Results of questionnaires for students
Before the C4G implementation activities, students were asked to fill the preliminary questionnaire (S1) and after the C4G implementation activities, they were asked to fill the final questionnaire (S2). In both questionnaires, students have entered the code that was used to pair the self-assessed levels of programming skill.
Preliminary questionnaire
A total of 569 students (73.61% of students who participated in C4G activities) solved the preliminary questionnaire about the use of digital devices and the perceived level of programming. The mean age of students was 12.31 years (SD = 1.024). Table 2 shows the number of students who solved S1 by gender and grade. The number of girls and boys who responded is approximately equal.
Table 2 Number of students who solved preliminary questionnaire S1 by gender and grade Table 3 shows a descriptive statistical analysis of participants’ responses to the questions related to the use of digital devices, the Internet, and video-games. The comparison of the overall average results by gender (Fig. 4) shows that boys and girls have been using digital devices for the same length of time. However, on a weekly basis, boys use digital devices and the Internet more and spend significantly more time playing games.
Table 3 The use of digital devices, the Internet and video-games by gender The average values show that students spend a little more time on the Internet than using digital devices. It can be assumed that such numbers are the results of misconceptions. For example, some students may think that using their smartphone to access the Internet does not count. It is worth noting the values of the standard deviation, which for some questions indicates larger deviances from the average values. Analysis of individual responses shows that several students reported very high values (e.g., 100 h per week for the use of the Internet) which affected these results.
The participants (N = 569, 283 boys, 286 girls) self-assessed the level of their programming skills on the scale from 0 - I have never coded or programmed before to 4 - I can design a solution of a problem in the form of a program. Most of the students stated for themselves that they are at level 1 - novice programmers (33.39%) or on level 2 – can code simple programs (32.51%). If we compare these results by gender (Fig. 5), it can be seen that the boys prevail among the students that self-assess their level of programming with levels 3 and 4.
The analysis by grades (Table 4) shows that the largest number of students who have never coded (level 0) is from the 5th grade, as expected. In 6th, 7th, and 8th grade most of the students stated that they can code simple programs (level 2).
Table 4 Self-assessment of programming skills by grade and gender In the preliminary questionnaire, the participants also stated which programming concepts are they familiar with. The results (Table 5) show that students are most familiar with the statements (72.23%) and loops (61.51%) while they are the least familiar with the operators (12.48%) and parallelism (2.28%). According to the results, there is no big difference in the familiarity of programming concepts between the genders (Fig. 6). The largest difference in percentages can be observed for the concept operators. Comparison of the results by grade and gender shows that fifth graders are at least familiar with all the concepts which was expected.
Table 5 Familiarity with the programming concepts by grade and gender For some of the concepts (loops, statements), the results for 6th, 7th, and 8th grade students do not differ, while for some (more advanced) concepts (conditionals, variables, operators) there is an increase in the level of familiarity. As in the case of overall results, there are no big gender differences in the familiarity with the programming concepts except concept operators.
Results regarding students’ responses about what motivates them to learn to program (students could choose one or more responses) are shown in Fig. 7. The result show that most of the students are motivated by success in the programming class (60.63%). Comparison by gender (Table 6) shows that this factor motivates girls (70.98%) to a greater extent than boys (50.18%). Also, remarkably more boys want to follow a career in programming.
Table 6 Motivation for learning programming by grade and gender Comparison by grade shows that sixth graders are the most motivated, especially by wanting to succeed in the programming class. They also enjoy solving logic problems and puzzles more than students from other grades (particularly boys).
Besides choosing among the offered responses, students had the opportunity to write everything else that motivates them to learn to program. Table 7 shows the frequency of students’ responses for 4 categories with examples. Most of the students wrote that they are motivated by the possibility to create their own games (16 students) and to have fun while programming (12 students). Some of them (6 students) are motivated by the desire to acquire new knowledge and skills while one student pointed out that his uncle (programmer) motivates him.
Table 7 Motivation for learning programming (students’ free responses) Follow-up questionnaire
A total of 424 students (54.85%) solved the follow-up questionnaire. The mean age of students was 12.25 years (SD = 1047). Table 8 shows the number of students who solved S2 by gender and grades. The number of girls and boys who responded is approximately equal in all grades except in the 8th grade where the questionnaire was solved by a larger number of boys.
Table 8 Number of students who solved follow-up questionnaire S2 by gender and grades In the follow-up questionnaire, students expressed their attitudes regarding the programming and coding activities and their implementation according the C4G methodology using the 5-point Likert scale (1 – strongly disagree, 5 – strongly agree). According to the results (Table 9), both boys and girls felt engaged in this way of learning and think that conducted activities were relevant for learning programming. They understood the presented concepts and had fun during conducted activities. Boys enjoyed programming to a slightly greater extent and think that things they have learned will be relevant for their future.
Table 9 Satisfaction with C4G learning methodology The participants again self-assessed the level of their programming skills on the scale from 0 - I have never coded or programmed before to 4 - I can design a solution of a problem in the form of a program. A total of 347 students or 44.89% solved the preliminary and the follow-up questionnaire (179 boys, 168 girls) so their self-assessment results were compared. Table 10 shows data on the difference between the self-assessed initial level and the self-assessed final level of programming skill. Over 40% of students stated that they have progressed, most of them for 1 level (29.39%). Almost 5% of students self-assessed their programming skills level higher before participating in C4G activities. The analysis showed that most of them were students who initially self-assessed their skills with level 3 or 4. It can be assumed that these students were not able to self-assess their programming skills realistically before the C4G activities. Comparison by gender shows that slightly fewer girls remained at the same level of programming skills than boys (the difference is 0). Also, slightly more girls progressed by one level than boys (the difference is 1). For other values (differences), the results are approximately the same.
