Conference PaperPDF Available

It's in your pocket: A MOOC about programming for kids and the role of OER in teaching and learning contexts

Authors:

Abstract and Figures

Programming is considered as an essential skill in the 21st century. Visual programming languages and age-appropriate development environments allow an easy entry into this field. Nevertheless, it is very challenging to bring those skills in a very short time frame to schools, to their teachers, and to school children themselves. Therefore, Graz University of Technology started a Massive Open Online Course named "Learning to code: Programming with Pocket Code" which is intended to teach coding skills to school children as well as teachers in a very fast, flexible and effective way. The learning content within the course is published under an open license to allow the reuse, modification and dissemination of the materials in different teaching and learning contexts. In this research work, we will present structure and concept of the MOOC. A special emphasis will be given on how the MOOC can be used in school and on the fact, that the content can be disseminated in a variety of ways.
Content may be subject to copyright.
It's in your pocket:
A MOOC about programming for kids
and the role of OER in teaching and learning contexts
Maria Grandl1, Martin Ebner1, Wolfgang Slany1, Stefan Janisch1
1 Graz University of Technology, Graz, Austria
Abstract
Programming is considered as an essential skill in the 21st century. Visual programming languages
and age-appropriate development environments allow an easy entry into this field. Nevertheless, it is
very challenging to bring those skills in a very short time frame to schools, to their teachers, and to
school children themselves. Therefore, Graz University of Technology started a Massive Open Online
Course named “Learning to code: Programming with Pocket Code” which is intended to teach coding
skills to school children as well as teachers in a very fast, flexible and effective way. The learning
content within the course is published under an open license to allow the reuse, modification and
dissemination of the materials in different teaching and learning contexts. In this research work, we
will present structure and concept of the MOOC. A special emphasis will be given on how the MOOC
can be used in school and on the fact, that the content can be disseminated in a variety of ways.
Keywords: MOOC, OER, Coding
1. Introduction
Computational thinking (CT) is considered as an essential skill in the 21st century. According to J.
Wing, it represents a universally applicable attitude and skill set everyone, not just computer
scientists, would be eager to learn and use. (Wing, 2006) Coding is one way to train and practise CT.
A report of ACM Europe and Informatics Europe emphasises, that all of “Europe’s citizens need to be
educated in both digital literacy and informatics.” In view of a rapid technological progress, it is not
sufficient to be only a user of new technologies. (Informatics Europe/ACM Europe, 2013) We need to
have a general understanding of the technical aspects behind them. Visual programming languages
and age-appropriate development environments allow an easy entry into this field. Nevertheless, it is
very challenging to bring those skills in a very short time frame to schools, their teachers and to
school children itself. Therefore, Graz University of Technology started a Massive Open Online Course
named “Learning to code: Programming with Pocket Code” aiming to allow children and teenagers to
learn essential programming skills just online within 5 weeks. Teachers can also use the course to
acquire knowledge or improve their coding skills. Each single learning content has been defined as
Open Educational Resource (OER), allowing the reuse in different learning and teaching contexts.
Working with MOOCs has a long tradition at our university. In 2014, the first and so far only Austrian
MOOC platform iMooX.at
1
was founded, which has meanwhile achieved a high degree of recognition
in Central Europe, especially in the German-speaking area. (Khalil & Ebner, 2016)
In this research work, the MOOC “Learning to Code Programming with Pocket Code”, which is
available on iMooX.at, is presented with reference to the course structure and the creation of age-
appropriate content. First conclusions can be drawn from the behaviour of the learners and their
1
https://imoox.at/
results, which are discussed in this work. Additionally, follow-up projects showed the reuse of the
open content in an open learning scenario and how other educators use the course. It can be
concluded, that open educational resources helps to train multipliers in a fast and effective way.
2. Related work
Graz University of Technology has a long tradition in working on Massive Open Online Courses
(MOOCs) in middle Europe, especially in the German-speaking area (Ebner et al., 2015). Together
with the University of Graz, a MOOC platform was founded in 2014. Since then, more than 40
different MOOCs have been made accessible. They cover different topics and address different
groups of learners (Neuböck et al., 2015). With the help of learning analytics different studies found
out, where MOOCs add a value to education (Khalil & Ebner, 2016).
MOOCs, firstly named by McAuley et al. in 2010, are a driving force for open education due to their
free and open accessibility. Any learner worldwide can access the provided content for free. Since
famous universities like Harvard, MIT and others started offering public online courses, the MOOC-
movement has become a mass phenomenon (Carson & Schmidt, 2012). Those online courses have
been booked by thousand over thousands of people from all over the world to learn about various
topics. Most of the time, those MOOCs are following a very strict structure: They are more or less
based on video lectures and enhanced by additional learning materials and self-assessment-
activities. Discussion forums serve as a place for communication and foster exchange between
students and teachers and students and students. (Khalil & Ebner, 2013) Typically those courses last
about 6 to 8 weeks.
At first glance, those MOOCs helped to open up education to the public and offered educational
content worldwide, but at second glance, different problems occurred:
1. Most of the courses were closed after the end of the course.
2. The learning content offered by most of the courses did not represent an open educational
resource. With other words, videos and additional material were not licensed with an open
license (for example, a Creative Commons license).
Nevertheless, there is one big problem, especially in the German-speaking countries. Due to a very
strict copyright law, open content without a license cannot be used for teaching purposes (Ebner et
al., 2016). Moreover, the usage can be penalized with an arbitrarily amount of money.
