Transition in student motivation during a scratch and an app inventor course

Stavros A. Nikou, Anastasios A. Economides

Research output: Chapter in Book/Report/Conference proceedingConference contribution book

28 Citations (Scopus)

Abstract

Considering the declining enrolling in computing fields and the increasing demand in STEM disciplines, innovative methods should be employed to attract students in computing disciplines. MIT Scratch and App Inventor for Android visual programming environments are two such approaches. This is a comparative study to investigate any differences in the transition of students' motivation to learn programming using Scratch and App Inventor for Android in K-12 educational settings. Intrinsic goal orientation, task value, control of learning beliefs and self efficacy were found to be increased using these two entry-level learning programming environments from the beginning to the middle of the course. No effect on extrinsic motivation was found. Evaluating the transition in motivation throughout the whole course period for both environments (work in progress) will have an impact on educators to retain students' interest in programming and improve their attitudes towards computing.
Original languageEnglish
Title of host publication2014 IEEE Global Engineering Education Conference (EDUCON)
Place of PublicationPiscataway, NJ
PublisherIEEE
Pages1042-1045
Number of pages4
ISBN (Electronic)9781479931910
DOIs
Publication statusPublished - 5 Jun 2014
Event2014 IEEE Global Engineering Education Conference (EDUCON) - Istanbul, Turkey
Duration: 3 Apr 20145 Apr 2014

Conference

Conference2014 IEEE Global Engineering Education Conference (EDUCON)
Abbreviated titleEDUCON 2014
Country/TerritoryTurkey
CityIstanbul
Period3/04/145/04/14

Keywords

  • appInventor
  • computer languages
  • computer science education
  • curriculum
  • motivation
  • programming
  • scratch
  • Android (operating system)
  • curricula
  • Curricula
  • engineering education
  • mathematical programming
  • students
  • sustainable development
  • computer Science Education
  • computing disciplines
  • educational settings
  • extrinsic motivation
  • learning programming
  • visual programming environments

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