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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>What makes a maze-based programming challenge difficult?</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Faculty of Engineering, University of Deusto</institution>
          ,
          <addr-line>48007 Bilbao</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2021</year>
      </pub-date>
      <fpage>20</fpage>
      <lpage>27</lpage>
      <abstract>
        <p>Computational Thinking (CT) is one of the key skills within adequate digital literacy for the 21st century. Over the last few decades, several initiatives fostered the development of CT among primary and secondary school students (e.g., The Hour of Code, CodeWeek EU, Scratch Day) using online learning platforms (e.g., Code.org). Many of the activities on these platforms are based on 2D maze-based challenges that students solve using visual code blocks. Our findings are based on the analysis of the platform log data gathered from 326 learners during three studies in which students were asked to solve maze-based programming challenges in our online platform, Kodetu. According to our results, a Kodetu challenge is difficult when: a) the maze has turns and the total number of steps needed to go from the initial position to the endpoint is high, and b) when not only movement blocks, but also loop and conditionals blocks are needed to solve the challenge. The results of this research should be considered when designing learning activities to develop and enhance CT skills through maze-based programming challenges.</p>
      </abstract>
      <kwd-group>
        <kwd>Computational Thinking</kwd>
        <kwd>Difficulty</kwd>
        <kwd>Educational Games</kwd>
        <kwd>BlockBased Maze Game</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        The increasing digitization of all aspects of our daily lives demands the development
of adequate digital literacy [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4">1-4</xref>
        ]. Schools and other learning initiatives have put a lot
of effort into developing STEAM (Science, Technology, Engineering, Arts and
Mathematics) skills in recent years [
        <xref ref-type="bibr" rid="ref10 ref11 ref12 ref13 ref14 ref15 ref5 ref6 ref7 ref8 ref9">5-15</xref>
        ]. Among them, CT [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] encompasses the skills
needed to be able to solve problems with the help of computers: abstraction, pattern
recognition, generalization, error correction, algorithmics, and many others.
      </p>
      <p>
        The most specific of all the skills that make up CT is probably the algorithmic
skill, i.e. the ability to define a set of steps in the form of sequences, conditionals, and
loops to solve a problem. For this reason, many of the online platforms, mobile
applications, and even "unplugged" learning materials (e.g., board games, activity books,
toys) focus on the design of algorithms by learners. A common approach in these
This work was supported by the European Union’s Horizon 2020 Research and Innovation Program
through the Marie Sklodowska-Curie Grant under Agreement 665959.
cases is to use games where players have to guide a character through a 2D grid that
may contain obstacles, hazards, or even moving enemies [
        <xref ref-type="bibr" rid="ref14 ref15 ref16">14, 15, 16</xref>
        ]. These games
propose Computational Thinking challenges leveraging very few actions (moving
forward, backward, turning). Following this approach, we developed the online
platform Kodetu at the Deusto Learning Lab of the University of Deusto.
      </p>
      <p>Our goal with this study is to know which features of the Kodetu programming
challenges influence learners' performance. Therefore, we designed a wide set of
maze-based programming challenges and tested them with a large sample of primary
and secondary school students. Based on the performance of these students, we have
estimated which factors have more or less influence on their performance and thus on
the difficulty associated with each challenge.</p>
      <p>Considering this, our research questions are focused on the two aspects that define
a challenge in Kodetu:
1. The features of the maze: How do maze characteristics (width, height, total number
of steps in the maze, optimal path, maze loops, turns, and numbers of x-crosses and
t-crosses) affect the performance in a maze-based programming challenge?
2. Programming constraints: How do coding limitations (blocks provided and block
limit) affect the performance in a maze-based programming challenge?