Therefore, the MOOC platform iMooX.at of Graz University of Technology and University of Graz
holds an explicit policy to offer only online courses where every single content is published under an
open Creative Commons license to allow the reuse and distribution in different teaching and learning
contexts.
As well as that, the open license allows the use of the MOOC content in different didactical
approaches, such as Blended Learning scenarios or flipped classroom settings. Even more, a new
scenario was developed called Inverse Blended Learning. With the help of local learning groups that
are hosted by a local trainer in a face-to-face situation, the online course gets integrated into offline
situations. (Ebner et al., 2017)
3. MOOC “Learning to code: Programming with Pocket Code”
To support a learning environment that allows children and adolescents between the ages of 10 and
14 to work on their own Pocket Code projects in a playable way, a MOOC was created, which is now
available on iMooX.at. The aim of the course is to help young people to gain first experiences with
programming and to boost interest in further topics regarding computer science.
A. APP Pocket Code
Pocket Code is a free mobile app, which was developed within the non-profit Catrobat project at
Graz University of Technology to assist beginners to acquire coding skills in an entertaining and
engaging way. It acts as a development environment for programs that can be created directly on the
smartphone or tablet with access to all built-in sensors. The used block-based programming language
was developed according to the model of Scratch (Slany, 2014). Users can quickly write programs
with the help of command bricks, which are categorized in command classes (e.g. control, events or
movement) and which differ in colour. Compared to Scratch, children and teenagers can use their
own mobile devices regardless of time and place to create a program. In particular, schools often lack
an appropriate IT infrastructure. (cf. mpfs 2016) With Pocket Code, students can use their own
devices - according to the principle of "Bring your own device" (BYOD). (cf. Nagler et al., 2016)
Figure 1: Logo and user interface of Pocket Code, a development environment for creative apps
According to Seymour Papert, founder of constructionism (Schön et al, 2014) and developer of LOGO,
one of the first programming languages for children, a programming language needs to be
characterized by the following two characteristics: On the one hand, it should enable an easy and
intuitive introduction to programming ("low floor"). On the other hand, it should allow users to
implement complex and extensive projects ("high ceiling"). Mitchel Resnick, a student of Papert and
professor at the Massachusetts Institute of Technology, who is involved in the development of
Scratch, added the property "wide walls". Accordingly, a programming language should enable the
implementation of many different projects to meet the user’s different interests and learning
methods. (cf. Resnick et al, 2009) Pocket Code allow to follow the "low floor" - "high ceiling" - "wide
walls" principle. Programs created by the users show that Pocket Code appeals to different target
groups. The topic of a program is not limited to areas related to computer science. Thus, Pocket Code
can be used in all school subjects. As computer science is not a compulsory subject in many schools,
this is an important aspect. A lot of European countries follow a cross-curricular approach concerning
the use of information and communication technologies.
B. COURSE FORMAT
Each course on iMooX.at follows a specific structure. The content is split into 5 to 8 lessons. Each
lesson consists of at least one video. In most cases, a lesson includes 2 to 3 videos. The videos have
an average length of 10 minutes. In addition to the videos, other materials such as files and links can
be added. A self-assessment test must be created for each lesson. To complete the course
successfully, 75% of the self-assessment-questions need to be answered correctly. In this case,
participants will receive a confirmation of participation for the online course. A MOOC starts on a
certain date. Every week a new lesson will be released. The MOOC is supervised until the last lesson
has been activated. Participants can use the online forum to ask questions or to submit solutions to a
certain task. Each MOOC on iMooX holds an open-license (Creative Commons) and is available for
free.
As shown in figure 2, the main content of the MOOC “Learning to code: Programming with Pocket
Code” refers to different programming concepts. The goal of the MOOC is the creation of an
individual game. The MOOC comprises 5 units. The first unit explains the user interface of Pocket
Code and shows how to create a simple program. The second unit deals with loops and discusses if-
else-statements more detailed. Sensors, variables and the role of random numbers in programming
are topics of the third and fourth unit. The fifth unit introduces more features of the app that play a
significant role when creating a game. Each lesson contains several videos, which introduce different
problems and explain the corresponding command bricks. In addition to the videos, a written
description is provided.
Figure 2: Structure and concept of the MOOC “Learning to Code – Programming with Pocket Code”.
As well as watching video tutorials and reading the written instructions, participants need to create
programs on their own to improve their computational thinking capacity. Therefore, there are one or
more tasks per unit. Participants are supposed to work on these tasks, which always refer to the
creation of a program. During the course, participants have the possibility to receive feedback on the
programs they have created. To do this, the participants need to upload the program via the app and
announce the name of the program in the discussion forum. For every single task a description, a hint
and a possible solution are provided. At the end of each unit, there is a quiz consisting of multiple-
choice questions to check one’s learning progress. For each self-assessment test, 5 attempts are
possible. The self-assessment questions are optional, but a prerequisite for obtaining a certificate.
online
forum
POCKET CODE
events
UNIT 1
UNIT 2
UNIT 3
UNIT 4
UNIT 5
loops
object oriented
programming
conditionals
basic
programming
concepts
variables
MOOC
create program(s)
consume
share
participant
check learning progress
teacher
(re)use of
teaching and
learning
content
The learning content within the course is published under an open Creative Commons license to
allow the reuse, modification and dissemination of the materials in different learning contexts. All
videos are available on YouTube as well.
