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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Learning to Program - Programming to Learn: Technology Supporting Digital, Physical and Social Learning in Schools</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Kristina Litherland</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Oslo</institution>
          ,
          <addr-line>P.O Box 1092, Blindern, 0312 Oslo</addr-line>
          ,
          <country country="NO">Norway</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The purpose of this project is to provide a deeper understanding of programming pedagogic practices by studying two cases of programming in school, providing two different entry points to learning of and with computer programming. The cases represent two approaches to technology enhanced learning of programming, namely screencasts and so-called “makerspaces”, but also how programming as a technology itself may enhance learning. Using qualitative research methods, my aim is to develop theory and practice related to programming pedagogy. Preliminary results show that both screencasts and makerspaces are potentially useful tools for learning programming, and that programming may be a useful learning tool in itself. However, these findings need to be explored and refined further.</p>
      </abstract>
      <kwd-group>
        <kwd>1</kwd>
        <kwd>Computer perspective</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The autumn of 2020 marked the starting
point of the new national curriculum in
Norwegian primary and secondary education
(years 1 to 10), known as “the Renewal of
Subjects” [1, author’s translation]. One of the
new aspects of the curriculum is the explicit
inclusion of computer programming in several
subjects, specifically mathematics, science,
music, and arts and craft; all of which are
mandatory subjects for all students. Computer
programming has been an elective subject in
Norwegian secondary schools since 2016, but
with the new curriculum, all students are
obliged to learn to program as part of their
mathematics course so they can successfully
use programming as a tool in both mathematics
and other subjects. This provides several
challenges, but also some opportunities. One
such challenge is that teachers must learn both
computer programming and how to integrate it
into their subjects, even though there is little
knowledge on how this is best done [2]. On the
other hand, programming may provide the
opportunity to engage students in
interdisciplinary activities and problem solving
in several subjects [
        <xref ref-type="bibr" rid="ref17">3</xref>
        ].
      </p>
      <p>The Nordic approach to programming in
school, where programming is integrated into
other subjects [4], is fundamentally different to
approaches seen in other Western countries’
educational systems where programming is
organised as separate subjects (see e.g. [5]). The
new, Norwegian curriculum and the existing
programming courses provide an opportunity to
study programming for the subjects versus
programming as a subject. One rationale for the
importance of learning how to program at a
basic level is the idea that all members of
society need an understanding of the role of
programming in the digital world that
surrounds us (e.g. what is an algorithm and how
can it be used to deliver personalised ads).
However, not all students need professional
knowledge on how to create industrial-strength
computer programs. In the Nordic countries,
there is an emphasis on programming as a
bridge between subject domains, e.g.
mathematics and natural science, and statistics
and social science.</p>
      <p>The aim of this PhD-project is to provide a
deeper understanding of programming
pedagogic practices in Norwegian schools by
studying two cases providing two entry points.
The cases represent different approaches to
technology enhanced learning of and with
programming described in detail later in this
paper. Note that my project concerns both
learning of conceptual knowledge of
programming and other subjects, and how
technological tools can support this learning. I
view programming skills themselves as
technological learning tools.</p>
      <p>The PhD-project overall is guided by the
following research question with two
subquestions, which, when combined, will provide
a basis for elaborating on the main research
question. How do computer programming
classes and integrated subject/computing
classes compare as interdisciplinary learning
arenas?
1. How does interactive screencast
technology support digital and social
learning practices in computer programming
classes?
2. How are learning processes supported
by programming as an intermediate tool
between physical making and conceptual
knowledge in a digital science classroom?
Using a qualitative, primarily bottom-up
approach to explore my research questions, my
contribution will be to improve the
understanding of the two approaches to
programming knowledge development in
Norwegian schools. Hence, the aim of the
project is not to make statistically generalizable
claims, but to give reliable and valid
perspectives of development processes
observed within the cases at hand. I hope that
the project will reveal both challenges and
opportunities that are relevant for developing
the field of programming pedagogy in school
further, and how technical tools are involved in
these processes.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Theoretical framework</title>
      <p>
        The theoretical framework for the project is
grounded in the sociocultural perspective on
learning, which considers learning as
fundamentally social [
        <xref ref-type="bibr" rid="ref37">8</xref>
        ]. A key concept of the
sociocultural perspective is that tools mediate
learning. According to Vygotsky [
        <xref ref-type="bibr" rid="ref37">8</xref>
        ], language
itself is the most powerful mediating tool, and
researchers should therefore give attention to
language use when studying learning.