Knowing the answers to these research questions will allow us to design challenge
sequences adapted to the proficiency level of each learner and maximize their
learning.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Difficulty In Maze-Based Programming Challenges</title>
      <p>
        Difficulty is generally defined as the commitment taken to effectively perform an
operation [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. The difficulty of a challenge can also be defined as the probability that
a player will fail to solve it [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. From an educational perspective, difficulty is the
ability and the effort necessary to complete an educational task [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
      <p>
        Difficulty is considered a key factor in promoting the motivation of learners in
educational games and resulting in better learning outcomes [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. For that reason,
challenges of increasing complexity and adaptive challenges are considered more
effective for learning than non-adaptive ones, since they assess the learner's performance
and adjust the difficulty of the next challenge accordingly [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
      </p>
      <p>
        Some authors have studied the difficulty associated with educational games that
employ mazes [
        <xref ref-type="bibr" rid="ref21 ref7">7, 21</xref>
        ]. For example, Gallego-Durán et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] created a game in which
students had to solve some Pac-Man-like mazes using the Prolog computer language.
These authors measured difficulty by defining an easiness function based on the
progress/score of an activity, without taking into account the characteristics of the maze.
Pelánek and Effenberger [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] analyzed the difficulty and complexity of puzzles and
microworld elements. They used factors such as the failure rate and the median time
to solve the puzzle to evaluate performance, as well as complexity measures based on
the solution of the puzzle and the microworld features.
      </p>
      <p>
        However, existing research does not investigate the specific characteristics of
block-based maze games that affect the performance of the learners. Given the wide
usage of this type of games to promote CT, it is important to define how these
characteristics affect the performance and use them to design effective learning paths of
adaptive difficulty. To achieve this, it is necessary to record learners’ interactions in
as much detail as possible. Numerous authors have followed this approach [
        <xref ref-type="bibr" rid="ref23 ref24 ref25">23,24,25</xref>
        ].
With the aim of conducting data-driven research, we have developed an automatic
interaction logging system for Kodetu, as we explain in the next section.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Kodetu</title>
      <p>Kodetu is an online platform where participants must solve challenges using a
blockbased programming interface. It is an educational game that allows researchers and
teachers to easily create new challenges and challenge sequences.</p>
      <p>The interface of Kodetu is divided into three parts (see Fig. 1). The left panel
shows the maze-like spaceship, the initial position of the astronaut, and the endpoint
marker. Players must lead the astronaut from the beginning of the maze to the
endpoint using the programming blocks provided in the center panel of the interface.
There are movement blocks (go forward, turn left, and turn right), loop blocks, and
one-branch or two-branch conditional blocks. Players drag and drop these blocks to
the right panel, i.e. the workspace, where they define the visual program that leads the
astronaut to the endpoint. When players click the “play” button, the program defined
in the workspace is executed, and the astronaut moves according to the programmed
instructions. A Kodetu challenge is solved successfully when the player’s program
leads successfully the astronaut to the exit of the maze. We use the term sequence to
define a group of consecutive Kodetu challenges.</p>
      <p>Throughout the game, Kodetu logs all player interactions with the interface. All
players’ data are gathered anonymously and stored in the database under a unique
identifier that is automatically generated when the player accesses the platform. By
analyzing this usage data, we can estimate the performance of each player.</p>
    </sec>
    <sec id="sec-4">
      <title>Maze Features And Programming Constraints Analysis</title>
      <p>The aim of this study is to determine which maze features and which programming
constraints affect the difficulty of each challenge in Kodetu. Therefore, we conducted
3 studies with a very similar design. After a preliminary analysis of data from over
