Design and Evaluation of Computational Thinking Tasks in the
<colette/> Project: Experiences Gained from Workshops with
Secondary and Grammar School Students in Austria, the
Netherlands, and Slovakia
Eva Schmidthaler
1
, Sylvia van Borkulo
2
, Martin Cápay
3
, Bjarnheiður Kristinsdóttir
4
,
Rebecca S. Stäter
5
, Tim Läufer
5
, Matthias Ludwig
5
, David Hornsby
1
, Jakob Skogø
1
and Zsolt Lavicza
1
1
School of Education/STEM Didactics, Johannes Kepler, University, Altenbergerstraße 69, Linz, Austria
2
Freudenthal Institute, Utrecht University, Princetonplein 5, Utrecht, The Netherlands
3
Department of Informatics, Constantine the Philosopher University in Nitra, Tr. A. Hlinku 1, Nitra, Slovakia
4
School of Education, University of Iceland, Stakkahlíð 105, Reykjavík, Iceland
5
Institute of Mathematics and Computer Science Education, Goethe University Frankfurt,
Robert-Mayer-Str. 6-8, Frankfurt (Main), Germany
Keywords: Computational Thinking, Augmented Reality, Block-Based Programming, Mobile Educational Application,
mAR, STEM Education.
Abstract: In recent years, numerous applications (apps) for mobile devices have been developed for STEM education,
but there is a lack of suitable educational apps that support teachers in promoting computational thinking (CT)
in mathematics and computer science (CS) lessons. In this position paper, two types of CT tasks, Building
Cubes and Draw-o-Bot, of the newly developed <colette/> app with augmented reality (AR) function, are
described, and preliminary results from four workshops that were held in total with 76 10-18-year-old
secondary and grammar school students in Austria (W1), the Netherlands (W2), and Slovakia (W3) are
discussed. The tasks and the mobile app itself were created as part of the <colette/>-project, an Erasmus+
project, in which seven institutions from five European countries are involved. Each type of task includes a
set of CT tasks related to the block-based programming (BBP) app. In the workshops, we set out to explore
how the participating secondary school students solved the CT tasks, whilst using <colette/>. The experiences
made in the workshops will be used to inform the further development of the application, and to prepare
teacher training to support the successful implementation of <colette/> as an educational tool in schools. The
first findings indicate that the participating students react positively to the app, can solve BBP tasks
successfully, and create loops to shorten their code. In the future, further task types will be implemented in
the app and researched.
1 INTRODUCTION
Recently, curricula in many European countries call
for the integration of computational thinking (CT)
skills into STEM subjects in compulsory education
(Bocconi et al., 2022). STEM teachers and students
can find a variety of mobile and web-based
educational applications (learning apps) freely
available on the Internet or in app stores, especially
for mathematics education. However, they will not
find many apps that combine mathematical topics and
CT, and both the development of such apps and the
research on them are still lacking in secondary school
(Lv et al., 2022). In the context of this paper, six core
CT skills can be identified: ‘abstraction, algorithmic
thinking, automation, decomposition, debugging, and
generalization(Bocconi et al., 2016, p.7). Each of the
introduced task types, currently mainly tasks that
implement block-based programming, addresses core
CT skills differently or directly (Csizmadia et al.,
2015; Bocconi et al., 2016). As a first step, apps with
visual block-based programming (BBP) languages
are introduced to novice students by their Computer
Science (CS) or STEM teachers. BBP tools, based on
Google Blockly (Blockly, 2022; Blockly Games,
2022), such as Scratch (Scratch, 2022), or Alice
Schmidthaler, E., van Borkulo, S., Cápay, M., Kristinsdóttir, B., Stäter, R., Läufer, T., Ludwig, M., Hornsby, D., Skogø, J. and Lavicza, Z.
Design and Evaluation of Computational Thinking Tasks in the <colette/> Project: Experiences Gained from Workshops with Secondary and Grammar School Students in Austria, the
Netherlands, and Slovakia.
