Programmable Little Red: A Multi-thread Immersive and Interactive Storytelling Approach to Learning Conditional Statements

Fangqing He, Yumih Chang, Yinmiao Li, Mingnan Du, Qianyi Chen
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To improve the learning methods of conditional statements stated above, we asked the following two questions: RQ1: Can storytelling logic, an early development logic, be a viable tool that translates the concept of condition followed by a consequence to the logic of conditional statements? RQ2: In what approaches can we apply the isomorphic relationship between the two logics to the learning of conditional statements? The research project proposes a multi-thread storytelling method that mimics the logic of conditional statements. As students develop new storylines, they create new conditions and the consequences under the conditions. Through active involvement in the storyline design, development, and presentation, students will be able to grasp the concept of conditional statements by applying the theoretical programming knowledge to daily life situations embedded within the story. In addition, the interactive scenes created by students are ideal artifacts for learning outcome evaluation. Based on the computational thinking phases proposed by Repenning et al. [2] which is composed of Problem Formulation (Abstraction), Solution Expression (Automation) and Solution execution and evaluation (Analysis), we design a learning system that allows students to learn conditional statements in the context of multi-thread storytelling. A 4-day workshop was developed and hosted to assess the proposed learning system with 6 children aged 11-12 years old. Based on the classic fairy tale Little Red Riding Hood, a story world is built up in the classroom by integrating stage design and sensory-based physical interactions. An immersive and interactive story with a tragic ending is intentionally built by the instructors and students are invited to experience the instructor-developed storyline. Sensor-based choice-making interactions are embedded in the experience to imply that the choices students make will directly impact the outcome of the story. Students are asked to recall moments that different choices can be made to save the main character, design sensor-based interactions that allow opportunities to make choices, create new storylines, code with conditional statements, and present to the class.Based on Brennan and Resnick’s “three approaches to assessing the development of computational thinking in young people” [1], we evaluated students’ learning outcomes through 1) codes written by students to exam the implementation of the interactive tasks, and overall functionality of conditional statements 2) post-interview on storyline design and real-world applications of conditional statements 3) an activity on design scenarios requiring students to explain, debug and remix a Scratch project developed by the instructors. 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Abstract

Traditional methods of learning conditional statements follow lecture-based instruction, which focuses on teaching concepts and definitions. While this traditional method of instruction is the dominant teaching style in Computer Science (CS) education, it has also been identified to be one of the least effective methods for teaching and engaging students [3]. The existing limitations of traditional methods include low engagement, disconnection from the real-world applications, a lack of valuable artifacts to evaluate the learning outcomes. To improve the learning methods of conditional statements stated above, we asked the following two questions: RQ1: Can storytelling logic, an early development logic, be a viable tool that translates the concept of condition followed by a consequence to the logic of conditional statements? RQ2: In what approaches can we apply the isomorphic relationship between the two logics to the learning of conditional statements? The research project proposes a multi-thread storytelling method that mimics the logic of conditional statements. As students develop new storylines, they create new conditions and the consequences under the conditions. Through active involvement in the storyline design, development, and presentation, students will be able to grasp the concept of conditional statements by applying the theoretical programming knowledge to daily life situations embedded within the story. In addition, the interactive scenes created by students are ideal artifacts for learning outcome evaluation. Based on the computational thinking phases proposed by Repenning et al. [2] which is composed of Problem Formulation (Abstraction), Solution Expression (Automation) and Solution execution and evaluation (Analysis), we design a learning system that allows students to learn conditional statements in the context of multi-thread storytelling. A 4-day workshop was developed and hosted to assess the proposed learning system with 6 children aged 11-12 years old. Based on the classic fairy tale Little Red Riding Hood, a story world is built up in the classroom by integrating stage design and sensory-based physical interactions. An immersive and interactive story with a tragic ending is intentionally built by the instructors and students are invited to experience the instructor-developed storyline. Sensor-based choice-making interactions are embedded in the experience to imply that the choices students make will directly impact the outcome of the story. Students are asked to recall moments that different choices can be made to save the main character, design sensor-based interactions that allow opportunities to make choices, create new storylines, code with conditional statements, and present to the class.Based on Brennan and Resnick’s “three approaches to assessing the development of computational thinking in young people” [1], we evaluated students’ learning outcomes through 1) codes written by students to exam the implementation of the interactive tasks, and overall functionality of conditional statements 2) post-interview on storyline design and real-world applications of conditional statements 3) an activity on design scenarios requiring students to explain, debug and remix a Scratch project developed by the instructors. Throughout the workshop, students have distinguished performances in Problem Formulation (Abstraction) and Solution Expression (Automation). Intrigued by the immersive story experience, students were able to identify the opportunities for choice-making, brainstorm conditions and consequences, self-evaluate their proposals. Furthermore, the codes written by the students during the workshop and the post-activity also indicate students’ capability to implement their proposed solutions utilizing conditional statements with the facilitation of the instructors. Students delivered positive feedback in the interview on the last day of the workshop, mentioning that the experience of this workshop even changed their perception of CS education and the application of sensory technologies in real life.
