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Tangible and graphical programming with experienced children: A mixed methods analysis

机译:有经验的孩子的有形和图形编程:混合方法分析

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摘要

This study applies a mixed methods approach to analyze usability, collaboration, and playfulness aspects in introductory programming activities with tangible and graphical user interfaces of two groups of students (24 primary-scholars, 8-9yo; and 14 high-scholars, 12-13yo). The students had prior experience with the two interfaces, having used them in a previous study, a year earlier. In the present work, students started programming in dyads and used both interfaces (graphical - tangible) once again, but without scaffolding and user instructions. Initially, the students carried out programming tasks and then they were allowed to freely interact with the system and develop their programs in order to explore programming concepts on their own. Quantitative and qualitative analysis were based on Fun Toolkit survey, interviews, computer logs, and video records. Usability analysis focused on retention, error rate, and convenience and showed that although no difference between the two interfaces recorded, students' perceived impression on retention was in favor of the tangible interface. Moreover, interaction with the tangible interface was perceived as more playful by all students and more appropriate for collaborative work by elder students and girls. Finally, gender effects regarding students' preferences, mostly on the graphical interface, were recorded and analyzed.
机译:这项研究采用混合方法来分析入门编程活动中的可用性,协作和娱乐性方面,使用两组学生(24名初学者,8-9岁; 14名高学者,12-13岁)的有形和图形用户界面)。这些学生以前曾在这两个界面上使用过,一年前曾在以前的研究中使用过它们。在当前的工作中,学生开始使用二元组进行编程,并再次使用了两个界面(图形的-有形的),但是没有脚手架和用户说明。最初,学生执行编程任务,然后被允许与系统自由交互并开发程序,以便自己探索编程概念。定量和定性分析基于Fun Toolkit调查,访谈,计算机日志和视频记录。可用性分析侧重于保留率,错误率和便利性,结果表明,尽管记录的两个界面之间没有差异,但学生对保留率的感知印象却倾向于有形的界面。此外,所有学生都认为与有形界面的交互更加有趣,并且更适合大龄学生和女孩的协作工作。最后,记录并分析了有关学生偏好的性别影响,主要是在图形界面上。

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