C. ORGANISATION
The course was offered for the first time in October 2016. The course was now held for the second
time. In 2016, the MOOC was additionally offered as a private course in school. 14 children in the age
of 10 to 11 took part in the course. (cf. Janisch et al., 2017) Instead of the concept of blended
learning, where lessons are supplemented by e-learning elements, the concept of inverse blended
learning came into play. (cf. Käfmüller, 2016; Ebner et al., 2017) Thereby, the children worked with
the online content of the MOOC in class by using a tablet and earphones. At the same time, they had
the possibility to ask questions or to share their programs with their classmates in an offline kind of
way.
4. Results
In 2016, 571 people were registered for the course. However, only 64 participants completed the
whole course. (cf. Janisch et al., 2017) An analysis of the participant activities confirmed the problem
of high drop-out rates, which is a characteristic behaviour in the context of MOOCs. (cf. Lackner et
al., 2015) The MOOC was launched again in October 2017. By March 2018, 626 participants, 55 more
than in 2016, had taken part in the course. Unfortunately, until March only 44 participants received a
certificate of participation. In 2017, the course run as a pure online course. We did not explicitly offer
offline courses or meetings to foster participant communication and collaboration. In contrast it
should be pointed out that in the school setting of 2016, all children finished the MOOC.
year
number of the
users registered
for the course
number of participants
who requested a
certificate
drop-out rate in %
2016
571 (12/2016)
64
88.79
2017
626 (03/2018)
38
93.93
Table 1: Number of participants of the MOOC “Learning to Code – Programming with Pocket Code” on, which was launched
for the first time in October 2016 and for the second time in October 2017.
An analysis of the number of accesses in 2017 to the self-assessment questions also confirmed the
decline in user activity. The number of users who successfully completed the self-assessment
questions per unit are as following:
Quiz 1
123
Quiz 2
74
Quiz 3
55
Quiz 4
46
Quiz 5
42
Table 2: Number of participants, who completed the quiz
41 users successfully completed all quizzes. 142 out of 626 participants, 23% of all registered users,
worked on at least one quiz. On average, 2 attempts were required for a quiz. As well as in 2017,
there was also a decrease in the number of video views during the course.
Nevertheless, the participants, who completed the course in 2016 and 2017, were very satisfied with
the content, design and structure of the course. These results are based on the analysis of the
feedback questionnaires, which need to be completed by the participants to get a certificate of
participation. The feedback questionnaire is intended to record the participant’s experience,
impression, motivation and satisfaction related to the course. 43 of 45 participants who filled out the
questionnaire graded the course as “very good” or “good”. On average, they spent 1-3 hours per
week on the course.
A. ONLINE FORUM
The lack of interaction among participants as well as between course instructor and participants is a
frequent reason for not finishing a MOOC. (cf. Neuböck et al., 2015; Khalil & Ebner, 2013) Therefore,
the online forum is intended to act as a place for communication, to ask questions, to talk about
problems, that have occurred during the course, to give helpful hints and tricks and to share
experiences. In 2017, the communication was mainly between the course instructor and participants,
ranging from suggestions for improvement for the Pocket Code app and specific questions
concerning the functionality of the app to information about ambiguous self-assessment-questions
and small mistakes in the written descriptions. In total, there were 122 forum contributions.
The participants were asked to share their solutions to the tasks for each unit in the online forum.
Only a very small number of adult participants took the possibility to do so.
For the tasks described in unit 1 to 4, only 10, 5, 9 and 4 programs were submitted. Most of the
solutions even exceeded the requirements. The task of unit 5 asked for the creation of an individual
program or game with respect to the programming concepts, that were discussed and practised
during the MOOC. Unfortunately, only 2 participants announced the name of the created programs
in the forum.
B. PARTICIPANTS
Although the course was designed for children and adolescents between the ages of 10 and 14,
mostly adults, especially teachers, participated in the course. Some school classes did also register
for the course. Based on the feedback questionnaire, the participants stated that they were
interested in additional training and that they wanted to gain experience with MOOCs and online
courses in general. As well as that, the participants appreciate that the course can be done for free
and regardless of location and time. The graphical and textual presentation of the learning content
was also judged appropriate.
C. DIDACTICAL RE-DESIGN
After the end of the course, another research project was built out of the open educational
resources, that were used in the MOOC. This resulted in a Moodle course to support an open
learning scenario in class. Moodle is an open source learning management system (LMS), that allows
users to export courses, which then can be important in any other Moodle system. In Austria,
Moodle is a common LMS that is used by schools and educational institutions. Due to the use of open
Creative Commons licenses, nearly all videos have been adopted and were rearranged. Additionally,
worksheets and tasks for school children were prepared, based on the given materials. A so-called
“work-plan” was created to help children choose their own learning paths in the open learning
scenario (Höllerbauer et al., 2017). The provided materials should enable students to learn on their
own or in a group, according to their abilities and previous knowledge.
D. PROFESSIONAL DEVELOPMENT COURSE FOR TEACHERS
In Austria, teachers need to attend further training courses to stay up-to-date to subject-specific and
pedagogical developments. The Virtuelle Pädagogische Hochschule (VPH) provides “support in
gaining digital competencies, i.e. being able to professionally implement technology assisted teaching
into classrooms, and knowledge of current teaching and learning methods.”
