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Experience Helps, but It Isn't Everything: Exploring Causes of Affective State in Novice Programmers

Published: 15 March 2024 Publication History

Abstract

Affective state, referring to an individual's feeling, can impact students' confidence and retention in CS, particularly for novice programmers. However, little research has been conducted to examine how moments that occur during programming impact students' affective states in real-time. In this pilot study, seven undergraduate students in an introductory block-based programming course completed a programming assignment and were surveyed and interviewed about their experience and self-efficacy as programmers. While programming, students periodically recorded their affective states via a popup in the programming environment. We performed retrospective think-aloud interviews with students afterward, asking them to watch and reflect on recordings of their programming. We subsequently analyzed student interviews using thematic analysis to derive 206 codes. These codes were grouped into three areas that impacted affect: the environment, objective progress, and perceptions during programming. To explore why students responded as they did to moment occurrence, we further categorized students based on four dimensions: programming experience, assignment completion, confidence, and the impact of the programming session on self-efficacy. Our initial results suggest that while certain moments elicit similar affective states among students, the interaction of the aforementioned four dimensions may have a higher impact on novices' affective states during programming. We conclude with recommendations for educators to improve students' affective states during and after programming.

References

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Rafael A. Calvo and Sidney D'Mello. 2010. Affect Detection: An Interdisciplinary Review of Models, Methods, and Their Applications. IEEE Transactions on Affective Computing 1, 1 (Jan. 2010), 18--37. https://doi.org/10.1109/T-AFFC.2010.1 Conference Name: IEEE Transactions on Affective Computing.
[2]
Elizabeth A. Linnenbrink. 2006. Emotion research in education: Theoretical and methodological perspectives on the integration of affect, motivation, and cognition. Educational Psychology Review 18 (2006), 307--314. https://doi.org/10.1007/s10648-006--9028-x Place: Germany Publisher: Springer.
[3]
Moira Maguire and Brid Delahunt. 2017. Doing a thematic analysis: A practical, step-by-step guide for learning and teaching scholars. All Ireland Journal of Higher Education 9, 3 (2017).
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Jennifer Sabourin and James Lester. 2014. Affect and Engagement in Game-Based Learning Environments. Affective Computing, IEEE Transactions on 5 (01 2014), 45--56. https://doi.org/10.1109/T-AFFC.2013.27
[5]
Benyamin T. Tabarsi, Ally Limke, Heidi Reichert, Rachel Qualls, Thomas Price, Chris Martens, and Tiffany Barnes. 2022. How to Catch Novice Programmers' Struggles: Detecting Moments of Struggle in Open-Ended Block-Based Programming Projects using Trace Log Data. Zenodo. https://doi.org/10.5281/zenodo.6983260
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Mylène Ward, Larry Gruppen, and Glenn Regehr. 2002. Measuring Self-assessment: Current State of the Art. Advances in Health Sciences Education 7, 1 (Jan. 2002), 63--80. https://doi.org/10.1023/A:1014585522084

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      cover image ACM Conferences
      SIGCSE 2024: Proceedings of the 55th ACM Technical Symposium on Computer Science Education V. 2
      March 2024
      2007 pages
      ISBN:9798400704246
      DOI:10.1145/3626253
      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.

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      New York, NY, United States

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      Published: 15 March 2024

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      Author Tags

      1. affect
      2. block-based programming
      3. computing education
      4. novice programmers
      5. self-efficacy

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      The 56th ACM Technical Symposium on Computer Science Education
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