Recommender_Systems_and_Scratch_An_Integrated_Approach_for_Enhancing_Computer_Programming_Learning (1)
Recommender_Systems_and_Scratch_An_Integrated_Approach_for_Enhancing_Computer_Programming_Learning (1)
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388 IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL. 13, NO. 2, APRIL-JUNE 2020
regarding the proposed system. Through simple questionnaires, concluded that “the use of Scratch in the very beginning of the
the students believed that Scratch and a recommender system for CS1 course promoted a high level of motivation, thus a positive
exercises would help improve their overall performance in CS1. perception of learning programming”. However, the author did
Despite such a positive reception, it was considered that a more not observe “any measurable improvement of the results
serious analysis was needed to gain better insights on the true obtained by students who used the tool compared with the nor-
impact of the proposal. Thus, we have statistically validated the mal course”. The same holds true for the pass rates, where no sig-
effects of the recommending exercises with Scratch on both the nificant differences existed. The author justified these outcomes
learning of programming concepts and the overall performance by the fact that students of the Scratch course were affected by
of the students. An equivalent group design was adopted to ana- two (learning) “jumps”: Scratch-to-Java, whilst the control group
lyze the three different learning strategies: was only affected by one “jump”: Java. In other words, it seems
1) traditional; that the benefits acquired by starting with Scratch disappeared
2) Scratch-only; and when students had to face Java in the middle of the course. This
3) Scratch plus recommending of exercises (CARAMBA). seems to suggest that a transitional education strategy from
It is worth mentioning that this study complements our pre- Scratch to Java (or any other conventional programming lan-
liminaries results [16] in two major directions: 1) the develop- guage) is required to overcome the “two-jump” syndrome.
ment of an improved (and more mature) system, and 2) the The attitudes and opinions of future teachers about Program-
prosecution of a deeper analysis about the effects of this sys- ming and Information and Communications Technology (ICT)
tem on student learning. in Education were explored by [17] using Scratch in a CS1. Per-
From the results obtained we concluded that recommending haps the most relevant aspect of this research is that it was
exercises in Scratch has a significant and positive impact on restricted to women studying preschool education and educa-
the learning of CS1 concepts in college students. Moreover, it tional design. The authors observed that Scratch was considered
improves the overall performance of the students. We espe- user-friendly by students and helped to increase their interest in
cially showed that CARAMBA surpasses the traditional exploiting ICT in education. Consequently, the stress and anxiety
approach by 21% and the Scratch-only approach by 8%. related to using ICT in educational practices tended to decrease.
This paper is structured as follows: Section II reviews related In [18], the role of Scratch in teaching CS1 was discussed.
studies, while Section III presents the main features of CAR- The author specifically explored how Scratch could be used in
AMBA as an integrated approach, including technical aspects business programming. Although the paper reported prelimi-
of the implemented recommender system. Section IV is devoted nary results, the author confirmed that Scratch “allows educa-
to the validation of CARAMBA, while Section V outlines the tors to reduce the cognitive load that students experience
discussion of the results and a conclusion of the research. when first introduced to programming”.
A broader research, as presented in [13], assessed the impact of
a short intervention by Scratch in a CS1 course. The idea was to
II. RELATED WORK use Scratch to facilitate the introduction of a more complex pro-
In this Section, we go through related works about both gramming language, in this case C++. The study involved 332
Scratch and Recommender Systems at the university level. It is first-year undergraduate engineering students and the authors
important to note that most literature related to Scratch is about recorded both the quantitative and qualitative data for assessing
experiences with elementary and high school students. This is the impact of Scratch. Analysing the collected data, the authors
to be expected, since Scratch was conceived for children and concluded that a two-week Scratch intervention, along with spe-
teenagers. However, as we will show in the next section, from cific educational resources (e.g. labs and projects), would be ben-
the very beginning, few researchers have been interested in eficial for learning basic programming concepts. Thus, both the
how to exploit it for enhancing programming learning in CS1. novices and advanced learners could be satisfied. However, it
