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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Bringing Computational Thinking to non-STEM Undergraduates through an Integrated Notebook Application</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Juan Carlos Farah</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Arielle Moro</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kristo er Bergram</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Aditya Kumar Purohit</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Denis Gillet</string-name>
          <email>denis.gilletg@epfl.ch</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Adrian Holzer</string-name>
          <email>adrian.holzerg@unine.ch</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Ecole Polytechnique Federale de Lausanne</institution>
          ,
          <country country="CH">Switzerland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Neucha</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>tel</institution>
          ,
          <country country="CH">Switzerland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <abstract>
        <p>Computational thinking courses are no longer exclusive to engineering and computer science students in higher education but have become a requirement in other elds, as well as for students in secondary, primary, and even early childhood education. Computational notebooks, such as Jupyter, are popular solutions to develop the programming skills typically introduced in these courses. However, these solutions often require technical infrastructure and lack support for rich educational experiences that integrate discussion, active feedback, and learning analytics. In this paper, we introduce a web application designed to address these challenges. We present blended learning scenarios supported by this application and evaluate them in an eight-week computational thinking course comprising 67 students pursuing a Bachelor in Business and Economics. We include in our results the impact of the disruption caused by the COVID-19 pandemic, which forced a move from blended to online distance learning for the second half of our evaluation.</p>
      </abstract>
      <kwd-group>
        <kwd>Computational Thinking Blended Learning Digital Education Jupyter Notebooks Learning Analytics Python COVID-19</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Computational thinking can be de ned as the di erent thought processes used
in computer science to solve problems [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ]. Among the main concepts used are
modeling problems using abstractions, division of problems into subproblems,
design of solutions through sequential steps (algorithms), and identi cation of
patterns. Over the past decade, computational thinking has become a tool to
solve problems in virtually every eld of study [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Learning computational
thinking thus becomes crucial not only for engineers and computer scientists, but also
for students in domains outside science, technology, engineering, and
mathematics (STEM). In line with this trend, computational thinking courses have been
introduced not only for a wide array of university degrees, but also in secondary
schools [
        <xref ref-type="bibr" rid="ref17 ref36">17, 36</xref>
        ] and all the way down to early childhood education [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        An essential part of computational thinking courses is a basic understanding
of programming [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. Due to the complexity of providing a consistent
experience across di erent devices and operating systems, introductory programming
courses have traditionally required a technical setup to ensure that all students
are running the same development environment [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. This can be a high barrier to
entry for less technical students, teachers, and even institutions lacking proper
information technology support. To lower this barrier, computational notebooks
have been proposed as a way to minimize the amount of technical setup needed
to provide a homogeneous programming environment. Computational notebooks
are online tools that combine resources (such as text or images), executable
code, and both textual and graphical outputs. They are typically used by data
scientists for sharing and keeping track of data exploration as well as for
reproducibility purposes [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ], and their popularity has \exploded" in recent years,
most prominently through the use of Jupyter Notebooks [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ].
      </p>
      <p>
        Nevertheless, self-hosted computational notebook solutions such as Jupyter
often require a backend server infrastructure to execute code and manage users,
while directing students to cloud-based solutions such as Google's
Colaboratory [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] risks violating privacy and legal regulations (e.g., the European General
Data Protection Regulation (GDPR) [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]), which many institutions are required
to adhere to. With these concerns in mind, we designed a novel web application
(app) that allows students to execute Python directly on the browser. This app
is free and open source, and can be integrated into online learning platforms |
along with collaborative and learning analytics tools|to o er features present in
computational notebooks and foster rich learning experiences. To better
understand how such an app supports the acquisition of computational thinking skills,
we put forth our rst research question. RQ1: How do non-STEM students in
introductory programming courses use and perceive computational notebooks as
a tool for learning programming?
      </p>
      <p>To address this question, we incorporated our app into a computational
thinking course for students pursuing a bachelor's degree in Business and Economics at
the University of Neuch^atel, Switzerland (henceforth the university ). Our initial
goal was to analyze usage and perception of the app within a blended learning
scenario. However, at the end of the fourth week of our study, the university had
to shut down due to the COVID-19 pandemic, forcing us to adapt the course
to a purely online distance learning scenario. This unexpected turn of events
prompted a second research question. RQ2: How is the usage of computational
notebooks di erent between a blended and a distance learning scenario?</p>
      <p>This paper puts forth two main contributions. The rst is the design of our
app and an overview of how it can be used to create computational notebook
learning environments with a lower barrier to entry directed at less technical
students and instructors. The second contribution is an analysis of student
interaction with the app and the learning environment in which it was deployed (RQ1).
