Teaching Programming to Students with Vision Impairment: Impact of Tactile Teaching Strategies on Student’s Achievements and Perceptions
Abstract
:1. Introduction
- Q1:
- What strategies can be adopted to introduce the basics of programming to adults with VI?
- Q2:
- How do the proposed strategies impact the participants’ programming achievements?
- Q3:
- How do the proposed strategies impact the participants’ perceptions of learning programming?
2. Background and Related Work
3. Materials and Methods
- Prior to the workshop: this stage covered all the processes involved in the preparation of this study, including analyzing needs, defining objectives, assigning team members, preparing course content, screening participants, and setting up the computer lab.
- During the workshop: a major part of the process was related to the actual implementation of this study, including the assessment of participants, classroom observation, out-of-class observation, and daily reporting.
- After the workshop: This stage mainly involved evaluating and assessing the results and outcomes of the implemented workshop and collecting and analyzing the data. This stage can be divided into two processes: (1) end-of-workshop evaluation and (2) analysis.
3.1. Participants
- Some experience in using computers, or, at least, in using Microsoft Office and Windows to ensure the satisfaction of the minimum accepted level of computer skills.
- Some experience in using an English keyboard, since Quorum is an English-based programming language.
- Ability to read and write using Braille, as the course material is provided in digital form and printed as hard copy in Braille.
3.2. Setup
- A total of seven computers to create a 1:1 participant-to-computer ratio. All the computers were provided by Kafeef in their computer lab facility.
- Each computer was equipped with a headset to allow the participants to use screen readers without disturbing their colleagues.
- All the computers had internet access to help the participants access their emails and learning resources.
- Seven Braille Sense devices were provided; Braille Sense is a handy note taker that helps participants read documents during class. In our case, all the Braille Sense devices were owned by the participants. Extra devices were provided by Kafeef when needed.
- Each participant was provided with a digital copy of the course material, in addition to a Braille-printed hard copy.
- Quorum 6.0.9 was installed on participants’ PCs with a Sodbeans development environment, a programming language specially developed for programmers with VI. Quorum was selected since it is free and has built-in accessibility features—i.e., self-voicing support, magnification, and various sound settings (e.g., voices, beeping on errors, voice debugging).
3.3. Course Content
3.4. Classroom Activities
3.5. Beyond the Workshop: Project Fair
3.6. Data Collection Methods
4. Data Analysis and Results
5. Discussion
5.1. Teaching Strategies
5.2. Participants’ Achievements
5.3. Participants’ Perceptions
“The delivery of information in a concrete and tactile way and linking it to real life; I loved the activities!”
“Learning algorithms and how computers think in a logical and organized way”
“Learning through different strategies”
“The enriching activities provided to us, the kind spirits, the group of beautiful trainees, the novelty of the topic, and my anxiety about it—and then overcoming all of that; that’s an advantage! Even my concerns and clumsiness ended in victory; I see that as an advantage!”
“The advantages are enormous, but the most important ones are: I was amazed by the new information, the way we learned, the great variety of activities, and by how much they accommodated our needs. Through this workshop, you managed to reactivate my brain mathematically and logically—I owe you for that!”
5.4. Challenges
5.4.1. Understanding of Abstract Concepts
5.4.2. Code Navigation
5.4.3. Technical Issues
5.4.4. Educational Background
6. Conclusions
Author Contributions
Funding
Conflicts of Interest
Appendix A. Study Questionnaire
Appendix B. Project Evaluation Rubric
References
- United Nations. Sustainable Development: Knowledge Platform: SDGs & Topics. 2015. Available online: https://sustainabledevelopment.un.org/ (accessed on 20 May 2020).
- Convention on the Rights of Persons with Disabilities (CRPD). Available online: https://www.un.org/development/desa/disabilities/convention-on-the-rights-of-persons-with-disabilities.html (accessed on 20 May 2020).
