Knowledge of programming and computing is becoming increasingly valuable in today's world, and thus it is crucial that students from all backgrounds have the opportunity to learn. As the teaching of computing at high-school becomes more common, there is a growing need for approaches and tools that are effective and engaging for all students. Especially for students from groups that are traditionally underrepresented at university level, positive experiences at high-school can be an important factor for their future academic choices. In this paper we report on a hands-on programming workshop that we ran over multiple sessions for Maori and Pasifika high-school students who are underrepresented in computer science at the tertiary level in New Zealand. In the workshop, participants developed Scratch programs starting from a simple template we provided. In order to control the action in their programs, half of the participants used standard mouse and keyboard inputs, and the other half had access to plug-and-play sensors that provided real-time environmental data. We explore how students' perceptions of self-efficacy and outcome expectancy -- both key constructs driving academic career choices -- changed during the workshop and how these were impacted by the availability of the sensor toolkit. We found that participants enjoyed the workshop and reported improved self-efficacy with or without use of the toolkit, but outcome expectancy improved only for students who used the sensor toolkit.
翻译:编程和计算机知识在今天的世界中变得越来越重要,因此对所有背景的学生有机会学习非常关键。随着高中计算机教学变得越来越普及,需要有效和有吸引力的方法和工具来适应所有学生。特别是对于传统上在大学中代表性不足的群体的学生来说,在高中获得积极的体验可能是他们未来学术选择的重要因素。在本文中,我们报告了一项多个会话的手动编程研讨会,面向新西兰在大学计算机科学方面代表性不足的 Maori 和 Pasifika 高中学生。在研讨会中,参与者通过使用我们提供的简单模板开发 Scratch 程序。为了控制他们程序的操作,一半的参与者使用标准鼠标和键盘输入,另一半则可以使用即插即用的传感器提供实时环境数据。我们探讨了学生在研讨会期间如何改变自我效能感和结果期望感知,并且这些感知如何被传感器工具包的可用性所影响。我们发现参与者喜欢研讨会,并报告了自我效能的改善,无论是否使用工具包,但结果期望只有使用传感器工具包的学生才会改善。