=Paper= {{Paper |id=Vol-3076/paper05 |storemode=property |title=Learning to Program - Programming to Learn: Technology Supporting Digital, Physical and Social Learning in Schools |pdfUrl=https://ceur-ws.org/Vol-3076/ECTEL2021_DC_paper05.pdf |volume=Vol-3076 |authors=Kristina Torine Litherland |dblpUrl=https://dblp.org/rec/conf/ectel/Litherland21 }} ==Learning to Program - Programming to Learn: Technology Supporting Digital, Physical and Social Learning in Schools== https://ceur-ws.org/Vol-3076/ECTEL2021_DC_paper05.pdf
Learning to Program - Programming to Learn: Technology
Supporting Digital, Physical and Social Learning in Schools
Kristina Litherland
University of Oslo, P.O Box 1092, Blindern, 0312 Oslo, Norway

                 Abstract
                 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.

                 Keywords 1
                 Computer programming, interdisciplinarity, screencasts, makerspaces, socio-cultural
                 perspective


1. Introduction                                                                              knowledge on how this is best done [2]. On the
                                                                                             other hand, programming may provide the
                                                                                             opportunity     to      engage     students     in
   The autumn of 2020 marked the starting
                                                                                             interdisciplinary activities and problem solving
point of the new national curriculum in
                                                                                             in several subjects [3].
Norwegian primary and secondary education
                                                                                                 The Nordic approach to programming in
(years 1 to 10), known as “the Renewal of
                                                                                             school, where programming is integrated into
Subjects” [1, author’s translation]. One of the
                                                                                             other subjects [4], is fundamentally different to
new aspects of the curriculum is the explicit
                                                                                             approaches seen in other Western countries’
inclusion of computer programming in several
                                                                                             educational systems where programming is
subjects, specifically mathematics, science,
                                                                                             organised as separate subjects (see e.g. [5]). The
music, and arts and craft; all of which are
                                                                                             new, Norwegian curriculum and the existing
mandatory subjects for all students. Computer
                                                                                             programming courses provide an opportunity to
programming has been an elective subject in
                                                                                             study programming for the subjects versus
Norwegian secondary schools since 2016, but
                                                                                             programming as a subject. One rationale for the
with the new curriculum, all students are
                                                                                             importance of learning how to program at a
obliged to learn to program as part of their
                                                                                             basic level is the idea that all members of
mathematics course so they can successfully
                                                                                             society need an understanding of the role of
use programming as a tool in both mathematics
                                                                                             programming in the digital world that
and other subjects. This provides several
                                                                                             surrounds us (e.g. what is an algorithm and how
challenges, but also some opportunities. One
                                                                                             can it be used to deliver personalised ads).
such challenge is that teachers must learn both
                                                                                             However, not all students need professional
computer programming and how to integrate it
                                                                                             knowledge on how to create industrial-strength
into their subjects, even though there is little
                                                                                             computer programs. In the Nordic countries,

Proceedings of the Doctoral Consortium of Sixteenth European
Conference on Technology Enhanced Learning, September 20–21,
2021, Bolzano, Italy (online).
EMAIL: Kristina.litherland@iped.uio.no
ORCID: 0000-0001-9694-1291
             ©️ 2020 Copyright for this paper by its authors. Use permitted under Creative
             Commons License Attribution 4.0 International (CC BY 4.0).
             CEUR Workshop Proceedings (CEUR-WS.org)
there is an emphasis on programming as a             learning, which considers learning as
bridge between subject domains, e.g.                 fundamentally social [8]. A key concept of the
mathematics and natural science, and statistics      sociocultural perspective is that tools mediate
and social science.                                  learning. According to Vygotsky [8], language
    The aim of this PhD-project is to provide a      itself is the most powerful mediating tool, and
deeper understanding of programming                  researchers should therefore give attention to
pedagogic practices in Norwegian schools by          language use when studying learning.
studying two cases providing two entry points.       However, language is not the only tool involved
The cases represent different approaches to          in learning computer programming; therefore,
technology enhanced learning of and with             also other (computer mediated and non-
programming described in detail later in this        computational) tools and artefacts will be
paper. Note that my project concerns both            included as objects for analysis. Computer
learning of conceptual knowledge of                  programming is about creating code a computer
programming and other subjects, and how              can read, which is a technological artefact.
technological tools can support this learning. I     However, humans also read, modify, use, and
view programming skills themselves as                write code, often based on other people’s code.