- Xie, I.; Babu, R.; Castillo, M.D.; Lee, T.H.; Youi, S. Developing Digital Library Design Guidelines to Support Blind Users. In Proceedings of the ACM SIGACCESS Conference on Computers & Accessibility, Galway, Ireland, 22–24 October 2018; pp. 401–403. [Google Scholar]
- Giraud, S.; Thérouanne, P.; Steiner, D.D. Web Accessibility: Filtering Redundant and Irrelevant Information Improves Website Usability for Blind Users. Int. J. Hum. Comput. Stud. 2018; 111, 23–35. [Google Scholar]
- Reynal, M.; Imbert, J.-P.; Aricò, P.; Toupillier, J.; Borghini, G.; Hurter, C. Audio Focus: Interactive Spatial Sound Coupled with Haptics to Improve Sound Source Location in Poor Visibility. Int. J. Hum. Comput. Stud. 2019, 129, 116–128. [Google Scholar] [CrossRef] [Green Version]
- Du, J.T.; Haines, J. Working with Indigenous Communities: Reflections on Ethical Information Research with Ngarrindjeri People in South Australia. Proc. Assoc. Inf. Sci. Technol. 2018, 55, 794–796. [Google Scholar] [CrossRef]
- Meza-de-Luna, M.E.; Terven, J.R.; Raducanu, B.; Salas, J.A. Social-Aware Assistant to Support Individuals with Visual Impairments during Social Interaction: A Systematic Requirements Analysis. Int. J. Hum. Comput. Stud. 2019, 122, 50–60. [Google Scholar] [CrossRef]
- Du, J.T. Research on Indigenous People and the Role of Information and Communications Technology in Development: A Review of the Literature. J. Aust. Libr. Inf. Assoc. 2017, 66, 344–363. [Google Scholar] [CrossRef] [Green Version]
- Guerreiro, J.; Sato, D.; Ahmetovic, D.; Ohn-Bar, E.; Kitani, K.M.; Asakawa, C. Virtual Navigation for Blind People: Transferring Route Knowledge to the Real-World. Int. J. Hum. Comput. Stud. 2020, 135, 102369. [Google Scholar] [CrossRef]
- Guerrón, N.E.; Cobo, A.; Olmedo, J.J.S.; Martín, C. Sensitive Interfaces for Blind People in Virtual Visits inside Unknown Spaces. Int. J. Hum. Comput. Stud. 2020, 133, 13–25. [Google Scholar]
- Tekli, J.; Issa, Y.B.; Chbeir, R. Evaluating Touch-Screen Vibration Modality for Blind Users to Access Simple Shapes and Graphics. Int. J. Hum. Comput. Stud. 2018, 110, 115–133. [Google Scholar] [CrossRef]
- Corn, A.L.; Erin, J.N. Foundations of Low Vision: Clinical and Functional Perspectives; American Foundation for the Blind: New York, NY, USA, 2010. [Google Scholar]
- World Health Organization (WHO). Available online: https://www.who.int/disabilities/world_report/2011/report/en/ (accessed on 10 September 2010).
- Al-Ratta, N.M.; Al-Khalifa, H.S. Teaching Programming for Blinds: A Review. In Proceedings of the Fourth International Conference on Information and Communication Technology and Accessibility (ICTA), Hammamet, Tunisia, 24–26 October 2013; pp. 1–5. [Google Scholar]
- Achcar, G. On the “Arab Inequality Puzzle”: The Case of Egypt. In Development and Change; International Institute of Social Studies: Den Haag, The Netherlands, 2020. [Google Scholar]
- Konecki, M.; Ivković, N.; Kaniški, M. Making Programming Education More Accessible for Visually Impaired; IEEE: Opatija, Croatia, 2016; pp. 887–890. [Google Scholar]
- Hour of Code. Available online: https://hourofcode.com/us/supporting-special-needs-students/ (accessed on 11 October 2018).
- Wilson, C. Hour of Code—A Record Year for Computer Science. ACM Inroads 2015, 6, 22. [Google Scholar] [CrossRef]
- Bigham, J.P.; Aller, M.B.; Brudvik, J.T.; Leung, J.O.; Yazzolino, L.A.; Ladner, R.E. Inspiring Blind High School Students to Pursue Computer Science with Instant Messaging Chatbots. In Proceedings of the 39th SIGCSE technical symposium on Computer science education (SIGCSE ’08); Association for Computing Machinery: New York, NY, USA, 2008; pp. 449–453. [Google Scholar]
- Stefik, A.; Ladner, R. The Quorum Programming Language. In Proceedings of the 2017 ACM SIGCSE Technical Symposium on Computer Science Education (SIGCSE ’17); Association for Computing Machinery: New York, NY, USA, 2017; p. 641. [Google Scholar]
- Project IDEAL (Informing and Designing Education for All Learners). Available online: http://www.projectidealonline.org/v/visual-impairments (accessed on 11 October 2018).
- Mariotti, A.; Pascolini, D. Global Estimates of Visual Impairment. Br. J. Ophthalmol. 2012, 96, 614–618. [Google Scholar]
- Kurze, M.T. Draw: A Computer-Based Tactile Drawing Tool for Blind People. In Proceedings of the second annual ACM conference on Assistive technologies (Assets ’96); Association for Computing Machinery: New York, NY, USA, 1996; pp. 131–138. [Google Scholar]
- Mental Imagery. Available online: https://plato.stanford.edu/cgi-bin/encyclopedia/archinfo.cgi?entry=mental-imagery (accessed on 13 April 2019).
