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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Programming Teaching Experience for Boys and Girls following a Gamified Approach</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Celeste Pizarro Applied Mathematics Dept.</string-name>
          <email>celeste.pizarro@urjc.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Diana Pérez-Marín Computer Science and Statistics Dept. Universidad Rey Juan Carlos Móstoles</institution>
          ,
          <addr-line>Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Juan Antonio Martín-García Computer Science and Statistics Dept. Universidad Rey Juan Carlos Móstoles</institution>
          ,
          <addr-line>Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>To verify these hypotheses during 2019/2020 school year, an experiment has been done with 100 students from 10 to 12 years old taking 4th, 5th and 6th school years of Primary Education</institution>
          ,
          <addr-line>from</addr-line>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Universidad Rey Juan Carlos Móstoles</institution>
          ,
          <addr-line>Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>-Teaching programming in Primary Education is a worldwide research interest topic. Currently, there are several approaches that are being analyzed with more or less success in terms of learning gains, levels of motivation, and satisfaction. In this paper, the proposal is to use a gamified approach. Hypothesis 1 (H1) is that the gamified approach will increase students' learning gains while also increasing their level of satisfaction and motivation. Hypothesis 2 (H2) is that there will be no significant differences between boys and girls from 10 to 12 years old. During the 2019/2020 academic year, an experiment was carried out with 100 students from 10 to 12 years old. All students have started their programming learning through a gamified approach, varying the resource used (teacher, Blockly, Blockly + video game). The results gathered support H1 and H2 and yield interesting results to continue analyzing the differences between the resources used.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Keywords — Teaching
gamification, Primary Education
programming,
videogame,</p>
    </sec>
    <sec id="sec-2">
      <title>I. INTRODUCTION</title>
      <p>
        Teaching programming in early ages has received a lot of
attention worldwide in the latest decades [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Some authors
assert that children could improve their understanding of the
digital world where they live and even develop their
computational thinking [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] to be able to solve life problems
with computer resources.
      </p>
      <p>This paper focuses on teaching programming to improve
primary education children’s programming abilities, while
they enjoy the learning process and keep their motivation. To
achieve this, the proposal focuses on teaching programming
in Primary Education by using a gamification approach.</p>
      <p>
        Gamification can be defined as using game design
elements in non-gaming environments to increase motivation
and satisfaction. Previous research show that gamified
environments usually get better results in education than
nongamified ones, as long as the design is done correctly. This
consists of introducing rewards, game mechanisms and global
design, not only isolated elements [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        The proposal focuses on using resources as metaphors [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]
as if programming was cooking, Blockly [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] and videogames
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Using videogames for educational purposes has proven to
      </p>
    </sec>
    <sec id="sec-3">
      <title>Research questions are the following ones:</title>
      <p>Q1. Which differences exist between results of
different groups?
Q2. Which differences exist between results from
boys and girls?</p>
      <p>Results gathered support H1 and H2. This paper is
structured in four sections: Section 2 presents the proposal,
Section 3 describes the experiment, and Section 4 ends the
paper with main conclusions and future lines of work.</p>
      <sec id="sec-3-1">
        <title>A. Gamified use of metaphors with teachers</title>
        <p>
          To teach programming teachers need a guide. In our
previous work, it was proposed the use of scripts step by step
based on metaphors [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. Underlying concept is that children
between 10 and 12 years old usually enjoy cooking, and
programming could follow the cooking metaphor.
        </p>
        <p>In both cases there is a goal, make food or achieving
program’s goal, and to get to that point instructions must be
followed step by step. In case of food, instructions would be
the recipe steps. Order is important because if, for example,
we wanted to cook a potato omelette and oil is not hot,
potatoes will not be fried correctly and omelette will not taste
good. Likewise, if we want to make a program achieve its goal
and we do not follow order of output instructions, the output
will not be the expected one.</p>
        <p>
          The playful component as was stated in the introduction
has to be planned with concrete goals [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] and challenges with
increasing difficulty levels [8]. For this reason, it is proposed
that the teacher not only uses metaphors, but that they propose
challenge to children where they have to use those metaphors
to solve a challenge, such as making a banquet and using
pseudocode programming on paper for that purpose, as
explained in [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
        </p>
        <p>Once children get certainty and rewards like being
congratulated by the teacher, acknowledgement from their
equals in class and some stickers in a physical medal board,
then challenge difficulty can be increased. This way, if they
could achieve to make the program that allowed them to make
the banquet, the following step could be making a program
that allows them to organize weekly menus of a fantasy
kingdom that could be created by teacher and students.</p>
      </sec>
      <sec id="sec-3-2">
        <title>B. Use of Blockly</title>
        <p>
          Blockly [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] is an open source visual programming
language in which programs are built using instructions as if
they were puzzle pieces. It is similar to Scratch because it also
focuses on using blocks, as it shown in Figure 1.