technological learning tools.                        I argue that this makes programming an
    The PhD-project overall is guided by the         inherently     social      activity,    and    that
following research question with two sub-            programming should be treated as such. This
questions, which, when combined, will provide        idea of sociality is in line with Vygotsky’s view
a basis for elaborating on the main research         of learning.
question. How do computer programming                    Computer science (CS) education is a broad
classes and integrated subject/computing             field and includes CS education at all levels in
classes compare as interdisciplinary learning        the educational system: From elementary
arenas?                                              school to higher education. Nygaard [9] claims
    1. How does interactive screencast               the term computer science is too narrow, as it
    technology support digital and social            places too much emphasis on the computer
    learning practices in computer programming       itself and does not cover all (e.g. social) aspects
    classes?                                         of the field. I choose to use the term
    2. How are learning processes supported          programming pedagogy, as using a verb
    by programming as an intermediate tool           (programming) makes the term more
    between physical making and conceptual           process/action oriented, to cover the field of
    knowledge in a digital science classroom?        teaching and learning to program in a wide
                                                     sense, including programming concepts,
Using a qualitative, primarily bottom-up             practices and perspectives [10].
approach to explore my research questions, my            This theoretical perspective will frame my
contribution will be to improve the                  analysis by providing a focal point on
understanding of the two approaches to               knowledge development over cognitive
programming knowledge development in                 assessment. Potential findings relate to
Norwegian schools. Hence, the aim of the             observed classroom episodes where the use of
project is not to make statistically generalizable   tools (e.g. language, gestures, and digital tools)
claims, but to give reliable and valid               are involved in this development. Since
perspectives of development processes                programming in Norwegian schools is a new
observed within the cases at hand. I hope that       phenomenon, there is a need to better
the project will reveal both challenges and          understand what is happening during
opportunities that are relevant for developing       programming             classes/classes        with
the field of programming pedagogy in school          programming and what the potentials are.
further, and how technical tools are involved in
these processes.                                     3. Programming in school
2. Theoretical framework                                The idea of using programming in school is
                                                     not new and often dated to Seymour Papert’s
   The theoretical framework for the project is      1980 book Mindstorms [3] and his concept of
grounded in the sociocultural perspective on         “Turtle Geometry”. At the time, Papert and his
team at Massachusetts Institute of Technology       a high focus on programming languages and
had recently developed a text-based                 environments, but not on what concepts, ideas,
programming language called Logo. Papert had        or practices the learners are expected to know.
grand ideas about how children could learn          In the Norwegian curriculum, concepts such as
mathematics and geometry hands-on, but also         variables, loops and if-statements are
how they could learn to think, by using Logo        mentioned explicitly, while a more basic
and constructing programs [11]. However, later      concept such as sequencing is not. In addition,
research has criticised some of the claims by       no practices, such as debugging, are included.
finding that a programmer’s knowledge and               Lye and Koh [10] found that research on
experience does not always develop into             computational concepts dominated over
cognitive/higher order skills (see e.g. [12]).      computational practices (e.g. how students
     Mitch Resnick, one of Papert’s students and    solve programming problems), which again
leader of the team that developed the most well-    dominated over computational perspectives
known block-based programming language              (e.g. how students talk about what
used in education, Scratch, is a champion for an    programming means to them or the society).
interest-driven approach as a programming           Lye and Koh suggest that both teachers and
pedagogy [13]. Resnick’s idea is that children      researchers should focus more on practices and
can develop what is often referred to as 21st       perspectives.
century skills, such as creativity and                  Interestingly, from a Nordic perspective,
collaboration skills, through open ended            there is little research on what concepts across
programming activities, which involve very          fields (including, but not limited to
little upfront teaching. The success of this        mathematics, natural science, arts and crafts,
approach, according to Resnick, relies on the       and music) that are suitable to combine with
elimination of complicated programming              programming, or whether the integration of
syntax, which is the aim of block-based             programming with these fields is more a
programming.                                        question of practice integration.