2
In summer 2017, the
MOOC “Learning to code – Programming with Pocket Code” has been added to the list of (online)
training courses. Teacher and pre-service teachers had the possibility to take part in the MOOC and
to receive credits for a successful participation. In addition to the MOOC, 3 different online lectures
were held by the course instructor, in which the content of the course units was summarized and
supplemented with didactical and pedagogical comments. Unfortunately, only a very small number
of teachers and pre-service teachers took the opportunity to take part in this kind of further training
course or to watch one of the three online lectures. This is also strongly related to the fact that
computer science as a school subject is still not as important as other scientific subjects. (cf. Grandl &
Ebner, 2017) As well as that, 38 out of the 44 participants, who finished the course, stated, that they
are familiar with the use of new media and computer-aided learning environments. Therefore, it can
be concluded that further training courses that are held purely online rather appeal to technophile
teachers.
5. Discussion and Future Work
In our research work, we studied the impact of a MOOC to teach coding skills to school children as
well as teachers. It can be summarized that in 2017, 626 learners in the German-speaking area were
reached just through the online course, that is still available on the Austrian MOOC platform
iMooX.at. The creation of open educational resources that are used in the MOOC allowed and
fostered the reuse, modification and dissemination teaching and learning materials in different
learning contexts. The whole course was reworked to an open Moodle course, which supports the
implementation of an open learning scenario in class. As well as that, the MOOC was offered as an
online further training course for teachers over the Austrian “Virtuelle Pädagogische Hochschule”.
Currently, the research team is working on a translation of the MOOC in English to offer it on other
open MOOC platforms.
The next goal is that the MOOC reaches more students. Teachers need to be informed about
different teaching and learning scenarios in connection with MOOCs. In particular, teachers can apply
the concepts of blended learning, inverse blended learning or flipped classroom by using
MOOC materials. (cf. Li et al., 2015) Especially young people do not likely register for the MOOC on
their own. Schools, teachers and parents play a major in this context, as they make children and
teenagers aware of these kind of offers or use MOOCs and videos in class.
To do something about the high drop-out rate and to increase user activity, we need to think of a
granular certification process makes specific learning achievements visible. This might answer
“participants’ need to be able to select different topics and units that are important for their personal
non-formal learning process. (Lackner et al., 2015) As well as that, gamification elements can be
included to boost motivation.
It can be concluded that MOOCs allow learners to access content in a very fast, flexible and effective
way. Due to the nature of open educational resources within MOOCs, it is possible to build new
learning scenarios upon it. More than that, content can be spread in different and manifold ways,
that were not intended in the beginning.
The extent to which MOOCs are gaining acceptance in the educational sector, especially in the field
of basic computer science education, is currently difficult to predict. The format has successfully
shown that it is not only suitable to teach different aspects of computer science, but also to boost
interest in a specific topic.
2
Virtuelle Pädagogische Hochschule (VPH) http://www.virtuelle-ph.at/ueber-uns/onlinecampus-virtuelle-
ph/information-in-englisch/ (last visited on 10 March 2017)
Literature
Carson, S. & Schmidt, J. (2012): “The Massive Open Online Professor Academic Matter”, In: Journal of
higher education, URL: https://academicmatters.ca/2012/05/the-massive-open-online-professor/ (2018-03-10)
Ebner, M., Scerbakov, A., Kopp, M. (2015): “All About MOOCs.”, Digitale Medien in Arbeits- und Ler-
numgebungen, Jost, P, Knz, A (Ed.). pp. 148-155. Pabst, Lengrich
Ebner, M., Lorenz, A., Lackner, E., Kopp, M., Kumar, S., Schn, S. & Wittke, A. (2016): How OER
enhance MOOCs A Perspective from German-speaking Europe.” In: Open Education: from OERs to
MOOCs. Jemni, M., Kinshuk, Khribi, M. K. (Eds.). Springer. Lecture Notes in Educational Technology.
pp. 205-220.
Ebner, M., Schön, S. & Khalil, M. (2016): Maker-MOOC How to Foster STEM Education with an
Open Online Course on Creative Digital Development and Construction with Children.” In: Conference
Proceeding 19th International Conference on Interactive Collaborative Learning (ICL2016), Belfast, pp.
1233-1244.
Ebner, M., Khalil, M., Schön, S., Gütl, C., Aschemann, B., Frei, W. & Röthler, D. (2017): How Inverse
Blended Learning Can Turn Up Learning with MOOCs?”, In: Proceedings of the International
Conference MOOC-MAKER 2017. Antigua Guatemala, Guatemala, November 16-17, 2017, pp. 21-30.
Grandl, M. & Ebner, M. (2017): „Informatische Grundbildung – ein Ländervergleich“, In:
Medienimpulse, 02/2017, pp. 1-9.
Höllerbauer, B., Ebner, M., Schön, S. & Haas, M. (2017): „Didaktisches Re-Design von Open
Educational Resources: Vom MOOC zum offenen Unterrichtssetting für den Schulkontext. In:
Bildungsräume, Igel, C. (Hrsg.), Proceedings der 25. Jahrestagung der Gesellschaft für Medien in der
Wissenschaft, Waxmann, pp. 177-189
Informatics Europe/ACM Europe (2013): “Informatics education: Europe cannot afford to miss the
boat.Report of the joint Informatics Europe & ACM Europe Working Group on Informatics Education,
URL: http://www.informatics-europe.org/images/documents/informatics-education-acm-ie.pdf (2018-03-10)
Janisch, S., Ebner, M. & Slany, W. (2017): Informatische Bildung mithilfe eines MOOC. In: Erziehung
& Unterricht, 167/7-8., pp. 18 26.
