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4th International Annual Meeting on STEM Education (IAMSTEM 2021)
August 12-14, 2021, Keelung, Taiwan and Online
Rubric-based Assessment of Programming Thinking
Skills and Comparative Evaluation of Introductory
Programming Environments
Hironori Washizaki
Professor at Waseda University, Tokyo, Japan
washizaki@waseda.jp
http://www.washi.cs.waseda.ac.jp/
Special thanks to Lecturer Dr. Daisuke Saito
Prof. Dr. Hironori Washizaki
• Professor and the Associate Dean of the Research
Promotion Division at Waseda University in Tokyo
• Visiting Professor at the National Institute of Informatics
• Outside Directors of SYSTEM INFORMATION and eXmotion
• Research and education projects
• (with Dr. Saito) Leading projects on STEM education with
a particular focus on introductory programming
environments
• Leading a large-scale grant at MEXT enPiT-Pro Smart SE
• Leading framework team of JST MIRAI eAI project
• Professional contributions
• IEEE Computer Society Vice President for Professional
and Educational Activities
• Editorial Board Member of MDPI Education Sciences
• Steering Committee Member of the IEEE Conference on
Software Engineering Education and Training (CSEE&T)
• Associate Editor of IEEE Transactions on Emerging Topics in
Computing
• Advisory Committee Member of the IEEE-CS COMPSAC
• Steering Committee Member of Asia-Pacific Software
Engineering Conference (APSEC)
• Convener of ISO/IEC/JTC1 SC7/WG20
Agenda
• Introductory programming and learning tools
• Rubric for programming education
• Case studies and validation of rubric
3
Introductory programming for kids
• 4th Industrial revolution: AI, IoT, BigData
– Providing the next generation of children with the
skills to grasp the essence, think logically, and redefine
the world in a procedural manner
– Mandatory education for elementary school students
to learn "programming thinking” in Japan:
Logical/computational thinking, goal-oriented
problem-solving, trial and error process
• How to motivate children to learn programming
and improve their retention?
– Many digital and unplugged (i.e., analog) tools for
introductory programming
4
5
100+
Research method
• Target tools
– Searched Web using Google API
– Identified 43 tools in 2017
• Qualitative evaluation of features
– Created a taxonomy
• Quantitative evaluation pre and post learning
workshop
– Assessment of understanding of programming
concepts
– Self-assessment of attitudes toward programming,
computers, and creativity
6
Taxonomy for classifying tools
1. Style of Programming
2. Programming Construct
3. Representation of Code
4. Construction of Programs
5. Support to Understand
Programs
6. Designing Accessible
Language
7. Game Elements
8. Supporting Language
9. Operating Environment
10. Interface
11. Experience
7
Daisuke Saito, Ayana Sasaki, Hironori Washizaki, Yoshiaki Fukazawa, Yusuke Muto, “Program Learning for Beginners: Survey
and Taxonomy of Programming Learning Tools,” IEEE 9th International Conference on Engineering Education (ICEED 2017)
Classification results (excerpt)
8
Style of Programming
Procedural Object-based Object-oriented Event-based
Game Elements
Scratch
Rule Goal Rewards Cooperation
Beta the Robot https://betatherobot-blog.tumblr.com/
https://scratch.mit.edu/
Daisuke Saito, Ayana Sasaki, Hironori Washizaki, Yoshiaki Fukazawa, Yusuke Muto, “Program Learning for Beginners: Survey
and Taxonomy of Programming Learning Tools,” IEEE 9th International Conference on Engineering Education (ICEED 2017)
9
Workshops
Nikkei News Paper (Oct 6th 2016) Nikkei News Paper (Nov 12th 2016)
Assessment quizzes
• Q1. Repeat
• Q2. Conditional
branch
• Q3. Finding a rule
from a given sequence
• Q4. Thinking of
algorithms using the
law in Q3
• Q5. Drawing a free
line through all
squares in one stroke
• Q6. “How did you
draw that line?” in Q5
10
Daisuke Saito, Shota Kaieda, Hironori Washizaki, Yoshiaki Fukazawa, “Rubric for Measuring and Visualizing The
Effects of Programming Learning for Elementary School Students,” Journal of Information Technology Education:
Innovations in Practice (JITE:IIP), Vol. 19, pp.203-227, 2020.