DOI: 10.5220/0011974700003470
In Proceedings of the 15th International Conference on Computer Supported Education (CSEDU 2023) - Volume 1, pages 297-304
ISBN: 978-989-758-641-5; ISSN: 2184-5026
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
297
(Alice, 2020), allow novice students from an early
age to build things, test, experiment, and tinker with
CT topics. Furthermore, they assist in changing the
way students are learning and problem-solving
(Yamashita et al., 2017; Shih, 2017; Xu et al., 2019).
In this paper, two types of tasks from the new visual
programming app, <colette/> are introduced
(Computational Thinking Learning Environment for
Teachers in Europe’) (Colette-project, 2022; Milicic
et. al, 2021). The <colette/> project consists of seven
European partner institutions coming from five
different countries: Austria, Germany, the
Netherlands, Slovakia, and France. The main scope
of the project is to implement the ‘bring-your-own-
device’ approach to teach CT in pre-existing school
subjects, such as mathematics and CS, and moreover,
to train teachers to do so. The project outcomes range
from an authoring tool for teachers (the web portal)
to a mobile app with augmented reality (AR)
function, intended for students to work on the CT
tasks. In the mobile app, students can work on the
given tasks, see hints, and get their solutions checked
automatically; furthermore, they can view their self-
coded structures (Fig.1). Throughout the employment
of mobile devices (e.g., tablets, smartphones) and an
AR-marker (Fig.1), students can see their coded
figure embedded into reality. This feature gives the
possibility to interact with the figure, i.e. the students
can observe their objects from any perspective. By
using BBP, the students can solve mathematical and
CS tasks without any text-based codes. The proposed
block-based programming language of <colette/> has
many advantages, which have already been examined
and discussed in several studies. Many factors
contribute to making BBP easy, including the natural
language description of blocks and drag-and-drop
composition interactions (Weintrop & Wilensky,
2015). Furthermore, it is beneficial that the difficulty
in understanding and memorizing a particular order
of the BBP commands by novice students is
decreased. Thus, further (syntax) errors in students’
codes are reduced, and the learning curve gets more
gradual. Another advantage is that teachers can save
time when correcting students’ errors (Yamashita
et.al., 2017; Shih, 2017; Xu et. al., 2019).
With Blockly, students can drag-and-drop
programming blocks from a predefined range onto the
<colette/> app canvas (checkerboard), and further
connect the visual programming blocks with each
other. Moreover, they can be modified with input
parameters (e.g., coordinates) to adjust the desired
programming object (e.g., gate, pyramid, movement
of a robot) (Xu et al., 2019; Blockly, 2022; Blockly
Games, 2022). According to Lin and Weintrop
(2021), many BBP environments have been
developed, examined, and published but aren't yet
publicly accessible. Within the <colette/> project,
three different types of BBP CT tasks are already
implemented in the app, and five are in preparation.
In this paper workshops and findings with two of the
implemented ones, Building Cubes and Draw-o-Bot
are presented.
Figure 1: Student BBP solution of a task (left). To view the
result, the student must point their camera toward the
marker (center) for viewing the result in AR (right).
1.1 Building Cubes and Draw-o-Bot
Building Cubes encompasses a set of tasks that ask
students to build a certain structure in a coordinate
system. As previously mentioned, it makes use of
BBP (Blockly, 2022; Blockly Games, 2022). This
code is used to place unit cubes on a checkerboard
using x, y, and z coordinates. When the code is
executed, the resulting structure made of unit cubes is
shown in AR using the device's camera and a given
marker (Fig.1). The tasks invite students to work on
algorithmic thinking (AT); debug, decompose
problems, and think about coding principles, such as
making code efficient, testing, and creating general
solutions. Simple coding blocks to create one cube at
a specific location are provided along with more
advanced programming structures, such as loops and
conditional statements. The concepts involved in the
Building Cubes tasks were the coordinate system in
three dimensions, and spatial orientation and
visualization as part of spatial skills (McGee, 1979).
