Content uploaded by Danielle Boulden
Author content
All content in this area was uploaded by Danielle Boulden on Jul 26, 2019
Content may be subject to copyright.
Use, Modify, Create: Comparing Computational Thinking
Lesson Progressions for STEM Classes
Nicholas Lytle
Veronica Cateté
Danielle Boulden
nalytle@ncsu.edu
vmcatete@ncsu.edu
NC State University
Raleigh, North Carolina
Yihuan Dong
Jennifer Houchins
Alexandra Milliken
Amy Isvik
ydong2@ncsu.edu
NC State University
Raleigh, North Carolina
Dolly Bounajim
Eric Wiebe
Tiany Barnes
wiebe@ncsu.edu
tmbarnes@ncsu.edu
NC State University
Raleigh, North Carolina
ABSTRACT
Computational Thinking (CT) is being infused into curricula in
a variety of core K-12 STEM courses. As these topics are being
introduced to students without prior programming experience and
are potentially taught by instructors unfamiliar with programming
and CT, appropriate lesson design might help support both students
and teachers. “Use-Modify-Create" (UMC), a CT lesson progression,
has students ease into CT topics by rst “Using" a given artifact,
“Modifying" an existing one, and then eventually “Creating" new
ones. While studies have presented lessons adopting and adapting
this progression and advocating for its use, few have focused on
evaluating UMC’s pedagogical eectiveness and claims. We present
a comparison study between two CT lesson progressions for middle
school science classes. Students participated in a 4-day activity
focused on developing an agent-based simulation in a block-based
programming environment. While some classrooms had students
develop code on days 2-4, others used a scaolded lesson plan
modeled after the UMC framework. Through analyzing student’s
exit tickets, classroom observations, and teacher interviews, we
illustrate dierences in perception of assignment diculty from
both the students and teachers, as well as student perception of
artifact “ownership" between conditions.
CCS CONCEPTS
•Social and professional topics →Computational thinking
;
K-12 education;
KEYWORDS
Use-Modify-Create, Computational Thinking, Lesson Design
ACM Reference Format:
Nicholas Lytle, Veronica Cateté, Danielle Boulden, Yihuan Dong, Jennifer
Houchins, Alexandra Milliken, Amy Isvik, Dolly Bounajim, Eric Wiebe,
and Tiany Barnes. 2019. Use, Modify, Create: Comparing Computational
Permission to make digital or hard copies of all or part of this work for personal or
classroom use is granted without fee provided that copies are not made or distributed
for prot or commercial advantage and that copies bear this notice and the full citation
on the rst page. Copyrights for components of this work owned by others than ACM
must be honored. Abstracting with credit is permitted. To copy otherwise, or republish,
to post on servers or to redistribute to lists, requires prior specic permission and/or a
fee. Request permissions from permissions@acm.org.
ITiCSE ’19, July 15–17, 2019, Aberdeen, Scotland Uk
©2019 Association for Computing Machinery.
ACM ISBN 978-1-4503-6301-3/19/07.. .$15.00
https://doi.org/10.1145/3304221.3319786
Thinking Lesson Progressions for STEM Classes. In Innovation and Tech-
nology in Computer Science Education (ITiCSE ’19), July 15–17, 2019, Ab-
erdeen, Scotland Uk. ACM, New York, NY, USA, Article , 7 pages. https:
//doi.org/10.1145/3304221.3319786
1 INTRODUCTION
It is becoming increasingly necessary for every child to have ex-
perience with 21st-century Computational Thinking (CT) skills
[
28
]. However, these skills have typically been taught within elec-
tive Computer Science classes or outside of school activities [
17
].
To reach all students, CT must be integrated into required K-12
courses, such as science and math. This CT integration will pose
several challenges. First, lessons must not only focus on key CT
concepts but must also include and integrate domain knowledge,
though research demonstrates that CT topics can be integrated
without detracting from the learning of the core domain material
[
3
]. Further, these activities must be designed with the understand-
ing that they may be the rst introduction to programming or CT
for many students and teachers. Successful integration depends
on equipped and capable teachers, though many do not have the
prerequisite background required to teach CT or computer science
[
7
]. Professional development can give teachers experience with
CT skills [
8
,
12
,
21
], however, to reach all students, we must de-
velop solutions that can be readily adopted by both experienced
and inexperienced teachers and that can improve student learning
in both CT and course content.
This study compares two separate design implementations of a
4-day computing infused science lesson across multiple classrooms.
