contribute to or hinder learning. However, there was
a difference in emotional response to the learning
experiences. Both groups described a range of
negative emotions with similar levels of strength and
for similar reasons. Both groups also noted a similar
range of positive emotions. However, the physical
group noted a greater strength of positive emotions
associated with the learning experience.
If the Whack a Mole study were to be adapted to
enable a greater degree of flexibility, for example
allowing learners to design their own interface for the
game, there would be no additional programming
overhead to create a physical game. All that would be
required would be longer wires for the buttons and
LEDs that could be embedded in any number of craft
materials. For the same to be done with a screen-
based solution, additional skills would need to be
taught, adding to the complexity of the session.
Re-considering the literature, it is worth noting
that the sample task learners engaged in for the study
by Bosch et al. (2013) was a traditional CS1-style
maths based problem. Although this problem type is
valid, it represents what Robins et al. (2003) argue is
a knowledge-driven approach to programming
education. One can argue for an approach to
programming education that is more stimulating and
framed within a context of value to the learner. The
results of this study suggest that the powerful
affordances of physical computing, i.e. the ability to
take intangible things and make them physical (such
as when using an LED to indicate state) can lead to
very positive emotions without jeopardising learning.
The difficulties of learning to program have been
studied for nearly 50 years and many challenges
identified years ago endure to this day. The essence
of programming remains unchanged. It requires a
programmer to take a problem and describe its
solution in sufficient detail, without ambiguity, such
that a machine can reliably follow the instructions.
What has moved forward considerably is the set of
tools used to support learning to program. Just as
commercial development tools have matured from
rudimentary text editors to powerful interactive
development environments, so too have educational
tools, which have benefited from years of research
and from the increased capacities of modern
computers. Desirable features for education
programming tools and learning experiences are
increasingly being recognised as those relating to the
motivation of the learner, such as personal, social and
contextual elements rather than purely technical ones.
The study described here demonstrates that a
physical interface can provide a more positive
emotional experience than a screen-based equivalent.
Designers of learning experiences may wish to
include consideration of this insight when planning
the introduction of new programming concepts or
creating programming laboratory exercises and
assessments. Designing an engaging learning
experience is not a routine process that can be
governed by a set of rules to be followed dutifully to
guarantee consistent results; it is a much more
creative task. It requires reflection and consideration
not just of what is to be learned but also of who is
learning and how they can best be motivated to
succeed.
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