The second task type Draw-o-Bot includes a set of
CT tasks that ask students to program a virtual robot
to draw a certain pre-described pattern. Like Building
Cubes, BBP is used to create commands for the robot,
therefore the same already mentioned CT skills are
targeted. The difference between these two task types
is that no AR function is provided. Instead, when the
code is executed, the resulting ‘command’ is shown
on the screen of the user’s device. The utilization of
educational robots (ER) is becoming more common
in schools nowadays because ER have the
opportunity to encourage the usage of new
technologies (Benitti, 2012; González et al., 2019;
Pou et al., 2022). Within Draw-o-Bot, the students
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must program a virtual ER. The following commands
can be set: ‘set the color (of the pen) up/down’, ‘move
x step(s) forward’, and ‘turn 90 degrees left/right’.
With these commands, the students can program the
robot, for example, to draw a street sign pattern on a
piece of paper (Fig.2). In the future, an addition is
planned where an ER will draw the shape of the
desired object virtually and drawing angles of the
desired size (currently only 90°) will be possible.
2 METHODOLOGY
The <colette/> app is still in its development stage,
and only three out of eight planned task types are
implemented yet. Therefore, the already implemented
task types and designed exercises must be tested, to
be able to successfully introduce and implement the
app as an educational tool in European schools. In the
following, after the purpose of this study has been
presented, the individual workshops, their procedure,
and the data collection and processing are discussed.
Afterward, the findings, broken down by country, are
described.
2.1 Research Aim & Experimental
Design
In an aim to test Building Cubes and Draw-o-Bot, and
present the experiences gained from the test
workshops, four lectures, based on discovery learning
methodology (de Jong & van Joolingen, 1998) were
held in Austria (W1), the Netherlands (2xW2), and
Slovakia (W3). Stratified sampling, with 76 10-18-
year-old secondary and grammar school students in
total, was used. The students were observed based on
the participant observation methodology (Musante &
DeWalt, 2010). The instructors documented the
students’ progress and their final task solutions during
and after the observation. At the end of each
workshop, the students were asked to answer an app
evaluation questionnaire (15min) to evaluate
<colette/> regarding their perception of CT and the
tasks in W1 (four open-ended questions), and its app
design in W2-3 (ten Likert scale and three open-
ended questions based on the Technology Acceptance
Model) (Davis, 1985).
The final student codes were evaluated manually,
quantitative data was analyzed using descriptive
statistics, and qualitative data were evaluated using
descriptive statistics (Vetter, 2017); Qualitative data
(e.g., participants’ perceptions of <colette/>) were
processed and shown as a summary content analysis
(Mayring, 2010).
2.2 Workshop Austria (W1)
In W1, held at the Johannes Kepler University (JKU)
in Linz, Austria, three Draw-o-Bot exercises were
tested. W1 (100min) began with a short introduction
to CT. After this, students received a link to a
<colette/> test environment for the tasks, a
worksheet, and a short explanation of block-based
programming. Afterward, the students had time to
work on the tasks and experiment with the test
environment. The tasks tested were designed by the
authors and intended to gradually familiarise students
with BBP. The students, paired into groups within all
exercises, had to program a code for the commands,
so the robot drew a square (Task 1), a traffic sign
(Task 2), and the first letter of the student’s name
(Task 3). Once the code was done, one group member
took the role of the ‘Instructor’, who read out loud the
commands shown on the screen of the mobile device.
Another group member took the role of the ‘Robot’,
using a pen to draw according to the instructor's
guidance on a piece of paper, checking if the desired
object (e.g., a road sign) would appear. All
participants had the opportunity to revise their codes
at any time. After the first task, students swapped
roles. Further, students were encouraged to find a way
to shorten their code, e.g., using loops. After the
coding exercise, the students had to answer the
questionnaire (15min):
(1) What is ‘CT’ to you?
(2) Did you like/dislike the tasks?
(3) Did you have any issues with the app during
your tasks?
(4) Which CT aspects are included in the tasks?