Käfmüller, K. (2016): Begleitstudie eines Online-Kurses im Inverse-Blended-Learning-Format, Graz
University of Technology, URL: https://diglib.tugraz.at/download.php?id=582ed1b8c9fd1&location=browse (2018-
03-10)
Khalil, H. & Ebner, M. (2013). “How satisfied are you with your MOOC?” - A Research Study on
Interaction in Huge Online Courses. In Proceedings of World Conference on Educational Multimedia,
Hypermedia and Telecommunications 2013. pp. 830-839. Chesapeake, VA: AACE.
Khalil, M. & Ebner, M. (2016): “What Massive Open Online Course (MOOC) Stakeholders Can Learn
from Learning Analytics?” In: Spector, M., Lockee, B., Childress, M. (Ed.), Learning, Design, and
Technology: An International Compendium of Theory, Research, Practice, and Policy, Springer
International Publishing, pp. 1-30.
Khalil, M. & Ebner, M. (2016): “When Learning Analytics Meets MOOCs - a Review on iMooX Case
Studies. Innovations for Community Services: 16th International Conference, I4CS 2016, Vienna,
Austria, June 27-29, 2016, Revised Selected Papers. G. Fahrnberger, G. Eichler and C. Erfurth. Cham,
Springer International Publishing: pp. 3-19.
Lackner, E., Ebner M. & Khalil, M. (2015): MOOCs as granular systems: design patterns to foster
participant activity”, In: eLearning Papers, No 42, June 2015, pp. 1-10, URL:
https://www.researchgate.net/publication/277890739_MOOCs_as_granular_systems_design_patterns_to_foster_participa
nt_activity (2018-03-10)
Li, Y., Zhang, M., Bonk, C. & Guo, Y. (2015): “Integrating MOOC and Flipped Classroom Practice in a
Traditional Undergraduate Course: Students’ Experience and Perceptions”, In: International Journal
of Emerging Technologies in Learning, Vol 6, No 6. URL: http://online-journals.org/index.php/i-
jet/article/view/4708 (2018-03-10)
McAuley, A., Stewart, B., Siemens, G., & Cormier, D. (2010): Massive Open Online Courses Digital
ways of knowing and learning, The MOOC model For Digital Practice. URL:
http://www.elearnspace.org/Articles/MOOC_Final.pdf (2018-03-10)
Medienpädagogischer Forschungsverbund Sdwest (mpfs) (2016): „Jugend, Information, (Multi-
)Media“ (JIM 2016), URL: https://www.mpfs.de/fileadmin/files/Studien/JIM/2016/JIM_Studie_2016.pdf (2018-03-10)
Nagler, W., Ebner, M. & Schön, M. (2016): „R.I.P. E-Mail 1965 - 2015“, World Conference on
Educational Media and Technology, Hypermedia and Telecommunications 2016 (EDMedia 2016), Vol.
1, pp. 464-473.
Neuböck, K., Kopp, M. & Ebner, M. (2015) What do we know about typical MOOC participants? First
insights from the field, In: Proceedings of eMOOCs 2015 conference, Lebrun, M., de Waard, I., Ebner,
M., Gaebel, M., Mons, Belgium, pp. 183-190.
Resnick, M., Maloney, J. et al. (2009): Scratch: Programming for all. In: Communications of the
ACM, Vol. 52, 11, pp. 60-67.
Schn, S., Ebner, M. & Kurma, S. (2014): „The Maker Movement. Implications of new digital gadgets,
fabrication tools and spaces for creative learning and teaching.” In: eLearning Papers, 39, July 2014,
pp.14-25., URL: http://www.openeducationeuropa.eu/en/article/Learning-in-cyber-physical-worlds_In-
depth_39_2?paper=145315 (2018-03-10)
Slany, W. (2014): Pocket Code: a Scratch-like integrated development environment for your
phone. In: Proceedings of the companion publication of the 2014 ACM SIGPLAN conference
on Systems, Programming, and Applications: Software for Humanity, pp. 35-36, URL:
https://dl.acm.org/citation.cfm?id=2664662 (2018-03-10)
Wing, J. (2006): “Computational Thinking“, In: Communications of the ACM, March 2006, Vol. 49, Nr.
3, pp. 33-35, URL: https://www.cs.cmu.edu/~15110-s13/Wing06-ct.pdf (2018-03-10)
... This is emphasised by the findings of a study conducted by Lekan & Abiodun [1] and revealed that online coding platforms and age-appropriate development environments allow an easy entry into this field. These platforms play an essential role in learning the computational thinking skills needed for children and beginners; they also enable the reuse of the learning contexts [8]. ...