However, language is not the only tool involved
in learning computer programming; therefore,
also other (computer mediated and
noncomputational) tools and artefacts will be
included as objects for analysis. Computer
programming is about creating code a computer
can read, which is a technological artefact.
However, humans also read, modify, use, and
write code, often based on other people’s code.
I argue that this makes programming an
inherently social activity, and that
programming should be treated as such. This
idea of sociality is in line with Vygotsky’s view
of learning.
      </p>
      <p>
        Computer science (CS) education is a broad
field and includes CS education at all levels in
the educational system: From elementary
school to higher education. Nygaard [9] claims
the term computer science is too narrow, as it
places too much emphasis on the computer
itself and does not cover all (e.g. social) aspects
of the field. I choose to use the term
programming pedagogy, as using a verb
(programming) makes the term more
process/action oriented, to cover the field of
teaching and learning to program in a wide
sense, including programming concepts,
practices and perspectives [
        <xref ref-type="bibr" rid="ref18 ref2">10</xref>
        ].
      </p>
      <p>This theoretical perspective will frame my
analysis by providing a focal point on
knowledge development over cognitive
assessment. Potential findings relate to
observed classroom episodes where the use of
tools (e.g. language, gestures, and digital tools)
are involved in this development. Since
programming in Norwegian schools is a new
phenomenon, there is a need to better
understand what is happening during
programming classes/classes with
programming and what the potentials are.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Programming in school</title>
      <p>
        The idea of using programming in school is
not new and often dated to Seymour Papert’s
1980 book Mindstorms [
        <xref ref-type="bibr" rid="ref17">3</xref>
        ] and his concept of
“Turtle Geometry”. At the time, Papert and his
team at Massachusetts Institute of Technology
had recently developed a text-based
programming language called Logo. Papert had
grand ideas about how children could learn
mathematics and geometry hands-on, but also
how they could learn to think, by using Logo
and constructing programs [
        <xref ref-type="bibr" rid="ref26">11</xref>
        ]. However, later
research has criticised some of the claims by
finding that a programmer’s knowledge and
experience does not always develop into
cognitive/higher order skills (see e.g. [
        <xref ref-type="bibr" rid="ref21">12</xref>
        ]).
      </p>
      <p>
        Mitch Resnick, one of Papert’s students and
leader of the team that developed the most
wellknown block-based programming language
used in education, Scratch, is a champion for an
interest-driven approach as a programming
pedagogy [
        <xref ref-type="bibr" rid="ref31">13</xref>
        ]. Resnick’s idea is that children
can develop what is often referred to as 21st
century skills, such as creativity and
collaboration skills, through open ended
programming activities, which involve very
little upfront teaching. The success of this
approach, according to Resnick, relies on the
elimination of complicated programming
syntax, which is the aim of block-based
programming.
      </p>
      <p>From Papert to Resnick the rationale has
moved from being quite specific (mathematics
and thinking) to talking about more general
skills. The Nordic model of programming can
be placed somewhere between the two, as
programming is placed within subjects but are
meant to develop both domain specific and
general skills. Waite [2] mentions
programming for the subject as a specific
context for programming that needs a specific
pedagogy. She uses as example the dilemma of
how to help students both connect and
differentiate between programming and the
subject in question. One particular challenge in
this regard is how symbols like punctuation
marks or equals signs are used in specific ways
in programming languages that are not
necessarily compatible with other fields, such
as mathematics.</p>
      <p>In recent years, a growing number of
researchers have studied programming
pedagogy. The nominal paper by Wing [6] in
2006 is typically credited as the source of the
current wave of programming in schools across
the world. As a result of this wave, the field of
programming in school has gotten an
increasingly large mass of available tools and
resources (see e.g. [14]). This is also
symptomatic for the field of research. There is
a high focus on programming languages and
environments, but not on what concepts, ideas,
or practices the learners are expected to know.
In the Norwegian curriculum, concepts such as
variables, loops and if-statements are
mentioned explicitly, while a more basic
concept such as sequencing is not. In addition,
no practices, such as debugging, are included.</p>
      <p>
        Lye and Koh [
        <xref ref-type="bibr" rid="ref18 ref2">10</xref>
        ] found that research on
computational concepts dominated over
computational practices (e.g. how students
solve programming problems), which again
dominated over computational perspectives
(e.g. how students talk about what
programming means to them or the society).