2.2.1 Sample & Data Processing (W1)
Nine students, aged 10–13 years, participated in W1
(female=1; male=8). The students were all part of a
course for gifted students (COOL Lab Talents Club,
2022), meaning that they had all shown an increased
aptitude for learning and understanding new
concepts. Three male students that had been to
previous Scratch workshops already had a reasonable
understanding of BBP, as well as loops. The students
split themselves independently into three groups of
two, and one group of three. The group of three had
two students with prior knowledge of coding, leaving
the last of the three students with prior knowledge in
a two-person group. The remaining groups had no
members with prior knowledge of coding. For data
collection, screenshots of final codes on the students’
devices, and the drawn objects on the paper at the end
of W1 were collected. The authors analyzed the
Design and Evaluation of Computational Thinking Tasks in the <colette/> Project: Experiences Gained from Workshops with Secondary
and Grammar School Students in Austria, the Netherlands, and Slovakia
299
pictures and codes after W1. Furthermore, the
answers to the questionnaire were collected and
processed using an Excel Sheet.
2.3 Workshops Netherlands (W2)
Two workshops were organized by Utrecht
University (UU) in the Netherlands in different
settings, to test four Building Cubes tasks, developed
and designed for <colette/> by the authors. The first
setting (120min) was an online session with the theme
‘Architect in the virtual world’. The second setting
(75min) was an on-site workshop at Utrecht
University. In both workshops, the students were first
introduced to the topic and BBP app and then worked
either alone or in pairs (30–60min). The tasks
gradually introduced the app and its components. For
the BBP activity, the mobile app was used. The app
provided both simple and straightforward
programming blocks to create single-unit cubes at
selected coordinates on a checkerboard and more
advanced repeat blocks and variables. This way,
students could create structures (e.g., buildings) made
from unit cubes. To see and check their results, the
students pointed their devices’ cameras to an AR
marker to view the cube building in ARand turn it
around (Fig.1). After the programming exercise, the
students filled in a questionnaire (15min) about their
perception of the tool based on the Technology
Acceptance Model (Davis, 1985):
(1) It was easy to understand the instructions.
(2) It took a long time to learn to use the app.
(3) The app is difficult to use.
(4) The app is clear.
(5) The app is fun to use.
(6) The app easily does what I want.
(7) I would like to use the app in school.
(8) I would like to use the app outside of school.
(9) The app has apparent faults. If so, please
explain why.
(10) Did you have experience with programming
before this workshop? If yes, describe your
experience.
(11) Do you have tips/tops for us?
2.3.1 Sample & Data Processing (W2)
In the online workshop, a group of 27 girls, aged 13–
14 years, participated. From this group, nine girls and
their parents consented in participating in the
research. In the on-site workshop a group of 26 girls,
aged 14–15 years, participated, 15 of whom filled in
the questionnaire. Both groups (W2) were part of a
program for girls with a special interest in STEM topics
in the Utrecht region in the Netherlands. Many of the
students had prior experience with programming. The
collected data were the responses to the questionnaire
from 24 students about their perception of the app. For
33 students, the logged data of the app was used to
analyze the successful tasks’ completions.
2.4 Workshop Slovakia (W3)
W3 was held at Constantine the Philosopher
University in Nitra, Slovakia, during the ordinary
informatics lectures at grammar school Gymnázium
Golianova 68 in Nitra. The students were supervised
by one instructor in the same four tasks used in W2
(Building Cubes). During the lesson (Duration=45
min), students were divided into groups, given tablet
PC and QR codes linking to the given task, and
explained the AR environment and marker. A follow-
up exercise involved students experimenting with the
<colette/> environment.
2.4.1 Sample & Data Processing (W3)
In W3, 32 grammar school students, aged 14–18
years (female=27; male=5), participated. Most
students worked in pairs; the rest worked alone. 88%
had previous experience with coding mostly in text-
based languages (e.g., Python and Scratch); and two
students had experience with C# and C++. Three
participants had no prior knowledge, even though
programming is mandatory in Slovakia. The students
completed the same questionnaire and tasks as in W2.
Some students were required to fill out the
questionnaires after the class due to lack of time.
Therefore, only 25 answers (female=20; male=5)
were collected.