Example of Q3
Example of Q1
Assessment score improvement:
pre and post workshop
11
Workshop No.1 (N=45) 第2回 調査報告より
理解度確認テスト得点
学習前 学習後
Workshop No.2 (N=26)
Pre Post Pre Post
12
Q5. Drawing a free line through all
squares in one stroke
Scratch
(object-based and event-based)
13
https://news.mit.edu/2013/scratch-two-released-0514
Common answer
14
Repeat until all squares are reached:
Move forward while the square ahead can be reached
Turn right
Move forward 1 step
Turn right
Move forward while the square ahead can be reached
Turn left
Move forward 1 step
Turn left
Viscuit
(object-based, fuzzy rewriting)
15
DIGITAL POCKET, Dr. Yasunori Harada, https://www.viscuit.com/
Before After
Example: Moving forward
Before After
Rewriting rule
Common answer
16
Repeat until all squares are reached:
Move forward while the square ahead is unreached
Turn right
Comparison of tools
17
Assessment result summary (excerpt)
18
Tool Classification Understanding
Comprehensive
skill
Attitude
Scratch
Visual
language
Overall improvement
Problem-solving
improved
“Programming is easy”
Viscuit
Visual
language
Overall improvement
Problem-solving ,
abstraction ability
improved
Interest in programming
improved
Code
Monkey
Game
Overall improvement
(especially
conditional branch)
Problem-solving,
ability to explain
improved
Motivation for
programming improved
Lightbot Game Overall improvement
Problem-solving
improved
Interest in programming
improved
OSMO
Coding
Tangible Overall improvement
Problem-solving
improved
Interest in programming
improved
Robot
Turtles
Unplugged
Overall improvement
(especially
conditional branch)
Problem-solving
improved
Interest in programming
improved
NOTE: The results are based on the instructor's implementation of specific
content in a limited amount of time and do not capture all the characteristics
of each tool or environment.
Summary
• We identified 43 programming learning tools (in
2017)
• We can classify tools based on taxonomy
• Different tools have different learning effects:
Understanding, comprehensive skills, attitudes
• Limitation: Small number of subjects, subjects’
different backgrounds
19
Daisuke Saito, Ayana Sasaki, Hironori Washizaki, Yoshiaki Fukazawa, Yusuke Muto, “Program Learning for Beginners: Survey
and Taxonomy of Programming Learning Tools,” IEEE 9th International Conference on Engineering Education (ICEED 2017)
Daisuke Saito, Hironori Washizaki, Yoshiaki Fukazawa, “Comparison of Text-Based and Visual-Based Programming Input
Methods for First-Time Learners,” Journal of Information Technology Education: Research (JITE: Research), Vol.16, pp.209-226,
2017.
Agenda
• Introductory programming and learning tools
• Rubric for programming education
• Case studies and validation of rubric
20
Rubric design
• Need to have comprehensive assessment framework
• Levels and related learning outcomes
– SOLO: Pre-structural, Uni-structural, Multi-structural, Relational,
Extended abstract
– Revised Bloom (Krathwohl, 2002): Remember, Understand, Apply,
Analyze, Evaluate, Create
• Learning outcome and observation
– Understanding: Examination (i.e., quizzes)
– Comprehensive skills: Lecturers’ observation on learner’s behavior
– Attitude: Questionnaire-based self assessment
21
Rubric design (cont.)