This analysis also contains insights on how the switch from a blended learning
scenario to a distance learning scenario impacted usage (RQ2).</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        One of the key trends in education over the last decade has been the shift to using
blended learning models, where traditional face-to-face learning is complemented
with digital interaction, whether in-class or at distance [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. Compared to online
learning alone, a blended learning approach has been found to be more e ective in
terms of learning outcomes [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. To some extent, most current learning activities
occur in some form of blended learning [
        <xref ref-type="bibr" rid="ref25 ref30">25, 30</xref>
        ]. On top of direct pedagogical
gains, blended learning o ers the opportunity to integrate learning analytics
into the instructor's awareness and re ection processes to assess how students
perform and potentially be able to predict student success or failure early on in
the course [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ].
      </p>
      <p>
        Introductory programming courses are prime candidates for blended learning
[
        <xref ref-type="bibr" rid="ref12 ref6">6, 12</xref>
        ], and the simplicity and readability of Python have made it an attractive
introductory programming language [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]. Although there are a large number of
online Python tools available [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], Jupyter Notebooks have become common in
introductory Python courses [
        <xref ref-type="bibr" rid="ref37 ref8 ref9">8, 9, 37</xref>
        ]. The combination of an online coding
environment that does not require external software and the possibility to run code
embedded within text and multimedia content is particularly well-suited to teach
computational thinking [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. Typically among the opportunities o ered by tools
such as Jupyter is the fact that students can iterate on their coding assignments
on the same platform without the need to switch between the assignment and
the coding software [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. Jupyter also includes several tools speci cally designed
for teaching purposes, such as grading modules [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. Previous work has explored
the usage of online notebooks for teaching computational thinking in di erent
learning activities. For instance, researchers evaluated its usage for (i) lectures,
(ii) reading, (iii) homework, and (iv) exams [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ].
      </p>
      <p>
        It should be noted that such notebooks can also have a negative impact
on learning, as some argue that they promote poor coding practices because
they make it di cult to break code into smaller reusable modules and to
develop and run tests on the code [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. Furthermore, there is a tension between
exploration and explanation, as it requires a lot of e ort for a user to convert a
messy exploratory notebook to a clean shareable notebook [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]. Moreover, such
environments still lack support for a wider range of interaction, collaboration,
activity awareness, and access control mechanisms [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ]. Although computational
notebooks are valuable for beginner students, they can be inadequate for
experienced users [
        <xref ref-type="bibr" rid="ref11 ref5">5, 11</xref>
        ]. To address this, notebooks can be personalized according to
learning style, programming level, or learning context [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. Aside from Jupyter,
other approaches focus on integrating smart content hosted on di erent servers
to enhance the learning experience [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], while several web-based tools for teaching
Python have also been proposed [
        <xref ref-type="bibr" rid="ref14 ref18 ref27">14, 18, 27</xref>
        ].
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Design</title>
      <p>In this section, we present the design of our digital tool and describe how it
enables instructors to sca old computational notebooks and provide a variety of
learning scenarios for their students. We then describe how the tool was used in
the context of a course introducing business students to programming.
3.1</p>
      <sec id="sec-3-1">
        <title>Digital Education Tool</title>
        <p>
          As noted in Section 1, we developed an open source web application (henceforth
the code app3) to provide a ready-made Python environment for instructors and
students. The code app leverages the Pyodide4 library to execute Python directly
on the browser without any additional dependencies. It supports reading and
writing les, receiving input from users, and displaying graphical output from
libraries such as Matplotlib [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. The app also features a command-line interface
that serves both to display output and allow students to navigate a virtual le
system. In its simplest form, the code app can be used independently of any other
software simply by accessing a web link. Nevertheless, it can leverage application
programming interfaces (APIs) exposed by digital education platforms to enable
advanced features as well as learning analytics. To enable these features and to
provide a context resembling computational notebooks, we designed the code
app to be compatible with the Graasp open digital education platform [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ].
