Deep Learning Recommendation Based AR System For Teaching Programming and Computational Thinking
Deep Learning Recommendation Based AR System For Teaching Programming and Computational Thinking
Received January 14, 2020, accepted February 24, 2020, date of publication March 2, 2020, date of current version March 16, 2020.
Digital Object Identifier 10.1109/ACCESS.2020.2977679
ABSTRACT Programming is considered a skill to arouse and inspire learner’s potential. Learning to program
is a complex process that requires students to write grammar and instructions. The structure of a programming
language does not cause impose problems to students, the real obstacle is how to apply these learned
grammars and present them in a complete and correct program code for problem solving. In this study,
a deep learning recommendation system was developed, which includes augmented reality (AR) technology,
and learning theory, and is provided for study by students in non-major and also from different learning
backgrounds. Those students divided into two groups, the students participating in the experimental group
were using the AR system with deep learning recommendation and the students participating in the control
group were using the AR system without deep learning recommendation. The results show that students in
experimental group perform better than the control group with regards to learning achievement. On the other
hand, in the part of computational thinking ability, students using a deep learning recommendation based
AR system is significantly better than those using non-deep learning recommendation based AR system.
Among the various dimensions of computational thinking, creativity, logical computing, critical thinking,
and problem-solving skills are significantly different among the two groups of students. The students in
experimental group perform better than the control group with regards to the dimensions of computational
thinking, creativity, logical computing, critical thinking, and problem-solving skills.
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VOLUME 8, 2020 45689
P.-H. Lin, S.-Y. Chen: Design and Evaluation of a Deep Learning Recommendation Based AR System
and is considered to be an educational tool with positive • Are there differences in learning achievement between
impact [6], [7]. AR can provide students with a context-aware students who learn by AR system with deep learning
environment between reality and virtual, and can enhance recommendation and AR system without deep learning
students’ immersive experience in the learning process [8]. recommendation?
Students can interact with the virtual world through practical • Are there differences in computational thinking between
operations to achieve learning results [9]. However, in an students who learn by AR system with deep learning
AR learning environment, which provides a large amount of recommendation and AR system without deep learning
knowledge content, it is still necessary to effectively help recommendation?
students master the tools of learning focus [10], [11].
How to predict the difficulties students encounter in the II. RELATED RESEARCH
process of learning, as well as after they learn, is a con- A. AR IN EDUCATION
cern of teachers and parents. In the past, students’ academic AR is a technology that superimposes dynamic digital con-
performance or classroom assessments were used to judge tent in a real-world environment, thus, providing users
students’ understanding of learning content. There are also with a realistic and immersive perspective [11], [22]–[24],
many different data mining techniques applied to predict stu- while also practicing the visualization of ‘‘invisible’’ con-
dent performance, such as Naive Bayes, Decision tree, Sup- cepts or objects, meaning that in a 3D virtual environment,
port Vector Machine, K-Nearest Neighbor, etc [12]. The use AR technology can combine real and virtual objects to pro-
of artificial intelligence and deep learning has increased in vide users with immersive and interactive experiences [6],
recent years. Deep learning, which is an emerging technology [25]. In recent years, many educational researchers have
in educational data mining, is a type of neural network, and applied AR technology to training and education, and their
is regarded as one of the best predictors of student learning findings indicate that AR technology can allow students to
behavior, as it that can detect correlations with predictive engage in authentic learning activities and explore real envi-
variables. Even if there is a complex nonlinear relationship ronments [26]–[28]. Through AR technology, students can
between dependent variables and independent variables, deep interact with virtual objects from different perspectives and
learning can still make predictions [13], [14]. Fok et al. [15] enhance their visual perception, which can help students to
used the Google Tensorflow Deep Learning analytic engine to improve their learning and understanding, and also attract
predict the development of students after study according to students to explore and investigate problems in the real world
their academic performance, such as the results of the exam- [25], [29] Dunleavy et al. [8] pointed out that if an AR
inations of various subjects: Chinese, English, history, and learning environment is carefully designed, it can increase
physics, and their non-study performance, such as learning students’ situational awareness and experience in an immer-
behavior, sports, arts, learning services, etc. Therefore, this sive learning environment. There have been many studies
study records students’ operational processes and learning exploring AR learning systems related to learning activity
behaviors for analysis, in order to recommend the grammar design, such as: Di Serio et al. [24] applied AR technol-
and unit where the students need remedial teaching, and ogy to the visual arts curriculum of middle school student.