Chapter
Full-text available
Learning to programme is not easy. And so, for the last few years, many online environments have been developed to help kids acquire the coding skills needed in the 21st century in a fun and interactive way. This paper uses a mixed approach to investigate elementary students’ performance in programming after engaging in a 2-week online programme using the Tynker platform. The data was collected through observations and surveys. Children used Blockly programming (Python-based) to create animated stories, collages, and games. At the end of the program, the learners were assessed by a multiple-choice quiz. Additionally, they created a project that covered all the concepts covered during the program.Successful examples from classroom observations are drawn to illustrate how students make practical use of the Tynker platform. Additionally, 117 closed-question surveys were analysed to determine the students’ accurate perceptions about the coding and online platform. The interpretation of the findings implies that the students’ programming knowledge acquisition follows a progressive path. However, the findings show that while all students learned the basics of coding, there were some differences in performance and understanding. This paper bridges the gap related to the insufficient attention in educational research towards teaching coding to primary students. The findings would help stakeholders to develop more capacity-building training programmes for young learners.KeywordsCodingProgrammingEarly ages studentsTynkerTechnologyOnline platformsConstructivism
Article
Full-text available
O ensino e a aprendizagem de programação, em geral, têm se provado um desafio para discentes de cursos de informática e afins, pelo fato de apresentarem desafios e requererem habilidades complexas, como raciocínio lógico-matemático, para o seu bom desenvolvimento. A ferramenta proposta nesta pesquisa, REA-LP, visa facilitar o estudo e a retenção de conteúdos relacionados à disciplina de lógica de programação em nível técnico, ao apresentar seu conteúdo por meio de variados tipos de mídias, além de permitir que os discentes participem ativamente da construção de seu conhecimento, favorecendo o engajamento e a motivação. A partir dos resultados obtidos por meio de um estudo empírico com 39 estudantes, pode-se concluir que a ferramenta obteve ótima aceitação, sendo eficaz em sua função de facilitar e auxiliar os participantes em seu aprendizado, motivação e interesse nas aulas, devido, principalmente, à forma pela qual o conteúdo é apresentado no REA-LP, superando suas expectativas.
Chapter
Full-text available
This study aims to study the evolution of self-regulation skills when adopting B-learning schemes among undergraduate students, using a sample of 68 students who use a blended learning strategy. This study was designed as a longi- tudinal study to grasp the evolution of self-regulation skills among learners over a one year of adopting blended learning classes. Repeated measures ANOVA design has been used to analyze the longitudinal data over three waves survey. Repeated measure ANOVA was used to test the change of the groups’ mean over time. The data of the study has been collected through three waves from the undergraduate students. The three waves of data collection were spaced four months apart. The study found that help-seeking and self-evolution have evolved significantly while the environment structuring, goal setting, time management, or task strategies skills didn’t evolve significantly. The study has come up with practical recommendations of how to improve the interaction between learners and the blended learning scheme.
Book
This book sheds light on the fundamental and innovative topics in information systems and their societal impact on individuals and organizations. It mainly focuses on the role of artificial intelligence in organizations, human-computer interaction, IS in education and industry, and IS security, privacy, and trust. The outcomes are expected to assist the decision-makers in formulating the required policies and procedures for using cutting-edge technologies.
Chapter
Full-text available
The provision and usage of online and e-learning systems are becoming the main challenge for many universities during COVID-19 pandemic. E-learning system such as Moodle has several fantastic features that would be valuable for use during this COVID-19 pandemic. However, the successful usage of the e-learning system relies on understanding the adoption factors. There is a lack of agreement about the critical factors that shape the successful usage of e-learning systems during the COVID-19 pandemic; hence, a clear gap has been identified in the knowledge of the critical factors of e-learning usage during this pandemic. Therefore, an extended version of the Technology Acceptance Model (TAM) was developed to investigate the underlying factors that influence Students’ decisions to use an e-learning system. The TAM was populated using data gathered from a survey of 389 undergraduate Students’ who were using the based-Moodle e-learning system at Alazhar University. The model was estimated using Structural Equation Modelling (SEM). A path model was developed to analyze the relationships between the factors to explain students’ adoption of the e-learning system. The findings indicated that Computer Anxiety, Course Content, Hedonic Motivation, Perceived Environment, Subjective Norm, and Technical Support effect significantly on both ease of use and usefulness. Subjective Norm effect significantly on intention to use. Perceived Ease of Use and Perceived Usefulness effect significantly on intention to use.KeywordsE-LearningTAMSEMAdoptionPalestine
Chapter
Full-text available
The prevalence of the COVID-19 pandemic and the impact of lockdown initiatives to curb the spread of the disease have had a significant effect on daily human activities and the global economy in general, and the operations of the banking sector in particular. Few studies have been carried out on the factors that affect the acceptance of mobile banking especially during and after the COVID-19 pandemic. Thus, the aim of this current research is to identify the drivers of mobile banking usage intention among banking customers in Palestine during the current pandemic. For this purpose, a total of 290 people were surveyed using an electronic questionnaire. The study’s conceptual model was analyzed using structural equation modeling. The findings showed that Attitude significantly affects intention, the intention was revealed to significantly affect adoption, PBC significantly affects intention, PEOU does not affect attitude, PR was also found to have no significant effect on intention, PU significantly affects attitude as well as intention, PEOU significantly affects PU, SN significantly affects intention, and finally, trust was revealed to significantly affect intention.KeywordsCOVID-19 pandemicMobile bankingConsumer behavior
Chapter
Since its inception, social media has disruptively transformed consumers’ consumption patterns. Social media's unique attributes that allow consumers to voice their opinion and engage in multi-way social conversations with various stakeholders have encouraged them to engage in co-creation activities on social media. However, the participation among the elderlies in the social media co-creation activities remains minimal to date. This study aims to examine the influence of risk and functional barriers in explaining the resistance towards co-creation activities on social media among the elderly. The moderating role of perceived trust was also investigated in the proposed relationships. The data was gathered from 356 respondents using a self-administered online questionnaire. The study presents the importance of functional barriers (e.g., incompatibility and perceived complexity) and risk barriers (e.g., privacy risk and security risk) in influencing elderlies’ resistance to social media co-creation activities. The research findings and implications are discussed.KeywordsSocial mediaCo-creationResistanceRisk barriersFunctional barriersPerceived trustElderlies
Conference Paper
Full-text available
Massive Open Online Courses (MOOCs) have been a hype in technology enhanced learning systems the last couple of years. The promises behind MOOCs stand on delivering free and open education to the public, as well as training a large criterion of students. However, MOOCs clashes severely with students dropout which by then forced educationalists to deeply think of MOOCs effectivity from all angles. As a result, the authors of this paper propose a pedagogical idea that strongly depends on injecting the online learning (MOOC) with face-to-face sessions to refresh the students minds as well as integrating them in the real learning process. The authors after that analyze the results of their experiment using Learning Analytics. The outcomes have shown a new record of certification ratio (35.4%), an improvement of student interaction in the MOOC platform, and a manifest in social interaction in the MOOC discussion forum.
