachers Association. “Running On Empty: The Failure to Teach K-12 Computer Science in the Digital Age.” http://runningonempty.acm.org/

  • Microsoft. “A National Talent Strategy” http://www.microsoft.com/en-us/news/download/presskits/citizenship/MSNTS.pdf
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Learning Programming Independently - Tutorials

Scratch

“Scratch,” Scratch. [Online]. Available: https://scratch.mit.edu/.

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Learning Programming Independently - Puzzle-Like Systems

code.org – Hour of Code Gidget

“Hour of Code,” CSEd Week. [Online]. Available: http://csedweek.org/. [Accessed: 18-Mar-2014].

  • M. J. Lee, F. Bahmani, I. Kwan, J. LaFerte, P. Charters, A. Horvath, F. Luor, J. Cao, C. Law, M. Beswetherick, S. Long, M. Burnett, and A. J. Ko, “Principles of a debugging-first

puzzle game for computing education,” in 2014 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC), 2014, pp. 57–64.

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More Puzzles...

  • D. Parsons and P. Haden, “Parson’s Programming Puzzles: A Fun and Effective Learning Tool for First Programming Courses,” in Proceedings of the 8th Australasian

Conference on Computing Education - Volume 52, Darlinghurst, Australia, Australia, 2006, pp. 157–163.

Parson's Programming Puzzles

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Learning Programming Independently

  • Completion Problems
  • Generation

– Write programs from scratch

  • Completion

– Complete partially written

programs

  • J. J. G. Van Merrienboer and M. B. M. De Croock, “Strategies for Computer-Based Programming Instruction: Program Completion Vs. Program Generation,” Journal of

Educational Computing Research, vol. 8, no. 3, pp. 365–394, Jan. 1992.

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Learning Programming Independently Picture

Completion Problems Tutorials Puzzle-like

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How do we effectively use puzzles to support novices learning programming independently?

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Cognitive Load Theory

  • J. Sweller and P. Chandler, “Why Some Material Is Difficult to Learn,” Cognition and Instruction, vol. 12, no. 3, pp. 185–233, 1994.

Working Memory

  • Completion Problems
  • Extraneous Cognitive Load
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Extraneous Cognitive Load

Sweller, P. Ayres, and S. Kalyuga, Cognitive Load Theory. Springer, 2011.

What is angle ACB? What is angle ACB?

High Extraneous Cognitive Load Low Extraneous Cognitive Load

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Example: CS1 First Program

High Extraneous Cognitive Load Low Extraneous Cognitive Load

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Example: Drag 'n Drop

High Extraneous Cognitive Load Low Extraneous Cognitive Load

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Completion Problems

  • Generation (write from scratch)

– High extraneous cognitive load

  • Completion (complete partial

program)

– More working memory

resources available for learning

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Can we use completion problems and also leverage the strengths of puzzle-like systems to provide an effective way to help novices learn programming independently?

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Completion Problems → Programming Completion Puzzles

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Puzzle Curriculum

  • 1. Sequential
  • 2. Repeated
  • 3. Parallel
  • 4. Repeated &

Parallel

  • 5. Parallel {

Repeated }

  • 6. Repeated {

Parallel } Easy Challenging

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  • Lessons Learned
  • Programming Completion

Puzzle Effectiveness

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  • Lessons Learned
  • Programming Completion

Puzzle Effectiveness

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Formative Evaluations

  • Completion Problem

Puzzle Format & Interface →

– 10 iterations – 23 participants - St. Louis Science Center – 30 minutes

  • Puzzle Curriculum

– 8 iterations – 21 participants - St. Louis Academy of Science – 90 minutes

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Lessons Learned:

1) Limit the editable dimensions of the puzzle. 2) When executing the program, limit distractions and focus the user's attention on the program's output. 3) Author puzzle programs with memorable segments. 4) Provide a challenge without being tricky. …

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1) Limit the editable dimensions of the puzzle.

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Editable Dimensions

Insertions Deletions Moves Change Values

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Limit the Possibilities

Statement Bin

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2) When executing the program, limit distractions and focus the user's attention on the program's

  • utput.
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Play Window

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Play Overlay

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3) Author puzzle programs with memorable segments.

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Hard to Remember Output

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Memorable Segments

Segment I – The alien repairs the flying saucer. Segment II – The flying saucer starts up. Segment III - Alien drives flying saucer.

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Memorable Segments

Segment I Segment II Segment III

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4) Provide a challenge without being tricky.

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Tricky & Challenging

“It was tricky, but not harder.” “I thought this one was a little challenging, but I liked it!”

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Tricky

Nearly Identical Statements

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Challenging

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  • Lessons Learned
  • Programming Completion

Puzzle Effectiveness

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Summative Evaluation

  • 27 participants

– 12 Female, 15 Male – Average Age: 11.59 – Minimal Programming

Experience (< 3 hours)

  • 2 hours
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Independent Learning: Tutorials

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Study Design

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Study Design

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Training Phase

  • 1. Sequential
  • 2. Repeated
  • 3. Parallel
  • 4. Repeated &

Parallel

  • 5. Parallel {

Repeated }

  • 6. Repeated {

Parallel }

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Training Task

Tutorial Puzzle

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Study Design

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Transfer Phase

Repeated Parallel Parallel { Repeated } Repeated { Parallel }

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Transfer Task

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Completed Transfer Task

Initial Completed

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Research Questions:

1) Do puzzles require a different time and mental investment compared to tutorials? 2) Do puzzle users show more evidence of learning compared to tutorial users? 3) Are puzzles more motivating than tutorials?

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1) Do puzzles require a different time and mental investment compared to tutorials?

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Study Design

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Percent of Users Exposed to Programming Concept

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Average Training Task Time

p < .001

  • 1. Sequential
  • 3. Parallel
  • 4. Repeated & Parallel

1 2 3 4 5 6 7 Tutorial Puzzle

Training Task Average Training Task Time (min)

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Average Training Task Mental Effort

p < .05

  • 2. Repeated
  • 3. Parallel
  • 5. Parallel{Repeated}
  • 6. Repeated{Parallel}

1 2 3 4 5 6 7 8 9 Tutorial Puzzle

Training Task Average Mental Effort (low - high)

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2) Do puzzle users show more evidence of learning compared to tutorial users?

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Study Design

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Average Transfer Task Time

p = .06

Repeated Repeated{Parallel} 1 2 3 4 5 6 Tutorial Puzzle

Transfer Task Average Task Time (min)

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Average Transfer Task Performance

p < .05

Repeated Parallel{Repeated} 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% Tutorial Puzzle

Transfer Task Average Task Performance

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Summary

Puzzle users performed 26% better on transfer tasks while requiring 23% less training time.

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Future Work

  • Completion Problems

– Paired with worked examples

  • Distractors

– Common in puzzle-like systems – Impact on completion problem

effect

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Questions

Kyle J. Harms Washington University in St. Louis kyle.harms@wustl.edu

https://lookingglass.wustl.edu