Understanding the Lecturers’ Perception About a Programming
Learning Prototype
Geraldo Carlos Nhadumbuque
1a
, Anabela Gomes
2b
and Maria José Marcelino
3c
1
Dpt. of Informatics Engeneering, CISUC – University of Coimbra, Portugal
2
ISEC, CISUC, University of Coimbra, Coimbra, Portugal
3
Dpt. of Informatics Engeneering, CISUC – University of Coimbra, Portugal
Keywords: Programming Learning Prototype, Novice Programming, Prototype Utility.
Abstract: The problem of programming learning is a universal phenomenon, which poses enormous challenges in the
initial phase of learning, with countless reports of difficulties and poor performance among students, which
has often resulted in dropouts. In order to minimize this problem, a prototype was created for initial
programming learning inspired by the Mozambican reality, using a visual and storytelling approach,
incorporating culturally relevant narratives and interactive elements that reflect students' daily context. In this
qualitative case study work we intend to understand the lecturers' perception regarding the usefulness of the
current prototype and the possible adjustments necessary to fit well the Mozambican reality, serving as a tool
to support initial programming learning. In the data collection process, semi-structured interviews were
conducted with 7 lecturers from two Mozambican Universities. The content analysis technique was applied
for data analysis. The results show a positive perception of lecturers regarding the usefulness, clarity and level
of organization of the prototype's content as a learning tool for initial programming learning.
1 INTRODUCTION
The problem of programming learning is a universal
phenomenon (Cheah, 2020; Francisco et al., 2016;
Gomes & Mendes, 2007), which poses enormous
challenges in the initial learning phase with numerous
reports of difficulty and poor student performance,
which has often resulted in dropouts (Tan et al., 2009;
Kaya 2018; Kazimoglu 2012). In this sense, the
concern with finding a learning environment that is
favorable for programming learning is something that
has been around for a while.
In 1994, the authors Brusilovsky et al. (1994),
after an in-depth analysis based on an empirical
approach, came up with 3 guidelines for teaching
programming to beginners. They recommend that
programming teaching be done in a simple and
incremental way using a simple language that
progresses step by step to avoid overloading the
student, establishing a visual approach for better
visualizing the semantics of the teaching content.
a
https://orcid.org/0000-0002-3696-4069
b
https://orcid.org/0000-0001-8418-8095
c
https://orcid.org/0000-0002-1989-5559
Reinforce the need for visual metaphors that simplify
student learning to achieve visible results. Finally,
they emphasize the importance of using visual
metaphors to simplify learning for students and help
them achieve clear and tangible results.
Studies published between 2005 and 2011
corroborate the idea of using visualization or
simulation of concepts to improve programming
learning and provide greater interactivity Mohd et al.
(2013).
From the perspective of Savidis (2022), to achieve
interactivity in visual programming environments, it
is necessary to consider four essential elements: the
appropriate element metaphor, configurable level of
detail, interactive level of detail, and annotations of
extensible code. Appropriate element metaphor
corresponds to the graphical component of the
interface that seeks to establish an analogy with real-
world components. A configurable level of detail
refers to the ability to manage visual elements as the
complexity or size of the code increases. The
400
Nhadumbuque, G. C., Gomes, A. and Marcelino, M. J.
Understanding the Lecturers’ Perception About a Programming Learning Prototype.
DOI: 10.5220/0013288600003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 400-410
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
interactive level of detail allows to define code
components that should remain visible during editing.
Finally, code notes are details that allow the user
experience to be directed. The authors Gomes &
Mendes. 2007) in their studies on “An environment
to improve programming educationdefined certain
important characteristics to ensure effective learning:
inclusion of teaching content taking into account
students’ learning styles (Cegielski et al., 2011; Maia
et al., 2017), the inclusion of standards that help
students learn, monitoring the student's level of
knowledge, the inclusion of games, inclusion of a
development environment based on algorithms.
Based on this logic, several tools were developed with
different characteristics but with a single purpose: to
provide a learning experience closer to students'
needs. We find various tools based on different
approaches, for example, Blocks approach Price &
Barnes (2015), storytelling approach Suh et al.
(2021), augmented reality perspective Kao & Ruan
(2022), Games approach Barnes et al. (2007), and
others with a hybrid environment that include several
approaches (Chen & Chuang, 2021). There are also
specific proposals made exclusively for mobile
environments.