One condition received a lesson including 3 days of coding while
the other received a scaolded curriculum modeled after Lee’s Use-
Modify-Create (UMC) [
16
]. Through our quasi-experimental design,
we aim to investigate how UMC sequencing impacts:
1. Student-perceived diculty of the lesson.
2. Student-perceived ownership of the used and developed programs.
3. Teacher-perceived diculty of the lesson and ability to teach it.
2 RELATED WORK
As demand increases for incorporating computing into core K-12
subjects, so does the need for classroom activities that are tailored
for non-computing focused teachers and students. Through adding
computing activities directly into a STEM course, teachers gain
improved mastery of their discipline when using new instructional
approaches [
26
]. However, reporting suggests that teachers lose
Session 7A: Secondary School
ITiCSE ’19, July 15-17, 2019, Aberdeen, Scotland, UK
395
much of the control they traditionally have over the learning pro-
cess and may become uncomfortable when students pose and solve
open-ended integrated STEM and Computing problems [
6
]. For
teachers to support these students engaging in self-directed collab-
orative processes, they require an ability to diagnose diculties
and give hints, rather than supply solutions.
A prior case study by Cateté et al. [
4
] on infusing CT into sci-
ence classrooms highlights how teachers were hesitant to lead
new programming activities, and were afraid of misguiding stu-
dents, even with professional development and classroom support.
These concerns are also identied in a 2017 report for UK teachers
facing computing infusion [
23
]. The most common challenges men-
tioned included subject knowledge, dierentiation, lack of time,
approaches to teaching topics, students’ understanding, and ability
to problem solve. This report also lists successful teacher strate-
gies towards teaching computing such as unplugged activities[
2
],
computational thinking, contextual learning, and scaolding of
programming tasks. In order to improve the incorporation of com-
puting into science classrooms, we attempt to utilize the above
ndings to create more supportive materials for both teachers and
students facing computing.
One such approach to improving CT acquisition with reduced
cognitive stress comes in the form of curricular materials that fol-
low a scaolded intensity of interaction. Research by Lee et al,
suggests that using a Use-Modify-Create (UMC) learning progres-
sion can promote the acquisition and development of CT while also
limiting the anxiety from activities that teachers may have previ-
ously perceived to be “too hard" for students [
15
,
16
]. In the rst
phase,
Use
, students inspect code and run existing models acting
as “consumers of someone else’s creation[
16
]." In transitioning to
the
Modify
phase, students go from solely using existing code to
changing the code to suit their intended desires as designers. This
act of modifying also brings about a change in perceived ownership
as students move toward viewing the code as their own. In the nal
phase,
Create
, students end up in a state where they have created
a completely new model, having full ownership of the design and
agency over its development[16].
Lee promoted UMC not only as a lesson scaolding framework,
but also a way to create this sense of “ownership" in learners. It has
been argued that in order to realize the full benet of CT, students
must develop a sense of ownership over the models underlying
the CT concepts being taught [
5
]. During creation, the nal step
of UMC, students increase engagement in learning and perceived
agency of their learning, which is associated with behavioral, emo-
tional, and cognitive engagement [
22
]. UMC allows students to take
increasing ownership of the learning by giving them progressively
more complex tasks. This increased ownership empowers students
to investigate CT and underlying assumptions behind the tasks.
Researchers have used UMC as a basis for a number of CT and CT-
infused activities across the K-8 curriculum [
13
,
15
,
27
]. Werner et
al. employed UMC in the creation of an elective game programming
course [
27
], nding that students demonstrated understanding of
several CT and CS concepts through developing games. Further-
more, Grizioti et al. developed a game-specic adaptation in which
players rst play then modify/x a “half-baked" version of the game,
and then create a new version [
13
]. Sentance and Waite extend UMC
in their PRIMM (Predict, Run, Investigate, Modify, Make) model for
teaching text-based programming[
24
]. Initial workshops suggest
that teachers are willing to adopt this model, but like Werner and
Grizioti, this work is situated in a pure CS context.
We believe the UMC framework can extend into core domains,
alleviating the burden of learning to program while simultaneously
learning domain material. This will allow students to ease into the
activity, become familiar with the programming environment, and
explore how smaller changes aect the code. We assume these same
benets extend to teachers who also might not be familiar with
coding and would welcome scaolded lessons. We nally posit that
as students go from users to creators in the Use-Modify-Create
lessons, their sense of ownership of the project will increase to
match that of students who participate in lessons where they always
create code from scratch. We test out these assumptions using an
A/B study across multiple classrooms as described in the section
below. If these hypotheses are supported, these benets can reduce
teachers’ fears of being CT novices as well as students’ frustration
with the diculty of learning to program, potentially increasing
adoption of materials developed using the UMC progression.
3 METHODS
3.1 Context
The study took place in two separate middle schools (School 1,
School 2) in the mid-atlantic United States. The classrooms were all
6th grade (age 11-12) science classrooms taught by one of 4 teachers
(1 from School 1, 3 from School 2). None of the teachers had experi-
ence instructing programing lessons. Each teacher was responsible
for multiple class periods with dierent students. Teachers in School
2 had 5 class periods each while the teacher in School 1 taught 2
class periods. Each period averaged 20 - 30 unique students. A total
of 394 students participated in the study, but we only analyze data
from the 160 consenting students who provided data for every day.
Demographic information for these students is reported in Table 1.
