Open-ended tasks can be both beneficial and challenging to students learning to program. Such tasks allow students to be more creative and feel ownership over their work, but some students struggle with unstructured tasks and, without proper scaffolds, this can lead to negative learning experiences. Scratch is a widely used coding platform to teach computer science in classrooms and is designed to support learner creativity and expression. With its open-ended nature, Scratch can be used in various ways in the classroom to meet the needs of schools and districts. One challenge of using Scratch in classrooms is supporting learners in exploring their interests and fostering creativity while still meeting the instructional goals of a lesson and ensuring all students are engaged with, and understand, focal concepts and practices.
In this paper, we investigate the use of planning sheets to fa- cilitate novice programmers designing and implementing Scratch programs based on open-ended prompts. To evaluate the plan- ning sheets, we look at how closely students’ implemented Scratch projects match their plans and whether the implemented Scratch projects met the technical requirements for the given lesson. We analyzed 303 Scratch projects from 155 middle grade students (ages 10-14) who were introduced to programming via the Scratch Encore Curriculum. Completed Scratch projects that used planning sheets (202) were qualitatively coded to evaluate how closely they matched the initial plan, and Scratch programs (303) were analyzed with an automated grader to check if technical project requirements were met. Our results reveal that students that used planning sheets met significantly more technical project requirements and had more complex structures than those that did not have planning sheets. Results differ based on teacher and type of planning sheet used (physical vs. virtual). This work suggests that planning sheets are a helpful tool for young learners when completing open-ended coding projects.
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The Effects of Providing Starter Projects in Open-Ended Scratch Activities
Given the importance of broadening participation in the field of computing, goals of supporting personal expression and developing a sense of belonging must live alongside the goals of conceptual knowledge and developing disciplinary expertise. Integrating opportunities for students to be creative in how they enact computing ideas plays an important role when designing curricula. We examine how student creativity, as expressed through theme and the use of costumes, backdrops, and narrative in Scratch projects, is affected by using a themed starter project. Starter projects are Scratch projects that include a set of sprites and backdrops aligned to a theme (e.g. baseball), but no code. Using within-group and between- group comparisons, we establish a baseline of what students do when they are given a starter project and explore how their projects differ in the absence of a starter project. This work contributes to our understanding of the impacts of structured elements within open-ended learning tasks and how we can design computer science learning experiences for students that promote opportunities for self-expression while engaging them in computing.
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- Award ID(s):
- 1738758
- NSF-PAR ID:
- 10293772
- Date Published:
- Journal Name:
- The 52nd ACM Technical Symposium on Computer Science Education (SIGCSE ’21)
- Page Range / eLocation ID:
- 38 to 44
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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