• Evaluation criteria for learning programming
– Computer Science Teachers Association (CSTA) and Association
for Computing Machinery (ACM): K-12 Computer Standards
– International Society for Technology in Education (ISTE):
Standards for Computer Science Educators
22
Programming
and Computing
concepts
Program
design
Program
construction
Read, edit,
evaluate
program
Attitude Self-independent
autonomous
Cooperation
with others
Developed rubric (excerpt)
23
Designing
programs
Application of the rubric
• Examination (i.e., quizzes)
• Lecturers’ observation on learner’s behavior
• Questionnaire-based self assessment
24
Excerpt of correspondence mapping between quizzes and evaluation criteria
Summary
• We developed a comprehensive rubric based
on well-accepted taxonomies (SOLO, Bloom)
and evaluation criteria (CSTA/ACM, ISTE)
• 8 evaluation categories
– Attitude, Programming concept, Computing
concept, Designing programs, Creating programs,
Read-Edit-Evaluate programs, Self-independence,
Cooperation
• 4 levels
• Example mapping to quizzes is provided.
25
Daisuke Saito, Shota Kaieda, Hironori Washizaki, Yoshiaki Fukazawa, “Rubric for Measuring and Visualizing The
Effects of Programming Learning for Elementary School Students,” Journal of Information Technology Education:
Innovations in Practice (JITE:IIP), Vol. 19, pp.203-227, 2020.
Agenda
• Introductory programming and learning tools
• Rubric for programming education
• Case studies and validation of rubric
26
Rubric as basis for course design and
learning outcome assessment
Course
design
Course (with
observation)
Exam,
questionnaire
Rubric-based
assessment
Feedback and
refinement
Goal and
content design
based on
evaluation
criteria
Visualize
learning
outcome
Individual
feedback and
course
refinement
27
Case studies
28
Course Content
Workshop 90min
Programming
Community
ICT club
activity
120min * 5
Programming
Circuit design
Crafting
Teamwork
Elementary
school course
45min * 8
Robot
programming
Team presentation and demonstration
29
Case of elementary school course (N=19)
30
Concepts of sequence and loop
have been pre-understood.
Good improvement in problem
analysis and extraction while
deepening programming concepts.
Pre
Sequence
Repeat
Conditional
Subdivision
Analysis Extraction
Construction
and
functionalization
Design
document
Programming
language
Post
Sequence
Repeat
Conditional
Subdivision
Analysis Extraction
Construction
and
functionalization
Design
document
Programming
language
Summary of cases
• Confirmed different learning effects by courses
• Need to have more data and further validation
31
Course Content Particularly learned Overall
Workshop 90min
Programming
• Sequence
• Loop
• Conditional
Basic programming
concepts learned
Community
ICT club
activity
120min * 5
Programming
Circuit design
Crafting
Teamwork
• Loop
• Conditional
• Subdivision
• Design document
Some learning in
abstraction and
problem-solving
Elementary
school
course
45min * 8
Robot
programming
• Subdivision
• Analysis
• Construction
• Design document
Significant learning in
abstraction and
problem-solving
Summary
• Rubric can be used as basis for course design and learning
outcome assessment
• Different course types can be compared based on the
same rubric: Workshop, ICT club activity, School course
• Different course types have different learning effects
– Case of school course: Concepts of sequence and loop have
been pre-understood. There were good improvement in
problem analysis and extraction while deepening programming
concepts.
• Further validation (undergoing):
– Sampling Adequacy: E.g., Kaiser-Meyer-Olkin (KMO) test
– Reliability and consistency: E.g., Cronbach’s coefficient alpha
32
Daisuke Saito, Shota Kaieda, Hironori Washizaki, Yoshiaki Fukazawa, “Rubric for Measuring and Visualizing The
Effects of Programming Learning for Elementary School Students,” Journal of Information Technology Education:
Innovations in Practice (JITE:IIP), Vol. 19, pp.203-227, 2020.
Daisuke Saito, Shota Kaieda, Risei Yajima, Hironori Washizaki, Yoshiaki Fukazawa, Hidetoshi Omiya, Misaki
Onodera, Idumi Sato, “Assessing Elementary School Students’ Programming Thinking Skills using Rubrics,”
IEEE International Conference on Teaching, Assessment, and Learning for Engineering (IEEE TALE 2020)
Summary of summaries
• There are 40+ available programming learning tools.
– Tools can be classified based on taxonomy.
– Different tools have different learning effects.
– Tools can be adopted based on their characteristics and
fitness to learning goals.