Chi-Square tests show no signicant dierences in gender or race
between the two populations.
Table 1: Gender and race/ethnicity by condition.
UMC
(N=95)
Control
(N=65)
Total
(N=160)
Gender Female 42.1% 41.5% 41.9%
Male 47.4% 55.4% 50.6%
Race
Ethnicity
Black 19.0% 13.9% 16.9%
Caucasian 26.3% 26.2% 26.3%
Hispanic 15.8% 18.5% 16.9%
Asian 14.7% 15.4% 15.0%
Multi-racial 3.2% 3.1% 3.1%
N/A 21.1% 23.1% 21.9%
We further surveyed students on their previous programming
experiences. Responses are shown in Table 2 ranging from Never
to Daily. Chi-Square tests show no signicant dierences in prior
programming experience between the two populations. In an open
response follow up to question 1, many students reporting "Rare"
Session 7A: Secondary School
ITiCSE ’19, July 15-17, 2019, Aberdeen, Scotland, UK
396
or "Occasional" described participating in an Hour of Code activ-
ity [
14
]. Those marking "Frequent" or "Daily" report being in a
computing club or technology elective course.
Table 2: Participants’ computing background self-ratings.
Never Rare Occasional Frequent Daily
Q1 Previous participation in computing activities
UMC 7.4% 9.5% 54.7% 11.6% 6.3%
Control 6.2% 15.4% 47.7% 20.0% 7.7%
Q2 Previous experience writing a computer program
UMC 15.8% 21.1% 41.1% 7.4% 4.2%
Control 13.8% 23.1% 40.0% 15.4% 4.6%
3.2 Curriculum
The activity was designed to be a 4-day, CT lesson. Though teach-
ers were trained on the material, on programming days, a research
team member taught the rst period as part of a “Faded Instruc-
tor Scaolding Model" designed to help teachers understand the
curriculum from a student’s perspective. Each programming day
took place within the Cellular environment [
1
], an extension of
the block-based programming language Snap! [
10
] that provides
a good method for agent-based modeling and has been used in
similar initiatives with infusing CT into STEM curriculum [4].
For use in the 6th grade science classroom, the topic of “Food
Webs" was chosen. In thefood web curriculum, students learn about
how energy is transferred from producers to primary and secondary
consumers. The computing-infused activity let students explore
the transfer of energy in a simplied food web developed using the
block-based programming environment, Cellular [
1
]. We describe
each daily segment of the activity below, and a breakdown by
condition is visualized in Figure 1. The Use-Modify-Create (UMC)
version was adapted from a previous version of the food web activity
used in classrooms which acts as our control lesson in this study.
Figure 1: Programming methods for Food Web agents
(plants, bunnies, foxes) by day and condition
Day 1
- Both conditions completed an “Unplugged" activity [
2
] in
which students reviewed denitions and components of a Food Web
(e.g. primary and secondary consumer, how energy is transferred
through the system, etc.). This ended with completing a worksheet
lead by the instructor where students described the behavior of
agents in the model through pseudo-code. This was done to prepare
students for developing these ideas within the programming model.
Day 2
- Day 2’s focus was the “Plant" agent (the producer), which
would grow based on the solar energy given by the “Sun" (code
provided for both conditions). For the control condition, students
had to develop code for the Plant to be able to transition between
stages of its life cycle using the amount of ‘Solar Energy’ received
over time. This was represented in code as sequential conditionals,
checking both the plant’s current state and energy before transi-
tioning into the next state. The students in the UMC condition had
plant code provided and instead inspected and read through the
working code in order to become familiar with the dierent condi-
tions. The instructor led students in exploration by changing the
initial input (the solar energy intensity), the cuto conditions (how
much energy is needed to transition) and the amount of energy lost
through transitioning. Students then used a worksheet to record
how those changes aected the speed in which owers changed
state.
Day 3
- Day 3’s focus was the “Bunny" agent (the model’s pri-
mary consumer). Control condition students wrote code to add the
new agent to their working model. Meanwhile, the UMC condition
had Bunny code provided at the outset. However, the given bunny
behavior did not conform with their idea of the actual model (e.g.
bunnies never ate when they got low on energy, owers transi-
tioned to an incorrect state after being eaten etc.). Thus, students
during this class period modied the existing code in order to make
it conform to the existing ideas they had discussed on Day 1’s activ-
ity of how the model should behave. This is similar to the activity
found in prior studies of xing the "half-baked microworld"[13].
Day 4
- The agent focus for the nal lesson was on this model’s
secondary consumer, the “Fox". Both conditions had to develop
the entire Fox code (in a sense, creating a new model with this
additional agent) and update the “Bunny" code to react to the new
agent and implement the desired nal behavior in their model.
Once complete, as shown in Figure 2, students were tasked with
changing some functionality in their code and comparing how their
new simulations behaved dierently from their previous one.
Figure 2: Food Web in Cellular showing how plant, bunny,
and fox agents appear on the grid at one time step.
