Understanding Fun in Learning to Code: A Multi-Modal Data approach

Gabriella Tisza, Kshitij Sharma, Sofia Papavlasopoulou, Panos Markopoulos, Michail Giannakos

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

6 Citations (Scopus)

Abstract

The role of fun in learning, and specifically in learning to code, is critical but not yet fully understood. Fun is typically measured by post session questionnaires, which are coarse-grained, evaluating activities that sometimes last an hour, a day or longer. Here we examine how fun impacts learning during a coding activity, combining continuous physiological response data from wristbands and facial expressions from facial camera videos, along with self-reported measures (i.e. knowledge test and reported fun). Data were collected from primary school students (N = 53) in a single-occasion, two-hours long coding workshop, with the BBC micro:bits. We found that a) sadness, anger and stress are negatively, and arousal is positively related to students' relative learning gain (RLG), b) experienced fun is positively related to students' RLG and c) RLG and fun are related to certain physiological markers derived from the physiological response data.

Original languageEnglish
Title of host publicationProceedings of Interaction Design and Children, IDC 2022
PublisherAssociation for Computing Machinery, Inc
Pages274-287
Number of pages14
ISBN (Electronic)9781450391979
DOIs
Publication statusPublished - 27 Jun 2022
Event21st ACM Interaction Design and Children Conference, IDC 2022 - Virtual, Online, Portugal
Duration: 27 Jun 202230 Jun 2022

Conference

Conference21st ACM Interaction Design and Children Conference, IDC 2022
Country/TerritoryPortugal
CityVirtual, Online
Period27/06/2230/06/22

Bibliographical note

Funding Information:
This project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement NO 787476. This paper reflects only the authors’ views. The Research Executive Agency (REA) and the European Commission are not responsible for any use that may be made of the information it contains.

Funding Information:
This project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement NO 787476. This paper reflects only the authors' views. The Research Executive Agency (REA) and the European Commission are not responsible for any use that may be made of the information it contains

Publisher Copyright:
© 2022 Owner/Author.

Funding

This project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement NO 787476. This paper reflects only the authors’ views. The Research Executive Agency (REA) and the European Commission are not responsible for any use that may be made of the information it contains. This project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement NO 787476. This paper reflects only the authors' views. The Research Executive Agency (REA) and the European Commission are not responsible for any use that may be made of the information it contains

FundersFunder number
European Union's Horizon 2020 - Research and Innovation Framework Programme
European Commission
Research Executive Agency
European Union's Horizon 2020 - Research and Innovation Framework Programme787476

    Keywords

    • Fun
    • FunQ
    • Learning
    • Multimodal Learning Analytics (MMLA)
    • Programming

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