Article
Full-text available
„Learning to Code – Programmieren mit Pocket Code“ ist ein MOOC der entwickelt wurde um vor allem Kindern und Jugendlichen erste Programmiererfahrungen zu ermöglichen. Dieser Kurs wurde auf der MOOC-Plattform iMooX angeboten und auf zwei verschiedene Arten durchgeführt: Im ersten Setting wurde der Kurs von den TeilnehmerInnen rein online bearbeitet (öffentlich). Im anderen Setting wurde der MOOC mit einer Schulklasse während des Unterrichts durchgeführt (geschlossen). Obwohl es im Online-Setting einen für MOOC typischen Rückgang der Aktivität gab, zeigte eine nähere Analyse der Quizbearbeitungen, Videos, Feedbacks und abgegebenen Programme eine starke Auseinandersetzung der aktiven TeilnehmerInnen mit den Kursinhalten. Auch im Schul-Setting ergab die Analyse eine intensive Beschäftigung der SchülerInnen mit dem Thema Programmieren. Die Abschlussprogramme sowie die Auswertung eines Post-Tests verdeutlichen eine Steigerung der Programmierfähigkeiten. Es zeigte sich, dass MOOCs mit entsprechender Aufbereitung und Durchführung eine Abwechslung und Alternative sein können, um informatische Lerninhalte anzubieten und zu vermitteln.
Article
Full-text available
n dieser Publikation wollen wir, basierend auf einer Literaturrecherche, einen Überblick über die implementierten bzw. in naher Zukunft geplanten Maßnahmen zur informatischen Grundbildung geben, indem ausgewählte europäische und außereuropäische Länder gegenübergestellt werden. Zuerst wird erläutert, dass das "Gebäude der informatischen Bildung" durch die 3 Säulen "Informatik", "Digital Literacy" und "Medienbildung" aufgebaut wird. Danach folgt eine Betrachtung der informatischen Bildung im deutschsprachigen Europa. Ein genauerer Blick wird zudem auf die Slowakei, auf Polen und insbesondere auf England geworfen, das mit der Einführung des Unterrichtsfaches "Computing" im Jahr 2014 mit gutem Beispiel vorangeht. Auch international gibt es sehr viel Bewegung, wenn es um die Integration einer fundierten informatischen Grundbildung im Schulsystem geht. Dazu werden Maßnahmen in den USA und in Australien beleuchtet und weltweite außerschulische Initiativen genannt.
Conference Paper
Full-text available
The field of Learning Analytics has proven to provide various solu- tions to online educational environments. Massive Open Online Courses (MOOCs) are considered as one of the most emerging online environments. Its substantial growth attracts researchers from the analytics field to examine the rich repositories of data they provide. The present paper contributes with a brief literature review in both prominent fields. Further, the authors overview their developed Learning Analytics application and show the potential of Learning Analytics in tracking students of MOOCs using empirical data from iMooX.
Conference Paper
Full-text available
The Maker Movement or do-it-yourself culture is a concept uses novel, mostly via digital applications and tools to emphasize the learning- through-doing in the social environment. This culture inspires teachers through learning by construction and is seen as an important driver for education. In this chapter, we introduce the Maker Movement and describe how it contributes to the STEM education. The authors recite their experience through the project “Maker Days for Kids” which after that, was served as a fundamental base for a following Massive Open Online Course (MOOC). This online course brought some of the emerging technologies together with an appropriate didactical pro- ject about “Making activities for classrooms” to the public. It can be concluded that the MOOC assists in fostering the STEM education by rapidly transferring knowledge to the involved teachers.
Chapter
Full-text available
In this chapter, we discuss why open educational resources (OER) and MOOCs are a necessary and powerful combination, especially in German-speaking Europe. We begin with an introduction to open online courses and an overview of copyright law in Germany and Austria. We then describe the evolution of OER MOOCs in Austria and Germany, especially the development of two MOOC platforms. Finally, we present examples of the impact of OER on MOOCs to conclude that an approach combining OER and MOOCs can be very valuable to foster new and innovative didactical approaches as well as future education.
Article
Full-text available
The purpose of this experimental study was to redesign a traditional undergraduate course by integrating MOOC content and flipped classroom practice and to see its effectiveness through students’ experience and perceptions. The course named “Internet and Distance Education” was taught in Winter Semester, 2013 at the Zhejiang University in Hangzhou, China to 15 undergraduate students majoring in education. E-learner satisfaction surveys found that students were generally satisfied with many aspects of the redesigned course, including instructor response timeliness, instructor attitude toward the technology, e-learning course flexibility, technology quality, Internet quality, perceived usefulness, perceived ease of use, and perceived e-learner satisfaction, while learner perceived interaction with others was not so satisfactory. Based on the findings, several suggestions to improve the course design are offered.
