=Paper= {{Paper |id=Vol-3029/paper02 |storemode=property |title=What makes a maze-based programming challenge difficult? |pdfUrl=https://ceur-ws.org/Vol-3029/paper02.pdf |volume=Vol-3029 |authors=Ioanna Kanellopoulou,Pablo Garaizar,Mariluz Guenaga |dblpUrl=https://dblp.org/rec/conf/lasi-spain/KanellopoulouGG21 }} ==What makes a maze-based programming challenge difficult?== https://ceur-ws.org/Vol-3029/paper02.pdf
                          What makes a maze-based programming challenge
                                            difficult?

                     Ioanna Kanellopoulou1[0000-0002-0618-9970] , Pablo Garaizar1[0000-0001-8160-9130] and Mariluz
                                                   Guenaga1[0000-0002-0311-2150]
                                   1 Faculty of Engineering, University of Deusto, 48007 Bilbao, Spain

                                      ioanna.kanellop@opendeusto.es, [garaizar,
                                                 mguenaga]@deusto.es




                            Abstract. Computational Thinking (CT) is one of the key skills within adequate
                            digital literacy for the 21st century. Over the last few decades, several initia-
                            tives fostered the development of CT among primary and secondary school stu-
                            dents (e.g., The Hour of Code, CodeWeek EU, Scratch Day) using online learn-
                            ing 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.

                            Keywords: Computational Thinking, Difficulty, Educational Games, Block-
                            Based Maze Game.


                    1       Introduction

                    The increasing digitization of all aspects of our daily lives demands the development
                    of adequate digital literacy [1-4]. Schools and other learning initiatives have put a lot
                    of effort into developing STEAM (Science, Technology, Engineering, Arts and Math-
                    ematics) skills in recent years [5-15]. Among them, CT [16] 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.
                       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 appli-
                    cations, 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.




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                                  Learning Analytics in times of COVID-19: Opportunity from crisis            21




                    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 [14, 15, 16]. These games
                    propose Computational Thinking challenges leveraging very few actions (moving
                    forward, backward, turning). Following this approach, we developed the online plat-
                    form Kodetu at the Deusto Learning Lab of the University of Deusto.
                       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.
                       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 learn-
                    ing.


                    2       Difficulty In Maze-Based Programming Challenges

                    Difficulty is generally defined as the commitment taken to effectively perform an
                    operation [8]. The difficulty of a challenge can also be defined as the probability that
                    a player will fail to solve it [17]. From an educational perspective, difficulty is the
                    ability and the effort necessary to complete an educational task [18].
                       Difficulty is considered a key factor in promoting the motivation of learners in ed-
                    ucational games and resulting in better learning outcomes [17]. For that reason, chal-
                    lenges of increasing complexity and adaptive challenges are considered more effec-
                    tive for learning than non-adaptive ones, since they assess the learner's performance
                    and adjust the difficulty of the next challenge accordingly [19].
                       Some authors have studied the difficulty associated with educational games that
                    employ mazes [7, 21]. For example, Gallego-Durán et al. [7] 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 pro-
                    gress/score of an activity, without taking into account the characteristics of the maze.
                    Pelánek and Effenberger [14] 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.




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                     22           Learning Analytics in times of COVID-19: Opportunity from crisis




                       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 charac-
                    teristics 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 [23,24,25].
                    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       Kodetu

                    Kodetu is an online platform where participants must solve challenges using a block-
                    based programming interface. It is an educational game that allows researchers and
                    teachers to easily create new challenges and challenge sequences.
                       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 end-
                    point 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.




                    Fig. 1. The Kodetu interface. Mazed-based challenge (left), available blocks to create the solu-
                    tion (center), and the workspace where the user builds the program (right).

                       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.




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                                  Learning Analytics in times of COVID-19: Opportunity from crisis            23




                    4       Maze Features And Programming Constraints Analysis

                    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.
                       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 de-
                    fined as {width: 7, height: 7, optimal path: 24, total steps: 24, maze loops: 0, x-
                    crosses: 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 partici-
                    pants 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 chal-
                    lenge sequences mentioned before, randomly assigned to each participant.
                       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.




                                                Fig. 2. Example of a sequence-Study 1




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                     24           Learning Analytics in times of COVID-19: Opportunity from crisis




                         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 Ko-
                    detu challenges do not cause additional difficulty for the players.
                        In Study 2, we wanted to know how maze characteristics (turns, and numbers of x-
                    crosses 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 partic-
                    ipant.
                        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 two-
                    direction turns. There was a significant effect of the type of turn on the success rate at
                    the p<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.
                        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 anal-
                    yses using the Tukey HSD post hoc criterion for significance indicated that the suc-
                    cess 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 + move-
                    ment 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. Simi-
                    larly, 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.
                        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.
                        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.
                        With the data of Study 3, we wanted to compare the effects of the maze character-
                    istics and the coding constraints on the success percentage of the participants. A one-




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                                  Learning Analytics in times of COVID-19: Opportunity from crisis            25




                    way ANOVA test was conducted to compare the effect of the maze turns on the per-
                    centage 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<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 < 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 pair-
                    wise 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.
                       In order to analyze the differences in the results between Studies 2 and 3, we con-
                    ducted a one-way ANOVA to compare the effect of age on success in the group of 9-
                    to 11-year-olds and in the group of 15- to 16-year-olds. We found that age had a sig-
                    nificant effect on success at the p<0.05 level for the two groups [F(1,82) = 8.437, p =
                    0.005].


                    5       Discussion

                    The present research provides a quantitative analysis of data obtained from the Ko-
                    detu 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.
                       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 fail-
                    ure 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).
                       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 [14] as the use of blocks of conditionals and loops to solve a chal-
                    lenge requires advanced CT skills [26]. 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.
                       The results from Study 3 were consistent with the results from Study 2. The statis-
                    tical 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




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                     26           Learning Analytics in times of COVID-19: Opportunity from crisis




                    coding challenges. However the factors that affected the success rates were the same
                    in both studies.
                       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.


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