provide students with a personalized learning way. Moreover, Wang et al. [30] used AR simulation systems for collabora-
ability assessment after learning is an important step in the tive inquiry learning activities, and then, for comparison with
process of promoting computer science education [16], [17] traditional teaching methods; Huang and Lin [28] applied
Chen et al. [17] mentioned that programming courses are fast AR in the primary school astrology curriculum to present
and diverse learning areas, thus, if students are only required the movements of the stars through virtual objects, and then,
to complete a single instruction, it is not a completely success- to explore the learning outcomes and flow experience of
ful study. The focus of truly successful learning is to allow students in the learning activities; Lin et al. [31] use the
students to gain different skills and mindsets to facilitate their digital picture books combined with AR technology to allow
learning and problem solving in the future. Computational students to understand the four stages of insect life cycle;
thinking is considered to be a very important core competence and explore students’ imagination and learning motivation.
to help students learning and thinking in the future [18]–[20]. Therefore, this study applies AR in a programming course,
How to help those students of different learning areas and in order that students can see the objectives of the project
ages inspire computational thinking skills is also a topic that to be completed in the real environment, and complete the
is often discussed [21]. learning content through the application and editing of the
Based on the above, this study proposes an image-based learned program syntax.
programming learning system, which includes AR technol-
ogy, deep learning with recommendations, and learning the- B. DEEP LEARNING
ory, and is provided for study by students in different learning Artificial intelligence and big data are the trend of research
areas, in order that they can overcome the learning difficulties topics in various/different fields, these technologies sup-
of being non-major undergraduates, and then, explores the port predicting, problem-solving and decision-making [32].
differences of computational thinking abilities. The research Deep learning, which is a process where multi-level neural
questions are as follows: networks perform specific tasks, is a branch of machine
learning and a part of AI [33]. Through a series of logics science. Wing [48] also proposed four main dimensions of
from a large number of examples and data, multiple processes computational thinking ability: (1)Decomposition; (2)Pat-
have been nonlinearly transformed to provide results that tern Recognition; (3)Pattern Generalization and Abstraction;
are sufficient to represent data characteristics and features (4)Algorithm Design; and with training of those four abilities,
without specific rules [34]. Deep learning is known as one of students can effectively develop their thinking skills in a
illustrious technology for analysis, classification and predic- planned manner. In the past, many scholars and experts in
tions [35]–[38]. Deep learning is a kind of mechine learning related fields applied a wide range of computational think-
technology and it could be semi-supervised, unsupervised or ing;therefore, there are different definitions in this import
supervised [35]–[37]. In the other words, deep learning model process [49]–[53]. For example, Cuny et al. [49] proposed
can builded from learning experience and with minimal exter- that computational thinking is a thinking process that involves
nal interference [39]. Peters [40] presented the trends of deep computation and problem solving, and can present effective
learning: (1) deep learning has a long and rich history, and solutions by means of information; Barr and Stephenson [52]
has been discussed more and more in recent years. There are put forward a structured model of the core concepts and capa-
also many different opinions reflected in the definitions of bilities of computational thinking, such as data collection,
nouns; (2) deep learning is considered useful and usable due data analysis, data presentation, problem decomposition, etc.;
to its extensive use; (3) with the advancement of software Aho [50] simplified the definition of computational thinking
and hardware, the scope of deep learning model application into a method to solve problems through computational steps
is expanding; and (4) with the evolution of time, deep learn- and algorithms; Sysło and Kwiatkowska [53] emphasized that
ing can address more and more complex applications. Deep computational thinking is a series of thinking skills, and not
learning can be said to be a collection of many emerging tech- just the result of computer compilation; García-Peñalvo [51]
nologies, and there are many breakthrough developments and suggested that computational thinking is a high-level abstract
applications in different fields, as compared to other existing and computational approach to solving problems.
machine learning algorithms. For example, Baldi et al. [41] In simple terms, computational thinking is the way of
used deep learning in the field of high-energy physics to thinking and practicing computing, as well as a way to
solve the problem of signal-versus-background classification; positively solve problems; however, it is not mandatory to
LeCun et al. [36] proposed deep learning to identify abstract use technology to solve problems, instead, it guides stu-
data processing, and achieved flexibility and high accuracy dents to solve problems with the concept of technology [54].