Conference Paper
Full-text available
Massive Open Online Courses (MOOCs) haben sich mittlerweile als eine neue Form von Bildungsangeboten auch in Europa weitgehend etabliert. Anhand von iMooX, der ersten und einzigen MOOC-Plattform Österreichs, wird im vorliegenden Beitrag verdeutlicht, welche Rahmenbedingungen für die Etablierung einer solchen Plattform geschaffen werden müssen, welche Zielgruppen angesprochen werden und was Teilneh- mer/innen zu einer Kursteilnahme motiviert. Abschließend wird ein Ausblick darüber gegeben, welche strategischen Maßnahmen für den nachhaltigen Betrieb einer MOOC-Plattform durch Hochschulen notwendig sind und worin das Weiterentwicklungspotenzial von MOOCs bestehen kann.
Article
Full-text available
MOOCs as granular systems: design patterns to foster participant activity MOOCs often suffer from high drop-out and low completion rates. At the beginning of the course, the audience is indeed " massive " ; thousands of people wait for the course to begin, but in the end only a low number of participants stay active and complete the course. This paper answers the research question " Is there a specific point during an xMOOC where learners decide to drop out of the course or to become lurkers? " by identifying MOOCs as a challenging learning setting with a " drop-out problem " and a decrease in participant activity after the fourth to fifth course week. These are the first results of a Learning Analytics view on participant activity within three Austrian MOOCs. This " drop-out point " led the paper to introduce a design pattern or strategy to overcome the " drop-out point " : " Think granular! " can be seen as an instructional design claim for MOOCs in order to keep participant activity and motivation high, and that results in three design patterns: four-week MOOCs, granular certificates and suspense peak narratives. 1. MOOCs: a challenging learning setting with a drop-out problem? The MOOC phenomenon was born in Canada in 2008 and has since then become a worldwide movement (Hay-Jew 2015, 614; Hollands & Tirthali 2014, 25f.; Jasnani 2013). MOOCs can be seen as an expression for a modern orientation towards learning as learning can no longer be seen as a formal act that depends only on universities, schools and other institutions within a formal education system. Learning has to be seen as a lifelong process that has become flexible and seamless, as Wong (2012) and Hay-Jew (2015) resume. It encompasses formal and informal learning and physical and digital (learning) worlds (Wong & Looi 2011; Wong 2012). MOOCs – in our short research study, mainly xMOOCs – are open (Rodriguez 2013) and conducted online, with only an internet connection and registration on an xMOOC platform. The American providers Coursera (www.coursera. org), edX (www.edx.org), the German platforms iversity (www. iversity.org) and MOOIN (www.mooin.oncampus.de) or the Austrian iMooX (www.imoox.at), for example, are necessary for attending courses from different fields. Therefore, the audience is very heterogeneous and cannot be predicted in advance, as it can be for traditional learning settings. It can nevertheless be stated that " the majority of MOOC participants are already well-educated with at least a B.A. degree " (Hollands & Tirthali 2014, 42). They have a certain experience within the learning or the educational context (Gaebel 2014, 25). There are almost no limitations regarding location, age, sex and education, to name a few variables. Thus, MOOC design has to respect this unpredictable heterogeneity, which results in a balancing act between multicity and unity regarding, for example, resources and prior knowledge or further information. As a consequence, MOOCs need to have a special instructional design (Jasnani 2013; Kopp & Lackner 2014) that focuses on different framework conditions. Jasnani (2013, 7) thus mentions a " lack of professional instructional design for MOOCs " which can be cited as one of the reasons for the low completion rates MOOCs suffer from. If we assume " an average 50,000 enrollments in MOOCs, with the typical completion rate of below 10%, approximately 7.5%, that amounts to 3,700 completions per 50,000 enrollments " (Ibid., 6) or even less: " Completion rates for courses offered by our interviewees ranged from around 3% to 15% of all enrollees. " (Hollands & Tirthali 2014, 42) Several investigations (Khalil & Ebner 2014) have already been conducted to identify reasons for
Conference Paper
In our free open source project Catrobat, we are developing Pocket Code, an integrated development environment (IDE) for a visual, Lego-block style programming language that is inspired by MIT's Scratch. In contrast to Scratch and AppInventor, Pocket Code is designed to completely run on smartphones -- no PC whatsoever is needed to develop or execute the programs. Our motivation is to allow teenagers to intuitively create and easily share their own mobile apps. The large project includes more than 20 subprojects that complement Pocket Code in various ways, e.g., an image editor app that supports transparency and zooming up to pixel level. According to Ohloh, as of June 2014 more than 371 person years have been invested by 270 volunteer contributors from more than 20 countries into Catrobat. All development is done in an agile, extremely iterative and test-driven way, with a strong focus on maintainability, usability, and design. Subteams in parallel develop native versions of Catrobat interpreters that are integrated into corresponding Pocket Code IDEs for the Android, iOS, and Windows Phone platforms as well as for HTML5 capable mobile browsers, or smartphones supporting HTML5 directly. These native versions are implemented by us respectively in Java, ObjectiveC, C# ' C++, and HTML5/JavaScript. I will demonstrate Pocket Code and also will show how we use automatically checkable specification to ensure that programs behave identically on all platforms even though no cross-compilation tools or common implementation languages are used.