        </p>
        <p>Graasp provides two interfaces. The rst is an Authoring View where
instructors integrate and con gure the resources that they will use to create their online
3 Code App: github.com/graasp/graasp-app-code
4 Pyodide: github.com/iodide-project/pyodide
lessons, which we refer to as learning capsules. Learning capsules can be
scaffolded into step-by-step code exercises, which can be contextualized with text,
images, links, chatrooms, and other interactive content. Within this
instructorcentric view, the code app can be precon gured with sample code, data les,
and instructions for students. It also features a feedback functionality that
allows instructors to review the code of each student and provide comments in a
way similar to code reviews on development platforms such as GitHub.</p>
        <p>The second is a Live View, which is an environment directed at students,
accessible through a link. Students can exploit the online lesson, navigating
through pages containing the exercises prepared by the instructor. Within this
student-centric view, the code app enables students to write, execute and save
code, review feedback provided by the instructor, and visualize graphics. The
result, as shown in Figure 1, is a computational notebook learning capsule.</p>
        <p>During lectures or while watching videos or reviewing slides, students can
run code and test results using the code app. The live view also supports a
presentation mode, which the instructor can use to guide the students through
the learning capsule. Several tools can be included within the learning capsule
to provide formative assessment. A simple input app allows students to submit
text, while a real-time communication app enables students to spontaneously ask
questions and to respond to multiple-choice questions posed by the instructor.</p>
        <p>Finally, through the analytics features of the learning capsule, instructors
can have an overview of the progress and di culties students are encountering,
and thus adjust their teaching accordingly. As an example, Figure 2 shows a
learning dashboard to track user activity. More speci cally, it shows the order
in which each student has visited the pages available in the live view, as well
as the time spent on each of them. If instructors use the live view at the same
time, then the instructors' data can be compared against the students' data.
Each color represents a page inside the live view. If students were to be perfectly
synchronized with the instructor, their color patterns would all be the same.
Pages
Instructor Activity
Student Activity
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>The Information Technologies Course</title>
        <p>The evaluation took place in a rst-year course on information technologies
for students enrolled in a Bachelor's in Business and Economics. A total of
69 students were enrolled, 31 of them female (45%). Two of the 69 students
did not opt in for the study, thus their data was removed. The course lasted
one semester (14 weeks) and consisted of two periods (1.5 hours) of weekly
lectures and two periods of weekly lab sessions with exercises. Student presence
in class was not mandatory. The rst half of the semester, which is the focus of
this study, covered computational thinking, with two weeks for general theory
about concepts (e.g., abstractions, problem division, algorithms) and six weeks
of introduction to programming with Python to put the theory into practice (see
Table 1). Note that during these eight weeks, teaching was dramatically impacted
by the COVID-19 pandemic. Indeed, all in-class lectures were suspended at the
end of the fourth week of the semester, and all teaching was moved online.
Teaching in the course progressed through three main phases, as outlined below.
Phase 1: Concepts (in-class ) The rst phase covered the rst week and a
half and consisted mainly of in-class lectures with in-class interactive activities.
The exercise sessions were also in-class and focused on getting familiar with
algorithmic concepts using a game (Human Resource Machine5) as well as through
practical group exercises (e.g., designing an analog algorithm to nd the most
frequent word in a text that was handed out on a piece of paper).
Phase 2: Python (blended ) The second phase covered the end of the second
week and the two weeks that followed, and consisted of blended learning both
for lectures and lab sessions. During the lectures, the presentation mode of our
learning capsules was used by the instructor. Concretely, the instructor logged
in to the live view and moved from one page to the next, typing and executing
code while providing explanations. In the meantime, students connected to the
same learning capsule but logged in with their own credentials and thus accessed
their own version of the exercises, where they could write and execute code
5 Human Resource Machine: tomorrowcorporation.com/humanresourcemachine
while the instructor was giving the presentation. During the lectures, a real-time
communication app was integrated into the learning capsule. Students asked
questions and the instructor conducted several polls to see if the level of the
course was adequate. During the lab sessions, students were given a learning
capsule with ve questions, each one containing the code app as well as an input
box to provide answers to the questions. The solutions to each exercice were
presented the following week. During these rst two phases, the lectures were
recorded and posted on the university's learning management system (LMS).