Although each programming day builds on previous topics, stu-
dents begin with the same starter code for their condition to reduce
eects from student absences or incompletion from a prior day. The
topic of Food Webs and the sequencing of our curriculum aords
the exploration of our research questions for a number of reasons.
First, as a life science topic found in common core guidelines, Food
Web is an exemplar STEM lesson that could be taught throughout
Session 7A: Secondary School
ITiCSE ’19, July 15-17, 2019, Aberdeen, Scotland, UK
397
the United States. Second, as the topic of Food Web focuses on the
interaction between dierent actors in an environment, it lends
itself nicely to a computing task focused on developing an agent-
based model or simulation like prior UMC-developed lessons [
16
].
Finally, as we use a multi-day assignment, we can segment each
programming day to be on a single Food Web actor, allowing us to
frame the UMC conditions’ activity to match each phase of UMC.
3.3 Data Collection
Evaluation of the initiative was recorded through a number of data
collection methods. For every period, at least one research team
member was present taking observation notes, focusing on the
students’ interactions within the environment as well as how the
teacher was teaching the lesson. After the conclusion of each day’s
activity, students took an end-of-activity “Exit Ticket" in which
they answered a series of questions about the activity. In order to
study student-perceived diculty, we asked students to rate the
diculty of the days’ activity on a 1-5 Likert scale (Very Easy to
Very Dicult). For student-perceived ownership, two questions
were included that addressed the ability to express one’s ideas and
the belief the code was their own creation. These questions were
on a 7-point Likert scale from Strongly Agree to Strongly Disagree.
For teacher-perceived diculty, we rst analyzed classroom ob-
servations that focused on the teacher’s ability to teach the lesson.
Additionally, a member of the research team conducted interviews
using a semi-structured interview protocol with each of the partici-
pating teachers at the conclusion of the lesson sequence. The proto-
col consisted of questions targeted to elicit general teacher feedback
about each of the days of the lesson sequence and their impact on
students (e.g., What are the strengths of the lesson? Weaknesses?)
Interviews lasted approximately twenty to thirty minutes and were
audio recorded and transcribed for analysis. A constant comparison
analysis [
20
] of the interview transcripts provided insights on the
teachers’ perceptions of the lessons from a pedagogical standpoint,
comparing teacher interviews within groups and between groups.
4 RESULTS
4.1 Student-perceived diculty
Each day, students completed the exit ticket question “Please use
the [scale of 1 to 5 (Very Easy to Very Dicult)] to rate how dicult
or easy the lesson was today." The daily average values for students
in each condition are given in Table 3. A Friedman Test, similar to a
parametric repeated measures ANOVA but for non-parametric data
[
9
], was performed in order to determine if there were dierences
found in the average values for each of the days. For the Use-Modify-
Create (UMC) condition, no signicant dierence was found among
the four days
χ2
3=
1
.
879
,p=
0
.
598. However, for the control
condition,
χ2
3=
9
.
984
,p=
0
.
019 showing signicance. Therefore, a
post-hoc Wilcoxon Signed Rank Test, a non-parametric equivalent
to a paired T-Test [
29
], was performed between each of the pairwise
groups. No signicant dierences were found between days 1 and
3, 1 and 4, nor 3 and 4. However, for each pairwise comparison with
day 2, a signicant dierence was found (1-2:
V=
240
,p=.
002;
2-3:
V=
770
,p=.
003; and 2-4:
V=
218
,p=.
004). An additional
Mann Whitney U Test, a non-parametric test similar to an unpaired
T-Test[
19
], was performed between groups for each of the 4 days
to determine dierences in diculty responses between conditions
for the same day. No signicant dierences were found in the
comparisons between conditions for Days 1 (
W=
3187
,p=
0
.
72),
3 (
W=
3162
,p=
0
.
79), or 4 (
W=
3144
,p=
0
.
84). However,
comparing Day 2 (the rst coding day) between the two conditions
found a signicant dierence with UMC being signicantly easier
(W=2238,p=.002).
This dierence in diculty is backed by classroom observations.
Researchers found that in the UMC classrooms, students were often
able to nish their designated tasks more quickly, especially on
the third day where the UMC group modied a bunny while the
control group coded one from scratch. This time dierence means
that the UMC group had additional time to add elements or engage
in teacher-led discussions about connections to class topics. Further,
researchers found in some control condition classrooms (especially
on Day 2 and to some degree Day 3) that students had diculty
nishing the task. As a result, teachers in the control group on Day
2 either forged ahead leaving many students behind, or slowed the
lesson so all students could keep up, but were unable to complete
the full lesson to add owers. During the follow-up interviews,
teachers in the control condition commented on the need for more
scaolding, while teachers in the UMC condition did not express
this concern. Teachers in the UMC condition indicated that the
progression of the curriculum served as an eective scaold for stu-
dents’ conceptual understanding of the programming environment
that better prepares them for creating their own program models.