was additionally noted that such an intervention did not help
novices obtain grades similar to those of advanced learners when
A. Scratch in College Environments faced with typical programming exam questions.
Perhaps, the first study using Scratch in higher education A similar study was conducted by [19] aiming to facilitating
was [10]. Here, the authors included Scratch in the Harvard the learning of programming concepts by undergraduate Com-
Summer School: The Great Ideas in Computer Science (a puter Engineering students. The study was developed at the
summer school version of a course at Harvard College). The State University of Feira de Santana and involved a particular
goal was to improve first-time programmers experiences in learning approach “based on peer support, game development,
CS1 by devoting one week to explaining general CS concepts a challenge-response strategy and Scratch”. Through several
using Scratch. Afterwards, students would transition to Java surveys and the analysis of source code the authors found that
for the remainder of the course. From conducted surveys, the students considered Scratch to be “user-friendly... with good
authors concluded that “Scratch excites students at a critical working mechanics, especially the Lego-style blocks”.
time (i.e. their first foray into computer science)”. Scratch also Two positive experiences were reported in [19] and [20]
“familiarizes the inexperienced among them with fundamen- regarding introducing programming to pre-service teachers
tals of programming without the distraction of syntax”. with Scratch. After attending theoretical lessons, students
In a similar study, [12] reported an experience at an developed an educational app and wrote a report highlighting
Uruguayan university. This study aimed to analyze the use of both the negative and positive impressions on their individual
Scratch in a CS1 course, before introducing the Java program- experiences. As a result, it was observed that students posi-
ming language. To improve learning with Scratch, the author tively assessed important Scratch’s features.
proposed specific exercises to be solved with the same. By con- Recently, Martinez et al. [21] presented a negative experi-
ducting both a qualitative and quantitative analysis, the author ence in which authors used the extension Dr. Scratch in the
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Fig. 1. Comparison between the Scratch-only approach and the CARAMBA approach.
proper functioning in educational contexts) and social adapta- III. CARAMBA: AN INTEGRATED APPROACH
tions (e.g., for addressing typical information processing biases).
The proposed system aims to improve the current state of
Similar to the previous work, in [43] a conceptual framework
teaching Foundations of Computer Programming at Universi-
was proposed to explain how evolving recommender-driven
dad Estatal de Milagro, Ecuador, with Scratch. Fig. 1 helps
online learning systems (ROLS) support students, course
demonstrate both the current and the proposed approaches for
authors, course instructors, system administrators, and policy
such a process.
makers in development. Moreover, this framework involved
In the first approach (Fig. 1(a)), the professor interacts with
two important perspectives in the constructivist paradigm of
students exclusively by means of classroom lectures (formal
learning: cognitive and situative.
learning). The students use Scratch in the traditional form, by
Additionally, an interesting approach to enhance RSs in col-
creating or modifying projects (informal learning). Despite the
laborative learning environments has been presented, which
benefits of this method, the professor often encounters difficul-
consists of an influence diagram including observable varia-
ties in controlling the efficiency of the students interaction with
bles for assessing the collaboration among users [44]. By
Scratch (i.e., whether the students are properly traversing the
applying machine learning techniques, the influence diagram
knowledge levels in which the course is organized). In light of
was refined to increase its accuracy. The main outcome was
these facts, a gap between the informal and formal learning
the development of an automatic RS alongwith a pedagogical
support system in the form of a decision tree, which provided approaches is observed. Additionally, as observed over the
visual explanation to the user. course of one year, certain students have not been satisfied with
Furthermore, a generic cloud-based architecture for a sys- the complexity of the exercises they were asked to solve with
tem that recommends learning elements according to the Scratch. For instance, the more experienced students were
affective state of the learner was presented [45]. The authors faced with Scratch projects that they deemed too easy.
also provided some use cases, explaining implementation. A possible solution for these issues is a personalized set of
Undoubtedly, this is an interesting technological solution for exercises for students. (An exercise is defined in the context of
exploiting cloud-based learning environments, which is a this research as a problem statement that the student can solve
common feature in many education institutions. in Scratch.) However, this demands for the individual charac-
An important survey on how to evaluate RSs was conducted terization of students to assign to them the most suitable set of
in the context of TEL [46]. From an in-depth survey obtained exercises, according to their knowledge level and expecta-
from 235 works on the subject, it was concluded that there tions. This is a difficult task for the professor, mainly because
exists an important interest to design better strategies for eval- there are too many students and exercises to assign. Moreover,
uating RSs in TEL. Future trends and research opportunities since student learning is a dynamic process, both the student
were also highlighted in the study. characterization and the suggested exercises are expected to
Summarizing the above review, three important conclusions evolve over time. Hence, this assignation process is to be
can be drawn: repeated over and over.