Block-based tools were developed based on
Blockly
1
, a Google library created with a visual
programming environment in mind for beginners.
Programming tools like Scratch
2
, Code.org
3
, CS First
4
or App Inventor
5
were developed using this library.
In a systematic study by Coelho et al. ( 2023),
corresponding to the period from 2011 to 2022 on,
about mobile tools for learning mobile programming
in higher education, they highlight 12 important tools
for initial programming learning with a positive
impact on the teaching and learning process,
providing greater motivation and improved
performance.
Despite the existence of several studies
addressing the issue of programming learning, for the
African context and specifically for the Mozambique
context, there are not many cases in the literature that
highlight this problem.
To understand the particularities of the
Mozambican context, we want to characterize the
learning preferences of Mozambican students.
Therefore, in a first phase, the index of learning style
(Referece), was validated, and predominant learning
styles were identified. We verified that most students
do not have a marked learning style and are placed in
1
https://developers.google.com/blockly
2
https://www.scratchjr.org/
3
https://code.org/
the mild preference with a slight visual, sensing,
sequential, and active tendency.
Next, we sought to understand the panorama of
initial programming learning in Mozambique through
the perception of lecturers and students about learning
difficulties, learning strategies, assessment
mechanisms, barriers, and tools used. Several factors
g were identified. The lack of prior knowledge about
technology is referred to as an influencing aspect, as
in this context, most students only establish their first
contact with programming and computers in higher
education (Reference). In a context where Portuguese
is the official language, the language barrier was
another important consideration because the syntax of
programming languages is based on the English
language.
Furthermore, initial programming learning has
been based on textual programming environments
such as Turbo C and Dev Cpp as preferred
environments (References). However, these
environments were not developed with initial
programming pedagogical considerations in mind but
rather for professional program development.
However, the transition to development environments
needs to be properly monitored to ensure effective
learning, initially adopting more effective learning
tools (Cheah, 2020; Gomes & Mendes, 2007; Mohd
et al., 2013).
Several programming learning environments have
been created and adopted as precursors and
facilitators of the initial programming learning
process, thus presenting integrated environments
essentially based on visual resources. Visual tools
have been seen as alternatives to provide more
student engagement. Among the visual tools widely
used in different contexts, the following stand out:
Scratch (Wilson & Moffat, 2010), Appinventor, code
org. However, the environments provided have the
disadvantage of being in blocks and in the perspective
of several authors, these environments are widely
used in contexts where students learn programming at
secondary level and the resources presented have a
childish tendency (Good, 2018; Nhadumbuque et al.,
2024; Saito et al., 2017). Due to limited technological
infrastructure, in the Mozambican context most
students establish their first contact with the computer
and with the initial learning content of programming
in higher education
In addition, the textual environments widely used
in this context for initial learning phase do not seem
to be suitable for most students due to the prevalence
4
https://csfirst.withgoogle.com/s/en/home
5
https://appinventor.mit.edu/
Understanding the Lecturers’ Perception About a Programming Learning Prototype
401
of failures in several computer science courses and
related areas, and due to the lack of interactivity,
negatively affecting the level of student motivation
(Wilson & Moffat, 2010).
Based on all these considerations, we defined a
prototype to help learn initial programming, through
metaphors that reflect the cultural context and the
specific needs of Mozambican students. The present
work is a continuation of a previous one related to the
Perception of Lecturers and Students about an Initial
Programming prototype, in which the usefulness of
the present prototype as a programming learning tool
was studied, having obtained a positive perception
regarding its usefulness as a programming learning
tool. However, certain suggestions were made mainly
in the way the system is presented. .
Regarding the content, the previous study only
covered concepts of variables from creation,
assignment, and accumulation. In this version, there
were improvements and inclusion of new scenarios
related to the decision, repetition structures and
exercises. This work seeks to answer 2 research
questions:
R1: What is the lecturers' perception of the
prototype regarding the usefulness,
complexity, and level of organization of the
learning content?
R2: How can the narratives and scenarios of
the prototype be adjusted to better reflect the
reality of students and increase its
effectiveness in teaching and learning?
This paper has three main parts, of which the
introduction provides a brief contextualization of the
work and presents the main contributions in terms of
literature, followed by the methodology section that
seeks to explain the steps to carry out this work, the
description of the prototype, the main results, then the
main results discussion are presented and finally the
main conclusions.
