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Part B: Critique of technology design
Introduction
This article will focus on
(evaluate)
(1) (2) (3) (4).
Computational thinking has become the basic way of thinking of people
gradually with the widespread popularization of computes. The
development of computer education is an inevitable requirement of The
Times (ref). The teaching purpose of the current IT curriculum has shifted
from popularizing computer knowledge and application skills to a more indepth and extensive level of IT education (ref). App Inventor is in line with
the times background (ref), it is a new cloud-based visual programming
platform (ref) that anyone can use it to solve problems in the real-world
(Patton et al., 2019). Users can create one’s own mobile applications (apps)
on smart phones. According to project leader, Harold Abelson, AI-written
apps are perfect, but they can be created by anyone and even be usually
completed within minutes. This feature presents the advantages of App
Inventor intuitively. To develop apps in App Inventor users does not require
coding. At first, the development environment of App Inventor programs
is easy to build with fewer steps (ref). Moreover, the development process
is simple and easy to operate. The design and development of App Inventor
programs are completed by block splicing programming. The development
process mainly includes the appearance design and components splicing in
the editing view (Morelli et al, 2011), which can directly generate the
installation files. Users can complete the development of the app in a very
short time with zero programming knowledge based (ref). Learners and
educators are a primary audience for App Inventor as it is foremost an
academic project (Pokress and Veiga, 2013). Perhaps one important reason
for App Inventor’s attention is that it allows users to create apps for
smartphones. Given the ubiquity and popularity of smartphones among
today’s generation of students, App Inventor holds enormous potential for
attracting a new generation of students to computing and computational
thinking (ibid).
For learners, most of programming languages they encounter in the process
of learning program design are dull and boring, and involve plenty of
abstract theoretical knowledge, which is difficult to arouse their interest.
Yet App Inventor as a program with visual splicing of blocks (ref) that
encapsulates the code into blocks of different colours and shapes. Students
only need to drag and pull the required blocks for splicing to complete the
corresponding operation, which greatly improves the learning interest of
the learners, and thus motivates students actively to construct knowledge
(ref). At the same time, it became possible for students to realize one’s
ideas in the course, which improves students’ learning initiative and
promoted classroom interaction to a large extent (ref). Furthermore, the
emulator of App Inventor is quite capable and is a good option if the budget
is limited so anyone can use it even if he does not have a device available
(Wolber, 2011). This is important for education and settings in which not
every student has access to a smartphone (Okerlund and Turbak, 2013)
especially at the K-12 level. Last but not least, the traditional build cycle
for App Inventor involves writing code in an integrated development or
text editor, and it usually takes minutes to rebuild the app for testing, while
changes to the live development environment typically take effect in 1-2
seconds (Patton et al., 2019). It means that learners can explore and even
make mistakes with relatively low time cost (ibid).
On the side of educator, the traditional curriculum model is accomplished
through lecturing and instructing students in operation (ref). It is difficult
to motivate student. App Inventor-based teaching not only stimulates
students’ interest in learning, but also emphasized the entire process of
students’ autonomous problem solving (ref). This method is task-driven or
problem-research teaching.
Regarding to the assessment methods, App Inventor presents the
advantages of process assessment based on classroom teaching and
evaluation of learning outcomes after-school (ref). According to the
characteristics of computational thinking, App Inventor teaching focuses
on learning motivation, thinking mode, autonomous learning collaborative
learning, knowledge application and teaching evaluation (ref).
Shortcomings of traditional
App Inventor teaching focus
programming courses
Students lack interest in learning
Teaching
key
knowledge
Learning motivation
without Cultivation of thinking mode, ability of
embodying the core of IT learning
autonomous learning and collaborative
learning
Insufficient practice, theory is disjointed Transfer and application of knowledge
from practice
Single assessment method
Teaching evaluation
Table of teaching focus
The target users of the technology in this essay is pupil, ages ? and ?. AIA
has its unique advantages in the process of cultivating students’
computational thinking of middle and high school students. One of most
striking features is that mobile devices support a wide range of digital
communication methods compared to traditional software, enabling AIA
to achieve more flexible communication and information exchange (ref).
The application of technologies such as NFC and GPS provide more
opportunities for students to explore applications that can be used in daily
life (ref). For instance, GPS technology embedded in mobile device
aggregation can be applied to security alert applications, and NFC is an
instant exchange of information. Student can use the application that one’s
built and even launch it in the application store. The development of mobile
applications enables students to connect with others easily, thus gaining
satisfaction and meeting the needs of adolescents’ respect and selfactualization (ref).
App Inventor is used to develop students’ computational thinking abilities
mainly. Its most widely used form is used as teaching materials that in IT
courses. Take a research project of App Inventor for elementary computing
education as an example, the study opted for students between the ages of
10 and 12 as experimental objects. According to cognitive development
theory by Piaget, children at this period are in the concrete operational
stage, usually with obvious symbolicity and logicality and a certain degree
of abstraction. Students are enrolled voluntarily and have a keen interest in
learning by using computers with strong computer skills. The research is
based on constructivist learning theory. Researcher chose a simple but
interesting application called ‘Hello Cat’ as teaching project, and students
easily realized programming through App Inventor. The teaching content
is quite interesting, which fully aroused the enthusiasm and initiative of
students. The teaching mode advances the teaching process through five
stages, that is, problem presentation, problem decomposition, problem
solving, achievement display, and evaluation and feedback. During the
phase of problem presentation, the researcher asked students if they wanted
to make a similar application on the background that on the background
that the application quickly attracted students’ attention and interest. The
students showed a great willingness to affirm. Researchers then showed the
two basic steps of App Inventor to the student in the phase of problem
decomposition. This phase is the specific operation phase of the students.
