HICSS '03 Proceedings of the 36th Annual Hawaii International Conference on System Sciences (HICSS'03) - Track 9 - Volume 9
Mindstorms: children, computers, and powerful ideas
Mindstorms: children, computers, and powerful ideas
Understanding age differences in PDA acceptance and performance
Computers in Human Behavior
FEATURE: Empowering kids to create and share programmable media
interactions - Pencils before pixels: a primer in hand-generated sketching
Human-Computer Interaction
3D interactions between virtual worlds and real life in an e-learning community
Advances in Human-Computer Interaction
Simulating LEGO mindstorms robots to facilitate teaching computer programming to school students
EC-TEL'11 Proceedings of the 6th European conference on Technology enhanced learning: towards ubiquitous learning
Using smartphones to motivate secondary school students for informatics
Proceedings of the 11th Koli Calling International Conference on Computing Education Research
Human factors in supply chain management
HCI'13 Proceedings of the 15th international conference on Human Interface and the Management of Information: information and interaction for learning, culture, collaboration and business - Volume Part III
Proceedings of the 3rd Computer Science Education Research Conference on Computer Science Education Research
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This study compares the effect of using tangible robots to using visual representations for introducing seventh graders (12 to 13 year old) to computer programming. The impact was measured on learning outcome, self-efficacy, class feedback and attitudes towards STEM (science, technology, engeneering and mathematics) topics. Results show that using robots to learn computer programming is beneficial, although no overall effect towards STEM topics could be shown. A huge gender gap in regard to subjective technical competence (STC) was found that negatively affected the participants' performance. We provide approaches to leverage this gap and increase learning outcome and interest in STEM topics.