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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Preliminary Experiences Towards an Inclusion of Dramatists - Teach Logic with Language</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Anette Bentz</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Bernhard Standl</string-name>
          <email>bernhard.standlg@ph-karlsruhe.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Karlsruhe University of Education</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>With the ongoing process of digitalisation, it is undoubtedly necessary to integrate informatics as a compulsory part of school education. Assuming that not all groups of pupils will become familiar with the concepts of informatics easily, two questions arise: What types of pupils can be identi ed with regard to the learning of informatics and how can motivation and learning success of pupils with lower participation be increased? From literature we identi ed a way to classify two types of pupils' play styles: dramatists and patterners. For dramatists, social interaction seems to be the key to motivation and learning success, while patterners follow a more structured, straight-forward and planned approach. In our preliminary study in our teaching-learning-lab, dramatists were, in opposite to patterners, signi cantly more motivated when a coding task involved a story or social interaction. Further research is aimed at investigating the e ects of di erent workshop settings on the motivation of these two learning types for an equal involvement of both groups.</p>
      </abstract>
      <kwd-group>
        <kwd>Learning-styles</kwd>
        <kwd>Motivation</kwd>
        <kwd>Participation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        One of the reasons why students show di erent interests and motivation for
informatics, is probably due to their personal prior experiences with computers [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
There has also been a lot of work in the eld of gender distribution in connection
with informatics at school (e.g. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]). Even though, pupils' coding-related skills
are not necessarily related to the gender, pupils still own di erent characteristics
in the way they choose an approach for solving problems in informatics. This is
possibly also related to the di erent early childhood education of girls and boys.
Another distinction is also described by Papert, who mentions di erent aptitudes
of either for language or logic and that based on these individual characters,
the development of interest in the opposite skill can be mobilized [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Related
research on the distinction of learners' characteristics was identi ed in
childplay, where two types of players as object-independent and object-dependent
were identi ed and named dramatists and patterners [
        <xref ref-type="bibr" rid="ref2 ref8 ref9">2, 8, 9</xref>
        ]). Dramatists show
strong interest in human surroundings and favour socio-dramatic play with for
example stu ed animals. Mitchel Resnick stated that these two types of styles
are not limited to early childhood education but can be observed at all ages.
Moreover, the patterners are preferred to the dramatists in science education
which again can be one of the reasons for less interest among some groups of
students towards these subjects [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Furthermore, in [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] it is described, that it
is possible to introduce robotics activities in a more appealing way for
dramatists. As for dramatists social interaction seems to be the key to motivation and
learning success, patterners follow a more structured and planned approach.
      </p>
      <p>The remainder of this work is structured as follows: First, the two play styles
of dramatists and patterners are described in more detail. Then we present the
research questions, followed by the planned workshop setting. We conclude this
paper with some insights into the rst experiences we have had and a look at
possible further research.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Dramatists and Patterners</title>
      <p>
        In Lifelong Kindergarten [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] Resnick associates play styles of dramatists and
patterners with students' attitudes towards learning informatics. He explains
the di erent approaches of both play styles using an example: In one workshop,
primary school children were to work with LEGO robot kits. The patterners
immediately started working on a project and had an impressive result after a
short period of time. The dramatists instead started a project but interrupted
their work shortly after the start to rst invent a framework story. They only
nished their project when the storyline was satisfactory. Still, the result of
dramatists was as sophisticated as the object of the patterners, but it took
signi cantly longer. If the workshop had ended earlier, the group of dramatists
would not have nished their project and would not have achieved a result in the
goals of the workshop. Resnick further explains that these di erent interaction
preferences can be observed among learners of all ages and adds a similar example
from university context. He also points out that not taking play styles into
account can lead to a negative attitude towards science for dramatists, when
classes are designed only for patterners
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Research Question</title>
      <p>Resnick's experiences with the workshops for primary school pupils may not
be transferred directly to workshops of our teaching-learning lab for secondary
school pupils. Nevertheless, we are interested to what extent the play styles of
dramatists and patterners can be taken into account in order to improve
motivation and learning success in informatics. In order to examine the di erences
between dramatists and patterners and to make a choice of which measures
are appropriate for the corresponding groups, we plan to conduct and evaluate
workshops with di erent social interactions in our teaching-learning laboratory.
