TY - GEN
T1 - Personifying programming tool feedback improves novice programmers' learning
AU - Lee, Michael J.
AU - Ko, Andrew J.
PY - 2011
Y1 - 2011
N2 - Many novice programmers view programming tools as all-knowing, infallible authorities about what is right and wrong about code. This misconception is particularly detrimental to beginners, who may view the cold, terse, and often judgmental errors from compilers as a sign of personal failure. It is possible, however, that attributing this failure to the computer, rather than the learner, may improve learners' motivation to program. To test this hypothesis, we present Gidget, a game where the eponymous robot protagonist is cast as a fallible character that blames itself for not being able to correctly write code to complete its missions. Players learn programming by working with Gidget to debug its problematic code. In a two-condition controlled experiment, we manipulated Gidget's level of personification in: communication style, sound effects, and image. We tested our game with 116 self-described novice programmers recruited on Amazon's Mechanical Turk and found that, when given the option to quit at any time, those in the experimental condition (with a personable Gidget) completed significantly more levels in a similar amount of time. Participants in the control and experimental groups played the game for an average time of 39.4 minutes (SD=34.3) and 50.1 minutes (SD=42.6) respectively. These finding suggest that how programming tool feedback is portrayed to learners can have a significant impact on motivation to program and learning success.
AB - Many novice programmers view programming tools as all-knowing, infallible authorities about what is right and wrong about code. This misconception is particularly detrimental to beginners, who may view the cold, terse, and often judgmental errors from compilers as a sign of personal failure. It is possible, however, that attributing this failure to the computer, rather than the learner, may improve learners' motivation to program. To test this hypothesis, we present Gidget, a game where the eponymous robot protagonist is cast as a fallible character that blames itself for not being able to correctly write code to complete its missions. Players learn programming by working with Gidget to debug its problematic code. In a two-condition controlled experiment, we manipulated Gidget's level of personification in: communication style, sound effects, and image. We tested our game with 116 self-described novice programmers recruited on Amazon's Mechanical Turk and found that, when given the option to quit at any time, those in the experimental condition (with a personable Gidget) completed significantly more levels in a similar amount of time. Participants in the control and experimental groups played the game for an average time of 39.4 minutes (SD=34.3) and 50.1 minutes (SD=42.6) respectively. These finding suggest that how programming tool feedback is portrayed to learners can have a significant impact on motivation to program and learning success.
KW - debugging
KW - education
KW - motivation
KW - personification
KW - programming
UR - http://www.scopus.com/inward/record.url?scp=80053304064&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=80053304064&partnerID=8YFLogxK
U2 - 10.1145/2016911.2016934
DO - 10.1145/2016911.2016934
M3 - Conference contribution
AN - SCOPUS:80053304064
SN - 9781450308298
T3 - ICER'11 - Proceedings of the ACM SIGCSE 2011 International Computing Education Research Workshop
SP - 109
EP - 116
BT - ICER'11 - Proceedings of the ACM SIGCSE 2011 International Computing Education Research Workshop
T2 - 7th International Computing Education Research Workshop, ICER 2011
Y2 - 8 August 2011 through 9 August 2011
ER -