     From Papert to Resnick the rationale has           Modern programming pedagogy is
moved from being quite specific (mathematics        influenced by several, sometimes competing,
and thinking) to talking about more general         approaches to the topic of how programming
skills. The Nordic model of programming can         should be taught [2]. One of the main questions
be placed somewhere between the two, as             is how to structure programming classes.
programming is placed within subjects but are       Sentance, Waite & Kallia [15] have identified
meant to develop both domain specific and           that one of the most common ways is through
general     skills.   Waite      [2]    mentions    traditional lecture style lessons, and also that
programming for the subject as a specific           there are several issues with this teaching style.
context for programming that needs a specific       Moving away from the lecture style approach
pedagogy. She uses as example the dilemma of        gives way for more student-active approaches,
how to help students both connect and               where students can be encouraged to talk and
differentiate between programming and the           use other tools.
subject in question. One particular challenge in        In the programming industry, using spoken
this regard is how symbols like punctuation         language to debug code was popularised under
marks or equals signs are used in specific ways     the term “rubber-duck debugging” back in 2000
in programming languages that are not               [16]. Little research has been done in this field
necessarily compatible with other fields, such      of “talking about code” and reading it aloud in
as mathematics.                                     professional and educational settings. Based on
     In recent years, a growing number of           the premises of coding being a social activity
researchers have studied programming                [9] and that language is one of the most
pedagogy. The nominal paper by Wing [6] in          important tools for learning [8], this is a gap in
2006 is typically credited as the source of the     the literature. Some work has been done,
current wave of programming in schools across       however, and several researchers point to the
the world. As a result of this wave, the field of   importance of using spoken language to bridge
programming in school has gotten an                 programming activities [10, 15, 17].
increasingly large mass of available tools and          The few existing studies have promising
resources (see e.g. [14]). This is also             results. In their research on what they call code
symptomatic for the field of research. There is     phonology, Hermans, Swidan and Aivaloglou
[18] found that there was a correlation between      4. Research design and method
a student’s ability to read code consistently and
accurately out load and their general
                                                         This qualitative research project is based on
programming knowledge. Kluge et al. [19]
                                                     data from two cases that represent different
found that students could present their own
                                                     approaches to programming in Norwegian
code using screencasts and that the
                                                     schools. See Table 1 for reference. Both cases
presentations provided a more detailed
                                                     involve the empirical study of programming
perspective of the students’ understanding than
                                                     interventions in Norwegian schools, and follow
the code would on its own.
                                                     design-based research methodology [23].
    Another student-active and interest driven
                                                         The first case is situated in the elective
approach is the use of makerspace methodology
                                                     programming subjects in Norwegian secondary
[20]. Makerspace methodology follows in the
                                                     and upper secondary school, and the purpose of
line of Papert’s learning theory, where students
                                                     the case to explore the first and main research
are thought to learn through the construction of
                                                     questions. We employed a digital tool called
physical and digital objects.
                                                     Scrimba, which is an instructional tool, a code
    Throughout the past decades, we have seen
                                                     editor, a screen recording tool, and a learning
several ideas about what students can learn
                                                     management system, and, in our case, a
through programming. They include thinking
                                                     research data collection tool.
skills, subject specific and general skills, as
                                                         Students and teachers from six schools
well as to teach students about our “digital
                                                     participated in the intervention. We explore the
world”. However, most of the research on
                                                     making and use of screencasts (screen
programming is based on programming for the
                                                     recordings) in different ways, for example to
sake of programming, i.e. to educate
                                                     structure lessons and in assessment. The
professional developers. The Nordic approach
                                                     screencasts capture the students’ programming
assumes that programming can contribute to the
                                                     activities as a process, including how the
learning of other subjects. As is the case with
                                                     students describe and discuss their code.
many programming pedagogical topics in
                                                         The second case involves underachieving
school contexts, also the field of programming
                                                     gifted/talented students attending a natural
for the subjects is “underinvestigated” [17, p.
                                                     science class intervention where they
42]. One of the most known cases of such
                                                     incorporate programming and making in
research is on Logo and mathematics [21], but
                                                     science. The aim of this case is to explore the
there are some more recent examples.
                                                     second and main research questions. Potential
    The project ScratchMaths has shown
                                                     participants are tested using the Wechsler
promising results in using Scratch to teach
                                                     Intelligence Scale for Children (WISC) test, to
primary school children basic mathematics
                                                     identify students who can be defined as
skills [22]. In their approach, mathematical and
                                                     underachieving gifted/talented students, but
programming          concepts    were      taught
                                                     this is not emphasised in my PhD project.
“simultaneously”, using subtle colour coding to
                                                         During the intervention, the students are
help students differentiate between the two
                                                     invited to make digital and physical
subjects and help them see the connections.
                                                     programmed artefacts with the aim of
This is an important point, as Mørch and
                                                     developing understanding of natural science
colleagues [20] found that students do not
                                                     concepts.     Approximately        40     students
automatically connect programming concepts
                                                     participated in the first iteration, and more are
with the relevant school subject(s) if this is not
                                                     recruited for the second iteration, which is
explicitly pointed out to them.