3 RESULTS
3.1 Results Workshop Austria (W1)
While some groups used the ‘cardinal’ up, down, left,
and right blocks to create the square in the first task,
others immediately utilized the ‘turn-and-walk’
approach, with one group using the loop functions.
This approach of using 90-degree turns was later
spoken about by the students as being the better
solution. According to the participants, this approach
was helpful as it led them to use loops ‘easier’ or in a
‘faster’ way. It is worth noting that some discussions
arose among the students using the ‘go left’ and ‘go
right’-blocks, as it was not clear to them if the robot
was turning or walking sideways. In the second task
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(Fig. 2) of drawing the pattern of a pharmacy road
sign, all groups used the ‘turn-and-walk’-approach,
and all groups tried to solve the task using loops from
the beginning. Only after failing repeatedly and being
told to try and do only one part of the drawing by the
instructors, did a group try to solve the task without
using loops. Instructors did not notice a major
difference between students who had previous BBP
knowledge and those who did not. Only one group
had time to start working on the third task of drawing
the first letter of their name. However, this group did
not have time to refine their code and receive
satisfying results. In their first attempts, they tested
out using a loop within another loop. After a final
group discussion, it was clear to all students that
shortening the code was practical/helpful, and even
though other solutions were possible, the students
independently viewed the solutions that used loops as
being more ‘correct’ than others, without any
additional help from the instructors. All students
successfully completed the first two tasks.
Unfortunately, no app log data (e.g., number of trials
per task) was available. In participants’ answers (n=9)
to the questionnaire, the majority of the students
explained that to them, CT is to ‘think like a robot and
follow commands’. During W1, it appeared to
instructors that the participants had no major
problems with the test environment of the <colette/>
app and task design. In response to the question of
whether there were any issues, and whether they liked
the tasks, all students stated that they had ‘no issues’,
and ‘liked the tasks’. One group stated that they
thought that the ‘exercise was very interesting’. Some
students noted that they found the questionnaire itself,
and the mix of German and English languages in the
app and on the worksheets ‘a little bit annoying’.
Figure 2: Example Solution of the Task ‘Draw a Road Sign’
from Austrian Students in W1 (n=9).
3.2 Results Workshops Netherlands
(W2)
Overall, most of the girls managed to use BBP to
create the target building and complete the exercises.
Furthermore, from the app log data, it appeared that
19 of 33 students (57.6%) used the more advanced
programming count block in one or more of their
solutions and that 12 used it successfully (Table 1).
During the sessions, it appeared that the assignments
worked differently for the different age groups. The
concept of a variable seemed to be a difficult concept
for the younger students. Although they succeeded in
solving the tasks, they tended to avoid using the
repeat block and variables, even if it would give a
more efficient solution. The 14–15-year-olds picked
up the concept of variables more easily. BBP
concepts (e.g., repeat block and variables) were used
more often and with greater success by the older ones.
When learning and using BBP concepts and
coordinate parameters, the students seemed to profit
from the instant feedback given by the AR
visualization, as it made the meaning of the code. For
example, one student discovered how entering the
coordinate parameters in the programming block led
to placing the cube at the desired location. BBP with
the parameters for each coordinate was at first an
abstract concept with numbers and after seeing the
result in AR, students made the link between the
numbers in the programming block indicating the
coordinates and the location of the cube in space.
From the questionnaire data (n=24) and observations,
it appeared that almost half of the students agreed or
strongly agreed that the app is fun to use (46%), and
the tasks’ instructions were simple to understand
(46%). Further, the app was easy to learn (65%), not
difficult to use (65%), clear (46%), and worked the
way the students wanted it to (38%). 35% would like
to continue using the application at school, and 27%
would use it outside of school. It was not always clear
to the participants how to utilize <colette/> to perform
the task. According to the questionnaire, students
were asked if the app had any clear faults and, if so,
what faults: Students mentioned that users could
easily lose their code, ‘if you reload your phone, the
code is gone’; it was unclear how the count block
worked; problems with using variables ‘sometimes
some variables didn’t work. In most cases, the
technology worked well, but on a few phones, the AR
view didn't work properly, so students used laptops
with webcams or collaborated with another student on
a working phone. The small size of a smartphone
screen was sometimes experienced as too limiting. In
W2 the time was a bit short for younger students but
sufficient for the older ones.
