TY - JOUR
T1 - Programming trajectories analytics in block-based programming language learning
AU - Jiang, Bo
AU - Zhao, Wei
AU - Zhang, Nuan
AU - Qiu, Feiyue
N1 - Publisher Copyright:
© 2019 Informa UK Limited, trading as Taylor & Francis Group.
PY - 2022
Y1 - 2022
N2 - Block-based programing languages (BBPL) provide effective scaffolding for K-12 students to learn computational thinking. However, the output-based assessment in BBPL learning is insufficient as we can not understand how students learn and what mistakes they have had. This study aims to propose a data-driven method that provides insight into students' problem-solving process in a game-based BBPL practice. Based on a large-scale programing dataset generated by 131,770 students in solving a classical maze game with BBPL in Hour of Code, we first conducted statistical analysis to extract the most common mistakes and correction trajectories students had. Furthermore, we proposed a novel program representation method based on tree edit distance of abstract syntax tree to represent students' programing trajectories, then applied a hierarchical agglomerative clustering algorithm to find the hidden patterns behind these trajectories. The experimental results revealed four qualitatively different clusters: quitters, approachers, solvers and knowers. The further statistical analysis indicated the significant difference on the overall performance among different clusters. This work provides not only a new method to represent students' programing trajectories but also an efficient approach to interpret students' final performance from the perspective of programing process.
AB - Block-based programing languages (BBPL) provide effective scaffolding for K-12 students to learn computational thinking. However, the output-based assessment in BBPL learning is insufficient as we can not understand how students learn and what mistakes they have had. This study aims to propose a data-driven method that provides insight into students' problem-solving process in a game-based BBPL practice. Based on a large-scale programing dataset generated by 131,770 students in solving a classical maze game with BBPL in Hour of Code, we first conducted statistical analysis to extract the most common mistakes and correction trajectories students had. Furthermore, we proposed a novel program representation method based on tree edit distance of abstract syntax tree to represent students' programing trajectories, then applied a hierarchical agglomerative clustering algorithm to find the hidden patterns behind these trajectories. The experimental results revealed four qualitatively different clusters: quitters, approachers, solvers and knowers. The further statistical analysis indicated the significant difference on the overall performance among different clusters. This work provides not only a new method to represent students' programing trajectories but also an efficient approach to interpret students' final performance from the perspective of programing process.
KW - Block-based programing
KW - computational thinking
KW - learning trajectories analytics
UR - https://www.scopus.com/pages/publications/85081233135
U2 - 10.1080/10494820.2019.1643741
DO - 10.1080/10494820.2019.1643741
M3 - 文章
AN - SCOPUS:85081233135
SN - 1049-4820
VL - 30
SP - 113
EP - 126
JO - Interactive Learning Environments
JF - Interactive Learning Environments
IS - 1
ER -