2 METHODOLOGY
This study has a qualitative nature with an emphasis
on a case study. Seven higher education lecturers
from two universities with 7 to 16 years of experience
participated in this study. As illustrated in Table 1,
regarding the level of lecturers, two have PhD level,
4 with master's degrees, and one is graduated.
In the data collection process, semi-structured
interviews were used. As mentioned by Sönmez
(2013), this type of technique has the advantage of
allowing open and closed questions with the
possibility of adapting the questions depending on the
lecturers' responses, obtaining from this form relevant
information. The interviews lasted a minimum of 60
minutes and a maximum of 120 minutes. After the
collection process, lecturers were asked to review the
interview transcripts to validate the information
provided and ensure greater reliability, as mentioned
by (Creswell, 2009).
Table 1: Lecturers profile.
Lecturer Gender Years of
ex
p
erience
Field area Academic
Level
L1 Male 7 Informatic Graduate
d
L2 Male 16 Informatic PhD
L3 Male 13 Informatic
/Multmedia
design
Master
L4 Male 15 Informatic PhD
L5 Male 14 Informatic Maste
r
L6 Famele 14 Multmedia
design
Master
L7 Male 11 Informatic Maste
r
The closed questions are based on the Likert scale
and seek to respond to 3 main aspects: usefulness,
clarity and level of organization. As illustrated in
table 2, the usefulness of the prototype is based on
question Q1, with response options varying from very
useful (5), useful (4), more or less (3), less useful (2)
to not useful (1). To verify the clarity of the prototype,
question Q2 was used, with response options very
clear (5), clear (4), more or less (3), less clear (2), and
not clear. Regarding the level of organization, the
prototype is based on question Q3, with response
options very well organized (5), well organized (4),
more or less (3), less organized (2) and disorganized.
Table 2: Closed questions.
Q1 How do you assess the usefulness of the content
presented in the context of the concept
p
resented?
Q2 Does the prototype provide enough clarity to
facilitate learnin
g
of the conce
p
t?
Q3 Is the scenario presented well-organized and
accessible for students to understand the
conce
p
ts?
As illustrated in table 3 the open questions, were
guided by questions G1 and G2 illustrated in table 3,
and as the conversation flowed naturally and
dynamically, other questions were formulated with
the aim of deepening the perception of these concepts.
CSEDU 2025 - 17th International Conference on Computer Supported Education
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Table 3: Open questions.
G1 The prototype's narratives and scenarios are able
to create a realistic connection with the students'
reality, especially in the Mozambican context?
G2 What would you recommend to make the
prototype more accessible or effective as a tool
to support the teaching and learning process?
2.1 Ethical Considerations
To safeguard ethical aspects, this work was carried
out respecting the ethical principles established in
Marczyk et al. (2005): respect for the interviewees
expressing the right to participate freely without
coercion, being intended for a beneficial action, being
based on the principle of fairness in choosing
participants. To preserve these principles, all
participants freely expressed their desire to
participate in the study, mainly because it addressed
a problem that also concerns them. The selection of
lecturers to participate in the study was randomly
chosen based on their experience in teaching
programming subjects. They participated freely in the
study and signed the free and informed consent form.
2.2 Data Analysis
In the data analysis process, the content analysis
technique was used. As mentioned Kothari (2004),
content analysis consists of carrying out an analysis
of information obtained from various verbal textual
sources to understand its meaning. From the
perspective of Giannantonio (2010), this method
presents specific characteristics: it requires an
exhaustive reading of the amount of text under
analysis, articulation, or interpretation of the text in
other narratives adjusted to the context under study
that corresponds to the social hermeneutic circle.
Following this approach, the recorded interviews
were transcribed, and the text was organized to
compare differences and similarities. Afterward, the
interviewed teachers were engaged to evaluate how
closely the written content aligns with their
perceptions. The prototype is based on a story that
mirrors the reality of the village of Quissico. The
complete story is described in (Reference). This
Village is located in the southern region of
Mozambique, which was initially a prosperous
region, but after a civil war and being devastated by
floods ended up being affected by a cycle of poverty
that forced the community to find a way out. The
community decided to create a community safe where
members decided to make contributions to the
community, and the ruler was the person responsible
for collecting the amounts. The prototype based on a
web platform was designed taking into account this
story using a storytelling approach to explain several
initial programming learning concepts. It also
integrates a visual environment. Content is presented
in the form of episodes (Table 4).
Table 4: Overview of scenarios.
