Skip to main content

Advertisement

Log in

Introductory programming and young learners with visual disabilities: a review

  • Review Paper
  • Published:
Universal Access in the Information Society Aims and scope Submit manuscript

Abstract

Computational Thinking (CT) captures the mental processes used to model and solve problems using a computational processes. While often connected to programming, CT is a core problem-solving skill, which has been advocated by educational researchers as a core skill, at par with reading and comprehension. A variety of learning environments have been proposed to aid young learners in acquiring knowledge of CT. The majority of such environments are highly visual, linking the process of solving a problem computationally to the process of building a graphical representation of an algorithm, e.g., in the form of a graphical jigsaw puzzle. The algorithms are often used to produce a visual output, e.g., animations. The highly visual models have been shown to be inaccessible to young learners with visual disabilities. This paper provides a review of the literature, which addresses the challenges of learning CT by young learners with visual disabilities. The survey offers also a series of recommendations on the effective design of accessible programming learning environments for young learners with visual disabilities. The paper provides an understanding of the current state of the art, along with the identification of promising directions for future research.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6

Similar content being viewed by others

Notes

  1. (http://dl.acm.org).

  2. (http://ieeexplore.ieee.org/Xplore/home.jsp).

  3. (http://www.sciencedirect.com).

  4. Process of finding and fixing unexpected errors in the code.

References

  1. Aho, A.V.: Computation and computational thinking. Comput. J. 55(7), 832–835 (2012)

    Article  Google Scholar 

  2. Baker, C.M., Milne, L.R., Ladner, R.E.: Structjumper: A tool to help blind programmers navigate and understand the structure of code. In: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, pp. 3043–3052 (2015)

  3. Bishop, J., Horspool, R.N., Xie, T., Tillmann, N., De Halleux, J.: Code hunt: experience with coding contests at scale. In: 2015 IEEE/ACM 37th IEEE International Conference on Software Engineering. vol. 2, pp. 398–407. IEEE (2015)

  4. Bumby, K., Dautenhahn, K.: Investigating children’s attitudes towards robots: a case study

  5. Caraco, L.B., Deibel, S., Ma, Y., Milne, L.R.: Making the blockly library accessible via touchscreen. In: The 21st International ACM SIGACCESS Conference on Computers and Accessibility, pp. 648–650 (2019)

  6. Committee, K..C.S.F.S., et al.: K-12 computer science framework.(2016). Retrieved August 28 (2016)

  7. Conway, M., Audia, S., Burnette, T., Cosgrove, D., Christiansen, K.: Alice: lessons learned from building a 3d system for novices. In: Proceedings of the SIGCHI conference on Human Factors in Computing Systems, pp. 486–493 (2000)

  8. Cooper, S., Dann, W., Pausch, R.: Alice: a 3-d tool for introductory programming concepts. J. Comput. Sci. Coll. 15(5), 107–116 (2000)

    Google Scholar 

  9. Esteves, M., Fonseca, B., Morgado, L., Martins, P.: Improving teaching and learning of computer programming through the use of the second life virtual world. Br. J. Educ. Technol. 42(4), 624–637 (2011)

    Article  Google Scholar 

  10. Fayer, S., Lacey, A., Watson, A.: Stem occupations: past, present, and future. Spotlight on Statistics, pp. 1–35 (2017)

  11. Furman, C., Cannon, A., Johnson, E., Tymann, P.T.: Cs principles curriculum framework updates for 2020. In: Proceedings of the 51st ACM Technical Symposium on Computer Science Education. ACM Press (2020)

  12. Gardeli, A., Vosinakis, S.: Arquest: A tangible augmented reality approach to developing computational thinking skills. In: 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). pp. 1–8. IEEE (2019)

  13. González, Y.A.C., Munoz-Repiso, A.G.V.: Development of computational thinking and collaborative learning in kindergarten using programmable educational robots: a teacher training experience. In: Proceedings of the 5th International Conference on Technological Ecosystems for Enhancing Multiculturality. pp. 1–6. ACM Press (2017)

  14. Holmquist, L.E., Zuckerman, O., Ballagas, R., Ishii, H., Ryokai, K., Zhang, H.: The future of tangible user interfaces. In: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, pp. 1–6 (2019)