Lye and Koh suggest that both teachers and
researchers should focus more on practices and
perspectives.
      </p>
      <p>Interestingly, from a Nordic perspective,
there is little research on what concepts across
fields (including, but not limited to
mathematics, natural science, arts and crafts,
and music) that are suitable to combine with
programming, or whether the integration of
programming with these fields is more a
question of practice integration.</p>
      <p>Modern programming pedagogy is
influenced by several, sometimes competing,
approaches to the topic of how programming
should be taught [2]. One of the main questions
is how to structure programming classes.
Sentance, Waite &amp; Kallia [15] have identified
that one of the most common ways is through
traditional lecture style lessons, and also that
there are several issues with this teaching style.
Moving away from the lecture style approach
gives way for more student-active approaches,
where students can be encouraged to talk and
use other tools.</p>
      <p>
        In the programming industry, using spoken
language to debug code was popularised under
the term “rubber-duck debugging” back in 2000
[16]. Little research has been done in this field
of “talking about code” and reading it aloud in
professional and educational settings. Based on
the premises of coding being a social activity
[9] and that language is one of the most
important tools for learning [
        <xref ref-type="bibr" rid="ref37">8</xref>
        ], this is a gap in
the literature. Some work has been done,
however, and several researchers point to the
importance of using spoken language to bridge
programming activities [
        <xref ref-type="bibr" rid="ref18 ref2">10, 15, 17</xref>
        ].
      </p>
      <p>
        The few existing studies have promising
results. In their research on what they call code
phonology, Hermans, Swidan and Aivaloglou
[18] found that there was a correlation between
a student’s ability to read code consistently and
accurately out load and their general
programming knowledge. Kluge et al. [
        <xref ref-type="bibr" rid="ref25">19</xref>
        ]
found that students could present their own
code using screencasts and that the
presentations provided a more detailed
perspective of the students’ understanding than
the code would on its own.
      </p>
      <p>Another student-active and interest driven
approach is the use of makerspace methodology
[20]. Makerspace methodology follows in the
line of Papert’s learning theory, where students
are thought to learn through the construction of
physical and digital objects.</p>
      <p>Throughout the past decades, we have seen
several ideas about what students can learn
through programming. They include thinking
skills, subject specific and general skills, as
well as to teach students about our “digital
world”. However, most of the research on
programming is based on programming for the
sake of programming, i.e. to educate
professional developers. The Nordic approach
assumes that programming can contribute to the
learning of other subjects. As is the case with
many programming pedagogical topics in
school contexts, also the field of programming
for the subjects is “underinvestigated” [17, p.
42]. One of the most known cases of such
research is on Logo and mathematics [21], but
there are some more recent examples.</p>
      <p>The project ScratchMaths has shown
promising results in using Scratch to teach
primary school children basic mathematics
skills [22]. In their approach, mathematical and
programming concepts were taught
“simultaneously”, using subtle colour coding to
help students differentiate between the two
subjects and help them see the connections.
This is an important point, as Mørch and
colleagues [20] found that students do not
automatically connect programming concepts
with the relevant school subject(s) if this is not
explicitly pointed out to them.</p>
      <p>As presented in this section, the
programming literature has several interesting
lines of research. Since I am applying a
qualitative, explorative approach in this project,
and I am still at an early stage of my project, I
prefer to keep an open mind as to what lines I
will pursue later based on the affordances of my
data.</p>
      <p>This qualitative research project is based on
data from two cases that represent different
approaches to programming in Norwegian
schools. See Table 1 for reference. Both cases
involve the empirical study of programming
interventions in Norwegian schools, and follow
design-based research methodology [23].</p>
      <p>The first case is situated in the elective
programming subjects in Norwegian secondary
and upper secondary school, and the purpose of
the case to explore the first and main research
questions. We employed a digital tool called
Scrimba, which is an instructional tool, a code
editor, a screen recording tool, and a learning
management system, and, in our case, a
research data collection tool.</p>
      <p>Students and teachers from six schools
participated in the intervention. We explore the
making and use of screencasts (screen
recordings) in different ways, for example to
structure lessons and in assessment. The
screencasts capture the students’ programming
activities as a process, including how the
students describe and discuss their code.</p>
      <p>The second case involves underachieving
gifted/talented students attending a natural
science class intervention where they
incorporate programming and making in
science. The aim of this case is to explore the
second and main research questions. Potential
participants are tested using the Wechsler
Intelligence Scale for Children (WISC) test, to
identify students who can be defined as
underachieving gifted/talented students, but
this is not emphasised in my PhD project.</p>
      <p>During the intervention, the students are
invited to make digital and physical
programmed artefacts with the aim of
developing understanding of natural science
concepts. Approximately 40 students
participated in the first iteration, and more are
recruited for the second iteration, which is
starting during the autumn of 2021.</p>
      <p>As both research projects are design based
projects, I aim to contribute to both theory
development and the development of
pedagogical practices that are more “hands on”
useful for the practice community.</p>
      <p>Data from both cases is/was collected using
participant observation, screen recordings and
interviews. Observations are collected using
field notes (meta-data), video cameras,
microphones, and screen recording software.