Units Episodes/Cenarios
Information
tips
Constant
Variable creation
Assignment of value
Visualization of information
Accumulation of quantities
Exercises
Control
structure
Selection structure
Repetition structure for and while
Figure 1: Overview of scenarios.
2.3 Description of Scenarios
The scenarios were divided, considering the types of
information and the main control structures.
Figure 2: Constant concept.
In Figure 2, the concepts are illustrated, based on
the village of Quissico, and a description of those
concepts relating to the history of the village
explained. Then, when clicking on the code button, a
summary in the form of a pseudocode can be viewed
(See figure 3).
Understanding the Lecturers’ Perception About a Programming Learning Prototype
403
Figure 3: Pseudocode representation.
2.3.1 Information Tips
Regarding the notion of variable, several scenarios
are simulated that reflect the creation, assignment of
a value, visualization of value for the purpose,
assignment of value, and accumulation of quantities
and exercises.
Constant - it is highlighted that throughout a
program, it never changes, just like the village
name and the year of foundation, which
remain the same over time.
Variable creation - the chief (Ruler) carries the
safe to the designated location, thus creating a
specific location to store contributions. The
variable name is savings.
Assignment of value - The Ruler goes to the
house, collects the first contribution and
deposits it in the safe. In other words, it
assigned an initial value to it. Now, the safe
has a defined starting value and is ready to
receive additional resident contributions.
Visualization - the current value of the
“savings” variable is displayed on the vault
display so that everyone in the village knows
how much money has already been raised,
thus serving as a reminder of the progress of
the village's savings and encouraging residents
to continue to contribute.
Accumulation of amounts - The Ruler
continues his journey of collecting
contributions, and this time he collects the
amount in another house. Assuming that the
previous deposit has already been made, the
value of the safe will be updated.
Exercises The prototype includes multiple
choice exercises and exercises to complete the
missing code or instruction. Figure 4 presents
an exercise on value assignment, where the
student is required to complete the
corresponding pseudocode to assist the Ruler
in collecting the contribution and depositing it
in the safe.
Figure 4: Pseudocode completion exercise
2.3.2 Control Structures
Selection structure - After collecting
contributions, it is decided to check the
available financial capacity to make different
decisions respecting the logic of the selection
structures. It was decided that if the remaining
value is less than 5, hoes are acquired; if less
than 10, machetes; if less than 20, shovels;
and, if larger than 20 saws are acquired.
Repetition structure - the logic used is
summarized in a while and for repetition
structure. In the first repetition structure, the
Ruler does not know how many times the
cycle will be repeated, i.e. how many houses
he will collect contributions, while in the for
repetition structure he already knows in
advance how many houses he will collect
contributions, i.e. the number of times to
collect contributions.
Figure 5: Repetition scenario.
3 RESULTS
Questions Q1, Q2 and Q3 served as a basis for
assessing the usefulness, clarity, and organization of
the prototype content respectively. The results are
presented below.
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3.1 Lecturers’ Perception
3.1.1 Lecturers' Perception
Regarding the trend of responses in these aspects,
there is a positive and very positive perception, and
the responses vary from very useful/ very clear/ very
well organized to useful/ clear/ well organized, except
in one case of a lecturer (L2) who responded more or
less useful in the concept of information
visualization. From this lecturer's perspective, instead
of viewing the total value available in the safe, it
should be possible to view the content inserted in the
safe. The perception of lectures regarding usefulness,
clarity, level of organization and general perception
of the prototype is described below.
3.1.2 Utility
In relation to the concepts of constant, value
accumulation, variable creation, selection structure,
most lecturers reported that there is a positive
perception, 3 responded very useful, and 4 responded
useful. Regarding the creation of variables, the
attribution of value, repetition structure while and for,
there was also a positive perception, 4 lecturers
responded very useful and 3 responded useful.
Regarding the concept of information visualization,
there is also a positive perception, and 3 lecturers
responded that the content is well organized; 3
reported that it is very well organized, except for one
lecturer who said that the content is not well
organized. In relation to the concepts of repetition and
the exercises presented, the majority have a very
positive perception, with 5 lecturers mentioning that
the content is very well organized and 2 mentioned
that it is well organized.