Table 10 The difference between the self-assessed levels of programming skills A Wilcoxon’s Signed Rank test for paired samples showed that students self-assessed their programming skills significantly higher after the C4G activities compared to self-assessment before the C4G activities (Table 11). The results of rank-biserial correlation (rB), which are considered as an effect size, show a large effect size, overall and by gender.
Table 11 Comparison of self-assessment of programming skills Students’ comments
In their comments after the implementation activities, the students stated that they are very satisfied with this kind of learning, that they think they have learned a lot and that they feel like real developers because they have developed their games. During the implementation of C4G approach, they could hardly wait for each new task and project. They were very satisfied with the material they received. This way of learning was a lot of fun and they can hardly wait for further tasks like this.
Some of the students’ comments include: “I had a great time developing these games”, “The instructions were clear and detailed and I think all the teachers really tried to prepared it all.”, “It was not very difficult for me because everything was written and I just had to read the instructions more carefully and do it.” “The ‘Food project’ was quite difficult but the other students gave me good hints.”, “For me it was much easier to solve a task when I have half-baked solution.”, “I’ve learned that it’s all simple if you think about it a little better.”.
Teachers’ observations and comments
After the implementation activities, in-service teachers and students – future teachers (pre-service teachers) were asked to express their qualitative opinion on the C4G methodology and the implementation process using forms T1 and T2.
Teachers’ observations
Using the form T1, in-service teachers (NT = 8) and pre-service teachers (NST = 35) reported on student participation and engagement, as well as learning difficulties and problems. They all reported that students were interested and actively participating in the activities. Most of the students successfully completed all tasks with the help of the prepared materials. According to the teachers, video tutorials were particularly useful for them.
Students collaborated in virtual classrooms and were happy to answer each other’s questions about the problems they encountered. However, the teachers felt that due to the specific nature of online learning, the students were not able to collaborate to the extent that collaboration could be achieved in classrooms.
Due to technical limitations, some students were slower in completing the tasks. Students working on tablet computers had problems with Snap! because the tool was not working properly and fast enough. Students had problems adding costumes to sprites and with occasional freezing its interface. The students who created projects on desktop computers or laptops had no problems. The teachers suggested the Scratch programming language as a replacement because there is a mobile application that works well on tablets.
Teachers’ comments
Using the form T2, in-service teachers (NT =8) and pre-service teachers (NST = 35) reported their comments the C4G methodology. The teachers’ opinion of the teachers is that game development-based learning is fun for students. They are motivated to solve tasks (problems) which makes this way of learning effective for learning to program. All teachers stated that the learning objectives were fully achieved by the students during the C4G activities.
According to the teachers, the students fully accepted the C4G methodology. They found the project topics very interesting and most students enjoyed using their newly acquired programming skills to create games. The C4G projects had a positive effect on their desire and motivation to eliminate all mistakes. The students persisted until they reached the set goal - a game they could play.
Since the C4G activities were conducted online, the insight into the fun achieved by the students could not be complete, but teachers explained that from the communication with the students, it is clear that the students had fun and were looking forward to gaining new knowledge with the C4G methodology.
In terms of the overall organization of the implementation, teachers reported that it was fully aligned to the teaching needs (achieving the results associated with programming). The materials produced for the implementation of C4G activities are comprehensive and clear. During the implementation, the logistical support provided by the project team members was efficient and available at all times.
The teachers also agree that the C4G methodology is applicable in future work. Learning scenarios with projects to be developed in Snap! are appropriate to the age of the students. Teachers also believe that a game development-based learning can also stimulate the students’ creative potential, which can lead to some new ideas and game extensions or modifications (e.g. students can add characters, change the rules of the game, etc.). Teachers who have participated in the implementation activities plan to use them in their future work.
Experts’ comments
Following the implementation activities, external experts were also asked to give their qualitative opinions on the C4G methodology and implementation process using the form E.
All three experts agreed that the C4G methodology is very suitable for developing basic programming skills in students aged 11–15 years. The Snap! programming interface allows students to create interactive stories and games that they enjoy and are stimulated by. The advantage of coding with blocks is that students of this age do not need to learn the programming syntax, as this negatively affects the students’ motivation to learn programming (they usually forget the syntax very quickly).
They emphasized that the C4G approach assumes solving real-world problems, which is interesting for students, especially for girls. In programming classes mathematical tasks are very common (e.g. calculating the range, the area of a square, rectangle or currency conversion and the like), which further demotivates students to learn programming. According to the experts, projects in C4G learning scenarios are well-designed and enable learning goals to be achieved. The projects stimulate students’ creativity and allow them to learn in a playful way by creating games. The topics included in the projects are interesting for the girls and motivate them to solve the given problem using newly acquired programming skills. At the same time the topics are also interesting for boys.
According to experts, the C4G approach is effective and applicable for teaching programming lessons for both girls and boys.