This will enable me to capture both what the
students are saying, with whom they are
talking, how they use their bodies/gestures to
communicate, what digital and physical objects
they are interacting with as well as what they
are constructing. It is vital that the students are
encouraged to interact and work together in
order to capture these conversations. The
student assignments are designed for working
in pairs to assure that I may collect interaction
data, but in the first case, there are also students
who have worked alone and have recorded their
own, individual screencast explanations.</p>
      <p>In both cases, we used (or intend to use) a
voice- and tool-focused approach to video
recordings, informed by our theoretical
perspective. This is achieved by a particular
focus on the relative placement of video and
audio recording hardware in the classroom,
where cameras are placed so that we capture
events on the students’ screens and the shared
physical space between the students and their
persons, enabling us to capture e.g. gestures and
how the students potentially move the shared
laptop computer or other physical tools
between them. A table microphone ensures
good quality voice recordings.</p>
      <p>Interviews held individually and/or in
groups using a semi-structured approach, may
provide a meta-cognitive perspective.</p>
      <p>The first case is formally concluded,
meaning no more data is collected. Data
collection in the second case started during the
autumn of 2020, and there is available data
from the pilot project that is relevant [20].
Because of the Covid-19 pandemic, the
2020/2021 academic year interventions in the
second case were conducted digitally,
providing considerable challenges forcing all
case participants to adapt. This has also affected
my project and research questions. We have
started conducting the next iteration in a
physically co-located classroom, which may
provide opportunities for comparing the
iterations and cases on even more conceptual
levels, which I have not started exploring as of
now.
4.2.</p>
    </sec>
    <sec id="sec-4">
      <title>Data analysis</title>
      <p>The data will be analysed using a qualitative
approach. I will look at interactions themselves
(i.e. the contents and organisation of
conversations and other social acts) using
interaction analysis (IA) [24]. Typically, this
means to look for recurring and/or exceptional
“episodes” and sequences of turn taking
contributing to meaning making, and
organising them into themes that conceptualise
the events in the episode [25]. However, as the
students are interacting with digital and
physical tools and may be using gestures (both
physically and digitally) to communicate, these
actions are also considered parts of the
interaction to analyse. This is in line with a
Vygotskyan view on mediational tools as
essential parts of learning processes.</p>
      <p>The primary data therefore consists of the
video observations and screen recordings, as
these best capture the complex processes we are
studying. The interviews are a secondary data
source that may support or challenge what we
observe in the classrooms.</p>
      <p>As the two cases include relatively large
amounts of data (tens of hours of video data), it
will be necessary to reduce the data to those that
are most relevant for the research questions.
This means that I will focus on data were the
students are actively engaged in programming,
over episodes that are e.g. mainly teacher
oriented or where the students are engaged in
other types of activities.</p>
      <p>Both the cases are parts of larger research
projects where other researchers employ
several analytical tools and data sources to
answer different research questions. My project
differs in that I employ the same analytical tools
across the two cases.
4.3.</p>
    </sec>
    <sec id="sec-5">
      <title>Research quality</title>
      <p>Although there is some overlap, the cases
have distinct takes on programming in school.