One of the teachers articulates this below:
“...like day [two], when we were on the computer. You really
understand the beginning part. And then day [three] it builds a
little bit more and you’re building the code. You’re playing with
it. And day [four] is really copying the bunny code, just tweaking
it a tiny bit. So at that point they’ve done so much with it already.
They’ve got it. I mean, they were playing with all kinds of things."
4.2 Student-perceived ownership
Two questions were added to the coding day exit tickets (Days 2,
3, and 4) to address student-perceived ownership. These were: “To
what extent do you agree with the following statement: I was able
to express my ideas in the model today" and “To what extent do you
agree with the following statement: The code I ended the lesson
with is my own creation" both on a scale from 1 (Strongly Agree)
to 7 (Strongly Disagree). The average values for these answers
are shown in Table 3. A Friedman Test was performed in order to
determine if there were dierences found in the average values
for each of the days. No signicant dierence was found among
the three days for ‘expressing ideas’ for both the control group,
χ2
2=
0
.
0231
,p=
0
.
989 and for the UMC group
χ2
2=
1
.
1421
,p=
0
.
565. However, in performing Mann Whitney U Tests between the 2
groups, signicant dierences were found in Days 3 (
W=
3389
,p=
0
.
03) and 4 (
W=
3425
,p=
0
.
04) though not for Day 2 (
W=
3683
,p=
0
.
21). For the statement “The code I ended the lesson with
is my own creation", a Friedman Test nds no signicant dierence
in the control condition answers:
χ2
2=
0
.
562
,p=
755. However, for
the UMC condition, the Friedman Test found a signicant dierence
among the three:
χ2
2=
9
.
637
,p=
0
.
008. A follow-up pairwise
Wilcoxon-Signed Rank Test was performed between each of the
Session 7A: Secondary School
ITiCSE ’19, July 15-17, 2019, Aberdeen, Scotland, UK
398
Table 3: Reporting of Average and Standard Deviation for student responses to Exit Ticket questions.
Use-Modify-Create Condition (N=95) Control Condition (N=65)
Likert Questions Day 1 Day 2 Day 3 Day 4 Day 1 Day 2 Day 3 Day 4
Rate how dicult or easy the
lesson was today: (Very Easy) 1 -
5 (Very Dicult).
χ=2.11
σ=0.93
χ=2.04
σ=1.18
χ=2.15
σ=1.03
χ=2.25
σ=1.09
χ=2.03
σ=0.85
χ=2.58
σ=1.13
χ=2.11
σ=1.03
χ=2.25
σ=1.09
“I was able to express my ideas
in the model today." (Strongly
Agree) 1 - 7 (Strongly Disagree)
N/A χ=2.89
σ=1.45
χ=2.64
σ=1.48
χ=2.68
σ=1.54 N/A χ=3.13
σ=1.18
χ=2.98
σ=1.32
χ=2.99
σ=1.32
“The code I ended the lesson
with is my own creation." (Strongly
Agree) 1 - 7 (Strongly Disagree)
N/A χ=3.54
σ=1.87
χ=2.79
σ=1.64
χ=2.93
σ=1.72 N/A χ=3.39
σ=1.42
χ=3.24
σ=1.44
χ=3.21
σ=1.43
days and while no signicant dierence was found between Days
3 and 4 (
V=
769
,p=
0
.
38), signicant dierences were found
between Days 2 and 3 (
V=
1973
,p<
0
.
001) and Days 2 and 4
(
V=
1000
,p=
0
.
006) within the UMC group. Additional Mann-
Whitney U Tests were performed between the two conditions. While
no dierence was found between Day 2 (
W=
4207
,p=
0
.
8) or
Day 4 (
W=
3485
,p=
0
.
07) between the conditions, signicant
dierences were found between the Day 3 (
W=
3284
,p=
0
.
02)
responses between groups.
While not as direct as the student-perceived diculty dierences,
there were key classroom observational dierences between the
conditions that corroborate the ndings from the exit tickets. First,
as stated before, students in the UMC condition were often able to
nish tasks faster and were therefore able to explore more within
the code, and add their own additional features. It is possible that
adding their own touches after the guided part of the lesson led to
an increased sense of artifact ‘ownership’. Second, researchers ob-
served (and teachers commented during follow-up interviews) that
students in the UMC condition seemed more engaged in the activity,
but it was actually dicult to keep students engaged in the control
condition. This disconnect with the material and the monotony of
the tasks in the control condition might have contributed to the
students’ sense that the code was not their own.