3.1.3 Clarity
Regarding the response trend about the clarity of the
prototype in the different concepts presented, there
was a positive perception, and the responses ranged
from very clear to clear, except for one case of a
lecturer who responded more or less clearly in the
concept of information visualization. Regarding the
perception of the concept of constant, creation of
variables, decision structure, selection structure,
while repetition structure and formulated exercises,
the majority agree that the prototype presents the
contents clearly; 3 responded very clear, and 4 clear.
Regarding the concept of value assignment and
repetition structure, the majority agreed that the
content is very clear, with 5 responding that the
content is very clear and 2 that it is clear. Regarding
the concepts of information visualization and
accumulation of values, there is also a positive
perception, with 3 agreeing that there is a lot of clarity
in the presentation of this content, three agreeing that
the concept is clear and 1 stating that the concepts are
more or less clear.
3.1.4 Organization
Regarding the trend of responses on the level of
organization of the teaching and learning content
presented, it can be seen that most lecturers have a
positive perception regarding the organization of
constant content, creation of variables and selection
structure. The majority responded that the teaching
content is well organized, of which 3 lecturers
responded that the teaching content is very well
organized and the rest said that it is well organized.
Regarding the concepts of value assignment,
accumulation of values, and repetition structure, most
lecturers responded that the content is very well
organized, with 4 lecturers sharing this opinion and 3
with a view that the content is well organized.
Can the Prototype's Narratives and Scenarios
Create a Realistic Connection with the Students'
Reality, Especially in the Mozambican Context?
In relation to the prototype's connection with the
Mozambican reality, several aspects were considered,
which reveal a positive perception of the use of the
prototype as a learning tool.
L2 lecturer stated that “it is a very simple way of
motivating students to learn ”using examples inspired
by the student's reality. Therefore, the prototype is
considered valuable and allows the students to fit
better into their learning context. Lecturer L5
reinforces this idea, considering that the visual
representation of the prototype directs the student's
perception; images are more explicit than text. From
L5's perspective, using Portuguese in the prototype
greatly enhances student learning, as it aligns with the
language they are most familiar with.
Lecturers L1 and L2 cited the need to promote
greater transparency in the management of values
arising from contributions, and encourage finding
ways to show the community what value is actually
available in the safe. From this perspective, lecturer
L1 suggests the inclusion of a transparent safe as a
strategy to achieve this requirement in order to allow
visualization of the entered value.
Lecturer L3, in turn, refers the need to clarify that
showing the value of contributions on the screen is
the same thing as showing the value to the community
for accountability, and would be relevant to
Understanding the Lecturers’ Perception About a Programming Learning Prototype
405
demystify the concept of screen taking into account
the context of the village as an essential element to
simplify students’ perception.
L2 and L5 lecturers consider the tool useful and
that it can be a vehicle for learning various initial
programming learning concepts.
Regarding the concept of variable, L2 lecturer
recommends the inclusion of more examples in order
to allow for a better elucidation. For example,
considering that they can vary from 2 to 3 scenarios
simulating the same concept, he even gave an
example of using a scenario that explored the
collection of amounts to support donations for flood
victims. Regarding this aspect, lecturer L5 also
mentioned the need to include another example that
explores the concept of constant.
This is a valuable teaching innovation, which
should be widely disseminated so that everyone can
have access, stated L6.
What Improvements Are Recommended to Make
the Prototype an Excellent Tool to Support the
Teaching and Learning Process?
Several improvements were suggested by the
lecturers to make the prototype an effective tool in the
teaching and learning process. An essential aspect of
programming learning is the notion of variables and
their types. In the scenario about creating variables,
this notion is not mentioned. Hence, lecturers L1, L6
and L7 recommend the inclusion of data types that
consider numerical and literal data. As lecturer L6
points out, this characteristic is essential to ensure
alignment with the programming languages used,
such as C, which already incorporate this
characteristic.
Lecturer L1 highlighted that the concept of a
constant is well contextualized, mentioning that "new
paintings can be done or new houses built, but the
name of the village continues Quissico, and the year
of the foundation remains the same".
Regarding the value accumulation scenario,
lecturer L1 also suggests placing the instruction
savings + 10 for savings + increase, and in the
perspectives of L1 and L4, the placement savings =
savings + 10 needs to be clearly explained as it may
be difficult to understand for those who are just
starting.
Lecturers L2 and L4 recommend modifying the
scenario about value accumulation to position
contributions in the 2nd house, as the lecturers'
perception is that it is the same house contribution.