1) using RS in educational environments is a popular An alternative solution is to increase the amount of time in labo-
ratory practice with the professor being present. Thus, the professor
research topic with increasing associated studies;
could control the student’s interaction with Scratch. However, this
2) most of the existing works are technology-based, where would put too much emphasis on formal learning, which contra-
RSs are proposed for enhancing the learning process. dicts our education goals. The challenge is thus how to improve
Contrarily, just a few works employ a subjective perspec- the current approach with the least level of professor inter-
tive like [42] to analyze the role of RS in this context; and vention possible. More specifically, it is important to find
3) as per our knowledge there are no RSs supporting pro- solutions to issues with the current approach while main-
gramming learning with Scratch. taining benefits of the employed learning approaches.
Conclusions 1 and 3 thus provide additional reasons for pro- In keeping with this consideration, we propose CAR-
posing the system explained next. AMBA, a Web Application composed by Scratch as a project
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392 IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL. 13, NO. 2, APRIL-JUNE 2020
ðtÞ ðtÞ
vk vi
S ðtÞ ðuk ; ui Þ ¼
ðtÞ ðtÞ (1)
vk vi
and
ðcÞ ðcÞ
vk vi
S ðcÞ ðuk ; ui Þ ¼
ðcÞ ðcÞ (2)
vk vi 3) Building the List of Recommended Exercises: This is a
key stage in the usage of recommender systems. CARAMBA
relies on the Weighted Sum of Others Ratings [49] to calculate
S ðtÞ and S ðcÞ take values in the range [0,1]. A value closer to 1
a value (considering taste and complexity) for each exercise
means a high similarity between the students, while a value
ruk )
not evaluated by uk . Equation (5) shows this task, where (
closer to 0 means the opposite.
is the averaged value of uk for each problem solved and ( rui )
It is important to highlight that Equation (1) is not able to
is the averaged value for each similar user ui .
express the significance of the number of common exercises
with respect to all previouslt recorded exercises. Since Equa- P
tion (1) computes similarities using information from the exer- u2 ðrui ;e rui ÞSðuk ; ui Þ
ruk ;e ¼ ruk þ P (5)
u2 Sðuk ; ui Þ
cises that both the students have in common, it does not take
into account their corresponding records of exercises. We argue
that this information is crucial to sutably compute similarities Where:
between two given students. In this regard, Equation (3) was ruk ;e : estimated value for the exercise e by the user uk ,
employed:
Sðuk ; ui Þ: similarity result 4
rui ;e : estimated value of the user ui for the exercise e
jHk \ Hi j
S ðpÞ ðuk ; ui Þ ¼ (3) and,
jHk j
: set of similar users to uk ðSðuk ;ui Þ > 0Þ.
where, Hk and Hi are the sets of exercises seen by students uk Later, the recommendation algorithm selects the top 10
and ui respectively. It is easy to note that Equation (3) quanti- exercises with more value and generates the recommendation
fies the significance of the number of exercises that the active list for uk .
user k has in common with user i by computing the percentage Table II summarizes the main steps of the recommendation
of common exercises regarding the record of the active user. process, which corresponds to Recommend in Fig. 2(b).
This expression is also defined in the range ½0; 1 and possible
B. Main Functionalities of CARAMBA
values have the same meaning as Equation (1).
Thus, we have three sources for computing the similarity for CARAMBA is a web application developed to manage the
every pair of students: S ðiÞ , S ðvÞ , and S ðpÞ . The next question is process of recommendation, solution, and assessment of exer-
how to aggregate them to obtain a single value portraying over- cises. This web application has an easy-to-use graphic user
all similarity. Several alternatives exist to deal with this. For interface (GUI) and the current version was developed using
instance, an average or weighted sum of the three similarity Python and the PostgreSql Server as a database system.
values could be used. Another approach is to multiply them: Among the main features of CARAMBA, one can mention
that:
Sðuk ; ui Þ ¼ S ðtÞ ðuk ; ui Þ S ðcÞ ðuk ; ui Þ S ðpÞ ðuk ; ui Þ (4) It presents a user authentication area , where you can
enter previously registered students and teachers.