可编程小红:一个多线程沉浸式和交互式的故事叙述方法来学习条件陈述句
传统的条件句学习方法是基于讲座的教学,侧重于教授概念和定义。虽然这种传统的教学方法是计算机科学(CS)教育的主要教学方式,但它也被认为是教学和吸引学生的最有效方法之一[3]。传统方法存在的局限性包括参与度低、与实际应用脱节、缺乏评估学习结果的有价值的工件。为了改进上述条件语句的学习方法,我们提出了以下两个问题:RQ1:故事逻辑,一种早期发展的逻辑,能否成为一种可行的工具,将条件的概念和结果转化为条件语句的逻辑?RQ2:我们可以用什么方法将两种逻辑之间的同构关系应用到条件语句的学习中?该研究项目提出了一种模仿条件语句逻辑的多线程叙事方法。当学生发展新的故事情节时,他们创造了新的条件和条件下的后果。通过积极参与故事情节的设计、发展和呈现,学生能够通过将理论编程知识应用于故事中嵌入的日常生活情境,掌握条件语句的概念。此外,学生创造的互动场景是学习成果评估的理想人工制品。基于Repenning等[2]提出的由问题表述(抽象)、解决方案表达(自动化)和解决方案执行与评估(分析)组成的计算思维阶段,我们设计了一个学习系统,使学生能够在多线程讲故事的背景下学习条件语句。举办了为期4天的研讨会,对6名11-12岁的儿童进行了评估。以经典童话《小红帽》为蓝本,将舞台设计与感官互动相结合,在课堂中构建故事世界。一个具有悲剧结局的沉浸式互动故事是由教师故意构建的,学生们被邀请体验教师开发的故事情节。基于传感器的选择互动嵌入在体验中,暗示学生所做的选择将直接影响故事的结果。学生们被要求回忆可以做出不同选择来拯救主角的时刻,设计基于传感器的交互,允许有机会做出选择,创建新的故事情节,编写条件语句,并向全班展示。基于Brennan和Resnick的“评估年轻人计算思维发展的三种方法”[1],我们通过以下方式评估学生的学习成果:1)学生编写的代码,以测试交互式任务的执行情况和条件语句的整体功能;2)采访后对故事情节设计和条件语句的实际应用;3)要求学生解释的设计场景活动;调试和重新混合由教师开发的Scratch项目。在整个研讨会中,学生们在问题表述(抽象)和解决方案表达(自动化)方面表现出色。学生们被沉浸式的故事体验所吸引,能够识别做出选择的机会,头脑风暴的条件和后果,自我评估他们的建议。此外,学生在研讨会期间和活动后编写的代码也表明学生在教师的指导下使用条件语句实施他们提出的解决方案的能力。在工作坊最后一天的采访中,同学们给出了积极的反馈,提到这次工作坊的经历甚至改变了他们对CS教育和感官技术在现实生活中的应用的看法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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