        </p>
        <p>Blockly has been chosen over Scratch because, in the
opinion of the authors and our proposal, because students have
a console they could use as if it were a professional
programming environment. It is also likely that students from
10 to 12 years old they have already used Scratch in previous
years (in example, between 8 and 10 years old), therefore
continuing with Blockly allows them to go deeper into
knowledge about input/output instructions, conditionals and
loops.</p>
        <p>
          Gamification integrates itself in Blockly by elements
previously described: concrete goals [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] and increasing
difficulty challenges [8]. Goals are given by the teacher
because Blockly is a blank canvas for the student to program,
but it does not have a guide to show them what to do. Same
goals as case II.A are proposed, related to input/output,
conditionals and loops concepts.
        </p>
        <p>In particular, exercises’ statements requested to children
as programming challenges in Blockly are:



</p>
        <p>Write a program to show your name in screen
(program concept, sequence, I/O).</p>
        <p>Write a program to ask how old a classmate is, and
show it in screen (program concept, sequence, I/O,
variable).</p>
        <p>Write a program to check if a number is odd or even
(program concept, sequence, conditional, I/O,
variable).</p>
        <p>Write a program to add, subtract, multiply and divide
two numbers (program concept, sequence,
conditional, I/O, variable).</p>
        <p>As in II.A case when boys and girls successfully
completed exercises, they got a congratulation and
acknowledgment from the teacher. As students were
completing exercises, they were ordered in a way that
challenges had an increasing difficulty.</p>
      </sec>
      <sec id="sec-3-3">
        <title>C. Educational videogame use</title>
        <p>Develop Learning is the proposed videogame designed
and developed to satisfy the needs of students who want to
learn programming. Figure 2 shows an example of a
screenshot of the videogame.</p>
        <p>When students were asked if they wanted to have help in
the system, most answers told that they wanted to have an
animal pet. This is why in the videogame the user represented
by the character (4) comes along with a dog as a pet named
Binary (2) which guides them through challenges that has to
overcome through pseudocode programming.</p>
        <p>The pet (2) shows texts (1) to students so they do not have
a blank canvas as it happens in Scratch or Blockly, which both
of them, despite having tutorials, they do not have accurate
instructions about what to do. In easier levels of the
videogame, the own videogame shows the code (3), while in
harder levels the difficulty increases and students have to write
the code to overcome the challenges that are introduced
through the different worlds where they are moving.</p>
        <p>When application boots, the student will find a main menu
consisting of:



</p>
        <p>Play menu, where they can access the tutorial and
different worlds and levels.</p>
        <p>Settings menu, where they can change interface
colours in minigames.</p>
        <p>Help menu, where they can check concepts in a
comprehensive way with examples. This menu can
also be accessed during minigames.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Exit button to shut down the application.</title>
      <p>The videogame interface was made in a way that it could
be used without mouse and keyboard at the same time. In other
words, when the user interacts with menus, they do not need
to use the keyboard and when they are in a minigame, they do
not need to use the mouse. They game also does not require
internet connection. These choices were made because not all
schools have a good internet connection, and also, laptops are
usually used, so using simultaneously mouse and keyboard
could get tedious.</p>
      <p>
        For each main concept to teach, there is a world: I/O,
conditionals and loops. All worlds shared the same structure:
four minigames (descriptions, choosing, reorder and fill in the
gaps), a review level and a boss as a final challenge as it shown
in Figure 3 and as it was requested by school students as the
users following a User Centered Design [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>For each minigame, the interface is the same: the console
with the code is in the upper right corner and, if there is an
explanation, it would be located as a text box at the bottom. In
boss levels, the text box with explanations and dialogs is in the
lower left corner to leave room to the text area for writing
code. Every time a minigame is completed, stars get coloured
as part of the gamified approach to rewards.</p>
      <p>In the first level minigames are focused on input/output
instructions. In description minigames, the player will have to
read closely descriptions in the console in the upper right
corner and introduce in the well the corresponding word.</p>
      <p>If they succeed, the block will stay in the well. The player
will have to do this task five times in total. If they chose a
wrong block, this and every block inside the well will be
thrown (as in a parabola to avoid coming back to the hole) and
they will have to start again.</p>
      <p>This is based on that, when starting a learning process,
attention should be paid to concepts that are being studied.