  15. Horn, M.S., Jacob, R.J.: Tangible programming in the classroom with tern. In: CHI’07 Extended Abstracts on Human Factors in Computing Systems, pp. 1965–1970 (2007)

  16. Howard, A.M., Park, C.H., Remy, S.: Using haptic and auditory interaction tools to engage students with visual impairments in robot programming activities. IEEE Trans. Learn. Technol. 5(1), 87–95 (2011)

    Article  Google Scholar 

  17. Jenkins, T.: The motivation of students of programming. In: Proceedings of the 6th Annual Conference on Innovation and Technology in Computer Science Education, pp. 53–56 (2001)

  18. Jin, Q., Wang, D., Deng, X., Zheng, N., Chiu, S.: Ar-maze: a tangible programming tool for children based on ar technology. In: Proceedings of the 17th ACM Conference on Interaction Design and Children, pp. 611–616 (2018)

  19. Kakehashi, S., Motoyoshi, T., Koyanagi, K., Ohshima, T., Kawakami, H.: P-cube: block type programming tool for visual impairments. In: 2013 Conference on Technologies and Applications of Artificial Intelligence, pp. 294–299. IEEE (2013)

  20. Kalelioğlu, F.: A new way of teaching programming skills to k-12 students: Code. org. Comput. Hum. Behav. 52, 200–210 (2015)

  21. Kane, S.K., Koushik, V., Muehlbradt, A.: Bonk: accessible programming for accessible audio games. In: Proceedings of the 17th ACM Conference on Interaction Design and Children, pp. 132–142 (2018)

  22. Kim, S.H., Jeon, J.W.: Programming lego mindstorms nxt with visual programming. In: 2007 International Conference on Control, Automation and Systems, pp. 2468–2472. IEEE (2007)

  23. Koushik, V., Guinness, D., Kane, S.K.: Storyblocks: a tangible programming game to create accessible audio stories. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, pp. 1–12 (2019)

  24. Ludi, S., Abadi, M., Fujiki, Y., Sankaran, P., Herzberg, S.: Jbrick: accessible lego mindstorm programming tool for users who are visually impaired. In: Proceedings of the 12th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 271–272 (2010)

  25. Ludi, S.: Position paper: towards making block-based programming accessible for blind users. In: 2015 IEEE Blocks and Beyond Workshop (Blocks and Beyond), pp. 67–69. IEEE (2015)

  26. Ludi, S., Reichlmayr, T.: The use of robotics to promote computing to pre-college students with visual impairments. ACM Trans. Comput. Educ. 11(3), 1–20 (2011)

    Article  Google Scholar 

  27. Maloney, J., Burd, L., Kafai, Y., Rusk, N., Silverman, B., Resnick, M.: Scratch: a sneak preview. In: Proceedings. Second International Conference on Creating, Connecting and Collaborating through Computing, 2004, pp. 104–109. IEEE (2004)

  28. Maloney, J., Resnick, M., Rusk, N., Silverman, B., Eastmond, E.: The scratch programming language and environment. ACM Trans. Comput. Educ. 10(4), 1–15 (2010)

    Article  Google Scholar 

  29. Manjari, K., Verma, M., Singal, G.: A survey on assistive technology for visually impaired. Internet Things 11 (2020)

  30. Marco, J., Bonillo, C., Cerezo, E.: A tangible interactive space odyssey to support children learning of computer programming. In: Proceedings of the 2017 ACM International Conference on Interactive Surfaces and Spaces, pp. 300–305 (2017)

  31. Meadthaisong, S., Meadthaisong, T.: Mobile robot control by tangible programming for developmenting of computer scientist thinking skill in elementary school. In: 2019 16th International Conference on Electrical Engineering/Electronics, Computer, Telecommunications and Information Technology (ECTI-CON), pp. 45–48. IEEE (2019)

  32. Meerbaum-Salant, O., Armoni, M., Ben-Ari, M.: Learning computer science concepts with scratch. Comput. Sci. Educ. 23(3), 239–264 (2013)

    Article  Google Scholar 

  33. Milne, L.R., Ladner, R.E.: Blocks4all: overcoming accessibility barriers to blocks programming for children with visual impairments. In: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, pp. 1–10 (2018)

  34. Paliokas, I., Arapidis, C., Mpimpitsos, M.: Playlogo 3d: a 3d interactive video game for early programming education: let logo be a game. In: 2011 Third International Conference on Games and Virtual Worlds for Serious Applications, pp. 24–31. IEEE (2011)

