Experiences of Middle School Programming in an Online Learning Environment
Open Access
- 21 November 2022
- journal article
- research article
- Published by MDPI AG in Behavioral Sciences
- Vol. 12 (11) , 466
Abstract
This small-scale qualitative study aimed to explore learning programming through online experiences among middle school students in a school for girls in Saudi Arabia. The low uptake of computing by girls has been a persistent problem in schools and beyond. In Saudi Arabia, there are similar issues in encouraging learners and girls in particular to be interested in computer coding. To explore how to engage learners in coding, an informal online course on programming for learners (age 12) was designed using a community-of-inquiry approach and a gamification process enabled through the use of Thunkable™ and TalentLMS™ to engage learners. An inductive qualitative research approach was used to explore influencing factors for engaging learners in programming. The data comprised three individual interviews, one focus group, a teacher’s diary, and a content analysis of the activities recorded in the TalentLMS™ system’s student progress reports. Findings highlighted the need to consider digital learning agency in the online learning environment and that learning programming online was best facilitated through student collaboration using live tools with teacher support to develop the online community. Further, findings revealed the rationale for the girls enrolling in the online programming course, which included improving their online learning skills, planning future careers, and developing résumés. These findings may contribute to offering some insight into pedagogy that can encourage greater interest in computer programming in schools.Keywords
Funding Information
- King Saud University (RG-1439-064)
This publication has 38 references indexed in Scilit:
- Social presence in the 21st century: An adjustment to the C ommunity of I nquiry frameworkBritish Journal of Educational Technology, 2015
- Designing for deeper learning in a blended computer science course for middle school studentsComputer Science Education, 2015
- A mobile gamification learning system for improving the learning motivation and achievementsJournal of Computer Assisted Learning, 2014
- From the Student Perspective: Experiences of Middle and High School Students in Online LearningAmerican Journal of Distance Education, 2014
- Problem solving by 5–6 years old kindergarten children in a computer programming environment: A case studyComputers & Education, 2013
- Computer games created by middle school girls: Can they be used to measure understanding of computer science concepts?Computers & Education, 2012
- The first decade of the community of inquiry framework: A retrospectiveThe Internet and Higher Education, 2010
- Self-Regulated Learning, Social Cognitive Theory, and AgencyEducational Psychologist, 2004
- Cognitive presence in online learningJournal of Computing in Higher Education, 2004
- Naturalistic inquiryInternational Journal of Intercultural Relations, 1985