Notice that since S ðtÞ , S ðcÞ and S ðpÞ take values in [0, 1], In the student interface, an informational panel (see left
then S will also take values in this range. panel Fig. 3) where students can manage their profiles
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CARDENAS-COBO et al.: RECOMMENDER SYSTEMS AND SCRATCH: AN INTEGRATED APPROACH FOR ENHANCING COMPUTER PROGRAMMING... 393
Fig. 3. CARAMBA showing the description of a selected exercise and its evaluation parameters.
and obtain a summary of the exercises carried out and and Industrial Engineering, as part of an exploratory study. Both
the assessments of those exercises these areas of study include the Fundamentals of Computer Pro-
The central area ((Fig. 3) was designed to show the gramming course in their curricula. These students used the CAR-
description of the selected exercise and its evaluation AMBA tool for autonomous learning for a period of 3 months.
parameters. After using CARAMBA, we gave the students a question-
naire asking for their opinion on nine assertions. Table III
The area to the right (Fig. 3) presents a list of recom-
shows these assertions according to three evaluation goals: RS
mended exercises, a list of all exercises, and a chronom-
performance, user-centric effects, and learning effects as sug-
eter that is activated with the start button and measures gested in [46]. Additional emphasis was put on evaluating
the solution time for the selected exercise. both learning and user-centric effects (thus, more assertions
The Scratch tool is activated in a pop-up window (Fig. 4) are included for assessing these goals).
through the ”Start” button (see central area in Fig. 4). Two assertions related to the accuracy and response time of
In the teacher profile teachers can add new exercises the system have been included (e.g., assertions A1 and A2). It
and obtain statistical information about the exercises is clear that both are less precise than those obtained from an
and the students. off-line experiment, since they were measured based on the
Finally, is important to mention that the RS was included in opinions of real users. However, we are aware that a greater
CARAMBA using Surprise,1 which is a Python Scikit (short for number of technical tests will be needed and this will be the
SciPy Toolkits) for building and evaluating recommender systems. subject of future works.
The assertion A1 links the recommender system with the stu-
dents programming skills refers to the fact that CARAMBA rec-
IV. EVALUATION
ommends exercises to the active user from the preferences of
The studies carried out in the Universidad Estatal de Milagro other users. However, this assertion was made under the assump-
assess the effects of the computational tools on learning. They tion that the active user will be comfortable with CARAMBAs
were organized in two stages. At the first stage, we developed a recommendations close to his/her current programming skills.
qualitative study based on satisfaction levels in using the tool; The nine exposed assertions were responded to using one of
this was applied in the 2015-2016 period. At the second stage these five options: strongly agree, agree, neither agree nor
(2016-2017), we conducted a quantitative analysis of the effect disagree, disagree, and strongly disagree.
on the development of a skill set and its influence on pass rates. The results of the questionnaires (Fig. 5) were organized
These studies are presented in detail below. into three groups: (a) Satisfaction of Computer Science stu-
dents, (b) Satisfaction of Industrial Engineering students, and
A. Motivation and Satisfaction Study (c) Overall satisfaction. The last is the aggregation of the first
two groups. A generally acceptable degree of satisfaction is
In this section, we will show the results of a study Real-Life appreciated. For instance, when more than 50% of the students
Testing [46] applied to 64 students studying Computer Science have at least agreed with all the assertions.
However, differences exist between the first two groups. As
1
http://surprise.readthedocs.io/en/stable/index.html expected, Computer Science students were more critical than
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394 IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL. 13, NO. 2, APRIL-JUNE 2020
the Industrial Engineering students (Fig. 5(a) and Fig. 5(b)). In The 88 students were randomly divided into three homoge-
both cases, a significant number of students did not agree with neous groups according to the learning strategy, as shown in
A1, indicating that more work had to be done regarding sys- Table V. The same teachers were attending each group. To per-
tem accuracy. A similar conclusion can be derived from the form a fair comparison among the three groups, we employed
system time response (A2). the same type and quantity (109) of exercises in all three. Fig. 6
As for the user-centric assertions (A3, A4, and A5), more shows the distribution of the exercises according to the concept
than 60% of the students from both courses at least agree and (Variable and Initialization, Cycles, Conditionals, and Concur-
40% strongly agree with assertion A5: that the proposed sys- rency). See that a similar distribution exists among the con-
tem is better. cepts, which provides enough diversity to the student. In order
Finally, regarding the assertions for evaluating the learning to avoid the Hawthorne effect [50], students and teachers were
effects (A6, A7, A8, and A9), a clear difference exists between not informed about their participation in the study.
