The Impact of Programming On Logical Comprehension of Grade 12 IT Students in ICI
The Impact of Programming On Logical Comprehension of Grade 12 IT Students in ICI
A RESEARCH PAPER
Presented to
The Faculty of
Iligan Computer Institute
Iligan City
In Partial Fulfillment
of the Requirements for the Subject
PRACTICAL RESEARCH 2
Johair M. Tucodan
John Ivan Bariquit
Stephany Herrera
Marlo Lariosa
Jorge Glenn Sanson
Nathaniel Simborio
APRIL 2023
CHAPTER 1
more. It allows individuals to think critically and make informed decisions based on
sound reasoning, and is an essential skill for success in many areas of life. The early
overwhelming for some students, is one of the major difficulties. Those who struggle
with these subjects may find programming more difficult because programming requires
abstract concepts, frustration with syntax and errors, lack of diversity, limited exposure
to real-world applications, and barriers to access still exist. These problems can be
background knowledge and attitudes, teaching and learning methods, social context, lack
of problem-solving skills and mathematical background, and programming questions
requires changes in both students' study methods and traditional teaching approaches.
logical reasoning and problem-solving skills. The study aims to identify the potential
benefits and challenges of programming education and suggest strategies to improve it.
Ultimately, the study seeks to inform programming education policies and practices to
The Students. This research can benefit students by helping them understand how
programming can improve their logical reasoning skills, enhance their problem-solving
abilities, and prepare them for the increasing role of technology in their daily lives.
The Administrators. School administrators can benefit from this research by gaining
insights into the effectiveness of programming education in promoting logical
comprehension skills in students. They can use this knowledge to improve the quality of
education and enhance the curriculums to meet the changing demands of the job market.
Future Researchers. Future researchers can benefit from this research by building on
the findings to further explore the relationship between programming and logical
comprehension in students. They can use the insights gained from this study to develop
new research questions, methodologies, and theories that advance the field of
educational technology.
CHAPTER 2
Related Literature
Visual programming plays an important role in programming education to
promote students’ understanding of programming and to maximize their engagement in
problem-solving (Mladenović ., 2021). Visual programming provides a programming
interface that helps students learn programming concepts and processes (Lye and Koh,
2014; Chao, 2016; Essel., 2017; Mladenović ., 2018; Scherer., 2020). In particular, Hu.
(2021) indicated that visual programming can improve student’s academic performance
with a small to medium significant overall mean effect size in this area. A visual
programming environment allows students to focus on developing and designing
programs (Mladenović., 2018; Topalli and Cagiltay, 2018), so they become more
motivated to solve programming problems without grammar constraints. Visual
programming has major learning benefits for students, including an intuitive
programming interface and reduced difficulties related to programming (Lye and Koh,
2014; Essel., 2017; Mladenović., 2018; Lindberg., 2019).
Related Studies
Most studies use visual programming tools, such as App Inventor and Scratch,
which are closer to the representation of human language, helping students concentrate
on the logic and structure, and become involved in programming instead of being
anxious about the difficulties of writing programs (Kelleher and Pausch, 2005).
However, few studies have used Python. Wen. (2014) pointed out that Python is suitable
for cultivating students’ CT and problem-solving skills. Python has been found to be a
means of helping learners develop skills to face real-world problems (Tang., 2020). Lee
and Cho (2017) also mentioned that Python is a programming language that is of interest
to beginners and is easy to learn. It is also used as an intermediate language for
connecting modules written in other languages. At the same time, Lee and Cho
(2017) found that teaching methods that use LAP learning, collaborative learning, game-
based learning, and design-based learning environments are often used to cultivate
students’ CT. LAP learning can help learners complete tasks in a limited amount of time,
but this choice is a negative factor for students’ creativity. Pair programming is a form of
collaborative learning. Studies have shown that pair programming has a positive impact
on friend relationships, but has no effect on non-friend relationships (Werner., 2013). In
game-based learning environments, the motivation to complete a game may adversely
affect the learning of a certain level, thereby affecting learning from playing the game
(Israel-Fishelson and Hershkovitz, 2019). Unplugged programming activities allow
students to participate in computer science practice without using digital equipment,
which can solve the limitations of computer hardware equipment and students’ lack of
early programming knowledge, but this method is more suitable for the early stages of
elementary education (Sun., 2021). Design-based learning (DBL) activities, such as
interactive web design and digital storytelling, allow students to use multiple
technologies to conduct activities, which imposes heavy curriculum burdens on teachers
and adversely affects the entire process (Saritepeci, 2020). This study took a Python
programming course as the context to construct a problem-oriented learning (POL)
model to effectively promote students’ CT skills.