Phase 3: Python (distance ) The third phase was not planned and was
triggered by the national response to the COVID-19 pandemic. As the government
imposed a partial con nement, the university had to cancel its on-site lectures.
For this last phase, lectures were prerecorded and published on the LMS. The
instructions for the labs were published on the LMS and a video explaining the
solutions was recorded and posted on the LMS a week later. Student
interaction with teaching assistants (TAs) and the instructor took place principally
(i) through email, (ii) through the communication app, and (iii) through the
feedback feature of the code app.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Methods</title>
      <p>We employed two types of methods to collect data: (i) online activity traces and
(ii) surveys. At the beginning of the course, students were informed of our study
and were asked to opt in to participate. The learning experience was identical
for both those who opted in and those who did not.</p>
      <p>We used three forms of activity traces. The rst was a measure indicating the
number of edits (e.g., keystrokes, deletions, copy/paste actions) that a student
performed within the code apps embedded in the learning capsules. We refer
to this measure as the code app interaction metric. The second form of activity
traces was linked to the in-class video recordings and the screencasts for distance
learning, which were uploaded to the university's video repository service. The
service tracked each time a student logged in and recorded how long a video was
played. We refer to this metric as the time spent watching videos metric. The
third form was generated by tracking how students moved between the di erent
pages of our learning capsules, as visualized in Figure 2.</p>
      <p>
        At the beginning of the course, students were asked to ll in an optional
presurvey about their programming experience and their attitude towards
learning technologies. This pre-survey also included an ungraded test assessing their
Python knowledge. Students were not informed of their performance. At the end
of Phase 3, an optional post-survey was conducted, which included a number of
open questions about the learning technologies used, as well as the System
Usability Scale (SUS) [
        <xref ref-type="bibr" rid="ref1 ref19">1, 19</xref>
        ]. The post-survey also included an ungraded post-test.
This test followed the same format and included some of the questions posed in
the pre-test. This time, students were informed of their performance.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Results</title>
      <p>In this section, we rst present results pertaining to student interaction with the
code app, the computational notebook learning capsules, and the accompanying
lecture and lab video recordings. We then consider students' perceptions of these
learning technologies. Finally, we address the di erence between the blended and
distance learning scenarios.</p>
      <p>How did students interact with the code app? Use of the code app|
as measured by the code app interaction metric|varied widely (x = 22167,
M edian = 23990, SD = 13223). However, usage was not signi cantly
correlated with students' self-reported tech-savviness (r = 0:129, p = 0:309), and
a Kruskal-Wallis H test found no signi cant di erences by gender (H = 0:0228,
p = 0:880). The number of days that students interacted with the code app
throughout the duration of the course also varied widely across students. On
average, students actively interacted with the code app on nine di erent days
(x = 8:925, M edian = 9, SD = 4:831). As shown in Figure 3, before the switch</p>
      <p>Days with Recorded Activity on the Code App
t
n
e
d
u
t
S
1
2
3
4</p>
      <p>5
Week
6
7 8
-- Confinement Starts
from blended to distance learning, usage was concentrated on Wednesdays and
Thursdays, coinciding with lectures and labs. Although around a third of
students stopped using the code app|or only used it sporadically|after the switch,
around two-thirds of students continued to use it regularly. This pattern is
relatively consistent throughout Weeks 5-8 in the same way the long synchronized
blocks are present throughout Weeks 2-4. It is worth noting that interaction
in the blended scenario was a predictor of interaction in the distance learning
scenario (r = 0:577, p &lt; 0:001).</p>
      <p>
        How usable were the tools? The SUS score ranges from 0 (worst) to 100
(best). The code app achieved a mean score of 71.3 (n = 57), which indicates
good usability [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. To assess if students found the other digital tools bene cial for
their learning, a three-item questionnaire was disseminated. Questions followed a
ve-point Likert scale from `Strongly Disagree' to `Strongly Agree' (n = 56): (i)
I think the use of the interactive slides in Graasp during the course was useful,
(ii) I think the use of the chat feature in Graasp was useful for the course, and
(iii) I think the feedback feature in Graasp was useful. A one-sample Wilcoxon
signed-rank test indicated the median for the rst item was signi cantly di erent
from three (the neutral position), Z = 6:57, p &lt; 0:001, with a very strong e ect
size (r = 0:87). Similar signi cant results were achieved for the second and third
items, with Z = 4:58, p &lt; 0:001, r = 0:61 (strong e ect size) and Z = 4:47,
p &lt; 0:001, r = 0:59 (moderate e ect size), respectively.
