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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>pARt Blocks: Program</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Maheshya Weerasinghe</string-name>
          <email>maheshya.weerasinghe@famnit.upr.si</email>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Karolina Trajkovska</string-name>
          <email>trajkovskakarolina@gmail.com</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Klen Čopič Pucihar</string-name>
          <email>klen.copic@famnit.upr.si</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matjaž Kljun</string-name>
          <email>matjaz.kljun@upr.si</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jordan Aiko Deja</string-name>
          <email>jordan.deja@famnit.upr.si</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>De La Salle University</institution>
          ,
          <addr-line>Manila</addr-line>
          ,
          <country country="PH">Philippines</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Faculty of Information Studies</institution>
          ,
          <addr-line>Novo Mesto</addr-line>
          ,
          <country country="SI">Slovenia</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Primorska, Faculty of Mathematics</institution>
          ,
          <addr-line>Natural Sciences and Information Technologies, Koper</addr-line>
          ,
          <country country="SI">Slovenia</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University of St Andrews</institution>
          ,
          <addr-line>St Andrews</addr-line>
          ,
          <country country="UK">United Kingdom</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2022</year>
      </pub-date>
      <abstract>
        <p>Computer programming is a demanding task requiring users to understand a syntax of a programming language, logic flows, and complex abstract concepts. Adult users commonly start learning how to program in a text-based programming environment. However, such tools are not optimal for children as they require understanding of a high level of abstraction. Instead, visual programming languages were developed to hide the syntax and error messages, but are still capable to teach concepts such as parallelism and event handling. Despite, these languages still require children to handle virtual block-like elements on a computer screen. In this research, we examine the feasibility of teaching young children programming using physical blocks coupled with Augmented Reality (AR). To this end, we conducted a between subject design study with 8 participants. We compared a traditional 2D desktop application for visual programming to a 3D setting with tangible physical programming blocks coupled with a Head Mounted Device displaying programming results as AR content. The preliminary results show that the immersive 3D learning environment scored better in mental efort, task completion time, performance and subjective user satisfaction. The results should be validated with a larger sample size.</p>
      </abstract>
      <kwd-group>
        <kwd>learning</kwd>
        <kwd>mixed reality</kwd>
        <kwd>tangible interfaces</kwd>
        <kwd>programming environments</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction and Background</title>
      <p>
        The most common and time-eficient approach to programming is using high-level text based
programming languages (PL). However, understanding the meaning behind written lines of
code is dificult for beginners and in particular for children. Learning programming concepts
can be made easier with visual representation of the syntax. First, visuals are known to
enhance learning [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], and second, visuals can hide syntax and error messages, allowing users to
focus on programming concepts. Such programming languages are called visual programming
languages (VPL).
      </p>
      <p>
        “Scratch” [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] is one of the popular VPL. It features a block paradigm as a programming
interface, which inspired several subsequent projects and studies [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ]. In block programming
interface the programming syntax of a high-level programming language is replaced by blocks
that can be joined only in ways that are syntactically correct, and their incompatibility can be
used to infer errors [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. In addition, hiding the syntax has been shown to decrease cognitive
load [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Nevertheless, programming still happens using traditional input methods including
the display, a mouse and a keyboard.
      </p>
      <p>
        Moving beyond traditional interfaces, researchers explored novel programming systems
for children with tangible interfaces where programming results with the physical blocks
or cards are either visible on the screen [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] or in the augmented reality (AR) [
        <xref ref-type="bibr" rid="ref4 ref8">8, 4</xref>
        ]. Multi
sensory experiences of these systems can include sight, sound, touch, and smell, which help
children to encode more information in their brains while learning [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] and consequently better
support recall. However, to the best of our knowledge, no study explored how tangible block
programming interface could be augmented with a Head Mounted Display (HMD) showing the
results of users’ actions in the physical environment of actual blocks. To address this, we have
implemented pARt Blocks, an AR application for learning programming by combining AR and
tangible physical blocks [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. pARt Blocks Concept and Prototype</title>
      <p>
        The key features of the application developed are the blocks, a programming field and a game
ifeld for two diferent applications we planned to compare – Tangibles+AR and Desktop – as
seen in Figure 1. These elements are based on the prior work from Weerasinghe et al. [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>The idea is to visualise the execution of the program in the game field by linking the blocks
in the programming field to complete a task. The task involves the character Anna that has
to interact with dogs. At the beginning the dogs are in one of these states: sad, hungry or
both. Users need to write a program that moves Anna around the field from dog to dog and
either feed, pet or perform both actions on dogs. To complete the task all dogs should turn
in the happy state. The learning concepts consist of events, loops and conditional assignments.
