Using Sensor-Based Programming to Improve Self-Efficacy and Outcome Expectancy for Students from Underrepresented Groups
April 13, 2023 Β· Declared Dead Β· π Annual Conference on Innovation and Technology in Computer Science Education
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Authors
Hussel Suriyaarachchi, Alaeddin Nassani, Paul Denny, Suranga Nanayakkara
arXiv ID
2304.06279
Category
cs.HC: Human-Computer Interaction
Citations
4
Venue
Annual Conference on Innovation and Technology in Computer Science Education
Last Checked
4 months ago
Abstract
Knowledge of programming and computing is becoming increasingly valuable in today's world, and thus it is crucial that students from all backgrounds have the opportunity to learn. As the teaching of computing at high-school becomes more common, there is a growing need for approaches and tools that are effective and engaging for all students. Especially for students from groups that are traditionally underrepresented at university level, positive experiences at high-school can be an important factor for their future academic choices. In this paper we report on a hands-on programming workshop that we ran over multiple sessions for Maori and Pasifika high-school students who are underrepresented in computer science at the tertiary level in New Zealand. In the workshop, participants developed Scratch programs starting from a simple template we provided. In order to control the action in their programs, half of the participants used standard mouse and keyboard inputs, and the other half had access to plug-and-play sensors that provided real-time environmental data. We explore how students' perceptions of self-efficacy and outcome expectancy -- both key constructs driving academic career choices -- changed during the workshop and how these were impacted by the availability of the sensor toolkit. We found that participants enjoyed the workshop and reported improved self-efficacy with or without use of the toolkit, but outcome expectancy improved only for students who used the sensor toolkit.
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