Computational thinking is increasingly introduced at primary school level, usually with some form of programming activity. In particular, educational robots provide an opportunity for engaging students with programming through hands-on experiences. However, primary school teachers might not be adequately prepared for teaching computer science related topics, and giving feedback to students can often be challenging: Besides the content of the feedback (e.g., what problems have to be handled), the way the feedback is given is also important, as it can lead to negative emotional effects. To support teachers with the way of giving feedback on common problems when teaching programming with robotics, we conducted a study consisting of seven workshops with three third and four fourth grade primary school classes. Within seven different activities, the 116 primary school children first programmed the Ozobot Evo robot in the pen-and-paper mode and then on a digital device. Throughout these activities we collected data on the problems the students encountered, the feedback given, and the fun they experienced. Our analysis reveals eight categories of problems, which we summarise in this paper together with corresponding possible feedback. We observed that problems that are urgent or can harm the students' self-efficacy have a negative impact on how enjoyable an activity is perceived. While direct instruction significantly decreased the experienced fun, hints had a positive effect. Generally, we found programming the Ozobot Evo to be encouraging for both girls and boys. To support teachers, we discuss ideas for giving encouraging feedback on common problems of Ozobot Evo programming activities and how our findings transfer to other robots.
翻译:在小学一级越来越多地引入计算思维,通常采用某种形式的编程活动。特别是,教育机器人为学生通过实践经验参与编程提供了机会。然而,小学教师可能没有充分准备教授计算机科学相关课题,向学生提供反馈往往具有挑战性:除了反馈的内容(例如,必须处理哪些问题)外,反馈的方式也很重要,因为它可能导致消极的情感影响。为了支持教师在用机器人进行编程时就常见问题提供反馈,我们开展了一项由七次讲习班组成的研究,有三四年级小学三、四年级小学课程。在七次不同活动中,116名小学生可能没有为笔纸模式的奥佐博特·埃沃机器人先编程,然后在数字设备上进行反馈:除了反馈的内容外(例如,必须处理哪些问题),反馈的方式也很重要,因为这可以导致负面的情感影响。我们的分析揭示了八类问题,我们在编程中将这些问题与相应的反馈一起总结出来。我们发现,有急迫或可能伤害学生的三、四年级小学课程。在七种不同活动中,116名小学生首先在笔纸质和纸质模式上编程上编程,我们发现如何鼓励普通教学的积极影响。我们如何思考活动。我们如何鼓励普通编程,我们如何思考。我们如何思考。我们如何思考。我们如何思考。我们如何思考。我们如何思考。