both areas of study. For instance, about 60% of Computer Sci- The study was organized to answer the following research
ence students agree with those indicators, while 75% of Indus- questions:
trial Engineering students agree. RQ1 (Concept Learning): To what extent will Scratch’s
In general, there was a suitable satisfaction level from the learning strategy and an exercise recommendation sys-
students of the proposed system (Fig. 5(c)). tem impact the students ability to learn programming
basics?
B. Effect on Learning RQ2 (Final Performance): To what extent will
Motivated by the satisfactory conclusions obtained in the Scratch’s learning strategy and a exercise recommen-
previous section, we decided to carry out a quantitative study dation system impact the students’ final performance
to measure the effect of the CARAMBA tool on the concept in CS1?
of students. The experiment was carried out with 88 students For both questions (RQ1 and RQ2), we selected the learning
enrolled in the CS1 course, taught in the first semester of the strategy applied to each group as the independent variable (see
Computer Science Engineering program at Universidad Esta- Table V). The following is a brief explanation of what each
tal de Milagro. Before attending CS1, the students received 64 consists of:
hours of basic preparation in algorithms, corresponding to the Traditional: The teacher applies traditional teaching
pre-university stage2. The Structure of Programming Funda- methods without using technology. The exercises used
mentals is shown in Table IV. in the practices and independent study are proposed and
controlled by the teacher.
2
An intensive preparation course applied by the Ecuadorian Ministry of Scratch-only: The teacher uses the Scratch tool to intro-
Education to compensate for the steep learning curve upon entering higher
education. duce and practice programming concepts. The exercises
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TABLE V TABLE VI
STRUCTURE OF CONSIDERED GROUPS DESCRIPTIVE STATISTICS OF PRE-TEST RESULTS FOR EACH GROUP
TABLE VII
DESCRIPTIVE STATISTICS
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CARDENAS-COBO et al.: RECOMMENDER SYSTEMS AND SCRATCH: AN INTEGRATED APPROACH FOR ENHANCING COMPUTER PROGRAMMING... 397
TABLE VIII
DESCRIPTIVE STATISTICS FOR POST-TEST VARIABLES
TABLE IX
RESULTS OF THE ANCOVA TEST
TABLE X
RESULTS OF THE DUNNETT TEST FOR EACH CONCEPT
Table X summarizes the values obtained by this test, which 2) RQ2 (Final Performance): In this RQ2, we focused on
shows that: the students’ final grades, which were calculated by adding
The CARAMBA strategy achieved significantly higher together the three evaluations of the course: cumulative grade up
results than the traditional strategy ðSig: < 0:05Þ in all to week eight, cumulative grade up to week 16, and final exam
concepts. grade.
The CARAMBA strategy also achieved significantly Thus, the level of knowledge acquired in the subject by the
higher results than the Scratch strategy but only in student was considered as the dependent variable. The values
of this variable, as mentioned above, represented the final
concepts of variables and initialization and that of
grade of each student.
Cycles and Concurrency. In cases of conditional
concepts, the differences found were not significant a) Data Analysis: In this case, a comparative analysis
ðSig: > 0:05Þ. was applied between groups to identify whether the
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Fig. 7. Historical pass rate of UNEMI. The semester where the present study took place is denoted as 16–17(1st) in boldface.
