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Liina Malva

Publications and source records attributed to Liina Malva.

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The Right Kind of Help: Evaluating the Effectiveness of Feedback Methods in Elementary-Level Visual Programming

We present a large-scale study comparing the effectiveness of various feedback methods in elementary-level programming. While prior work has explored different feedback methods, their relative impact during the learning and post-learning phases remains unclear. In this study, we compare three feedback methods: code-edit recommendations (Code-Rec), quizzes based on code edits (Code-Quiz), and quizzes based on metacognitive strategies (Plan-Quiz), along with a no-feedback control (None). A total of 398 students (across grades 4-7) participated in a two-phase study: a learning phase comprising write-code tasks from the Hour of Code: Maze Challenge with feedback, followed by a post-learning phase comprising more advanced write-code tasks without feedback. All feedback methods significantly improved learning performance over the control, while preserving students' problem-solving skills in the post-learning phase. Furthermore, quiz-based methods showed a consistent trend of stronger performance on novel post-learning tasks. Students in feedback groups also reported greater engagement and perceived skill growth.

cs.CY

Exploring the Impact of Quizzes Interleaved with Write-Code Tasks in Elementary-Level Visual Programming

We explore the role of quizzes in elementary visual programming domains popularly used for K-8 computing education. Prior work has studied various quiz types, such as fill-in-the-gap write-code questions. However, the overall impact of these quizzes is unclear: studies often show utility in the learning phase when enhanced with quizzes, though limited transfer of utility in the post-learning phase. In this paper, we aim to better understand the impact of different quiz types and whether quizzes focusing on diverse skills (e.g., code debugging and task design) would have higher utility. We design a study with Hour of Code: Maze Challenge by code.org as the base curriculum, interleaved with different quiz types. Specifically, we examine two learning groups: (i) HoC-ACE with diverse quizzes including solution tracing, code debugging, code equivalence, and task design; (ii) HoC-Fill with simple quizzes on solution finding. We conducted a large-scale study with 405 students in grades 6--7. Our results highlight that the curriculum enhanced with richer quizzes led to higher utility during the post-learning phase.

cs.CY

Analyzing-Evaluating-Creating: Assessing Computational Thinking and Problem Solving in Visual Programming Domains

Computational thinking (CT) and problem-solving skills are increasingly integrated into K-8 school curricula worldwide. Consequently, there is a growing need to develop reliable assessments for measuring students' proficiency in these skills. Recent works have proposed tests for assessing these skills across various CT concepts and practices, in particular, based on multi-choice items enabling psychometric validation and usage in large-scale studies. Despite their practical relevance, these tests are limited in how they measure students' computational creativity, a crucial ability when applying CT and problem solving in real-world settings. In our work, we have developed ACE, a novel test focusing on the three higher cognitive levels in Bloom's Taxonomy, i.e., Analyze, Evaluate, and Create. ACE comprises a diverse set of 7x3 multi-choice items spanning these three levels, grounded in elementary block-based visual programming. We evaluate the psychometric properties of ACE through a study conducted with 371 students in grades 3-7 from 10 schools. Based on several psychometric analysis frameworks, our results confirm the reliability and validity of ACE. Our study also shows a positive correlation between students' performance on ACE and performance on Hour of Code: Maze Challenge by Code.org.

cs.CY