• Rubric can be used as basis for course design and learning
outcome assessment.
– Different course types can be compared based on the same
rubric.
– Different course types have different learning effects.
– Courses can be designed based on a rubric (or framework)
and refined by monitoring assessment results.
• Future: More data and further validation
33

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Rubric-based Assessment of Programming Thinking Skills and Comparative Evaluation of Introductory Programming Environments

  • 1. 4th International Annual Meeting on STEM Education (IAMSTEM 2021) August 12-14, 2021, Keelung, Taiwan and Online Rubric-based Assessment of Programming Thinking Skills and Comparative Evaluation of Introductory Programming Environments Hironori Washizaki Professor at Waseda University, Tokyo, Japan washizaki@waseda.jp http://www.washi.cs.waseda.ac.jp/ Special thanks to Lecturer Dr. Daisuke Saito
  • 2. Prof. Dr. Hironori Washizaki • Professor and the Associate Dean of the Research Promotion Division at Waseda University in Tokyo • Visiting Professor at the National Institute of Informatics • Outside Directors of SYSTEM INFORMATION and eXmotion • Research and education projects • (with Dr. Saito) Leading projects on STEM education with a particular focus on introductory programming environments • Leading a large-scale grant at MEXT enPiT-Pro Smart SE • Leading framework team of JST MIRAI eAI project • Professional contributions • IEEE Computer Society Vice President for Professional and Educational Activities • Editorial Board Member of MDPI Education Sciences • Steering Committee Member of the IEEE Conference on Software Engineering Education and Training (CSEE&T) • Associate Editor of IEEE Transactions on Emerging Topics in Computing • Advisory Committee Member of the IEEE-CS COMPSAC • Steering Committee Member of Asia-Pacific Software Engineering Conference (APSEC) • Convener of ISO/IEC/JTC1 SC7/WG20
  • 3. Agenda • Introductory programming and learning tools • Rubric for programming education • Case studies and validation of rubric 3
  • 4. Introductory programming for kids • 4th Industrial revolution: AI, IoT, BigData – Providing the next generation of children with the skills to grasp the essence, think logically, and redefine the world in a procedural manner – Mandatory education for elementary school students to learn "programming thinking” in Japan: Logical/computational thinking, goal-oriented problem-solving, trial and error process • How to motivate children to learn programming and improve their retention? – Many digital and unplugged (i.e., analog) tools for introductory programming 4
  • 6. Research method • Target tools – Searched Web using Google API – Identified 43 tools in 2017 • Qualitative evaluation of features – Created a taxonomy • Quantitative evaluation pre and post learning workshop – Assessment of understanding of programming concepts – Self-assessment of attitudes toward programming, computers, and creativity 6
  • 7. Taxonomy for classifying tools 1. Style of Programming 2. Programming Construct 3. Representation of Code 4. Construction of Programs 5. Support to Understand Programs 6. Designing Accessible Language 7. Game Elements 8. Supporting Language 9. Operating Environment 10. Interface 11. Experience 7 Daisuke Saito, Ayana Sasaki, Hironori Washizaki, Yoshiaki Fukazawa, Yusuke Muto, “Program Learning for Beginners: Survey and Taxonomy of Programming Learning Tools,” IEEE 9th International Conference on Engineering Education (ICEED 2017)
  • 8. Classification results (excerpt) 8 Style of Programming Procedural Object-based Object-oriented Event-based Game Elements Scratch Rule Goal Rewards Cooperation Beta the Robot https://betatherobot-blog.tumblr.com/ https://scratch.mit.edu/ Daisuke Saito, Ayana Sasaki, Hironori Washizaki, Yoshiaki Fukazawa, Yusuke Muto, “Program Learning for Beginners: Survey and Taxonomy of Programming Learning Tools,” IEEE 9th International Conference on Engineering Education (ICEED 2017)
  • 9. 9 Workshops Nikkei News Paper (Oct 6th 2016) Nikkei News Paper (Nov 12th 2016)
  • 10. Assessment quizzes • Q1. Repeat • Q2. Conditional branch • Q3. Finding a rule from a given sequence • Q4. Thinking of algorithms using the law in Q3 • Q5. Drawing a free line through all squares in one stroke • Q6. “How did you draw that line?” in Q5 10 Daisuke Saito, Shota Kaieda, Hironori Washizaki, Yoshiaki Fukazawa, “Rubric for Measuring and Visualizing The Effects of Programming Learning for Elementary School Students,” Journal of Information Technology Education: Innovations in Practice (JITE:IIP), Vol. 19, pp.203-227, 2020. Example of Q3 Example of Q1