4.3 Teacher-perceptions
Teacher interview transcripts were analyzed using a constant com-
parative method [
20
] that entailed searching for themes amongst
the teachers within each condition and then comparing data from
the teachers across the two conditions. Results reected the di-
culties that teachers in the control group faced. The two teachers
implementing the coding-intensive control version of the curricu-
lum expressed concerns that their students needed more scaolding
to complete the lessons and concerns about their students’ daily
engagement. When asked about potential improvements to the
curriculum, both teachers suggested giving students more time
to “explore" and “play" with the code prior to creating their own
programs. UMC provides this opportunity for students. As one of
the teachers in UMC condition explains, “the kids [during the ‘use’
day] were understanding the coding; they were understanding why
it was changing and they were starting to play around with some of
that as well." Additionally, results from teacher interviews demon-
strated that teachers in the control condition perceived a decrease
in student engagement each day. Teachers themselves suggested
changing the approach each day, e.g. “I got a lot of comments that
they were bored with it because it was the same thing day after day.
So I can’t really think of it right now, but if there is, like some kind
of way to mix it up and still have the same information, but maybe
have them do it in a dierent way." Our data and teacher interviews
suggest that approaching coding through a variety of tasks, as the
UMC approach does, can improve student engagement. It is also
possible that the structured UMC sequence makes the Create day
more purposeful and engaging for students. One teacher explains
her students’ reactions to the Create day, “They’re like ‘day three
was very fun’. They really got a chance to understand how the
whole thing is connected."
The teacher interviews also corroborated that a UMC sequence
oers benets to teachers, as it supports their learning and con-
dence with the materials. One of the teachers revealed to us that,
researcher support “wasn’t needed the last day because I knew it.
At this point I was like, ‘I’m comfortable. I know where you’re
going with this.’" Both of the teachers in the code creation sequence
commented that the lessons were “exhausting," as one teacher de-
scribed that implementing the lessons entailed “standing in front of
a room and talking and basically having you being the rst person
[they’re] gonna ask questions to for ve hours."
The ndings above are supported by observations of teachers
working through the curriculum. Like the teacher above noted,
researchers observed that teachers gained condence in teaching
the lessons in both conditions, but this was more marked for UMC
teachers. The two UMC teachers, in addition to following the guided
material provided to them, were able to add new tasks to class
periods where time was still available, and led students in guided
discussions about the connections between the CT concepts and the
scientic concepts modeled within the environment. As previously
discussed, teachers in the control condition had diculty engaging
and keeping all students on task as observed by the researchers,
and often needed to pause (especially on Days 2 and 3) to check
which task they needed to be doing or what the code was supposed
to look like. While this was also observed with one teacher of the
UMC condition, this behavior was occurring later in the assignment
sequence (on Days 3 and 4) and not to the same frequency.
Session 7A: Secondary School
ITiCSE ’19, July 15-17, 2019, Aberdeen, Scotland, UK
399
5 DISCUSSION
For student-perceived diculty,
students perceived the intro-
duction to coding on Day 2 as signicantly harder in the
control group than any other day
. While there was the same
procedure for each of the coding days in this condition (i.e. stu-
dents had to create an agent on each day) having to do this for
the rst time might have been dicult without prior knowledge
or experience in the environment. Days 1, 3, and 4 having similar
reported levels of perceived diculty, suggests that while the Day
2 activity was harder, getting through it and understanding the
procedure prepared students for the Day 3 and 4 coding activities.
No diculty spike, however, was found in the sequence for the
UMC condition. The benets of this sequence can be explained
using James Paul Gee’s principles of good learning [
11
]. It could
be that rst “using" the new Cellular environment was “pleasantly
frustrating" – challenging but perceived to be easily done, and then
modifying it and then creating a new agent results in “well-ordered
problems" that allow students to develop mastery [
11
]. In contrast,
Day 2 for the control condition combined the need to learn the new
environment while also learning the basics of programming and
how they work within the environment, potentially increasing the
cognitive load of the students [
25
], which could result in a higher
perceived diculty on Day 2.
Two questions were assessed to measure student perceived own-
ership of the models each day. While there are dierences between
conditions for the question regarding expression of ideas, the most
pronounced dierences between days and conditions is found for
the question on whether the code was their “own creation". While
the dierence was not signicant, the average value for the re-
sponse was higher in Day 2 of the UMC condition, indicating that
UMC students did not feel as much ownership over the nal code
as students in the control condition. This was expected, as Day
2 represents the “Use" day where students changed parameters
and input variables, but did not create any new code. It is only on
Day 3, where students in UMC were “Modifying" existing Bunny
code, that there is a dierence in perceived ownership between
groups. We were somewhat surprised that students in the UMC
condition felt signicantly more ownership of their code, since they
made fewer programmatic changes (code adds, deletes, edits) than
the control group. It could be that the framing of the activity as
modifying existing code to make it perform the ‘correct’ behaviors
played into this mindset. In addition, the large number of program
edits needed in the control condition may have made more creative
activities, such as augmenting the model behavior, blend in with
more mechanical changes, like dragging in pre-specied blocks. In
some cases, these creative activities may not have even occurred,
since teachers struggled to help students complete the Day 3 and
Day 4 activities in the control group. The strengthening of arti-
fact ownership in the UMC condition that began on Day 3 carried
into Day 4, with the
UMC group agreeing signicantly more
than the control group that their nal code was their own,
despite both conditions doing the exact same task.