In this study, the focus was on the use of Python programming language as a
means of cultivating students' computational thinking (CT) skills. While previous studies
have primarily used visual programming tools, Python has been shown to be suitable
for developing CT and problem-solving skills. The researchers found that a problem-
oriented learning (POL) model was effective in promoting students' CT skills in the
Python programming course. However, the study also noted that teaching methods
using LAP learning, collaborative learning, game-based learning, and design-based
learning environments may have limitations and negative effects on creativity,
motivation, and curriculum burden.
Theoretical Framework
The PGK-hierarchy postulates that writing a computer programme to solve a
certain problem involves steps at four different levels. We will explain the four levels
using an example where a programmer is asked to programme an animation. At the
highest level, the problem level, the programmer considers the solution the problem
demands, and considers aspects of the problem such as solvability and complexity. In
our example, at this level, the programmer determines what the animation should look
like (e.g. shapes, colours, movements) and how difficult it will be to design these
components. At this level, the programmer does not yet make specific plans around
how to solve the problem. The second level is the object level. At this level, an
algorithm (a plan detailing the specific steps that must be executed by the programme)
is developed to solve the problem. Here the programmer specifies which functions or
programming objects should be created, and in which order, for the animation to be
presented as planned. Here the programmer may decide on whether to use techniques
like loops or recursion to implement particular sections of the animation. However, the
algorithm is not yet associated with a specific programming language, which happens in
the third level, the programme level. In our example, the programmer will now select
the language that best suits the algorithms and look up the specific functions in that
programming language, and will write out the code with the correct terms and syntax.
The lowest level of the PGK-hierarchy is the execution level, which is the interpretation
and execution of the algorithm by the computer. Because it does not relate to human
cognitive skills, this level is not relevant to the aims of this study.
From the PGK-hierarchy’s description (Armoni, 2013; Perrenet., 2005), the first
two levels seem to rely on algorithmic thinking (deriving a solution by defining the
specific steps necessary to solve a problem) and mathematical skills. We therefore
hypothesised that the cognitive skills shown to be important by the previous literature are
related to these two levels. In particular problem solving, algebra, logical reasoning, and
pattern recognition are relevant here. The third level of the PGK-hierarchy, the
programme level, addresses the requirement to use specific programming languages. The
relationship between specific language skills and programming performance has not yet
been empirically tested, but several researchers have argued for a connection
(Fedorenko., 2019; Floyd., 2017; Hermans & Aldewereld, 2017; Jacob &
Warschauer, 2018; Siegmund., 2014; Vee, 2013; Vogel., 2019). In addition, indirect
evidence from the second language learning literature can direct us to relevant language
skills that may predict programming success.
Conceptual Framework
INPUT
The demographic OUTPUT
PROCESS The impacts of
profile of the
Interview, analysis, programming on the
Respondents:
Documentation logical
1. Age
comprehension of
2. Gender
students
3.Grade
Definition of Terms
In order to fully understand the contents of this research, the following terms are
defined accordingly:
Logical comprehension. This term refers to the ability to understand and apply the
principles of logic in order to analyze and evaluate arguments, statements, and ideas. It
involves the capacity to reason logically, identify fallacies, draw valid conclusions, and
make sound judgments based on evidence and reasoning
Research Design
This study used case study design using semi-structured one-to-one questionnaire
was utilized for data collection. The researchers formulated a questionnaire to get a
complete understanding of the experiences of the students in learning programing. From
the questionnaire, The researchers will be able to formulate a remedial class to better
help the students understand programming.
Sampling Procedure
Purposive sampling technique will be utilized in the selection of the Grade 12
students. The selected respondents will be notified and will be asked for their consent to
participate. After their agreement, they shall be made to answer a questionnaire on the
challenges they face when learning to program and how it impacts them.
Instrument Used
In this study the researcher uses a self-made questionnaire to determine the
impacts of programming on logical comprehension of Grade 12 students in Information
Technology at Iligan Computer Institute, Iligan City. The questionnaire paper is
designed to get a complete understanding of the experiences of students when learning to
program and how it impacts them.