Table 1: Successful Completion of Tasks (in%) and
Number of Trials per Task of the Students W2 (n=33).
Tasks
Successful
completion (%)
Participating
students (f)
The average number
of trials (SD)
Task 1 53.3% 30 2.33 (1.94)
Task 2 75% 20 3.33 (2.69)
Task 3 71.4% 14 5.36 (6.00)
Task 4 n.a. (free mode) 9 5.67 (2.55)
Design and Evaluation of Computational Thinking Tasks in the <colette/> Project: Experiences Gained from Workshops with Secondary
and Grammar School Students in Austria, the Netherlands, and Slovakia
301
3.2 Results Workshop Slovakia (W3)
According to the instructor, 75% of the students were
able to finish all three tasks, and six students or
student pairs were able to continue their work to
create their own structures (e.g., heart, tree, fish,
sandwiches, buildings with elevators and a model of
the Slovak Radio Building), as shown in Fig.3.
The biggest problem was a technical issue: the
<colette/> test environment refused to run the AR
mode. After changing the tablets to tablet PCs, the
issue was resolved, and the students could easily
employ the <colette/> environment. The most
common problem that students encountered was
putting the correct positioning of the variable as an
argument in a loop (e.g., coordinates in the correct
place of the BBP). Instead of using a loop, some
students happily used a simple sequence of blocks.
Their argument was that the output building was the
same as the desired one. In some cases, students
found it challenging to debug hidden argument
mistakes when more overlapping blocks were placed
in the same position. The instructor noted that longer
codes should be cut into smaller parts and organised
also horizontally, which should help students during
their debugging process. As in W2, when learning
and using the BBP concepts and coordinate
parameters, the students seemed to profit from the
instant feedback provided by the AR visualizations.
The instructor observed that some students just tried
the loop with coordinates, rather than experimenting
with the app’s BBP commands. According to
students’ answers (n=25) (agreed or strongly
agreed), the tasks’ instructions were simple to
understand (76%), <colette/> was easy to learn
(88%), not difficult (92%), clear (88%) and fun to use
(76%). The app worked the way students wanted
(72%), and they would like to continue using the
application at school (76%), but only 40% wanted to
use it in their leisure time. Some students stated that
they would have preferred clearer task instructions,
but liked the provided hints, and that they were able
to be creative. The AR function surprised most of the
students in a positive way: It also showed our
progress even if we did something incorrectly’.
Figure 3: The Slovak Radio Building in Real Life (left; Ledl,
2017) and Student’s Solution of its Model (W3).
4 DISCUSSION & LIMITATIONS
In this study, two BBP task types in the educational
application <colette/> were presented based on
individual student workshops (W1-3), to improve or
acquire CS and CT skills, in the secondary area, as
shown in similar research with BBP applications
before (Saritepeci & Yildiz-Durak, 2017). Based on
the students’ final codes, approaches, loop utilization,
and completed exercises, it can be assumed that
<colette/> has the possibility to promote coding
skills, CT (e.g., problem-solving, abstraction, AT),
and can create situations that instructors can use to
introduce CT concepts (e.g., variables and loops). It
cannot be expected that the concept of variables is
picked up and used automatically by students.
However, by students ‘hitting the wall’ of getting into
trouble with code when not using variables, a much
more fertile ground for students to be willing to learn
about variables is created. The concept of variables
will always benefit from being introduced to students
in connection with their existing app experiences.
