Many people are learning programming on their own using various online resources. Unfortunately, learners using these resources often be- come disengaged or even quit when encountering an obstacle they cannot overcome without additional help. Teachers in a classroom can provide this type of help, but this may be impractical or impossible to implement in online educational settings. To address this issue, we added a visually- oriented hint system into an existing online educational game designed to teach novices introductory programming concepts. We implemented three versions of the hint system, providing equivalent information for each level of the game, adjusting the amount of interactivity between versions. The first version consisted of a static image with text showing how to solve a level in a single panel. The second version included a series of images that allowing users to scroll through hints step-by-step. The final version showed a short video allowing users to play, pause, and seek through animated hint(s). In total, we had 150 people play the game, randomly assigned to one of these three versions of the hint system. We found that users had a strong preference for the video version of the hint system, completing more levels. Based on these findings, we propose suggestions for designers of online educational tools to better support their users.
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Predicting abandonment in online coding tutorials
Learners regularly abandon online coding tutorials when they get bored or frustrated, but there are few techniques for anticipating this abandonment to intervene. In this paper, we examine the feasibility of predicting abandonment with machine-learned classifiers. Using interaction logs from an online programming game, we extracted a collection of features that are potentially related to learner abandonment and engagement, then developed classifiers for each level. Across the first five levels of the game, our classifiers successfully predicted 61% to 76% of learners who did not complete the next level, achieving an average AUC of 0.68. In these classifiers, features negatively associated with abandonment included account activation and help-seeking behaviors, whereas features positively associated with abandonment included features indicating difficulty and disengagement. These findings highlight the feasibility of providing timely intervention to learners likely to quit.
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- Award ID(s):
- 1657160
- PAR ID:
- 10054903
- Date Published:
- Journal Name:
- IEEE Visual Languages and Human-Centric Computing
- Page Range / eLocation ID:
- 191 - 199
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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