Each student completed the development of the software under the
guidance and went through the process of thinking and problem solving.
Finally, students presented and reflected on their work in the phase of
results presentation and evaluation feedback stage. The results showed that
‘this teaching mode has stimulated students interest in learning
successfully and achieved the effect of cultivating their computational
thinking’. The course survey was conducted in the form of questionnaires
to understand students and teachers views on App Inventor learning from
the three dimensions of learning motivation, learning process and learning
effectiveness. The results showed that the App Inventor programming
course has been affirmed by students. Most students are very interested in
the teaching content. The researchers believe that ‘students programming
ability and computational thinking ability have been improved to a certain
extent, and the students interest in continuing with the course was
stimulated.
Mobile Learning, Constructivism, and Informal Learning are the main
theories of App Inventor. The features are in line with the core of mobile
learning theory, which allows users to learn through access learning
resources from mobile devices at any time and place (ref). Sharples (2006,
p.89) believes that learners are shift in mobile learning, particularly,
researchers initially focused on the specific design of portable technology.
Yet a series of daily learning studies for mobile learning have shown that
the interaction between learning and technology is complex and diverse
(ref), learners can use any prepared technology through create
opportunities and conditions by oneself while they move between the
environment (ref). The characteristics of mobile learning can be described
as spontaneous, private, portable, time-spatial, informal, context-aware,
connected, personalized and interactive. It is worth mentioning that there
is certain complementarity and conflict between mobile learning and
formal education. The complement is that learners can extend classroom
learning through mobile learning. The conflict is the inability of schools
and teachers to manage students use of mobile devices, which is also a
considered one of the limitations of App Inventor (ref). The constructivism
theory emphasizes initiative of learner and personality characteristics in
learning activities and respects all the personalities. App Inventor provide
learners with platforms and resources for learning, also interactive learning
environments that allow learners to construct learning content through
autonomous learning. In addition, the feature of ‘chunking fragmented
content’ (ref) is also highly consistent with constructivism. Unlike formal
traditional school education in that it has no definite purpose and no fixed
place of learning (ref). It meets immediate needs of learner, focuses on
results, and centres on autonomous learning of learners (ref). Informal
learning occurs without the strong purpose of learners. Mobile learning is
more purposeful than informal learning. However, the same is that the
occurrence of the mobile learning is not limited by time and space,
informal learning theory provides a very important reference and support
for the research of mobile learning (ref).
As can be seen from rationale and design decisions of App Inventor, the
design team considered a number of their impacts on computational
thinking within App Inventor. Firstly, What You See Is What You Get
(WYSIWYG). The developers can see how the app will display on the
screen of the mobile device and can adjust the shape factor of the visualized
device (e.g. tablet or phone) through the design editor for App Inventor
(ref). Adjustments to visual components are reflected in real time, for
instance, background size and colour. Second, App Inventor differs from
most of programming languages in that it limits the runtime creation of
new entities (ref). The user can visualize the components clearly by
positioning them explicitly in the app. Third, Numbering. Unlike most
programming languages, the number system in App Inventor starts at 1,
consistent with children’s counting skills. (Gelman & Gallistel, 1978).
App Inventor serves as a tool for education and fits the educational concept
of computational thinking. Its ability to promote computational thinking
education is obvious. First of all, it has a strong interesting. Reference
believe that attention to the study and application of entertainment
technology has opened up a new territory for education technology, which
is of great significance for promoting the development of education
technology. Most importantly, the feature of AIA block splicing coding has
undoubtedly improved students’ interest in learning, thus effectively
improving teaching efficiency. Second, AIA-based learning has durability.
It provides children with a platform to learn anytime and anywhere, so that
students’ learning behaviours can be sustained and stable. Furthermore, the
cost of learning based on AIA is very low with the widespread use of
smartphone and computers, and schools or parents can easily meet the
hardware requirements of mobile learning.
However, limitations of AIA are also obvious. Firstly, although the AIA
claims to be a development environment for K12 children, it is still difficult
for elementary school students who have no programming skills or even
younger children who have no computer skills. Second, the existing
components of the AIA are not complete yet. The absence of components
causes students to give up their creativity which has a certain negative
impact on cultivating students’ innovation ability. In the end, its gameplay
causes students with poor self-control to indulge in it, and even regarded it
as an entertainment game. Moreover, its easy easy-to-operate
characteristics make it easy for young students to indulge in a sense of
accomplishment. In other words, children will be self-satisfied overly.
There have long been misconceptions is that most people think that only
experts and people with a lot of programming knowledge are capable of
creating a mobile app. Yet students across the K12 spectrum develop their
own mobile apps with little or even no experience. For example, the CoolThink JC curriculum targets 15,000 students ages 10 and 12 in Hong Kong.
According to research, AIA enables the students to address local issues
through the apps they create and to think computationally (Kong et al.,
2017).
In summary, AIA plays a positive role in cultivating students’ interest in
learning, enriching the content of school curriculum, changing the status
quo of book knowledge, and improving students’ ability of information
processing.
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