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Drag and Drop Programming Experiences and Equity: Analysis of a Large Scale Middle School Student Motivation Survey

Published: 26 February 2020 Publication History

Abstract

Drag and drop programming languages have been promoted for broadening participation and increasing motivation for middle grade students in computer science (CS), yet their impact on motivation and the implications for equity are not well documented. This raises questions about potential issues of equity. Despite considerations to increase participation and diversity, these tools have not been evaluated as to how they provide more equitable outcomes regarding student motivation in CS. This study analyzes data from a survey (n=9,573) to investigate middle school student motivation in CS when considering previous experiences with drag and drop programming. Student responses to motivational items are categorized into four factors based on exploratory and confirmatory factor analysis. Multiple regression interaction analysis shows that previous experience is associated with increases (p<0.01) in three motivational factors: general academic and computer use confidence, programming confidence, and interest in future CS courses. These associations hold regardless of race and gender although they are lower for demographics underrepresented in CS, female and/or non-White and non-Asian students. Previous experience was also associated with an increase in interest in the current course for White and Asian male students and a decrease for female underrepresented minority students. While it appears that drag and drop programming efforts could help increase future interest and confidence for all students, it does so to differing degrees for different demographics. This suggests that these initiatives are not addressing issues of equity since groups overrepresented in CS still report higher gains than underrepresented demographics after early programming experiences.

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  • (2022)Connecting Spaces: Gender, Video Games and Computing in the Early TeensSociological Perspectives10.1177/0731121422112580266:2(201-225)Online publication date: 11-Oct-2022

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cover image ACM Conferences
SIGCSE '20: Proceedings of the 51st ACM Technical Symposium on Computer Science Education
February 2020
1502 pages
ISBN:9781450367936
DOI:10.1145/3328778
Permission to make digital or hard copies of all or part 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 components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 26 February 2020

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Author Tags

  1. broadening participation
  2. computer science
  3. computer science education
  4. confidence
  5. equity
  6. gender
  7. interest
  8. middle school
  9. motivation

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Overall Acceptance Rate 1,595 of 4,542 submissions, 35%

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  • (2022)Connecting Spaces: Gender, Video Games and Computing in the Early TeensSociological Perspectives10.1177/0731121422112580266:2(201-225)Online publication date: 11-Oct-2022

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