  • 11. Assessment score improvement: pre and post workshop 11 Workshop No.1 (N=45) 第2回 調査報告より 理解度確認テスト得点 学習前 学習後 Workshop No.2 (N=26) Pre Post Pre Post
  • 12. 12 Q5. Drawing a free line through all squares in one stroke
  • 14. Common answer 14 Repeat until all squares are reached: Move forward while the square ahead can be reached Turn right Move forward 1 step Turn right Move forward while the square ahead can be reached Turn left Move forward 1 step Turn left
  • 15. Viscuit (object-based, fuzzy rewriting) 15 DIGITAL POCKET, Dr. Yasunori Harada, https://www.viscuit.com/ Before After Example: Moving forward Before After Rewriting rule
  • 16. Common answer 16 Repeat until all squares are reached: Move forward while the square ahead is unreached Turn right
  • 18. Assessment result summary (excerpt) 18 Tool Classification Understanding Comprehensive skill Attitude Scratch Visual language Overall improvement Problem-solving improved “Programming is easy” Viscuit Visual language Overall improvement Problem-solving , abstraction ability improved Interest in programming improved Code Monkey Game Overall improvement (especially conditional branch) Problem-solving, ability to explain improved Motivation for programming improved Lightbot Game Overall improvement Problem-solving improved Interest in programming improved OSMO Coding Tangible Overall improvement Problem-solving improved Interest in programming improved Robot Turtles Unplugged Overall improvement (especially conditional branch) Problem-solving improved Interest in programming improved NOTE: The results are based on the instructor's implementation of specific content in a limited amount of time and do not capture all the characteristics of each tool or environment.
  • 19. Summary • We identified 43 programming learning tools (in 2017) • We can classify tools based on taxonomy • Different tools have different learning effects: Understanding, comprehensive skills, attitudes • Limitation: Small number of subjects, subjects’ different backgrounds 19 Daisuke Saito, Ayana Sasaki, Hironori Washizaki, Yoshiaki Fukazawa, Yusuke Muto, “Program Learning for Beginners: Survey and Taxonomy of Programming Learning Tools,” IEEE 9th International Conference on Engineering Education (ICEED 2017) Daisuke Saito, Hironori Washizaki, Yoshiaki Fukazawa, “Comparison of Text-Based and Visual-Based Programming Input Methods for First-Time Learners,” Journal of Information Technology Education: Research (JITE: Research), Vol.16, pp.209-226, 2017.
  • 20. Agenda • Introductory programming and learning tools • Rubric for programming education • Case studies and validation of rubric 20
  • 21. Rubric design • Need to have comprehensive assessment framework • Levels and related learning outcomes – SOLO: Pre-structural, Uni-structural, Multi-structural, Relational, Extended abstract – Revised Bloom (Krathwohl, 2002): Remember, Understand, Apply, Analyze, Evaluate, Create • Learning outcome and observation – Understanding: Examination (i.e., quizzes) – Comprehensive skills: Lecturers’ observation on learner’s behavior – Attitude: Questionnaire-based self assessment 21
  • 22. Rubric design (cont.) • Evaluation criteria for learning programming – Computer Science Teachers Association (CSTA) and Association for Computing Machinery (ACM): K-12 Computer Standards – International Society for Technology in Education (ISTE): Standards for Computer Science Educators 22 Programming and Computing concepts Program design Program construction Read, edit, evaluate program Attitude Self-independent autonomous Cooperation with others
  • 24. Application of the rubric • Examination (i.e., quizzes) • Lecturers’ observation on learner’s behavior • Questionnaire-based self assessment 24 Excerpt of correspondence mapping between quizzes and evaluation criteria
  • 25. Summary • We developed a comprehensive rubric based on well-accepted taxonomies (SOLO, Bloom) and evaluation criteria (CSTA/ACM, ISTE) • 8 evaluation categories – Attitude, Programming concept, Computing concept, Designing programs, Creating programs, Read-Edit-Evaluate programs, Self-independence, Cooperation • 4 levels • Example mapping to quizzes is provided. 25 Daisuke Saito, Shota Kaieda, Hironori Washizaki, Yoshiaki Fukazawa, “Rubric for Measuring and Visualizing The Effects of Programming Learning for Elementary School Students,” Journal of Information Technology Education: Innovations in Practice (JITE:IIP), Vol. 19, pp.203-227, 2020.