One way to achieve this is to describe those words that have
different meaning in the current context to understand further
explanations and teachings.</p>
      <p>In the choosing minigame, the player must discern the
program output, falling through a hole between three possible
ones. If they fail, they will come back to the beginning of that
floor. If they succeed, they will go to next floor, until they
reach the end of the level. The intention is to improve abstract
thinking, to understand possible environments and step ahead
of solutions to take apart knowledge from context, which
means, not to memorize exercises.</p>
      <p>In the reordering minigame, the player will have to place
blocks on stands which match with the position shown in the
console. The order of the console and stands match with
occidental reading order: the console goes from top to bottom
and stands go from left to right. Likewise, each block has the
same colour as the corresponding space to arrange in the
console.</p>
      <p>The user should look at the console on the upper right
corner and at the colour of the text that they should order,
because they match with the colour blocks and stands on the
scene. From left to right, they should place the block in their
equivalent position on the console, from top to bottom. If they
are sure about the result, they should press ‘F’ key near the
button at the back of the level to check it. If they fail, blocks
will disarrange.</p>
      <p>An important skill to solve problems is the ability to
organize elements that compose them. As in mathematics the
first thing that is tasked in an exercise is to group known data
or in morphosyntactic analysis to locate subject and predicate
first, in programming it should be logically structured with
variables at the start to use them in later instructions.</p>
      <p>In fill in the gaps minigame, the player should enter the
blocks in the stablished order. If they are right, they will light
up in green, otherwise in red. This tries to emulate usual
exercises, made to learn a language, filling empty spaces with
a word from an array so the sentence makes sense. This
minigame seeks to complement the previous ones, because at
this point, the user should understand the structure and
instructions purposes.</p>
      <p>In the review minigame, the player will go through the
four previous levels in order and in a reduced way. In other
words, they should complete description, choosing, reordering
and fill in the gaps minigames to succeed.</p>
      <p>In this level, every previous minigame will appear in
reduced versions, to build on what has been learnt and to get
ready for the final level against the boss. It is done to be similar
as the previous preparation for an exam, to remember what
they have learned and to face the test with fresh knowledge.</p>
      <p>In the boss minigame, the player should pay attention to
the helper dog Binary indications, and the boss, to manually
write code to advance. If the player makes a mistake, a basic
hint will be offered, a guide of what is required. If they make
another mistake, an explicit hint will be offered. Another
mistake, the player should start again the level.</p>
      <p>In these levels, the player should write, in the designated
area, instructions to complete the needed program, when they
are instructed to until the end of the level. Throughout this
level, if the player fails a hint will be offered to know what
they should write. If they fail again, another explicit hint will
be offered. At third fail, they will restart the level.</p>
      <p>
        This minigame was inspired by exams and final
knowledge tests to put the student in a light pressure to address
the situation in a playful way. This tries to fulfil the need of
concrete objectives and challenges to get good results with
videogames [
        <xref ref-type="bibr" rid="ref7">7,8</xref>
        ].
      </p>
    </sec>
    <sec id="sec-5">
      <title>III. EXPERIMENT</title>
      <sec id="sec-5-1">
        <title>A. Sample</title>
        <p>100 Primary Education students from 10 to 12 years old
has participated in the experiment. 46% of them are boys and
54% are girls, from two public schools from Madrid.</p>
        <p>94% of students answered the user profile survey, used as
reference for designing and developing the gamified system.
In this user profile survey, there were questions about how
familiar they were with technology and videogames, their
personal preferences, how they handled challenges and their
willingness to programming.</p>
        <p>The goal of these questions was to establish how to
approach the design of help systems, menu navigation, how
long where game sessions and what goals had to be
accomplished. Another goal for these questions was to
establish the structure and dynamic for the programming
classes since these concepts are new for these students.</p>
      </sec>
      <sec id="sec-5-2">
        <title>B. Procedure</title>
        <p>During the research, students were allocated in three
groups: students using Blockly + videogame, students using
Blockly and students taught by the teacher.</p>
        <p>All groups followed a gamified approach. Since the
videogame was in development during these classes were
being taught, first sessions were covered always by Blockly
(except for the group taught by the teacher, which only used
blackboard, chalk, paper and pen) and it was since January
when videogame could also be used for the Blockly +
videogame group.</p>
        <p>Every group made a programming pre-test (October 2019)
to check initial concepts that could have been obtained
externally, and also to check how old students were and what
devices they usually use. For resolving this test, it was
required to have knowledge about the following concepts:



</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Implementation of an output instruction.</title>
      <p>Implementation of an input instruction and an output
instruction.</p>
      <p>Implementation of output instructions specified by
conditional blocks.</p>
      <p>Implementation of an infinite loop, with output
instructions.</p>
      <p>This test was presented again to students after four
sessions (December 2019) to check their progress until that
date, reviewing differences between groups.</p>
      <p>These sessions, in the three groups, consisted in lessons
about the following basic programming concepts: variable,
memory, instruction, sequence and program. Groups also
worked in exercises, with previously mentioned resources,
requesting to introduce the input and output flow of a program,
with exampled based on natural language that allowed
students to associate familiar concepts with the ones that were
being presented to them.</p>
      <p>Class dynamic was structured always in the same way: it
was started with a recap of previously explained teachings,
after that, a new definition was introduced, and then students
had to do a new practical exercise to solidify acquired
concepts, solving any doubts that could be asked.</p>
      <p>The same test was presented again to students in February
2020, just before the lockdown due to COVID-19, which
disallowed to continue with the investigation, since every
onsite class in Spain was cancelled. The goal was to check the
evolution in grades of students from each group to evaluate
the gamified approach and if there were any differences
between boys and girls.</p>
      <sec id="sec-6-1">
        <title>C. Results</title>
        <p>In the first place, a descriptive study of data is made, which
shows grades obtained in the test made in different dates:
October 2019, December 2019 and February 2020.</p>
        <p>Figure 4 shows box plots regarding the punctuation
variable, separate by the different proposals. Table II sums up
the numerical results. This table does not show the median,
since its value its always 0.00. As can be seen, in October 2019
students did not know how to correctly answer any question.</p>
        <p>Subsequently, in December 2019, student groups that used
Blockly and Blockly with Develop Learning showed a similar
behaviour. Worst average results were obtained from control
group.</p>
        <p>It should be mentioned that the three distributions are
strongly asymmetrical to the right, which means that there is
a greater clustering of students with low grades in every case.