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CARDENAS-COBO et al.: RECOMMENDER SYSTEMS AND SCRATCH: AN INTEGRATED APPROACH FOR ENHANCING COMPUTER PROGRAMMING... 399
Fig. 8. Rate of exercises evaluated per student/week (points). The continu- Fig. 9. Distribution of the type of students’ interactions with CARAMBA
ous line correspond to the conditional mean using a Local Polynomial Regres- according to source: Pool of exercises (without recommendation) and Recom-
sion Fitting. The shaded area around the line correspond to the confidence mender system.
interval (level = 0.95).
here that an exercise can be selected by the student in two the student’s success/failure. For instance, one can see that
ways using CARAMBA: from the set of all available exercises excellent and average students are associated with high usage
(i.e. without recommendation) or from the set created by the levels. In the case of the failed students, the great dispersion
recommendation system. Firstly, Fig. 9, shows that most of between the levels of student utilization does not allow us to
the interactions (about 80%) of the students with the system identify this relationship.
were due to the interest in the exercises recommended by We have proceeded in a similar manner for Q4. Fig. 11
CARAMBA. Secondly, only 20% are interactions that came shows the same analysis but considers the overall utilization
out of non-recommended exercises. This means that the stu- level of each student. In this plot, the pattern of correlation
dents practiced with CARAMBA mostly through the recom- (positive) is much better appreciated.
mendation system. To support our perception that the level of use of CAR-
Questions Q3 and Q4 are closely related. Both questions AMBA has a positive/negative influence on the student’s
depend on the definition of the system’s level of use system. In success/failure in the subject, we have proceeded with a correla-
this case, we have considered that the use of CARAMBA by a tion test. Here, we have used the Pearson’s correlation test,
student can be defined as the percentage of exercises performed which was applied by using the level of use of the system by
from those totally available (regardless of origin: recom- each student and the corresponding grade as variables. The
mended or not). Specifically, for question Q3 this percentage results shown in the Table XIII consider each concept and all
was calculated on the basis of the number of exercises available exercises (overall). Please note here that the p-value of the test,
for each concept. Thus, each student would have five levels of the correlation coefficient, and the minimum and maximum val-
use associated for each concept (Variable and Initialization, ues of the confidence interval (for 95%) have been included.
Cycles, Conditionals, and Concurrency) and one overall (tak- From Table XIII it can be concluded that there is a positive
ing into account all available exercises). A higher value for the correlation between the level of use and the student’s grade.
level of use indicated that the students interacted with a lot of However, in the case of variable and initialization, this corre-
exercises, while a low value meant the opposite. lation is not significant (p value > 0:05). Questions Q3
In Fig. 10, the level of use of the system (x-axis) and the and Q4 can therefore be answered in an affirmative way.
final grade of the students (y-axis) were summarized for each We can thus conclude that the primary cause of
concept. The grade is in the range of 0 to 10, where 0 is the CARAMBA’s success is the high level of practice achieved
worst possible grade and 10 the best. To facilitate the visual by the students with the tool. However, an unanswered ques-
comparison in this graph, we have identified each student tion is what causes students to exhibit such a high level of
with a category according to their grade: failed students practice with CARAMBA. In our opinion, this is mainly
(FAILED with a grade below 7), average students (Average caused since students are very motivated with CARAMBA.
with a grade between 7 and 8.5), and finally, outstanding stu- We have observed that today’s students, like most people in
dents (Excellent). Fig. 10 allows us to draw some important modern society, are linked to information and communication
conclusions. Initially, it can be seen that the students had technologies. Thus, we assume that by using a tool like CAR-
usage levels above 50% in all concepts. It is interesting to AMBA, which allows students to learn autonomously, stu-
see that there was one student who used all the exercises of dents would feel more motivated. Consequently, this
the concept in the Concurrency level case. However, the motivation would lead to a higher level of practice, which
most important conclusion here is that for at least three of would lead to a higher probability of success in the subject.
the concepts (Cycles, Conditionals, and Concurrency) there We recognize that such an assumption implies an in-depth for-
is a correlation between the level of use of the system and mal study that explains these and other issues.
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Fig. 10. System utilization vs. Score according to the Concept (Var. and Init., Cycles, Conditionals, and Concurrency). Each point represents a student of a cer-
tain group (see legend). The continuous line corresponds to the conditional mean using a Local Polynomial Regression Fitting, where the shaded area around the
line corresponds to the confidence interval (level = 0.95).
V. FUTURE WORK the order in which the topics are taught to improve
In this Section we present the future work related to this students’ learning. To this end, we will study content-
research. based recommendation systems. These systems recom-
Recommendation of controlled exercises: We will study mend items with similar characteristics to those already
whether building recommendations take into account evaluated by a user.