In addition to student reported data, reections from teachers
also suggest that they would benet from and prefer the UMC
Condition. Teacher expertise is in supporting student learning, and
their perceptions conrm that a strict code creation approach is not
as eective for their classrooms. Since many teachers are novices
to programming and CT, and their courses are focused on other
topics, it is not realistic to expect disciplinary K-12 teachers to be
able to support such an intensive coding approach to integrating
CT. The UMC model helps teachers gradually learn how programs
represent their disciplinary knowledge, enabling them to make
those connections just in time with students. As stated by teachers,
having time to be able to “explore" the environment by rst reading
and understanding code, then performing minor edits, and nally
being ready to add independent features, gives both students and
teachers an easier progression of tasks. This means that teachers
can adopt integrated CT curricula more readily, letting them learn
CT and programming along with their students.
6 CONCLUSION
In this paper, we present results from an A/B study of Use-Modify-
Create (UMC) versus a control group implementation of a CT-
infused Food Web activity. With student reports corroborated by
classroom observations and teacher interviews, we were able to
conrm previous research results showing that UMC sequencing
provides students a natural progression to learn computational
thinking within a science course, while giving students more own-
ership over the artifacts they create. We also found that teachers
using our UMC curriculum felt it was easy to teach, and that it pro-
moted student engagement and exploration, while teachers using
a code-intensive control curriculum desired more scaolding and
features to improve student engagement.
Limitations of this work include potential population bias, in-
structor eects, and our interpretation of the UMC model. Partici-
pants are from two middle schools where many students have prior
exposure to learning computing. This population bias could have
improved students’ ability to go through the curriculum and the
ease in which they learned and experienced the topics. However, as
the daily diculty ratings are discussed in relative terms, we assume
that a middle school with less access to CT and computing educa-
tion would show even greater dierences in perceived diculty
between the UMC and control conditions. It is not clear how more
or less programming experience would impact student ownership
ratings. Four teachers participated in the study, with two leading
instruction in each condition. As such, there is no way for us to
separate instructor eects from the curricular content/sequencing.
Though Kruskal-Wallis Tests [
18
] and Mann-Whitney U Tests nd
no signicant dierence in student perceived diculty by teacher
group, it is still possible that instructors played a role in the student
perception of diculty and ownership. Finally, while Lee’s original
paper on the UMC model dened “Creation" as students making
their own designs [
16
], we interpret it specically to mean that
students should develop all of their own code for an agent. In future
studies, we hope to design activities that facilitate more open-ended
student exploration and creativity.
ACKNOWLEDGMENTS
This material is based upon work supported by the National Science
Foundation under grant number 1742351. Any opinions, ndings,
and conclusions expressed in this material are those of the authors
and do not necessarily reect the views of the NSF.
Session 7A: Secondary School
ITiCSE ’19, July 15-17, 2019, Aberdeen, Scotland, UK
400
REFERENCES
[1]
Bernd Meyer Aidan Lane and Jonathan Mullins. 2012. Simulation with Cellular
A Project Based Introduction to Programming (rst ed.). Monash University,
Melbourne, Australia. Online: https://github.com/MonashAlexandria/snapapps.
[2]
Tim Bell, Jason Alexander, Isaac Freeman, and Mick Grimley. 2009. Computer
science unplugged: School students doing real computing without computers.
The New Zealand Journal of Applied Computing and Information Technology 13, 1
(2009), 20–29.
[3]
Acey Kreisler Boyce, Antoine Campbell, Shaun Pickford, Dustin Culler, and
Tiany Barnes. 2011. Experimental evaluation of BeadLoom game: how adding
game elements to an educational tool improves motivation and learning. In
Proceedings of the 16th annual joint conference on Innovation and technology in
computer science education. ACM, ACM, New York, NY, 243–247.
[4]
Veronica Cateté, Nicholas Lytle, Yihuan Dong, Danielle Boulden, Bita Akram,
Jennifer Houchins, Tiany Barnes, Eric Wiebe, James Lester, Bradford Mott, and
Kristy Boyer. 2018. Infusing Computational Thinking into Middle Grade Science
Classrooms: Lessons Learned. In Proceedings of the 13th Workshop in Primary and
Secondary Computing Education (WiPSCE ’18). ACM, New York, NY, USA, Article
21, 6 pages. https://doi.org/10.1145/3265757.3265778
[5]
Bob Coulter, Irene Lee, and Fred Martin. 2010. Computational Thinking for
Youth.
[6]
National Research Council et al
.
2011. Successful K-12 STEM education: Identifying
eective approaches in science, technology, engineering, and mathematics. National
Academies Press, Washington, D.C.
[7]
Jan Cuny. 2012. Transforming high school computing: a call to action. ACM
Inroads 3, 2 (2012), 32–36.
