skip to main content
10.1145/3291279.3341214acmconferencesArticle/Chapter ViewAbstractPublication PagesicerConference Proceedingsconference-collections
poster

Reducing Caribbean's Students' "Code-Phobia" with Programming in Scratch

Published:30 July 2019Publication History

ABSTRACT

In the Caribbean, Information Technology (IT) students have generally performed poorly on the problem solving and programming areas of the Caribbean Secondary Education Certificate (CSEC) Examinations (CSEC Reports, 2015 & 2017) which may have resulted in a generalised phobia of programming careers. IT students' first introduction to coding is delayed until Grade 10 and they have limited time to demonstrate mastery in the high stakes CSEC examination. At this age, the proper steps to solving computer-based problems are not in place, yet students are expected to learn the syntax of a programming language and translate their solutions into a computer program. This puts them at a disadvantage for "completely new job types" (WEForum Report, 2016).

Learning is easier when children perceive it as fun. Gamification is a popular methodology in education research (Rahman, Ahmad & Ashim, 2018). Additionally, play has been shown to increase students' IQ (Jamaica Gleaner, August 22, 2018). Therefore, a better approach is to expose children at an earlier age to coding through the user-friendly and fun programming language - Scratch. Studies have shown it to be useful in introducing children to the fundamentals of programming (Ortiz-Colon & Romo, 2016). This should help with developing their critical thinking skills while learning coding principles such as sequencing, algorithms and looping. This study will employ a multi-method approach using surveys, observations and interviews. The findings may be of benefit to policy and practice with regards to the teaching of coding at the CSEC level by reducing ?code-phobia? and fostering 'code-philia'.

References

  1. A. M. Ortiz-Colon and J. L. Romo (2016). Teaching with Scratch in Compulsory Secondary Education. International Journal of Emerging Technologies in Learning (iJET), 11(02), 67.Google ScholarGoogle ScholarCross RefCross Ref
  2. Caribbean Examinations Council. (2015). Report on candidates' work in the Secondary Education Certificate General and Technical Proficiency Examinations, June 2015, Information Technology. St. Michael, Barbados: Author.Google ScholarGoogle Scholar
  3. Caribbean Examinations Council. (2017). Report on candidates' work in the Secondary Education Certificate General and Technical Proficiency Examinations, June 2017, Information Technology. St. Michael, Barbados: Author.Google ScholarGoogle Scholar
  4. Jamaica Gleaner (August, 22, 2018). Kids' Play Pays Off - Study Says Family Fun Time Can Help Children Get Higher-Paying Jobs As Adults. Retrieved as: http://jamaica- gleaner.com/article/lead-stories/20180822/kids-play-pays-study-says-family-fun-time- can-help-children-get-higherGoogle ScholarGoogle Scholar
  5. R. Ab. Rahman, S. Ahmad and U.R. Hashim (2018) The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia. International Journal of Educational Technology in Higher Education 15 (41).Google ScholarGoogle Scholar
  6. World Economic Forum (2016). Chapter 1: The Future of Jobs and Skills. Retrieved from: http://reports.weforum.org/future-of-jobs-2016/chapter-1-the-future-of-jobs-and- skills/Google ScholarGoogle Scholar

Index Terms

  1. Reducing Caribbean's Students' "Code-Phobia" with Programming in Scratch

                  Recommendations

                  Comments

                  Login options

                  Check if you have access through your login credentials or your institution to get full access on this article.

                  Sign in
                  • Published in

                    cover image ACM Conferences
                    ICER '19: Proceedings of the 2019 ACM Conference on International Computing Education Research
                    July 2019
                    375 pages
                    ISBN:9781450361859
                    DOI:10.1145/3291279

                    Copyright © 2019 Owner/Author

                    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

                    Publisher

                    Association for Computing Machinery

                    New York, NY, United States

                    Publication History

                    • Published: 30 July 2019

                    Check for updates

                    Qualifiers

                    • poster

                    Acceptance Rates

                    ICER '19 Paper Acceptance Rate28of137submissions,20%Overall Acceptance Rate189of803submissions,24%

                    Upcoming Conference

                    ICER 2024
                    ACM Conference on International Computing Education Research
                    August 13 - 15, 2024
                    Melbourne , VIC , Australia
                  • Article Metrics

                    • Downloads (Last 12 months)8
                    • Downloads (Last 6 weeks)3

                    Other Metrics

                  PDF Format

                  View or Download as a PDF file.

                  PDF

                  eReader

                  View online with eReader.

                  eReader