Microsoft’s Kodu Game Lab to support students’
learning for programming. For their study, they
worked for two 90-minutes sessions, with two
groups of elementary students, obtaining and
comparing results from the usage of Kodu’s tiles and
flashcards (first group), and from the usage of paper
sheets with color prints of the design patterns
considered for the learning process (second group).
Both groups were composed by students without
previous programming knowledge, assessing them
before and after the study. The results of this
research present the benefits and the drawbacks of
using physical manipulatives in different scenarios.
On one hand, the students who did not interact with
the tiles showed to had acquired a better
understanding of the rules’ execution from their
interaction with the programming environment. On
the other hand, students who interacted with the
tiles, demonstrated a better understanding about
rules’ syntax and construction.
Grover and Basu (2017) present the design and
development of assessments items to measure
students understanding in introductory CS courses,
by answering the following research question: “How
can learning outcomes for computing constructs
such as variables, expressions (arithmetic and
logical), and loops, be organized into a structured
assessment framework and measured with technical
quality?”. They worked with 100 students from
different middle school courses, applying an
assessment framework that was developed following
the Evidence-Centered Design (ECD). From their
study, they conclude that, even though Visual
Blocks Programming (VBP) simplifies
programming syntax, there are still conceptual
difficulties towards using and understanding key
structures in programs, such as variables,
conditionals and loops. Finally, they invite to put
additional effort on pedagogical strategies,
especially on formative and summative assessments,
to measure students’ understanding and
misconceptions, looking forward to refining
pedagogy and curricula.
Weintrop and Holbert (2017) present findings
from a study in which they test how learners use a
dual-modality environment, having the possibility to
choose to work either a Visual Blocks Programming
(VBP) approach, or a text-based approach. Pencil
Code, the proposed environment, is used to
understand which is the modality preferred by
learners, and why they move from one modality to
another in a same project. From this study, the
authors conclude that the dual-modality approach is
effective for programming learning, considering that
all the participant students completed successfully
the programming assessments. Furthermore, they
indicate that blocks are useful to introduce a new
programming environment, as well as support items
for conceptual comprehension.
Paramasivam et al. (2017) performed a research
applying end-user programming tools for functional
robots in Computer Science education, presenting
results according to a week-long introductory
workshop, in which eleven students with different
disabilities programed a Clearpath Turtlebot. For
their workshop, they used an end-user programming
tool (EUP) named CodeIt, using a text-based
interface rather than a visual blocks programming
approach, to increase accessibility for students with
less motor skills and visual disabilities. Their
findings report that EUP tools can be used to create
advanced robotics platforms, accessible and useful
for novice programming students. Furthermore, they
indicate that the pairing of robotics with EUP tools,
enhance students’ confidence and interest towards
programming and Computer Science topics.
Gucwa and Cheng (2017) present a methodology
to create challenge problems, using simulation
environments for hardware robot-based
programming competitions. For their proposal, they
center on the RoboPlay Challenge Competition,
which involves Linkbots and RoboSim as hardware
and simulation technologies. The authors argue that
this competitive context offers a unique opportunity
for students to apply learned skills. Furthermore,
they conclude that tools like RoboSim, are useful to
let students and teachers to work with robots,
without the need of setup of physical hardware.
They finally find that the students’ response to the
competition context with RoboSim is positive,
mainly because of the opportunity this tool gives
towards rapid code improvement and validation,
arguing that virtual scenarios let students gain
effective and useful feedback.
3.2 Similar Technologies and
Languages
The technologies and languages presented here are
previous solutions that have characteristics like
those of RoBlock:
Scratch: Tool designed for people with no
notions of programming, for the design and
elaboration of 2D video games and animations
(MIT Media Lab & Lifelong Kindergarten
Group, 2006). This, using Visual Blocks
Programming as a playful mechanism of
interaction for learning. Scratch is Web, free