  • 26. Agenda • Introductory programming and learning tools • Rubric for programming education • Case studies and validation of rubric 26
  • 27. Rubric as basis for course design and learning outcome assessment Course design Course (with observation) Exam, questionnaire Rubric-based assessment Feedback and refinement Goal and content design based on evaluation criteria Visualize learning outcome Individual feedback and course refinement 27
  • 28. Case studies 28 Course Content Workshop 90min Programming Community ICT club activity 120min * 5 Programming Circuit design Crafting Teamwork Elementary school course 45min * 8 Robot programming
  • 29. Team presentation and demonstration 29
  • 30. Case of elementary school course (N=19) 30 Concepts of sequence and loop have been pre-understood. Good improvement in problem analysis and extraction while deepening programming concepts. Pre Sequence Repeat Conditional Subdivision Analysis Extraction Construction and functionalization Design document Programming language Post Sequence Repeat Conditional Subdivision Analysis Extraction Construction and functionalization Design document Programming language
  • 31. Summary of cases • Confirmed different learning effects by courses • Need to have more data and further validation 31 Course Content Particularly learned Overall Workshop 90min Programming • Sequence • Loop • Conditional Basic programming concepts learned Community ICT club activity 120min * 5 Programming Circuit design Crafting Teamwork • Loop • Conditional • Subdivision • Design document Some learning in abstraction and problem-solving Elementary school course 45min * 8 Robot programming • Subdivision • Analysis • Construction • Design document Significant learning in abstraction and problem-solving
  • 32. Summary • Rubric can be used as basis for course design and learning outcome assessment • Different course types can be compared based on the same rubric: Workshop, ICT club activity, School course • Different course types have different learning effects – Case of school course: Concepts of sequence and loop have been pre-understood. There were good improvement in problem analysis and extraction while deepening programming concepts. • Further validation (undergoing): – Sampling Adequacy: E.g., Kaiser-Meyer-Olkin (KMO) test – Reliability and consistency: E.g., Cronbach’s coefficient alpha 32 Daisuke Saito, Shota Kaieda, Hironori Washizaki, Yoshiaki Fukazawa, “Rubric for Measuring and Visualizing The Effects of Programming Learning for Elementary School Students,” Journal of Information Technology Education: Innovations in Practice (JITE:IIP), Vol. 19, pp.203-227, 2020. Daisuke Saito, Shota Kaieda, Risei Yajima, Hironori Washizaki, Yoshiaki Fukazawa, Hidetoshi Omiya, Misaki Onodera, Idumi Sato, “Assessing Elementary School Students’ Programming Thinking Skills using Rubrics,” IEEE International Conference on Teaching, Assessment, and Learning for Engineering (IEEE TALE 2020)
  • 33. Summary of summaries • There are 40+ available programming learning tools. – Tools can be classified based on taxonomy. – Different tools have different learning effects. – Tools can be adopted based on their characteristics and fitness to learning goals. • Rubric can be used as basis for course design and learning outcome assessment. – Different course types can be compared based on the same rubric. – Different course types have different learning effects. – Courses can be designed based on a rubric (or framework) and refined by monitoring assessment results. • Future: More data and further validation 33