The median in the three cases is 0, but the average is higher
due to this asymmetry.</p>
        <p>However, in February 2020, the control group’s data
distribution becomes symmetrical to the left, which means
that there is a high clustering of high grades over low grades.
Therefore, even if there are a lot of atypical data, median
shows that this control group is the one that got better results.
There is a greater scatter in data from Blockly and videogame
groups.</p>
        <p>Related to meaningful differences that could be between
different groups, and on the basis of a scenario where there are
not any previous learning from students as can be seen in their
grades, a process to check if there are differences between
groups is started.</p>
        <p>For that purpose, a two factors with interaction Anova has
been performed, where one factor is the month when the test
was performed and the other one is the group (teacher,
Blockly, Blockly + videogame), and the obtained grade as the
answer variable. Table III shows the obtained results.</p>
        <p>It can be seen that there are no isolated meaningful
evidence between groups, but there are in months. A more
detailed analysis of this result is found in a post-hoc analysis.
This analysis shows that the meaningful difference between
grades is found related to October, in other words, there are no
meaningful differences between December and February
grades, but between October and December and between
October and February, something that was already guessed in
the previous descriptive study.</p>
        <p>TABLA III. ANOVA OF TWO FACTORS WITH INTERACTION</p>
        <p>Month
Group
Interaction</p>
        <p>Sum
squares</p>
        <p>Furthermore, this significative interaction shows that
depending on the month, the efficiency of each group has
behaved differently. Thus, considering only December data,
there is not a meaningful difference between groups, but a
difference in February can be noticed, with control group
being the best positioned, followed by the one with Blockly
and Develop Learning and in the last place the one with
Blockly. Figure 5 shows this fact.</p>
        <p>When the study is made splitting between boys and girls,
it doesn’t show meaningful differences between groups. In
October 2019 test case, both boys and girls got an average
score of 0 because they didn’t have any knowledge about
programming. In December 2019, both girls and boy average
score was 0,28 and in February 2020, average score for boys
was 0,31 and for girls 0,27.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>IV. CONCLUSIONS</title>
      <p>Gamified approach for programming teaching in Primary
Education has significantly improved the learning profit both
from students taught by the teacher (unplugged approach) and
from the ones with Blockly and the videogame. This validates
the importance of teaching using playful resources with
increasing difficulty challenges.</p>
      <p>Answering the research question about what differences
exist between results from different groups, against expected,
better results are obtained by students from the group with
teacher, without Blockly and the videogame.</p>
      <p>Answering the research question about what differences
exist between results from boys and girls, there are not
meaningful differences between groups. This means that both
girls and boys can learn programming using gamified
approach. This result is very important, especially for girls
from 10 to 12 years old who could think, based on social
stereotypes, that they couldn’t enjoy videogames or that they
couldn’t be able to reach the same performance as their male
classmates.</p>
      <p>As future work, it is planned to continue the study during
more time when in-site classes can be resumed if COVID-19
allows to it. In addition, it is planned to add the age component
to the study, comparing obtained results in a larger age range,
from 10 to 15 years old, to identify if there are meaningful
differences and interactions between gamified resources, age
and gender components.</p>
    </sec>
    <sec id="sec-8">
      <title>ACKNOWLEDGMENTS</title>
      <p>Research funded by the TIN 2015-66731-C2-1-R project
and the Madrid Regional Government, through the
e-MadridCM project (P2018/TCS-4307). The e-Madrid-CM project is
also co-financed by the Structural Funds (FSE and FEDER).
We would also like to thank the school, teachers and students
for their collaboration.
http://csta.acm.org/Curriculum/sub/CurrFiles/CS_K8_Building_a_Fo
undation.pdf.</p>
    </sec>
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