Abstract
While increasing the equitable participation in computer science (CS) education at schools, most existing studies focus on the acquisition of computational skills and measurements of cognitive skills as the learning outcome. The potential benefits of developing psychosocial attributes in the process of computational learning are of less concern, particularly for the underprivileged youth with Special Educational Needs (SEN) and from low-income family. To improve the inequitable learning in school, the Project C program has been developed to integrate computational participation and mentoring scheme through social-cognitive approach for underprivileged youth. The aim of this research is to investigate the psychosocial impact of the program, and examine the interrelation between hope, sense of community, and perceived social support in computational learning. The Project C program was piloted in a special school in Hong Kong under the category of Schools for Children with Moderate Intellectual Disability, targeting 8th grade students (n = 51) with SEN (i.e., mild autism) living in low-income residential districts, and a self-reported pre/post questionnaire was administered to measure the psychosocial changes before and after the intervention. The findings reveal a statistically significant change in hope, sense of community, and perceived social support through the program, and the relation between sense of community and hope was fully mediated by the perceived social support. Based on the findings, theoretical and practical implications of social-cognitive approach to computational learning are discussed.




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Notes
Youth Global Network (2021, September 9). Project C Program [Video]. YouTube. https://youtu.be/FbzC49k1W18.
See https://sense.edb.gov.hk/en/special-education/features-of-special-schools/moid.html for the list of the 14 schools in Hong Kong under this category of special education.
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Acknowledgements
A special thanks is given to the project staff in the Project C from the Youth Global Network and funding donor for their generous support to develop the program for supporting youth development.
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This work was supported by the The Hong Kong Jockey Club Charities Trust — General Award under grant number # AR180064.
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Appendix 1: Operationalizing CT course in the project C program
Appendix 1: Operationalizing CT course in the project C program
Phases | Lesson (1–2 h each) | Learning tools | Learning Objectives | |
---|---|---|---|---|
CT Concepts | 1 | What is computational thinking and programming? | Presentation slides, code.org, CodeCombat, LightBot, App Inventor | • Review the project schedule, mentoring scheme and research logistics (e.g. data collection) • Define computational thinking and computer programming (or coding) and explain the needs for problem-solving |
2 | Overview of CT concepts | “Events with Flappy” https://studio.code.org/flappy/1 “Play the game and BOUNCE” https://studio.code.org/s/course3/stage/15/puzzle/1 | • Describe the basic concepts of events, sequence, repeat-until loop, if-then-else conditional in programming • Experience the needs of variables and functions in a program • Operate these basic concepts through given programming tasks | |
3 | The roles of variables and functions in programming | “Artist: Variables” https://studio.code.org/s/course4/lessons/6/levels/1 “Infinity Play Lab with Disney characters” | • Demonstrate the techniques of using variables and functions in a program • Practice the skills of using events, sequence, repeat-until loop, if-then-else conditional in programming • Tell the concept of parallelism in programming | |
4 | The basic of game programming | “Function with parameter in Bee” https://studio.code.org/s/course4/lessons/16/levels/1 “Minecraft Hour of Code” | • Experience the game creation with these skills • Explain the controls and character movements in digital game | |
5 | The basic of debugging | “Debugging in Collector” | • Recognize errors in a program as a debugging process • Recall all the basic concepts of computational thinking in the previous lessons | |
CT Practices | 7 | Introduction to mobile programming | App Inventor | • Name App Inventor as one of visual block-based mobile programming tool • Create a simple “Hello World” mobile app with App Inventor • Restate the use of design thinking to develop project idea and prototype |
8 | Strings, Numbers and Variables | • Construct string and numeric variables for input/output in a mobile app | ||
9 | Conditional: If-Then, If-Then-Else, and Nested Conditionals | • Use conditionals for input validation and output variations | ||
10 | Lists and Loops | • Explain For-counter, For-item-in-list and nested for loops • Organize data using lists and print from the lists | ||
11 | Subroutines and Functions | • Review and use subroutines/functions to abstract the details of the codes for reuse | ||
12+ | Exploration with different mobile app examples (15 h in total for 8 weeks) | • Demonstrate the use of TinyDB and GPS in App Inventor for data management and geo-location-based applications • Create different mobile apps through examples (e.g. pedometer, digital compass, score board, instant messaging) • Discuss and plan for the group project |
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Wong, G.K.W., Tsang, B.Y.P., Wu, Q. et al. Do underprivileged youth find hope, sense of community, and perceived social support in computational participation? A socio-cognitive approach to computational learning. Educ Inf Technol 28, 8975–8997 (2023). https://doi.org/10.1007/s10639-022-11522-6
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DOI: https://doi.org/10.1007/s10639-022-11522-6