Block-based programming environments such as Scratch are an essential entry point to computer science. In order to create an effective learning environment that has the potential to address the gender imbalance in computer science, it is essential to better understand gender-specific differences in how children use such programming environments. In this paper, we explore gender differences and similarities in Scratch programs along two dimensions: In order to understand what motivates girls and boys to use Scratch, we apply a topic analysis using unsupervised machine learning for the first time on Scratch programs, using a dataset of 317 programs created by girls and boys in the range of 8-10 years. In order to understand how they program for these topics, we apply automated program analysis on the code implemented in these projects. We find that, in-line with common stereotypes, girls prefer topics that revolve around unicorns, celebrating, dancing and music, while boys tend to prefer gloomy topics with bats and ghouls, or competitive ones such as soccer or basketball. Girls prefer animations and stories, resulting in simpler control structures, while boys create games with more loops and conditional statements, resulting in more complex programs. Considering these differences can help to improve the learning outcomes and the resulting computing-related self-concepts, which are prerequisites for developing a longer-term interest in computer science.
翻译:Scratch等基于屏障的编程环境是计算机科学的基本切入点。为了创造一个有效的学习环境,从而有可能解决计算机科学中的性别不平衡问题,我们必须更好地了解儿童如何使用这种编程环境方面的性别差异。在本文中,我们从两个方面探讨Scratch方案中的性别差异和相似性:为了了解是什么促使女孩和男孩使用Scratch,我们首次在Scratch方案中采用未经监督的机器学习,利用一套由女孩和男孩在8-10年时间里创建的317个方案的数据组进行专题分析。为了了解他们如何为这些主题编程,我们必须对这些项目实施的代码进行自动方案分析。我们发现,根据共同的陈规定型观念,女孩更喜欢围绕独角兽、庆祝、舞蹈和音乐的主题,而男孩倾向于喜欢用蝙蝠和毛球或足球或篮球等有竞争力的专题。女孩更喜欢动画和故事,从而形成更简单的控制结构,而男孩则创造游戏,以更多的循环和有条件的语句进行。我们发现,在这些项目中实施的代码中应用自动程序分析。我们发现,根据共同的陈规定型观念,女孩更倾向于围绕独角兽、庆祝、庆祝、舞蹈、舞蹈、舞蹈的兴趣发展的结果。考虑到计算机的自我学习结果。