[8]
Yihuan Dong, Veronica Catete, Robin Jocius, Nicholas Lytle, Tiany Barnes,
Jennifer Albert, Deepti Joshi, Richard Robinson, and Ashley Andrews. 2019.
PRADA: A Practical Model for Integrating Computational Thinking in K-12
Education. In Proceedings of the 50th ACM Technical Symposium on Computer
Science Education (SIGCSE ’19). ACM, New York, NY, USA, 906–912. https:
//doi.org/10.1145/3287324.3287431
[9]
Milton Friedman. 1937. The use of ranks to avoid the assumption of normality
implicit in the analysis of variance. Journal of the american statistical association
32, 200 (1937), 675–701.
[10]
Dan Garcia, Brian Harvey, and Tiany Barnes. 2015. The beauty and joy of
computing. ACM Inroads 6, 4 (2015), 71–79.
[11]
James Paul Gee. 2007. Good video games+ good learning: Collected essays on video
games, learning, and literacy. Vol. 27. Peter Lang, New York, NY.
[12]
Joanna Goode, Jane Margolis, and Gail Chapman. 2014. Curriculum is not enough:
the educational theory and research foundation of the exploring computer sci-
ence professional development model. In Proceedings of the 45th ACM technical
symposium on Computer science education. ACM, ACM, New York, NY, 493–498.
[13]
Marianthi Grizioti and Chronis Kynigos. 2018. Game modding for computational
thinking: an integrated design approach. In Proceedings of the 17th ACM Confer-
ence on Interaction Design and Children. ACM, New York, NY, USA, 687–692.
[14]
Filiz Kalelioğlu. 2015. A new way of teaching programming skills to K-12 students:
Code. org. Computers in Human Behavior 52 (2015), 200–210.
[15]
Irene Lee, Fred Martin, and Katie Apone. 2014. Integrating computational thinking
across the K–8 curriculum. Acm Inroads 5, 4 (2014), 64–71.
[16]
Irene Lee, Fred Martin, Jill Denner, Bob Coulter, Walter Allan, Jeri Erickson, Joyce
Malyn-Smith, and Linda Werner. 2011. Computational thinking for youth in
practice. Acm Inroads 2, 1 (2011), 32–37.
[17]
Jane Margolis. 2010. Stuck in the shallow end: Education, race, and computing.
MIT Press, Cambridge, MA.
[18]
Patrick E McKnight and Julius Najab. 2010. Kruskal-Wallis Test. The corsini
encyclopedia of psychology 4 (2010), 1–1.
[19]
Patrick E McKnight and Julius Najab. 2010. Mann-Whitney U Test. The Corsini
encyclopedia of psychology 4 (2010), 1–1.
[20]
Matthew B Miles, A Michael Huberman, and Johnny Saldana. 2014. Qualitative
data analysis. Sage, Washington DC, USA.
[21]
Thomas W Price, Veronica Cateté, Jennifer Albert, Tiany Barnes, and Daniel D
Garcia. 2016. Lessons Learned from BJC CS Principles Professional Develop-
ment. In Proceedings of the 47th ACM Technical Symposium on Computing Science
Education. ACM, ACM, New York, NY, 467–472.
[22]
Johnmarshall Reeve and Ching-Mei Tseng. 2011. Agency as a fourth aspect of
studentsâĂŹ engagement during learning activities. Contemporary Educational
Psychology 36, 4 (2011), 257–267.
[23]
Sue Sentance and Andrew Csizmadia. 2017. Computing in the curriculum: Chal-
lenges and strategies from a teacherâĂŹs perspective. Education and Information
Technologies 22, 2 (2017), 469–495.
[24]
Sue Sentance and Jane Waite.2017. PRIMM:Exploring pedagogical approaches for
teaching text-based programming in school. In Proceedings of the 12th Workshop
on Primary and Secondary Computing Education. ACM, ACM, New York, NY,
113–114.
[25]
John Sweller. 1988. Cognitive load during problem solving: Eects on learning.
Cognitive science 12, 2 (1988), 257–285.
[26]
David Weintrop, Elham Beheshti, Michael Horn, Kai Orton, Kemi Jona, Laura
Trouille, and Uri Wilensky. 2014. Dening computational thinking for science,
technology, engineering, and math.
[27]
Linda Werner, Shannon Campe, and Jill Denner. 2012. Children learning computer
science concepts via Alice game-programming. In Proceedings of the 43rd ACM
technical symposium on Computer Science Education. ACM, ACM, New York, NY,
427–432.
[28]
Jeannette M Wing. 2006. Computational thinking. Commun. ACM 49, 3 (2006),
33–35.
[29]
RF Woolson. 2007. Wilcoxon signed-rank test. Wiley encyclopedia of clinical
trials (2007), 1–3.
Session 7A: Secondary School
ITiCSE ’19, July 15-17, 2019, Aberdeen, Scotland, UK
401