  35. Pires, A.C., Rocha, F., de Barros Neto, A.J., Simão, H., Nicolau, H., Guerreiro, T.: Exploring accessible programming with educators and visually impaired children. In: Proceedings of the Interaction Design and Children Conference, pp. 148–160 (2020)

  36. Qi, Y., Wang, D., Zhang, L., Shi, Y.: Tanprostory: a tangible programming system for children’s storytelling. In: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, pp. 1001–1006 (2015)

  37. Sabuncuoglu, A.: Tangible music programming blocks for visually impaired children. In: Proceedings of the Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction, pp. 423–429 (2020)

  38. Shaer, O., Hornecker, E.: Tangible User Interfaces: Past, Present, and Future Directions. Now Publishers Inc (2010)

  39. Shute, V.J., Sun, C., Asbell-Clarke, J.: Demystifying computational thinking. Educ. Res. Rev. 22, 142–158 (2017)

    Article  Google Scholar 

  40. Smith, A.C., Francioni, J.M., Matzek, S.D.: A java programming tool for students with visual disabilities. In: Proceedings of the Fourth International ACM Conference on Assistive Technologies, pp. 142–148 (2000)

  41. Stefik, A., Ladner, R.: The quorum programming language. In: Proceedings of the 2017 ACM SIGCSE Technical Symposium on Computer Science Education, p. 641 (2017)

  42. Stefik, A., Siebert, S.: An empirical investigation into programming language syntax. ACM Trans. Comput. Educ. 13(4), 1–40 (2013)

    Article  Google Scholar 

  43. Swift playgrounds. https://www.apple.com/swift/playgrounds/. Accessed 26 Oct 2020

  44. Thieme, A., Morrison, C., Villar, N., Grayson, M., Lindley, S.: Enabling collaboration in learning computer programing inclusive of children with vision impairments. In: Proceedings of the 2017 Conference on Designing Interactive Systems, pp. 739–752 (2017)

  45. Tickle app: Learn to code. https://apps.apple.com/us/app/tickle-app-learn-to-code/id1063639403. Accessed 26 Oct 2020

  46. Topalli, D., Cagiltay, N.E.: Improving programming skills in engineering education through problem-based game projects with scratch. Comput. Educ. 120, 64–74 (2018)

    Article  Google Scholar 

  47. Wang, D., Wang, T., Liu, Z.: A tangible programming tool for children to cultivate computational thinking. Sci. World J. 2014 (2014)

  48. Wang, D., Zhang, Y., Gu, T., He, L., Wang, H.: E-block: a tangible programming tool for children. In: Adjunct Proceedings of the 25th Annual ACM Symposium on User Interface Software and Technology, pp. 71–72 (2012)

  49. Wang, D., Zhang, L., Qi, Y., Sun, F.: A tui-based programming tool for children. In: Proceedings of the 2015 ACM Conference on Innovation and Technology in Computer Science Education, pp. 219–224 (2015)

  50. Wang, D., Zhang, L., Xu, C., Hu, H., Qi, Y.: A tangible embedded programming system to convey event-handling concept. In: Proceedings of the TEI’16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction, pp. 133–140 (2016)

  51. Wing, J.M.: Computational thinking. Commun. ACM 49(3), 33–35 (2006)

    Article  Google Scholar 

  52. Wolber, D., Abelson, H., Spertus, E., Looney, L.: App Inventor. “O’Reilly Media, Inc.” (2011)

  53. World Health Organization: International statistical classification of diseases and related health problems, 10th revision (ICD-10), Fifth version volume-1, pp. 379–403 (2016)

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Emmanuel Utreras.

Ethics declarations

Conflict of interest

On behalf of all authors, the corresponding author states that there is no conflict of interest.

Additional information

Publisher's Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

The authors would like to thank Dr. Luis Barrera and Dr. Yoshira M. Ayala for all their constructive comments during the preparation of this article and acknowledge financial support from NSF Grants 1914635, 1401639 and 1345232.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Utreras, E., Pontelli, E. Introductory programming and young learners with visual disabilities: a review. Univ Access Inf Soc 22, 169–184 (2023). https://doi.org/10.1007/s10209-021-00830-2

Download citation

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s10209-021-00830-2

Keywords

Navigation