                                                     starting during the autumn of 2021.
    As presented in this section, the
                                                         As both research projects are design based
programming literature has several interesting
                                                     projects, I aim to contribute to both theory
lines of research. Since I am applying a
                                                     development and the development of
qualitative, explorative approach in this project,
                                                     pedagogical practices that are more “hands on”
and I am still at an early stage of my project, I
                                                     useful for the practice community.
prefer to keep an open mind as to what lines I
will pursue later based on the affordances of my
data.
Table 1                                                where cameras are placed so that we capture
Case comparison                                        events on the students’ screens and the shared
                   Case 1          Case 2              physical space between the students and their
 Student age       13-19           12-16               persons, enabling us to capture e.g. gestures and
                                   Programming         how the students potentially move the shared
 Programming       Programming                         laptop computer or other physical tools
                                   as learning
 rationale         as subject                          between them. A table microphone ensures
                                   tool
                                   Elective            good quality voice recordings.
                   Elective        course for              Interviews held individually and/or in
 Context           course in       gifted              groups using a semi-structured approach, may
                   school          students            provide a meta-cognitive perspective.
                                   across schools          The first case is formally concluded,
 Main              Interactive                         meaning no more data is collected. Data
                                   Makerspace
 pedagogical       screencast                          collection in the second case started during the
                                   technology
 tools             technology                          autumn of 2020, and there is available data
                                   Video/audio         from the pilot project that is relevant [20].
                   Video/audio
                                   recordings in       Because of the Covid-19 pandemic, the
                   recordings in
                                   classrooms,         2020/2021 academic year interventions in the
                   classrooms,
                                   semi-               second case were conducted digitally,
                   semi-
                                   structures          providing considerable challenges forcing all
 Data              structured
                                   interviews,         case participants to adapt. This has also affected
 collection        interviews,
                                   screen              my project and research questions. We have
                   screencasts
                                   recordings          started conducting the next iteration in a
                   from
                                   from digital        physically co-located classroom, which may
                   screencasting
                                   classroom           provide opportunities for comparing the
                   software
                                   environment
                                                       iterations and cases on even more conceptual
 N (students)      134             ~200
                                                       levels, which I have not started exploring as of
                                                       now.
4.1.    Data collection
                                                       4.2.    Data analysis
    Data from both cases is/was collected using
participant observation, screen recordings and             The data will be analysed using a qualitative
interviews. Observations are collected using           approach. I will look at interactions themselves
field notes (meta-data), video cameras,                (i.e. the contents and organisation of
microphones, and screen recording software.            conversations and other social acts) using
This will enable me to capture both what the           interaction analysis (IA) [24]. Typically, this
students are saying, with whom they are                means to look for recurring and/or exceptional
talking, how they use their bodies/gestures to         “episodes” and sequences of turn taking
communicate, what digital and physical objects         contributing to meaning making, and
they are interacting with as well as what they         organising them into themes that conceptualise
are constructing. It is vital that the students are    the events in the episode [25]. However, as the
encouraged to interact and work together in            students are interacting with digital and
order to capture these conversations. The              physical tools and may be using gestures (both
student assignments are designed for working           physically and digitally) to communicate, these
in pairs to assure that I may collect interaction      actions are also considered parts of the
data, but in the first case, there are also students   interaction to analyse. This is in line with a
who have worked alone and have recorded their          Vygotskyan view on mediational tools as
own, individual screencast explanations.               essential parts of learning processes.
    In both cases, we used (or intend to use) a            The primary data therefore consists of the
voice- and tool-focused approach to video              video observations and screen recordings, as
recordings, informed by our theoretical                these best capture the complex processes we are
perspective. This is achieved by a particular          studying. The interviews are a secondary data
focus on the relative placement of video and           source that may support or challenge what we
audio recording hardware in the classroom,             observe in the classrooms.
    As the two cases include relatively large        researchers to ensure a level of inter-coder
amounts of data (tens of hours of video data), it    reliability.
will be necessary to reduce the data to those that
are most relevant for the research questions.        5. Preliminary             results          and
This means that I will focus on data were the
students are actively engaged in programming,           discussion
over episodes that are e.g. mainly teacher
oriented or where the students are engaged in            In this section, I will briefly describe my
other types of activities.                           preliminary findings and discuss these and the
    Both the cases are parts of larger research      current state of the project. I will frame this
projects where other researchers employ              discussion using the research questions, starting
several analytical tools and data sources to         with the sub-questions and moving on to the
answer different research questions. My project      main research question.
differs in that I employ the same analytical tools       Sub-question 1: How does interactive
across the two cases.                                screencast technology support digital and
                                                     social learning practices in computer
                                                     programming classes?