Thus, the introduction of variables becomes the
answer to a problem that students already
encountered. Limiting factors in this study are on the
one hand its small and imbalanced sample, and on the
other hand, the missing log data (e.g., the average
number of trials) of W1 and W3, due to technical
problems. Only screenshots of the final students’
solutions and additional notes could be taken during
W1 and W3. Hence, from the W1-3 findings, no
generalization can be drawn, but a positive trend
regarding <colette/>, student engagement, and
enjoyment with CT tasks can be noted. Parts of this
assumption were already explored in similar studies
with digital technologies or apps, where a positive
influence on participants’ CT skills (Papadakis,
2022), engagement, and enjoyment during (STEM)
lessons was researched (Attard & Holmes, 2020;
Willacy, 2017; Drigas & Pappas, 2015). It remains to
investigate why some students’ uncertainties and
issues (e.g., variables did not work) appeared during
the workshops, and if it was due to the instructors, the
students, the app, the course of the workshops, and/or
the task design itself. Firstly, in the next workshops,
the instructor should not evaluate the solutions in any
way, and let the participants work completely
independently without interfering and influencing
them (e.g., example solutions, many explanations).
Secondly, it is not necessary for students to know
what the term ‘computational thinking’ means. After
using the app, most of the students in W1 thought CT
meant thinking like a robot’. Therefore, the course
and questionnaire of the Draw-o-bot were changed
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(adapted and aligned to the Building Cubes
workshop). In the future, more time for the tasks and
final group discussions will be provided. In W1 and
W3, the time provided was too short (e.g., no time to
start some tasks). In addition, the perception of the
Building Cubes appeared different in W2-3: The
questionnaire data showed that the younger students
(W2) perceived the app as more difficult and less fun
than the older users (W3). This might be explained by
the fact that the app and the tasks were more
challenging for the younger ones. Also, within the
Building Cubes workshops (W2-3), some students
had technical issues (e.g., test environment, AR
function, variables), especially in W3. Therefore,
some still existing bugs need to be fixed, and the AR
view must be improved to work properly.
Overlapping blocks formed another hurdle in W2-3.
Perhaps the blocks should be colored differently (a
feature that students suggested), marked more clearly
with thicker outlines, or additional hints could be
added for students to detect and fix their errors more
quickly. This functionality might make it easier to
create variable tasks. It should also be mentioned that
the students interpreted some commands (in W1: ‘go
left’ and ‘go right’-blocks) differently from their
intended meaning, thus creating different solutions
(e.g., W1: ‘turn and walk’: unclear if ER was turning
and/or walking). The approach of giving little or no
assistance so that the participants create codes
themselves and shorten them might be helpful, as the
students rated the codes with loops as ‘better’ in W1.
This might be explained by some biased reactions of
the instructors (e.g., encouragement, a celebration of
a specific approach). Basically, it was not mandatory
to use loops in W1, as it was in W2-3. Nevertheless,
in W2-3 some students were satisfied with using a
simple sequence of blocks instead of using loops. In
the future, it will be necessary to consider what types
of tasks will include mandatory loops because it can
only gradually become more convenient to use loops
as the tasks gain more complexity.
5 CONCLUSIONS & OUTLOOK
The experiences made in four workshops will be used
for further improvement of the application (e.g.,
issues with AR, time management), and to prepare
teacher training courses for the implementation of
<colette/> as an educational tool teaching CT in
secondary education. Findings after testing and
evaluating the app indicate that the participants
reacted positively to <colette, the majority were able
to solve BBP tasks successfully and create loops to
shorten their code. Furthermore, it can be assumed
that <colette/> increased the enjoyment of the
participants in this study and has the possibility to
promote CT skills (e.g., debugging, problem-solving,
abstraction, AT). According to the participants, most
of the students had no issues with the task instructions
and the app was easy to use. Therefore, it can be
assumed that <colette/> is a useful educational tool to
teach CT, spatial representation, and BBP. Moreover,
W1-3 and tasks were re-evaluated and adapted for
future workshops, especially regarding time
management and using loops. In addition to the
currently implemented CT task types, more are
planned to be incorporated. Future research,
including a larger sampling of students and teachers,
and an in-depth analysis of the user data, will focus
on the individual types of tasks, and embedding
<colette/> into European schools.
ACKNOWLEDGMENTS
The project is (partially) funded by the Erasmus+
grant program (2020-1-DE03-KA201-077363) of the
European Union. Neither the PAD nor the European
Commission, are responsible for the content nor
liable for any losses or damage resulting from the
utilization of these resources.
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