Instead of viewing this as mainly a challenge,
the cases provide an opportunity to investigate
contrasting approaches to programming
pedagogy.</p>
      <p>One challenge, particularly about
generalisation to the general population of
students who are expected to learn
programming within the mandatory subjects
following the new curriculum, is that the
participants do not represent “typical students”
in the Norwegian school, as they have all opted
in to take part in the elective programming
subjects. Furthermore, all the students in the
second case belong to the group of
underachieving gifted/talented students. This
brings about some methodological challenges,
but also the opportunity to study programming
with students that are likely to be motivated. It
is possible to assume the challenges we might
experience with the participants can be even
bigger when programming is implemented in
mandatory education for everyone.</p>
      <p>In the second case, the coronavirus
pandemic had a big impact on the first iteration
of the interventions. This has provided an
opportunity to study the learning of science
concepts using digital tools such as “Microbits”
and programming, in a digital classroom, but
there are challenges on how the data from the
digital iteration will compare with the second
round.</p>
      <p>One way we ensure the research quality in
the complex case contexts, is by developing
codes and then viewing data separately as
researchers to ensure a level of inter-coder
reliability.</p>
    </sec>
    <sec id="sec-6">
      <title>5. Preliminary discussion results and</title>
      <p>In this section, I will briefly describe my
preliminary findings and discuss these and the
current state of the project. I will frame this
discussion using the research questions, starting
with the sub-questions and moving on to the
main research question.</p>
      <p>Sub-question 1: How does interactive
screencast technology support digital and
social learning practices in computer
programming classes?</p>
      <p>
        In the first case, we are exploring
affordances of different modes of using
integrated screencast technology [
        <xref ref-type="bibr" rid="ref25">19</xref>
        ]. The
most promising results include how making
screencast code presentations may create new
learning opportunities for the students, as
presented in our short-paper [
        <xref ref-type="bibr" rid="ref23">26</xref>
        ]. We have
observed episodes where students work
collaboratively on developing code and how
switching to a screencast recording “mode” of
working, e.g. creating a screencast as cultural
tool, changed how they talked, edited and tested
code. Recording a screencast is not simply a
representation of a learning process, but is
connected to particular cultural practices. This
interrelationship between activity framing, talk,
code changes and other development actions
will be explored further, and is especially
interesting for comparison with the case where
another level of abstraction is added, namely
the explicit goal of subject learning through
programming.
      </p>
      <p>Sub-question 2: How are learning processes
supported by programming as an intermediate
tool between physical making and conceptual
knowledge in a digital science classroom?</p>
      <p>Although the digital classroom of the
Covid19 pandemic has caused several problems such
as technical difficulties, students dropping out,
and changes to the activities in the intervention,
we have seen signs of how programming may
be a bridge between the individual, concrete,
physical artefacts the students made, and the
social and digital classrooms where interactions
and teaching took place. The students could not
manipulate other students’ physical artefacts or
work together on creating common physical
artefacts as they would in a physical classroom,
but they could share and manipulate code in the
online classroom environment [27]. I will
continue to explore the role of programming
and screen sharing practices as tools for
supporting the students’ learning.</p>
      <p>Main research question: How do computer
programming classes and integrated
subject/programming classes compare as
learning arenas?</p>
      <p>With this research question, I intend to
compare the two approaches to programming
(traditional approach, and Nordic approach),
and explore in what ways they differ and how
the interdisciplinarity of the Nordic approach is
expressed through the students’ learning
processes, and how this differs from the
traditional approach.</p>
      <p>In some respects, the pandemic made the
cases more similar, as the collaboration
activities in both cases were, in large, mediated
by what the students saw and did on the screen.</p>
      <p>Currently, data from the two cases are being
analysed separately, but I intend to do a
comparative analysis once I am more familiar
with the separate data sets.</p>
      <p>Preliminary findings are mostly empirical,
but with deeper analysis, I hope to develop
these into more refined models or theories, that
may contribute both to the research field of
learning to program and programming to learn,
but also the practice of how and why.</p>
    </sec>
    <sec id="sec-7">
      <title>6. References</title>
      <p>
        [1] Norwegian directorate of Education, the,
Nye laereplaner – grunnskolen og
gjennomgående fag vgo, 2019. URL:
https://www.udir.no/laring-ogtrivsel/lareplanverket/Nye-lareplaner-igrunnskolen-og-gjennomgaende-fag-vgo.
[2] J. Waite, Pedagogy in teaching Computer
Science in Schools: A Literature Review,
2018. URL:
https://royalsociety.org/~/media/policy/pr
ojects/computing-education/literaturereview-pedagogy-in-teaching.pdf
[
        <xref ref-type="bibr" rid="ref17">3</xref>
        ] S. Papert, Mindstorms: Children,
computers, and powerful ideas. Basic
Books Inc, 1980.
[4] S. Bocconi, A. Chioccariello, J. Earp, The
Nordic approach to introducing
Computational Thinking and
programming in compulsory education.
Report prepared for the Nordic@
      </p>
    </sec>
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