4.3.    Research quality                                 In the first case, we are exploring
                                                     affordances of different modes of using
    Although there is some overlap, the cases        integrated screencast technology [19]. The
have distinct takes on programming in school.        most promising results include how making
Instead of viewing this as mainly a challenge,       screencast code presentations may create new
the cases provide an opportunity to investigate      learning opportunities for the students, as
contrasting approaches to programming                presented in our short-paper [26]. We have
pedagogy.                                            observed episodes where students work
    One      challenge,    particularly    about     collaboratively on developing code and how
generalisation to the general population of          switching to a screencast recording “mode” of
students who are expected to learn                   working, e.g. creating a screencast as cultural
programming within the mandatory subjects            tool, changed how they talked, edited and tested
following the new curriculum, is that the            code. Recording a screencast is not simply a
participants do not represent “typical students”     representation of a learning process, but is
in the Norwegian school, as they have all opted      connected to particular cultural practices. This
in to take part in the elective programming          interrelationship between activity framing, talk,
subjects. Furthermore, all the students in the       code changes and other development actions
second case belong to the group of                   will be explored further, and is especially
underachieving gifted/talented students. This        interesting for comparison with the case where
brings about some methodological challenges,         another level of abstraction is added, namely
but also the opportunity to study programming        the explicit goal of subject learning through
with students that are likely to be motivated. It    programming.
is possible to assume the challenges we might            Sub-question 2: How are learning processes
experience with the participants can be even         supported by programming as an intermediate
bigger when programming is implemented in            tool between physical making and conceptual
mandatory education for everyone.                    knowledge in a digital science classroom?
    In the second case, the coronavirus                  Although the digital classroom of the Covid-
pandemic had a big impact on the first iteration     19 pandemic has caused several problems such
of the interventions. This has provided an           as technical difficulties, students dropping out,
opportunity to study the learning of science         and changes to the activities in the intervention,
concepts using digital tools such as “Microbits”     we have seen signs of how programming may
and programming, in a digital classroom, but         be a bridge between the individual, concrete,
there are challenges on how the data from the        physical artefacts the students made, and the
digital iteration will compare with the second       social and digital classrooms where interactions
round.                                               and teaching took place. The students could not
    One way we ensure the research quality in        manipulate other students’ physical artefacts or
the complex case contexts, is by developing          work together on creating common physical
codes and then viewing data separately as            artefacts as they would in a physical classroom,
but they could share and manipulate code in the          BETT2018 Steering Group (2018)
online classroom environment [27]. I will                doi:10.17471/54007.
continue to explore the role of programming         [5] N. C. Brown, S. Sentance, T. Crick, S.
and screen sharing practices as tools for                Humphreys, Restart: The resurgence of
supporting the students’ learning.                       computer science in UK schools. ACM
    Main research question: How do computer              Transactions on Computing Education 14
programming         classes    and     integrated        (2014): 1–22.
subject/programming classes compare as              [6] J. M. Wing, Computational thinking.
learning arenas?                                         Communications of the ACM 49 (2006):
    With this research question, I intend to             33–35.
compare the two approaches to programming           [7] A.       V.    Aho.     Computation      and
(traditional approach, and Nordic approach),             Computational       Thinking.     Ubiquity
and explore in what ways they differ and how             symposium             (2011)            doi:
the interdisciplinarity of the Nordic approach is        https://doi.org/10.1145/1922681.1922682
expressed through the students’ learning            [8] L. S. Vygotsky, Mind in society: The
processes, and how this differs from the                 development of higher psychological
traditional approach.                                    processes. Harvard university press, 1980.
    In some respects, the pandemic made the         [9] K. Nygaard, Program development as a
cases more similar, as the collaboration                 social activity. In IFIP Congress (1986):
activities in both cases were, in large, mediated        189–198.
by what the students saw and did on the screen.     [10] S. Y. Lye, J. H. L. Koh, Review on
    Currently, data from the two cases are being         teaching and learning of computational
analysed separately, but I intend to do a                thinking through programming: What is
comparative analysis once I am more familiar             next for K-12?. Computers in Human
with the separate data sets.                             Behavior, 41 (2014): 51–61.