Lecturer L2 emphasized the importance of
incorporating feedback into the exercises, suggesting
that students be directed to revisit specific chapters or
scenarios for improvement if they make mistakes
during problem-solving. He also highlighted the need
to diversify the proposed exercises and include an
exercise on differentiating the concepts of constant
and variables. Lecturer L4 emphasized the need to
include more examples to better clarify the concept of
variables, providing the possibility of creating more
variables in addition to savings, as long as they are
aligned with the context of the history of the village
of Quissico. To improve clarification, the lecturer
suggested creating variables such as family number,
amount collected, and the name of the ruler since only
one example would not explain everything properly.
Lecturer L4 pointed out a limitation in the space
available to display the code in the scenario. He noted
that, as new scenarios are created, the space at the
bottom becomes insufficient. Therefore, he
recommended exploring the space at the top of the
houses to place the code, allowing it to expand as the
content develops.
Furthermore, lecturer L4 observed that when the
contribution value is entered, it appears as $10, but
the visualization shows the value as $10. From the
lecturer's perspective, since this is a visualization
scenario, it is necessary to find a way to harmonize
the visualization of the value in the same way as it
appears in the scenario.
Regarding the code visualization scenario, the
lecturer points out the need to replace the command
"escreva" (write) with the command "imprimir”
(print). He stated that students may create confusion
in this process by doubting whether it is an action to
be performed by the computer or by the student. The
term "imprimir" seems to be the most appropriate
because it dispels doubts and clarifies the action to be
performed by the computer.
Regarding the accumulation scenario, lecturer L5
states that an instruction such as savings = savings1 +
savings2 could be used, where savings1 represents
the value of the first collection and savings2 the value
of the second collection. The logic of the "while" loop
structure could be adjusted so that the ruler continues
to make contributions as long as there are remaining
contributions, or collects values until reaching a
predefined goal, such as acquiring irrigation
equipment
For proposed exercises, the lecturers consider
them to be interactive, and the sections where the
student can complete the missing pseudocode are
especially important for learning.
Regarding the scenario on the selection structure,
lecturer L5 points out that in the initial phase, the use
of "else" could be omitted, giving priority to the
CSEDU 2025 - 17th International Conference on Computer Supported Education
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simple selection structure, in which the value stops
being displayed only when the option is true.
Lecturer L6 suggested intensifying the exercises
on editing pseudocode and pointed out the importance
of clearly specifying the content of the contributions
to be stored in the safe.
He also highlighted the importance of indicating
moments in which the variable is created, but without
assigning an initial value, and suggested that
"contribution" could be considered a variable, since
each contribution will have a different value.
Lecturer L7 recommended a change in the
sequence of the content presented, suggesting that the
concept of variable be addressed before the concept
of constant.
In addition, the exercises could be interactive,
requiring the editing of pseudocode as a condition for
advancing to subsequent scenarios.
Lecturer L7 also agrees that the prototype is
useful as a teaching and learning tool. However, the
inclusion of an introductory chapter that addresses
content such as operators and rules for creating
identifiers would further simplify perception for
students.
3.2 Discussion
The perception of lecturers about the prototype is
positive and lecturers highlighted that the prototype is
useful, with properly organized scenarios providing
clarity as an initial support tool for initial
programming learning.
The need to include literal and numerical data
types referred to by teachers L1, L6 and L7 to ensure
alignment with the programming languages used in
the initial phase, can be achieved by adding new
scenarios that explore these concepts. The notion of
numerical data can be easily achieved by clarifying
that the savings variable is similar to a numerical
variable that stores the contributions' values. For the
literal variable, you can use the name of the region,
clarifying that this variable assumes the name of the
region and if the village residents name a new region,
the variable name will assume the name of the new
region.
The addition of a literal variable can be used using
the name of the ruler, noting that when changing the
ruler, the content of the variable name will also
change.
There is a positive perception regarding the use of
the prototype as a teaching/learning tool, indicating a
convergence with the results achieved by Yamashita
et al. (2017) about code visualization and memory
images with a positive effect on simplifying
programming concepts and especially the content of
pointers that constitute one of the student's learning
difficulties.
When L2 stated that the use of scenarios that
explore the student's reality is a very simple way of
motivating students to learn, he agrees with the
perspective of
Savidis (2022), who considers the
Appropriate Element metaphor related to the
graphical component of the interface that seeks to
establish an analogy with real-world components.