Accordingly, we have designed the blocks as described in Table 1.</p>
      <p>Both applications were designed in Unity. In addition, the Tangibles+AR application uses
Vuforia Engine to recognise tangible blocks and was deployed to Hololens 2.0 HMD. In both
applications the same block types are used. In Desktop application users need to drag-and-drop
blocks, while in the Tangibles+AR application users interact with physical blocks. The physical
blocks were laser-cut from wood. The two applications also difer in presentation. For Desktop
application we used a standard 2D presentations for the game field as is common in other visual
programming languages, while for the Tangibles+AR application we use a 3D game field as
seen in Figure 1.</p>
      <p>Both applications have a play button; when pressed and if the program is correct, the execution
starts. Otherwise, the character Anna reports an unsuccessful attempt. The task was the same
for both conditions. Users had to write a program with blocks that makes the character Anna
traverse through the abstracted array – i.e. the line of dogs.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Research Method and Initial Results</title>
      <p>We developed two conditions based on each application: Desktop and Tangibles+AR condition.
Our goal was to determine which would prove better in teaching kids how to program.</p>
      <p>
        At the beginning of the study participants had to read and sign a consent form. After a brief
introduction to programming with blocks and using the application they were asked to complete
the task. Next, the NASA Task Load Index (NASA-TLX) [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] questionnaire was completed
by participants in order to measure the mental efort invested. Participants were also asked
to complete a post-test questionnaire to assess their performance, a System Usability Scale
(SUS) [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], and User Experience Questionnaire (UEQ) [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. At the end, participants completed a
post-questionnaire about user demographics and prior experience with programming, AR and
HMD.
      </p>
      <p>The research used a between-subject design and the study took between 30 and 45 minutes
for each condition. Both conditions included four (4) participants. They had no programming
experience beforehand. The participants were aged between 10 and 24 years, with the mean of
 = 17.1 and  = 4.82 (and with a 2:6 female to male ratio).</p>
      <p>The preliminary results show that the Tangibles+AR condition required less mental efort to
complete the task, resulted in higher performance score, lower time needed to complete the task,
and higher SUS score (Table 2). The results of the UEQ questionnaires are shown in Figure 2.
The Tangibles+AR application scored higher again in all dimensions. However, we are unable
to draw any significant conclusions regarding the efectiveness of the learning process with
the present number of participants. In addition, we acknowledge that the 3D interface might
have afected learning as well as the results. This should be investigated further by comparing
the same game field in both desktop and AR interfaces (either both 2D or 3D) and exploring
possible efects of a 3D game field.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Discussion and Conclusion</title>
      <p>The pARt Blocks prototype was developed to explore the potential of tangible interfaces and
augmented reality (AR) technology in teaching programming. We have built two prototypes
(Desktop and Tangibles+AR) and conducted initial evaluation. Due to time constraints, we
have been unable to complete the entire study, which is our next objective. As the students
are back in school, recruiting and testing individuals of the desired age group will be easier.
The preliminary results of the study are promising; however, still incomplete. According to
current data, both techniques support creativity and are helpful when learning how to program.
However, the tangible-AR prototype indicated this to a greater extent.</p>
      <p>In the future we plan to make some adjustments to our applications (using the same game
ifeld in both) and test more participants. In addition, we plan to expand our prototypes with
aspects of collaborative programming, dynamic implementations and personalised guidance
systems for assisting users in learning.</p>
    </sec>
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