    Preliminary findings are mostly empirical,      [11] I. E. Harel, S. E. Papert, Constructionism.
but with deeper analysis, I hope to develop              Ablex Publishing, 1991.
these into more refined models or theories, that    [12] R. E. Mayer, J. L. Dyck, W. Vilberg,
may contribute both to the research field of             Learning to program and learning to think:
learning to program and programming to learn,            what's the connection?. Communications
but also the practice of how and why.                    of the ACM 29 (1986): 605–610.
                                                    [13] M. Resnick, Lifelong kindergarten:
6. References                                            Cultivating creativity through projects,
                                                         passion, peers, and play. MIT press, 2017.
                                                    [14] F. J. García-Peñalvo, J. Hughes, A. Rees,
[1] Norwegian directorate of Education, the,
                                                         I. Jormanainen, T. Toivonen, D. Reimann,
    Nye læreplaner – grunnskolen og                      M. Tuul, M. Virnes, Evaluation of existing
    gjennomgående fag vgo, 2019. URL:                    resources (study/analysis). Belgium:
    https://www.udir.no/laring-og-                       TACCLE3            Consortium.        2016
    trivsel/lareplanverket/Nye-lareplaner-i-             doi:10.5281/zenodo.163112
    grunnskolen-og-gjennomgaende-fag-vgo.           [15] S. Sentance, J. Waite, M. Kallia, Teaching
[2] J. Waite, Pedagogy in teaching Computer              computer programming with PRIMM: a
    Science in Schools: A Literature Review,             sociocultural perspective. Computer
    2018.                                URL:
                                                         Science Education 29 (2019): 136–176.
    https://royalsociety.org/~/media/policy/pr      [16] A. Hunt, D. Thomas, The Pragmatic
    ojects/computing-education/literature-               Programmer. Boston: Addison-Wesley,
    review-pedagogy-in-teaching.pdf                      2000.
[3] S. Papert, Mindstorms: Children,                [17] S. Grover, R. Pea, Computational thinking
    computers, and powerful ideas. Basic                 in K–12: A review of the state of the field.
    Books Inc, 1980.                                     Educational researcher 42 (2013): 38–43.
[4] S. Bocconi, A. Chioccariello, J. Earp, The      [18] F. Hermans, A. Swidan, E. Aivaloglou,
    Nordic      approach      to   introducing           Code Phonology: an exploration into the
    Computational          Thinking        and           vocalization of code, in: Proceedings of
    programming in compulsory education.                 the 26th Conference on Program
    Report prepared for the Nordic@
     Comprehension, 2018, pp. 308–311.
     ACM.
[19] A. Kluge, K. T. Litherland, P. H. Borgen,
     G. O. Langslet, Combining programming
     with audio explanations, in: Proceedings
     of the 11th International Conference on
     Education Technology and Computers,
     2019, pp. 155–159.
[20] A. I. Mørch, K. T. Litherland, R.
     Andersen, End-User Development Goes to
     School: Collaborative Learning with
     Makerspaces in Subject Areas. In
     International Symposium on End User
     Development, 2019, pp. 200–208.
[21] I. E. Harel, S. E. Papert, Software design
     as a learning environment, Interactive
     learning environments 1 (1990): 1–32.
[22] L. Benton, P. Saunders, I. Kalas, C.
     Hoyles, R. Noss, Designing for learning
     mathematics through programming: A
     case study of pupils engaging with place
     value. International journal of child-
     computer interaction 16 (2018): 68–76.
[23] S. Barab, K. Squire, Design-based
     research: Putting a stake in the
     ground. The journal of the learning
     sciences 13 (2004): 1–14.
[24] B. Jordan, A. Henderson, Interaction
     analysis: Foundations and practice, The
     journal of the learning sciences 4 (1995):
     39–103.
[25] V. Braun, V. Clarke, Using thematic
     analysis in psychology. Qualitative
     research in psychology 3 (2006): 77–101.
[26] K. Litherland, A. Kluge, A. I. Mørch,
     Interactive Screencasts as Learning Tools
     in Introductory Programming, in:
     Proceedings of the 16th European
     Conference on Technology Enhanced
     Learning, 2021, pp. 342–346.
[27] R. Andersen, A.I. Mørch, K. T. Litherland,
     Learning Domain Knowledge using
     Block-Based Programming: Design-Based
     Collaborative Learning, in: Proceedings of
     the 8th International Symposium on End-
     User Development, 2021, pp. 119–135.