Considering this, our overall objective is, to design workshops for our
teachinglearning-lab to involve dramatists and patterners equally aimed at increasing
motivation and learning success in informatics education. In doing so, we rst
identify 7th grade pupils' learning types as dramatists or patterners and based
on that, we design a workshop. In this paper we share preliminary results of our
observations.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Workshop Setting</title>
      <p>
        The workshop Algorithmic Thinking lasts 90 minutes and is conducted with 7th
grade students. The students' tendency towards the dramatist or patterners is
determined by means of a survey which resulted in a random mixture of
dramatists and patterners. The focus of the workshop was to teach students the concept
of algorithms and to improve the ability to solve problems. At the beginning of
the workshop we introduced robots contextualized with socially relevant
topics and made comparisons with playful models. In our workshop we use Sphero
Minin and SPRK+ robots, which can be programmed with the Sphero EDU
environment that supports block programming. In the main part of the workshop
we used both "unplugged" methods and "plugged" programming [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The rst
part of the workshop, the unplugged phase, was based on the ideas of Papert
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], in which the students walked through the room and made drawings to learn
programming. Since our goal was to include more social interaction, we adapted
the idea and let a pupil play the well-known "turtle". Thus, in our workshop
situation, the students split into pairs, one student plays the programmer and
the other the robot. The pupils de ned a task, e.g. guiding the partner through
the room or having a simple picture drawn. For programming, the programmer
arranged magnetic blocks on a board on which commands such as "Take a step
to the left" or "Draw a line up" are written. The blocks look similar to the
blocks in the block programming language. The execution was done by the
student robot. The team then compared whether the action was performed correctly
and, if necessary, modi ed misleading commands. Through these activities, the
pupils were introduced to the basics of block programming and debugging in a
haptic and social way, without being distracted by the advanced functionality
of a real development environment on a computer. Furthermore, the students
either developed a basic idea of algorithmic thinking or moved towards a deeper
understanding and experimented with variables and functions. Subsequently a
simple real robot and a software as development environment were presented.
After the students gained pro ciency in controlling the robot, they were asked
to continue with challenges in which the robot performs di erent tasks, for
example rolling through a maze. The students could choose a task of their choice
and work alone or in pairs. The tasks varied in di culty and learning guides
were available to support the students in their learning.
5
      </p>
    </sec>
    <sec id="sec-5">
      <title>First results of the preliminary study</title>
      <p>The rst tests were conducted with four girls, which were identi ed as dramatists
by long term observation. The pupils volunteered to take part in the project
within a free playing time. The unplugged programming part rather met the
'pattern style'. Nevertheless, the dramatists were surprisingly committed. They
enjoyed designing a simple picture, programming it and watching the partner's
drawing progress. For the "plugged"-part, we provided a programmable ball in
the size of a golf ball as robot and simple programming tasks that they could
solve with the knowledge from the unplugged part. The students spent some
time with it but were not so enthusiastic anymore after a while. They explained
that the robot should perform a real task, such as cleaning up the oor. We
decided to let them create their own task using available materials like paper,
pens and barriers. Very patiently they drew a nice labyrinth on a ipchart and
added obstacles. When the labyrinth was nished and the robot was ready to
be programmed, they lost interest. It was illuminating that the students were
very motivated about the unplugged programming part, but then lost interest
in the plugged part, although the structure of the tasks were very similar. As a
consequence, we changed the tasks and added a social component. We let them
play the game 'cat and mouse', where one robot is supposed to catch the other,
using block programming. In this game, two pupils sit opposite each other in
front of a framed, square meter area. The area holds various obstacles. One
pupil has a golf ball sized robot (Sphero Mini) which plays the mouse and the
other has a baseball sized robot (Sphero SPRK+), which plays the cat. Both
robots can be programmed using block techniques. The cat is supposed to catch
the mouse by touching it and the mouse is supposed to ee into the `mouse hole
represented by a at circle. The pupils are allowed to execute a limited amount
of commands in a row. Now the emphasis was on playing with a real person and
the programming was just the tool. In this setting the pupils were much more
motivated in carrying out the task.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Further Research</title>
      <p>In the preliminary study the dramatists were signi cantly more motivated when
the programming task involved social interaction. The study was carried out
with a small number of test persons and therefore only gives a rst impression.
However, the initial results indicate that more investigations are worthwhile.
Therefore, further research is needed to investigate the e ects of di erent
workshop settings on the motivation on pupils with di erent play styles.
7</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgement</title>
      <p>This work was supported by the Vector Foundation.</p>
    </sec>
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