for speech and image recognition; Gulshan et al. [34] applied The topic of computational thinking is considered in
deep learning to medicine for automatic detection of retinopa- the field of research and in the application of educa-
thy; Day and Lin [42] employed deep learning to emotional tion [55]. Many experts in the education field empha-
analysis to evaluate smartphone user reviews and find user sized that computational thinking is an important skill
opinions by using emotional dictionaries; Goh et al. [43] in the field of education and technology in the 21st
considered deep learning as the most valuable tool in the century [56]. Computational thinking has been applied
application of computational chemistry; Esteva et al. [44] to education, such as Chen et al. [17], who explored the
used deep learning to analyze image data of skin disorders; changes in students’ inspirations regarding challenges that
Wu et al. [45] translated handwritten text content through focused on potential and computational thinking in a
deep learning. Huang et al. [32] apply deep learning to robot coding course; Tsai and Tsai [57] explored externally-
massive open online courses (MOOCS), due to the main facilitated regulated learning in a quasi-experimental manner,
method of MOOCS is watching vedio, they analysis student’s and created a blended learning environment of computa-
learning log to predict student are able to respond specific tional thinking for the improvement of students’ computer
difficultly questions and recognition the degree of question skills; Wu et al. [58] analyzed and discussed computational
correctly. Xing and Du [46] use deep learning mechanism thinking ability according to the co-compiling learning
to predict individual student who discontinue their studies, method.
provide the method to avoid the high risk of student dropout. The abovementioned shows the importance of computa-
Most such researches applied deep learning to the analysis of tional thinking ability. This study aims to develop a program
data results. This study combines the characteristics of deep compiling learning system for different learning fields and
learning with an AR system for real-time application at an non-major undergraduates, where the purpose is to inspire
education site, offers students immediate learning feedback, students’ computational thinking ability and explore the dif-
and provides relevant learning tasks to help clarify the dif- ferences between those non-major undergraduates.
ficulties and doubts of the students in learning the program
language. III. METHOD
In order to evaluate the impact of innovative learning methods
C. COMPUTATIONAL THINKING on students, this study conducted an experiment to explore
Computational thinking was proposed by Wing [47], which the differences between students’ learning outcomes and
aims to solve problems, design systems, and understand computational thinking according to different learning strate-
human behavior through the basic concepts of calculator gies. The course is named the ‘‘Program Logic Thinking
Education’’ course in the university general education cur- which can more accurately learn the feature of users and items
riculum, and the purpose of this course is to provide students to achieve supervised learning path recommendations. As for
with basic programming concepts and to develop students’ the back-end development, Firebase is selected, which is an
computational thinking skills in the process of program com- app development platform that supports Android, iOS and
pilation. website, to help app developers for quickly building back-end
services in the cloud (Show as Figure 1).
A. PARTICIPANTS The AR system combined AI with deep learning tech-
The participants of this study are 97 students from a university nology to determine its relevance through the compilation
in eastern Taiwan, who were assigned to an experimental and operation process of students, and recommended differ-
group and a control group. The students participating in this ent learning tasks for students who were confused or found
experiment were not students in the information technology the learning process incomprehensible, in order to improve
related department. There were 48 college students in the students’ logic and application of related programming lan-
experimental group, including 23 students from the Depart- guages. Figure 2 shows the AR system architecture, which
ment of Arts and 25 students from the Department of Music; is mainly composed of an AR learning system module and a
the control group consisted of 49 college students, with personalized learning module. The AR learning system mod-
24 students from the Department of Chinese and 25 students ule includes: (1) Deep Learning recommendation function,
from the Department of Public Administration. This study where the system recommendation strengthens the program
used the convenience sampling method, the average age of syntax and logic related learning tasks, and provides more
students was 20 years old, and one teacher taught the same practice opportunities for students according to their learn-
course content to all students. ing process; (2) AR object control, which includes learning
tasks and learning materials to present material management;
B. DEVELOPMENT OF DEEP LEARNING (3) learning mission and materials, which provide different
RECOMMENDATION BASED AR SYSTEM AR learning materials and tasks for students to query and
In this study, Unity 3d is a cross-platform game engine that is practice according to the compiled learning units of different
used for developping the AR funcation. Regarding the recom- programming languages. The personalized learning module
mendation function, it built on the Unity Machine Learning includes: (1) learning process, which records the student’s
Agents based on tensorflow framework to allow Unity scripts learning and operation process; (2) learning achievement,
to receive data from python scripts. The recurrent neural where the teacher gives the student’s grade according to the
network (RNN) is adpot to model dynamic and sequence data, completion degree of the student’s learning task; and (3) code
45692 VOLUME 8, 2020
P.-H. Lin, S.-Y. Chen: Design and Evaluation of a Deep Learning Recommendation Based AR System
hints, where relevant prompt content is provided to the stu- All participating students used their mobile devices in
dents according to the task. their learning activities for AR presentation of program lan-
The system is divided into two parts, the teacher part guage learning content and learning tasks. Figure 4 shows
and the student part, each part with four main functions. the operation screen of students in the learning task. Students
Figure 3 shows the functions of AR system. The teacher must be individually logged into the learning system, which
part includes (1) Account: Teacher can add, modify and provides the related learning tasks for different learning units,
delete student account authority for participating in the as presented by AR technology. The 3D dynamic objects
programming language course which also access student’s were combined with the real environment, where students
major, gender and other related information; (2) Material could disassemble, compile, and apply the learned knowledge
Bank: Teacher can add, modify and delete learning mate- content, and then, complete the learning tasks and achieve
rials based on student’s learning progress and chapter con- learning goals.