Teacher L3 reiterates this aspect when he refers to the
need to clarify that showing the value of contributions
on the screen is the same thing as showing the value
to the community for accountability. This aspect is
essential to fit the metaphors with the projected
reality.
Lecturer L3, in turn, refers to the need to clarify
that showing the value of contributions on the screen
is the same thing as showing the value to the
community for accountability and would be relevant
to demystify the concept of the screen taking into
account the context of the village as an essential
element to simplify students’ perception.
L2 and L5 lecturers consider the tool useful and
can be a vehicle for learning various initial
programming learning concepts. For example,
regarding the concept of variables, L2 lecturer
recommends the inclusion of more examples in order
to allow a better elucidation. As for the number of
scenarios, he considers 2 scenarios that portray the
same concept enough. For example, considering that
they can vary from 2 to 3 scenarios simulating the
same concept, he even gave an example of using a
scenario that explored the collection of amounts to
support donations for flood victims. Regarding this
aspect, lecturer L5 also mentioned the need to include
another example that explores the concept of
constant.
It is an aspect to take into account although it is
subjective because in the same way that the L7
teacher suggests learning the concept of variable be
addressed before the concept of constant, the reverse
process can apply since the concept of constant is
simpler than that of variable. As mentioned
Brusilovsky et al. (1994), one of the guidelines for
teaching programming is that the concepts are
conveyed in a simple and incremental way,
progressing step by step to avoid overloading the
student. This aspect is framed insofar as the
placement of concepts in the scenarios is done
progressively from simple to more complex concepts.
Regarding the inclusion of the transparent safe
mentioned by lecturer L1, it is practically possible to
integrate this aspect, and it would make the
Understanding the Lecturers’ Perception About a Programming Learning Prototype
407
interaction more interesting but it does not influence
the perception of the logic of attributing the value of
the concept that is intended to be transmitted.
Furthermore, this simulation only serves as an
analogy to illustrate the attribution process and the
visualization of the assigned value is covered in
another episode, a reference to the most important
thing in this aspect is the visualization of the value
that is intended to be transmitted.
This positive perception converges with the
findings in Akhuseyinoglu et al. (2024), that linking
exercises solved explicitly has beneficial effects on
student learning, contributing to increased levels of
achievement.
The need to include more stories to explain
certain scenarios may be related to the need to
consolidate knowledge. This can also be achieved
using consolidation exercises that make the student
reflect on the learning content and as mentioned in
Ocares-Cunyarachi & Andrade-Arenas (2022), the
exercise has a beneficial effect, thus contributing to
increasing the level of student knowledge.
There is a positive perception in the use of
exercises and scenarios that reflect the student's
reality, converging with the perception of Tan et al.
(2009), who consider the use of exercises and
examples with illustrations as important elements in
student learning. Furthermore, programming skills do
not appear naturally, they need to be trained, and
exercises play a fundamental role in this perspective
(Cachero et al., 2020). However, it would be
beneficial to include more exercises that explore
different learning domains considering the levels of
the bloom taxonomy proposed in Shargabi et al.
(2016) which are related to the development of
understanding, comparison, analysis, application and
creation skills.
This positive perception increasingly reinforces
the use of the prototype to support the teaching and
learning process.
4 CONCLUSION AND FUTURE
WORK
Taking into account the teachers' perceptions
regarding the prototype, the tool appears to be
relevant and promising as a resource for initial
learning of the basic concepts of programming
learning. Teachers highlighted the inclusion of
narratives and scenarios that reflect the local reality
of the student's village of Quissico as important
elements to create the necessary motivation for
students' engagement in the teaching and learning
process. The use of the Portuguese language is also
seen as an element that facilitates learning, as it is a
language with which students are familiar.
The use of visual metaphors based on the students'
context are also seen as elements that can provide
greater interactivity. However, for a better adaptation
to the context, teachers highlighted the need to
include data typification, readjustments in control
structure concepts, and inclusion of feedback in
exercises as elements that can improve students'
learning experience.
The study only presents results related to
lecturers' perception of the system. Although this is a
positive perception, further studies are needed to
obtain feedback from students and advance to the
experimental phase through an observational study to
measure the prototype's performance in the teaching
and learning process.
ACKNOWLEDGMENTS
This work is financed through national funds by FCT-
Fundação para a Ciência e a Tecnologia, I.P., in the
framework of the Project 10.54499/PRT/BD/
152690/2022 and UIDP/00326/2025
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