19.000 participants in Kodetu sessions gathered during the last 5 years, we concluded
that these factors could affect the difficulty of each challenge: the width and height of
the maze, the total number of steps in the maze, the length of the optimal path (from
the starting point to the exit), no turns on the optimal path/one-direction turns on the
optimal path (that is, only right- or only left-direction turns)/two-direction turns on the
optimal path, X-crosses (the possibility to move north, south, west and east from a
certain point of the maze), T-crosses (the possibility to move south, west and east
from a certain point of the maze), maze loops (a path that allows users to go from one
position in the maze to the same position used in the maze without passing through
any previous position), blocks available (movement only blocks, loops + movement
blocks, and conditionals + loops + movement blocks), and block limits (the number of
blocks allowed to be used in a maze challenge). To assess the influence of each factor,
we designed sequences of Kodetu challenges and conducted several workshops with
primary and secondary school students.</p>
      <p>In Study 1, we wanted to know how much maze loops affect the performance in a
maze-based programming challenge. We designed 34 Kodetu challenges, separated
into pairs that differed only in the number of maze loops(e.g., one challenge was
defined as {width: 7, height: 7, optimal path: 24, total steps: 24, maze loops: 0,
xcrosses: 0, t-crosses: 0, turns: 2, no block limit, blocks: all available} and another
challenge was the same but instead of 0 maze loops, it has 2 maze loops). With these
34 challenges, we prepared 7 sequences of 5 challenges each. A total of 70
participants aged between 11 and 15 years old (44% female, 56% male) had 30 min to solve
ten challenges in Kodetu. The first 5 challenges were training challenges and were not
considered in the analysis. The last 5 challenges corresponded to one of the 7
challenge sequences mentioned before, randomly assigned to each participant.</p>
      <p>The design of the sequences (Fig. 2) aimed to achieve increasing difficulty and a
smooth transition from one challenge to the next based on an initial estimation of the
difficulty of the challenges.</p>
      <p>To determine whether the number of maze loops in a challenge affects success, we
performed one-way ANOVA in which the dependent variable was the percentage of
success in a challenge and the independent variable was the number of maze loops
(four groups: 0, 1, 2, or 3 maze loops in each challenge). The results showed that no
statistically significant difference existed between groups [F(3,31) = 0.705, p =
0.556]. We ran another one-way ANOVA in which the groups of the independent
variables were challenges with no maze loops and challenges with maze loops. The
results showed that no statistically significant difference existed between the groups
[F(1,33) = 1.604, p = 0.214]. Therefore, these results suggest that maze loops in
Kodetu challenges do not cause additional difficulty for the players.</p>
      <p>In Study 2, we wanted to know how maze characteristics (turns, and numbers of
xcrosses and t-crosses) and coding limitations (blocks provided and block limit) affect
the performance of Kodetu players. We designed forty challenges following the same
principles of Study 1 (i.e., 20 pairs of challenges where all the variables were the
same except for one), and we created 6 sequences of 7 challenges each. A total of 197
participants aged 9 to 11 years old (49% female, 49% male, and 2% other) had 60 min
to solve 12 challenges in Kodetu. The first 5 challenges were training challenges with
no block limit, and they were not considered in the analysis. The next 7 challenges
corresponded to one of the six challenge sequences randomly assigned to each
participant.</p>
      <p>We conducted a one-way ANOVA test to compare the effect of the maze turns on
the percentage of success on challenges with no turns, one-direction turns, and
twodirection turns. There was a significant effect of the type of turn on the success rate at
the p&lt;0.05 level for the three conditions [F(2,39) = 3.722, p = 0.033]. However, we
did not find a significant effect using the Tukey HSD and Duncan post hoc tests in
terms of pairwise comparisons.</p>
      <p>Regarding programming constraints, an analysis of variance showed that the effect
of the blocks available was significant [F(2,39) = 20.032, p = 0.000]. Post hoc
analyses using the Tukey HSD post hoc criterion for significance indicated that the
success percentage was significantly higher in the conditions in which movement only
blocks (go forward-turn left-turn right) (M = 0.934, SD = 0.0755) and loops +
movement blocks (M = 0.945, SD = 0.0544) were provided than in the other condition
(conditionals + loops + movement blocks) in which M = 0.55 and SD = 0.2899.