- Millar, S. Theory, Experiment, and Practical Application in Research on Visual Impairment. Eur. J. Psychol. Educ. 1997, 12, 415–430. [Google Scholar] [CrossRef]
- Johnson-Laird, P.N. Mental Models: Towards a Cognitive Science of Language, Inference, and Consciousness; Harvard University Press: Cambridge, MA, USA, 1983. [Google Scholar]
- Arditi, A.; Holtzman, J.D.; Kosslyn, S.M. Mental Imagery and Sensory Experience in Congenital Blindness. Neuropsychologia 1988, 26, 1–12. [Google Scholar] [CrossRef]
- Ashraf, M.M.; Hasan, N.; Lewis, L.; Hasan, M.R.; Ray, P. A Systematic Literature Review of the Application of Information Communication Technology for Visually Impaired People. Int. J. Disabil. Manag. 2017, 11, e6. [Google Scholar] [CrossRef] [Green Version]
- Milne, L.R.; Ladner, R.E. Blocks4All: Overcoming Accessibility Barriers to Blocks Programming for Children with Visual Impairments. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (CHI ’18); Association for Computing Machinery: New York, NY, USA, 2018; pp. 1–10. [Google Scholar]
- Ludi, S.; Ellis, L.; Jordan, S. An Accessible Robotics Programming Environment for Visually Impaired Users. In Proceedings of the 16th international ACM SIGACCESS conference on Computers & accessibility (ASSETS ’14); Association for Computing Machinery: New York, NY, USA, 2014; pp. 237–238. [Google Scholar]
- Kane, S.K.; Bigham, J.P. Tracking@ Stemxcomet: Teaching Programming to Blind Students via 3D Printing, Crisis Management, and Twitter. In Proceedings of the 45th ACM technical symposium on Computer science education (SIGCSE ’14); Association for Computing Machinery: New York, NY, USA, 2014; pp. 247–252. [Google Scholar]
- Wang, Z.; Wagner, A. Evaluating a Tactile Approach to Programming Scratch. In Proceedings of the 2019 ACM Southeast Conference, Kennesaw, GA, USA, 18–20 April 2019; pp. 226–229. [Google Scholar]
- Seraj, M.; Katterfeldt, E.; Bub, K.; Autexier, S.; Drechsler, R. Scratch and Google Blockly: How Girls’ Programming Skills and Attitudes are Influenced. In Proceedings of the 19th Koli Calling International Conference on Computing Education Research; Association for Computing Machinery: New York, NY, USA, 2019; pp. 1–10. [Google Scholar]
- Albusays, K.; Ludi, S.; Huenerfauth, M. Interviews and Observation of Blind Software Developers at Work to Understand Code Navigation Challenges. In Proceedings of the ACM SIGACCESS Conference on Computers & Accessibility, Baltimore, MD, USA, 29 October–1 November 2017; p. 91. [Google Scholar]
- Albusays, K.; Ludi, S. Eliciting Programming Challenges Faced by Developers with Visual Impairments: Exploratory Study. In Proceedings 9th International Workshop on Cooperative and Human Aspects of Software Engineering, (CHASE), Austin, Texas, USA, 14–22 May 2016; Association for Computing Machinery, Inc.: New York, NY, USA, 2016; pp. 82–85. [Google Scholar]
- Potluri, V.; Vaithilingam, P.; Iyengar, S.; Vidya, Y.; Swaminathan, M.; Srinivasa, G. CodeTalk: Improving Programming Environment Accessibility for Visually Impaired Developers. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (CHI ’18); Association for Computing Machinery: New York, NY, USA, 2018; pp. 1–11. [Google Scholar]
- Schanzer, E.; Bahram, S.; Krishnamurthi, S. Accessible AST-Based Programming for Visually-Impaired Programmers. In Proceedings of the 50th ACM Technical Symposium on Computer Science Education (SIGCSE ’19); Association for Computing Machinery: New York, NY, USA, 2019; pp. 773–779. [Google Scholar]
- Sánchez, J.; Aguayo, F. Blind Learners Programming through Audio. Presented at the CHI’05 Extended Abstracts on Human Factors in Computing Systems, Portland, OR, USA, 2–7 April 2005; pp. 1769–1772. [Google Scholar]
- National Association of the Blind. Kafeef. Available online: http://www.kafeef.org/ (accessed on 14 October 2018).