tent; (3) Mission Bank: Teacher can add, modify and delete
learning mission based on student’s learning progress and C. LEARNING ACTIVITY DESIGN
chapter content; (4) Learning Portfolio: Teacher can grasp The experimental activities were carried out in the ‘‘Pro-
and control the learning status of students and make adjust- gram Logic Thinking Education’’ university general educa-
ments in teaching method or progress at any time. The tion curriculum. The learning system was designed with an
student part includes (1) Know-How: Student can choose image program, which combines deep learning recommenda-
to read different chapters depend on their own learning tion with AR technology to explore the impact on the learn-
progress; (2) We’re Pro: Provide AR based programming ing effectiveness and computational thinking of non-major
language learning mission to student; (3) Common term: undergraduates. Figure 5 shows the learning activity process.
Provide student with commonly used programming language First, this experiment divided four non-major undergraduate
grammar; (4) Exam: Provide related questions for each students into the experimental group into the control group.
chapter. In the first stage of the experiment, the same teacher taught
including login and logout time, learning material read by language before the learning activities of the students of
student, time of reading, time of learning mission, the steps the experimental group and control group, which includes
of student solving mission. 10 multiple-choice questions and 10 fill-in-the-blank ques-
tions. Moreover, the post-test was used to evaluate students’
D. MEASURING TOOL understanding and application of the programming courses,
In this study, the pre-test, post-test, and questionnaire were including five yes-no questions, five multiple-choice ques-
designed to assess the impact of learning activities on tions, and ten fill-in-the-blank questions. The pre-test and
students’ learning achievement and computational thinking post-test questions, with a total score of 100, were designed
skills. The pre-test was used to confirm there was no signif- by experts with years of programming experience. The com-
icant difference in the basic concepts of the programming putational thinking ability questionnaire was adapted from
Korkmaz et al. [1], which has a total of 29 questions scored the existence of possible variables in the process of solving
according to a five-point Likert scale, where the range is 1 problems’’, and its Cronbach’s α is 0.965. In addition, in the
(very disagree) to 5 (very agree). Table 1 shows the Cron- qualitative interview part, the experimental group students
bach’s α value of computational thinking dimension. The (with the use of AR system with deep learning recommenda-
questionnaire is divided into 5 dimensions: Creativity, Algo- tion) were taken as the interview subjects, and the interview
rithmic Thinking, Cooperativity, Critical Thinking, and Prob- content is the Technology Acceptance Model (TAM), as pro-
lem Solving. There are eight questions in creativity, such as posed by Davis [59].
‘‘I believe I can solve problems when I face new tasks’’, ‘‘My
dream is an important factor when I perform many tasks’’, and IV. DATA ANALYSIS AND RESULTS
‘‘In the course of performing tasks, I believe in my intuition This study used the SPSS 25 Windows version to analyze the
and feelings about solving problems’’, and its Cronbach’s α study data, where the P-value must be less than 0.05 to be
is 0.953. There are six questions for logical thinking, such as considered significant. This study used independent sample
‘‘I am particularly interested in the mathematical process’’, t-test to determine the difference between the data of the
‘‘I can solve problems with mathematics in my daily life’’, students in the experimental group and the control group.