      </p>
      <p>
        We also collected diverse perspectives regarding the tools integrated into the
computational notebook learning capsules. Students were presented with an open
question: In your opinion, what are the pros and cons of the digital technologies
used in this course?. A total of 41 students provided open-ended comments.
We analyzed responses by articulating emergent themes using line-by-line data
coding [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Here we discuss the major themes.
1. Easy to use. The rst theme that emerged was that the code app was easy to
use, easy to understand, and easy to get used to. One student explained: \You
get used to the [code app] service quite quickly." Another commented that \the
positive points are the ease of use of [the code app], the clarity and the stability
of the service".
2. Ready-made. Students also appreciated the ability to execute Python in the
code app without any installation requirements. One student commented: \The
biggest positive point for me is that we didn't need to install an application.
We can easily access the [code app] service. Compared to R, it is easier to use
and more modern." Another student noted: \Easy to use / nothing to install /
nothing is saved on our computers".
3. Mirroring. A third theme worth noting focused on the possibility for students
to mirror what the teacher was doing using the learning capsules. One student
reported: \We can put the examples we have seen into practice and we can check
by ourselves the explanations given to us during the course work. I nd that it
puts our computational thinking into practice and motivates us to move forward
in this course." Another student commented that \the use of [the code app]
during the course allows for a better understanding of the course. You don't just
listen, you already assimilate the material".
4. Multiple access. Several students asked for greater exibility to access multiple
learning capsules in parallel. Codes like multitask and parallel control were
recurrent. One student reported: \Can't use multiple learning capsule pages without
one page closing." Another student commented that \[the code app] does not
open for the lecture and for the lab, you still have to identify yourself and it's
painful, it's either one or the other".
      </p>
      <p>To get an overall indication of the qualitative feedback, we performed a
sentiment analysis, extracting the polarity (-1 (negative) to 1 (positive)) of each
comment. Although results show that the majority of the comments were
neutral, this is not surprising, given that we asked students to indicate both positive
and negative aspects of the technology used. Nonetheless, our analysis registered
a weak positive tendency, indicating that comments were slightly favorable.
How were the computational notebook learning capsules used di
erently between the blended and distance learning scenarios? Using data
from the learning dashboard presented in Figure 2, we examined usage patterns
from Week 3 and Week 4 (blended learning), and Week 5 (distance learning)
(Figure 4). In the blended learning scenario, where the learning platform is used
by the instructor and the students at the same time, the dashboard gives the
instructor a visual impression of how synchronized students are during lecture.
Figure 4 (A) includes all student activity during Week 3, showing that 64
students, including a TA, were active at some point in the lecture. A visual analysis
considering only active students|not those who left the class early or arrived
late|indicates that there seem to be only 5-6, approximately 10% of all students,
who are not following the general page change pattern. Figure 4 (B) shows the
dashboard for Week 4. The results are very similar to Week 3, with 61 students
active on the platform, most of them|except around 5 students|following the
instructor's pattern closely. Note that for both weeks we counted the number
of students physically present at the beginning of the second part of the lecture
to be 53 (24 female) on Week 3 and 50 (25 female) on Week 4. These student
counts are in line with the number of students observed online and convey the
fact that the tool was used virtually by all students present in class.</p>
      <p>In the distance learning scenario, the dashboard allows us to see when
students logged in to the online platform to work on the course. Figure 4 (C) shows
an overview of the lecture during Week 5 (March 17). The instructor's video
recording of the lecture was 35 minutes long (the content was not changed
compared to a 90-minute live lecture, however, the online recording did not include
interaction time). Once the video was posted, students could access it at their
discretion. Figure 4 (C) also shows all activity on the platform related to that
particular capsule for the whole week after the video was posted. Overall, 51
students accessed the capsule, and 29 spent at least 30 minutes on the platform.
As expected, the usage pattern is not synchronized across students.