Similarly, statistically significant differences in the means of the challenges with and
without a block limit were observed with F(1,40) = 17.902 with p = 0.000.</p>
      <p>One-way ANOVA showed that the analysis was not significant for the effect of the
numbers of x-crosses [F(3,38) = 0.978, p = 0.413] and t-crosses [F(3,38) = 2.034, p =
0.125] on success.</p>
      <p>Study 3 is a replica of Study 2 with older participants. A total of 59 participants
aged 15-16 (37% female, 59% male, and 3% other) had 60 min to solve 12 challenges
in Kodetu. The first 5 challenges were training challenges with no block limit and
were not considered for analysis. The last 7 challenges corresponded to one of the six
challenge sequences prepared before and randomly assigned to each participant.</p>
      <p>With the data of Study 3, we wanted to compare the effects of the maze
characteristics and the coding constraints on the success percentage of the participants. A
oneway ANOVA test was conducted to compare the effect of the maze turns on the
percentage of success on challenges with no turns, one-direction turns, and two-direction
turns. There was a significant effect of the type of turn on the success rate at the
p&lt;0.05 level for the three conditions [F(2,39) = 3.997, p = 0.026]. An analysis of
variance showed that the effect of the blocks available was significant [F(2,39) =
7.768, p &lt; 0.001] for the three conditions (movement only blocks, loops + movement
blocks and conditionals + loops + movement blocks). However, we did not find a
significant effect using the Tukey HSD and Duncan post hoc tests in terms of
pairwise comparisons. Furthermore, one-way ANOVA showed that the analysis was not
significant for the effect of the numbers of x-crosses [F(3,38) = 0.113, p = 0.952] and
t-crosses [F(3,38) = 2.054, p = 0.123] on success.</p>
      <p>In order to analyze the differences in the results between Studies 2 and 3, we
conducted a one-way ANOVA to compare the effect of age on success in the group of
9to 11-year-olds and in the group of 15- to 16-year-olds. We found that age had a
significant effect on success at the p&lt;0.05 level for the two groups [F(1,82) = 8.437, p =
0.005].
5</p>
    </sec>
    <sec id="sec-5">
      <title>Discussion</title>
      <p>The present research provides a quantitative analysis of data obtained from the
Kodetu platform, which advances our understanding of the maze characteristics and
coding limitations that affect participants’ performance in maze-based programming
challenges. Our findings are based on the analysis of the platform log data gathered
from 326 learners during three studies.</p>
      <p>After analyzing the data obtained from Study 1, we found that the existence of
maze loops in the challenges did not affect learners’ success rate. Thus, the high
failure rate, especially in the last challenges of the sequences, cannot be explained by the
maze loops. One of the reasons for this finding may be that as long as learners can
cognitively solve the challenge, the maze loops do not affect their performance (i.e.,
they are not challenged by the maze, but by the code needed to make the astronaut get
to the endpoint).</p>
      <p>
        The results from Study 2 indicated that challenges that provide conditionals and
loop blocks (in addition to movement blocks), as well as challenges with block limits,
need more time/interactions/attempts to be solved. This is in line with the results from
previous research [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] as the use of blocks of conditionals and loops to solve a
challenge requires advanced CT skills [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. Furthermore, the data analysis shows that
turns in the optimal path affect learners’ performance in a challenge; however, it is
not significant if there are one- or two-direction turns. This suggests that as long as
the optimal path is not a straight line, the challenge is complex despite the direction of
the turns.
      </p>
      <p>The results from Study 3 were consistent with the results from Study 2. The
statistical analysis showed that the age of the participants turned out to be an important
factor, which indicates that age plays a key role in the success rate of this kind of
coding challenges. However the factors that affected the success rates were the same
in both studies.</p>
      <p>Consequently, a Kodetu challenge is difficult when: a) the maze has turns and the
total number of steps needed to go from the initial position to the endpoint is high,
and b) when not only movement blocks, but also loop and conditionals blocks are
needed to solve the challenge. The results of this research should be considered when
designing learning activities to develop and enhance CT skills through maze-based
programming challenges.</p>
    </sec>
  </body>
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