Conference Paper

Teaching Android App Development to First Year Undergraduates: Textual Programming or Visual Programming?

Authors:
  • Kyoto University of Advanced Science
  • Kyoto University of Advanced Science
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Abstract

While the benefits of using visual programming environments at the level of K-12 education have been well-studied, little is known about the plausibility of using visual programming in higher education settings. This empirical study compares the merits and demerits of using textual programming environments (e.g., Android Studio) and visual programming environments (e.g., MIT App Inventor) in an Android app development course targeting first year university students in a faculty of engineering. The analysis is based on instructors’ reflection as well as feedback from students. Our findings show that a visual programming environment was useful even for university students. It allowed beginners to focus on the logic of apps without facing the barrier of too many technical details. They could quickly develop functional apps with complex features. On the other hand, textual programming takes an upper hand when it comes to providing an authentic learning experience as well as supporting efficient source code management in collaborative development. We discuss the implications of the findings within the framework of the distributed cognition theory and point out directions for future research.

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Computer science (CS) activities for young students are widely used, particularly visual programming environments. We investigated the use of the Scratch environment for teaching CS concepts to middle school students. In a previous article [Meerbaum-Salant et al. 2013], we reported on the extent to which the CS concepts were successfully learned. In this article, we look at the transition from studying CS with the visual Scratch environment in middle school to studying CS with a professional textual programming language (C# or Java) in secondary school. We found that the programming knowledge and experience of students who had learned Scratch greatly facilitated learning the more advanced material in secondary school: less time was needed to learn new topics, there were fewer learning difficulties, and they achieved higher cognitive levels of understanding of most concepts (although at the end of the teaching process, there were no significant differences in achievements compared to students who had not studied Scratch). Furthermore, there was increased enrollment in CS classes, and students were observed to display higher levels of motivation and self-efficacy. This research justifies teaching CS in general and visual programming in particular in middle schools.
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Visual programming tools and mobile device applications are a natural tool to engage university students; but, are they effective in teaching quantitative thinking skills to non computer science majors? Answering this question can be based on careful assessment of the learning outcomes. This paper reports the results from teaching over 100 students mobile app development with App Inventor in a university core course. Results were measured using an assessment process motivated by Bloom's Taxonomy that included student self assessment, ratings by instructors, and comparisons of the two results. The categories in the assessment were mapped to specific levels of skills with various App Inventor components. Results presented here confirm App Inventor's effectiveness and ability to motivate students. App Inventor features and components that most impacted the student learning are noted. The assessment results show the course was very successful particularly in the three assessment categories of Remembering, Understanding, and Application (Lower Order Thinking Skills) and acceptably successful in Analysis, Evaluating, and Creating (Higher Order Thinking Skills). The paper concludes with suggestions on continued improvement of the course content and additional App Inventor features that should become part of the assessment process.
Article
Due to the time constraints of intensive online courses, instructional design strategies should be modified in order to retain the quality of learning without reducing the quantity of the course content. This paper presents how a blended approach combining objectivist and constructivist instructional strategies was used in the design of an intensive summer online course in the context of a support-based online learning environment. The implementation results revealed that students had a positive learning experience in the course and were highly satisfied with their learning outcomes.
Article
App Inventor is a visual "blocks" language for creating mobile apps. As part of a Google pilot program, App Inventor was taught to university students in a core curriculum course at the University of San Francisco. This paper introduces App Inventor and the course, focusing on how the language facilitated interactions with the world outside of the classroom.
Article
This paper responds to David Elkind's article “The Problem with Constructivism,” published in the Summer 2004 issue of The Educational Forum. It argues that Elkind's thesis—teacher, curricular, and societal readiness lead to the implementation of constructivism—is conceptually problematic. This paper also critiques constructivism and supports objectivism as a viable philosophy of education.
Article
From 1999 to 2002, the author was the principal investigator and one of three architects of an alternative learning environment operated inside The Maine Youth Center, the state's troubled juvenile detention facility. Guided by the learning theory of constructionism, a multi-age, interdisciplinary technology-rich learning environment was created to support the development of personally meaningful projects based on student interest, talent and experience. Students in the Constructionist Learning Laboratory (CLL) often classified as learning disabled, engaged in rigorous learning adventures and developed positive personal behaviours in a context free from traditional curricula, behaviourism or other aspects of coercion. Personal and collaborative long-range student projects incorporated powerful ideas from mathematics, science, computer science, engineering and the arts. Sophisticated projects resulted from a more expansive view of technology that included programming, robotics, woodworking and communications via a variety of media. Completed projects and detailed explanations of both product and process demonstrate evidence of the construction of knowledge. Unlike many school projects, CLL students had to contend with what Seymour Papert calls the "resistance of reality." In other words, their projects had to work, not just pass. The intrinsic motivation and rigorous engagement at the heart of this process is of critical importance. Technology played an enormous role in not just improving self-esteem, but in affording students the chance to be mathematicians, scientists and engineers. This research suggests the viability of Papert's constructionism as a foundation for designing productive learning environments, not only for a transient population of at-risk teens, but the broader learning community. This paper will also document new constructionist approaches to teaching and learning with computational materials. Future research might investigate if similar approaches to teaching and learning not only reverses the effects of school on at-risk learners, but may be used to design learning environments that place fewer students at-risk in the first place.
Conference Paper
Statistics for underrepresented minority groups and women continue to show low numbers in enrollment and rates of retention in academic computer science programs. A new approach to increase student interest in computer science in a first year program is introduced. Laboratory modules for an introductory programming course have been developed at the University of Alabama with the goal to increase student motivation and understanding of fundamental programming concepts. The course utilizes robots and Alice, a 3D graphical programming environment. The drag and drop interface of Alice allows students to program real robots using instructions that correspond to statements of programming languages such as Java, C++, and C#. Students gain programming experience that is transferable to upper level courses by engaging in a stimulating and less frustrating environment using Alice interfaced with robots.
Comparing Three Free to Use Visual Programming Environments for Novice Programmers
  • K Y Kaya
  • I Yildiz
K. Y. Kaya and I. Yildiz, "Comparing Three Free to Use Visual Programming Environments for Novice Programmers," 27, vol. 6, pp. 2701-2712, 2019.
Beyond writing code: a new pedagogical model for teaching app development
  • Z Liang
Z. Liang and e. al, "Beyond writing code: a new pedagogical model for teaching app development," JSEE Annual Conference International Session Proceedings, pp. 10-15, 2018.