Nevertheless, there is a diminishing trend of active students per day, with 18 students
accessing the learning capsule on the scheduled lecture date (Wednesday, March
A) Week 3 - Blended Learning Scenario
February 4 - Instructor Conducts Live Lecture</p>
      <p>B) Week 4 - Blended Learning Scenario
March 11 - Instructor Conducts Live Lecture</p>
      <p>C) Week 5 - Distance Learning Scenario
March 17 - Instructor Records Lecture (35 min)
During the Lecture (64 students)</p>
      <p>During the Lecture (61 students)</p>
      <p>March 18 - 18 students
March 19 - 13 students
March 20 - 9 students
March 21 - 3 students
March 22 - 1 student
March 23 - 3 students
March 24 - 4 students
10:00
11:00
12:00
10:00
11:00
12:00
18), 13 students the day after, nine students on the Friday, and a minority of
students over the weekend, through to the following Monday.</p>
      <p>Given the di erence in usage before and after the switch to distance learning,
we also wanted to explore the relationship between the code app and other digital
tools used for distance education. Speci cally, we considered the link between
the code app and the video recordings that replaced the live lectures at the
start of Week 5. There was a strong positive relationship between the code app
interaction and the time spent watching videos metrics, (r = 0:501; n = 66; p &lt;
0:001). In other words, the more students used the code app the more time they
spent watching videos and vice versa. This might be due to the fact that these
resources were meant to be used in parallel to simulate the in-class experience.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>
        The results of our evaluation give rise to a number of discussion points
concerning our research questions. First, in terms of inclusion, our results show that
there is no di erence in usage metrics related to either digital literacy or gender.
From a learning design perspective, this shows that our code app did not
involuntarily discriminate against gender or programming skills. This is particularly
important since there can be strong stereotype threats that can hinder learning
in computer science, where female students are still widely underrepresented [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ].
At the University of Neucha^tel, there are typically around 50% of female
students registered in the business curriculum and thus present in all mandatory
courses, such as our information technology course. Nonetheless, this percentage
drops to under 20% in the elective programming course. It is therefore
imperative that the tools employed in introductory courses do not discourage students
from continuing studies that reinforce computational thinking skills.
      </p>
      <p>
        Second, while usage of the code app and the computational learning
capsule was synchronized across students and heavily concentrated on lecture and
lab days during the blended learning scenario, the distance learning scenario
introduced a sharp departure from that pattern of use. Access to the learning
capsules became spread over the rst two to three days after the lecture was
posted, with some students changing their study habits and viewing the
material during the evening, as was also highlighted in [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Similarly, usage of the
code app became scattered throughout the week. Nevertheless, it is important to
highlight that around two-thirds of students continued to use the code app
regularly throughout the distance learning period. This could signal that the code
app and the computational notebook learning capsules could be successfully
deployed in both types of learning contexts. Furthermore, usage of the code app
during the blended scenario predicted usage in the distance scenario. This could
help instructors identify students who might nd the switch more challenging
and provide them with adequate support, as suggested in [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ].
      </p>
      <p>Third, the results from our surveys indicate that students were generally
positive regarding the usability and pertinence of both our code app and the
computational notebook learning capsules it supports. Moreover, students
particularly appreciated the browser-based experience, with no required installation
or setup. This serves as a crucial insight into the possible improvements that can
be done to the current computational notebook ecosystems in order to lower the
barrier to entry for non-STEM students.</p>
      <p>To conclude, our study provides a snapshot of how digital tools can allow
both instructors and students to adapt to an unforeseen change in pedagogical
scenarios. Although our evaluation is by no means conclusive, the fact that
usage of our code app was not correlated with prior programming skills and that
students found it easy to use is a good sign that it will be positively received in
introductory programming courses. In future work, we aim to study how students
transition from our code app to more advanced technologies, such as Jupyter
Notebooks or integrated development environments. Furthermore, we aim to
re ne our digital tools following the feedback received and continue to investigate
how they can enable computational thinking courses across non-STEM elds.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgements</title>
      <p>This research has been co-funded by the European Union's Horizon 2020
research and innovation program through the GO-GA Project (grant agreement
no. 781012). We would also like to thank Yves Piguet for his contributions.</p>
    </sec>
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