Scalability of the system: This tool is being adapted to
other study scenarios with more users and exercises. In
this sense, we are studying the incorporation of a collabo-
rative filtering system based on the [52] model. This type
of system reduces the size of the valuation matrix by
transforming it into characteristics that represent common
factors present in the original matrix and allow the system
to recognize patterns, which may be hidden in the data set.
CARAMBA Functionality: Incorporating other statisti-
cal details and improving the user interface.
TABLE XIII
PEARSON’S PRODUCT-MOMENT CORRELATION TEST FOR
SYSTEM UTILIZATION VS. SCORES
Fig. 11. Overall system utilization vs. Score. Each point represents a student
of a certain group (see legend). The continuous line corresponds to the condi-
tional mean using a Local Polynomial Regression Fitting, where the shaded
area around the line corresponds to the confidence interval (level = 0.95). *95% confidence interval
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tional recommender systems in formal e-learning scenarios,” Algo- versidad Central de Las Villas, Santa Clara, Cuba,
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ratings in e-learning content based recommender system,” Educ. Technol. Estatal de Milagro, Ecuador, from 2016 to 2018 and
Soc., vol. 14, no. 2, pp. 248–257, 2011. the Universidad Tecnica Estatal de Quevedo, Ecuador,
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future computer supported education, August 22- 23, 2012, fraser place ing computer programming and operation research at
central - Seoul a hybrid attribute based recommender system for e-learning the college level. His research interest involve meta-
material recommendation,” IERI Procedia, vol. 2, pp. 565–570, 2012. heuristics, data science, evolutionary computation, and
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system for teachers using opinion mining,” in Information Science and
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Springer, 2015, pp. 1021–1029. computer science engineering from the University of
[41] A. Ruiz-Iniesta, G. Jimenez-Dıaz, and M. Gomez-Albarran, “A frame- Holguin, Holgun, Cuba, in 2007, and the Ph.D.
work for the rapid prototyping of knowledge-based recommender sys- degree in information and communication technolo-
tems in the learning domain,” J. Res. Pract. Inf. Technol., vol. 44, no. 2, gies from the University of Granada, Granada, Spain,
pp. 167–181, 2012. in 2013. He is currently with the Universidad Tecnica
[42] J. Buder and C. Schwind, “Learning with personalized recommender Estatal de Quevedo, Quevedo, Ecuador, where he is
systems: A psychological view,” Comput. Human Behav., vol. 28, no. 1, an Associate Professor and Researcher, and a Lec-
pp. 207–216, 2012. turer in discrete mathematics and computer program-
[43] K. Peiris and R. C. Gallupe, “A conceptual framework for evolving, rec- ming. He also collaborates with the Universidad
ommender online learning systems,” Decis. Sci. J. Innov. Educ., vol. 10, Estatal de Milagro as a Guest Lecturer. His research
no. 3, pp. 389–412, 2012. interests involve soft computing, metaheuristics,
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collaborative learning environment using an influence diagram,” Expert education environments.
Syst. Appl., vol. 40, no. 18, pp. 7193–7202, 2013.
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CARDENAS-COBO et al.: RECOMMENDER SYSTEMS AND SCRATCH: AN INTEGRATED APPROACH FOR ENHANCING COMPUTER PROGRAMMING... 403
Jose Angel Galindo received the Ph.D. degree with David Benavides received the B.S. degree in informa-
honors from the University of Seville, Seville, Spain, tion systems from the Institute Superieur d’Electronique
and the University of Rennes 1, Rennes, France, in de Paris, Paris, France, in 2000, and the M.Sc. degree in
March 2015. He has developed his professional activ- computer engineering and Ph.D. degree in software
ity in the United States, France, and Spain. His engineering from the University of Seville, Seville,
research areas include product lines software and the Spain, in 2001 and 2007, respectively. He has been
configuration of such products. He received the an Associate Professor with the University of
award for the best national thesis by SISTEDES. He Seville, Seville, Spain, since 2010. His main research
developed his postdoctoral research activity at interests include software product line and artificial
INRIA, France. He is currently a Juan de la Cierva intelligenceappliedtoengineeringeducation.
Researcher with the University of Seville, where he
continues his line of research on configuration, test-
ing, and the evolution of highly configurable systems.
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