and ‘‘I think I can quickly discover the relationship between Table 2 shows the t-test used to examine the difference in
numbers’’, and its Cronbach’s α is 0.951. There are four learning outcomes between the students before and after
questions for cooperativity, such as ‘‘I like to experience the learning activity. The results show that, in the pre-test
cooperative learning with my classmates’’, ‘‘More ideas will part, the average of the experimental group is 52.5, and the
be generated in the cooperative learning process’’, and ‘‘I standard deviation is 17.894; the average of the control group
think that through cooperative learning, we can achieve/get is 54.9, and the standard deviation is 16.153. The t-test result
better results’’, and its Cronbach’s α is 0.912. There are a (t = −0.693) shows no significant difference between the
total of 5 questions for critical thinking, such as ‘‘I am very two groups. In the post-test part, the experimental group
good at formulating steps to solve complex problems’’, ‘‘I average is 84.06, and the standard deviation is 13.033; the
think it is very interesting to try to solve complex problems’’, control group average is 68.88, and the standard deviation
and ‘‘I am willing to learn something that is challenging for is 17.920. The t-test result (t = 4.780, p < 0.05) shows
myself’’, and its Cronbach’s is 0.964. There are 6 questions a significant difference between the two groups. It can be
for problem solving, such as ‘‘I can put forward many ideas seen that the two groups of students had the same cognition
when considering ways to solve problems’’, ‘‘I can gradually level of the programming language course before the learning
apply my ideas to solve problems’’, and ‘‘I can consider activities, and after the learning activities, the experimental
group students have better learning outcomes than the control were interviewed after participating in the learning activities.
group students. There are four dimensions in the TAM model, perceived
Table 3 shows the computational thinking of the two usefulness, perceived ease of use, attitude toward using, and
groups of students after the learning activities. The average behavioral intention to use. In terms of perceived usefulness,
of the experimental group is 4.46, and the standard deviation the experimental group students believe that the deep learn-
is 0.504; the average of the control group is 3.51, and the ing recommendation method helped ‘‘improve their learn-
standard deviation is 0.649. The t-test result (t = 8.045), ing scores’’ and ‘‘organize knowledge and content faster’’.
p < 0.05) shows a significant difference between the two Students mentioned that the task which provide from deep
groups, meaning that the experimental group students sig- learning recommended learning allowed them to enhance and
nificantly improved their computational thinking ability after apply those program syntaxes that they are not familiar with
the learning activities. Table 4 shows the influence of each or do not understand, rather than just memorizing the syntax.
group of students in computational thinking. In the part of In terms of perceived ease of use, the experimental group
creativity, the experimental group average is 4.53, and the students believe that the AR system is ‘‘easy to operate’’
standard deviation is 0.407; the control group average is and ‘‘the interface is clear and easy to use’’. Students men-
3.02, and the standard deviation is 0.643. The t-test result tioned that system operation can be directly used intuitively,
(t = 13.848, p < 0.05) shows a significant differ- without much thinking. In terms of attitude toward using,
ence between the two groups. In the logical thinking part, the experimental group students believe that the AR system
the experimental group average is 4.47, and the standard ‘‘made learning interesting and improved their confidence in
deviation is 0.579; the control group average is 3.21, and the learning’’. Students mentioned that the presentation of the AR
standard deviation is 0.853. The t-test result (t = 8.537, learning tasks made the tasks feel interesting and changeable,
p< 0.05) shows a significant difference between the two and they felt satisfied with their ability to actually compile
groups. In the part of cooperativity, the experimental group the programming language to solve the problem. In terms of
average is 4.01, and the standard deviation is 0.839; the con- behavioral intention to use, the experimental group students
trol group average is 3.85, and the standard deviation is 0.985. expressed ‘‘I hope to use this system to learn in the future.’’
The t-test result (t = 0.851) shows no significant difference Students mentioned that courses like programming languages
between the two groups. In the part of critical thinking, the are usually rather boring, but the guidance and practice of
experimental group average is 4.33, and the standard devi- these learning tasks were a great help when constructing their
ation is 0.622; the control group average is 3.86, and the programming language knowledge content.
standard deviation is 1.111; The t-test result (t = 2.566,
p< 0.05) shows a significant difference between the two
groups. Finally, in the problem-solving part, the experimental V. CONCLUSION
group average is 4.69, and the standard deviation is 0.427; This research provides an image-based programming
the control group average is 3.68, and the standard deviation learning system, including deep learning based learning
is 1.044. The t-test result (t = 6.284, p < 0.001) shows a recommendations, AR technology, and learning theory to
significant difference between the two groups. students in different learning areas to overcome the learn-
The qualitative interview content design is based on the ing difficulties of non-major undergraduates. Deep learning
TAM model, and the students of the experimental group recommendation method can enable students facing different
learning tasks to apply and practice the programming lan- learning behaviors of different majors. In addition, this
guage and logic. research was designed for a programming language, thus,
In order to evaluate the effect of the AI learning rec- related research in the future can focus on different subjects.
ommendation methods, this study designed an experiment
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