- Mohammed, M.; Lawan, A.; Galadanci, B.S.; Mijinyawa, M.K. Detection and Categorization of Errors by Novice Programmers in a First-Year Java Programming Class: A Comparative Analysis. In Proceedings of the Third International Conference on Digital Enterprise and Information Systems, Shenzhen, China, 16–18 April 2015; p. 104. [Google Scholar]
- Faja, S. Evaluating the effectiveness of pair programming as a teaching tool in programming courses’. Inf. Syst. Educ. J. 2014, 12, 36. [Google Scholar]
- Guo, P.J. Non-native English speakers learning computer programming: Barriers, desires, and design opportunities. Presented at the 2018 CHI Conference on Human Factors in Computing Systems, Montreal, QC, Canada, 21–26 April 2018; pp. 1–14. [Google Scholar]
- Mrwan, B.I. The Correlation between Arabic Students’ English Proficiency and their Computer Programming Ability at the University Level. Int. J. Manag. Public Sect. Inf. Commun. Technol. (IJMPICT) 2019, 70, 207. [Google Scholar]
- Veerasamy, A.K.; Shillabeer, A. Teaching English Based Programming Courses to English Language Learners/Non-Native Speakers of English. Int. Proc. Econ. Dev. Res. 2014, 70, 311. [Google Scholar]
- Noshin, J.A.; Ahmed, S.I. Teaching Programming to Non-Programmers at Undergraduate Level. Int. J. Eng. Manag. Res. (IJEMR) 2018, 8, 191–194. [Google Scholar] [CrossRef]
- Aldabas, R.A. Special Education in Saudi Arabia: History and Areas for Reform. Creat. Educ. 2015, 6, 1158. [Google Scholar] [CrossRef] [Green Version]
Participant Info | Age | Blindness Type | Education | English Level | Braille Reading/Writing | Own a Braille Sense | Computer Skills | Programming Background |
---|---|---|---|---|---|---|---|---|
P1 | 20 | Totally blind | College | Excellent | Excellent | Yes | Excellent | Basic |
P2 | 29 | Partially blind | BA | Good | None | No | Excellent | None |
P3 | 19 | Partially blind | Diploma | Very good | Excellent | Yes | Excellent | Basic |
P4 | 28 | Totally blind | College | Very good | Excellent | No | Excellent | None |
P5 | 25 | Totally blind | College | Excellent | Excellent | Yes | Excellent | None |
P6 | 36 | Partially blind | BA | Poor | Excellent | Yes | Good | None |
P7 | 32 | Partially blind | BA | Good | Excellent | Yes | Excellent | None |
Workshop Weeks | ||
---|---|---|
Week 1 | Week 2 | Week 3 |
1. Introduction to programming: | 1. Types and variables II | 1. Control structures II |
1.1 What is programming? | 1.1 Mathematical operators | 1.1 Introduction to repeat statement types |
1.2 Problem solving and algorithms | 1.2 Logical operators | 1.2 Repeat times |
1.3 Getting started with IDE | 1.3 Output and user input | 1.3 Repeat while |
1.4 Quiz | 1.4 Quiz | 1.4 Repeat until |
2. Types and variables I | 2. Control structures I | 1.5 Quiz |
2.1 Introduction to types and variables | 3.1 Conditional IF statement | 2. Programming exercises |
2.2 Typecasting | 3.2 Conditionals | 3. Final project |
Topic/Concept Learned | Sample Activity | Short Description | Teaching Strategy |
---|---|---|---|
What is programming? | Video + group discussion | Students discussed their views on programming | Brainstorming, activating schema |
Problem-solving and algorithms | Preparing a dish | Students were provided with ingredients and asked to prepare a dish. Figure 3a–c | Problem-based learning, learning through play, collaborative learning |
Giving directions | One student gave directions while the others traced on a map. The winner was the one who arrived first. Figure 3e. | Problem-based learning, learning through play | |
Sorting numbers | Students were required to sort numbers on a magnetic board. Figure 3f. | Problem-based learning, learning through play | |
Calculate the ideal weight | Students were asked to write an algorithm to calculate the ideal weight. | Problem-based learning | |
Getting started with IDE | Printed tactile IDE screenshot | A simplified tactile version of the IDE main interface was designed and printed. Participants used it to learn the layout, items, and sections of the IDE editor screen. Figure 4 | Conceptual mind maps |
Introduction to types and variables | Tracing Braille programming code to discover errors in variables’ names | Students were given coded programs printed in Braille with which to trace and detect errors. | Problem-based learning |
Using different variables | Students were required individually and in pairs to write simple code using different variables and types. | Problem-based learning | |
Typecasting | Tracing Braille programming code | Students were given coded programs printed in Braille with which to trace and detect errors. | Problem-based learning |
Mathematical operators | Mathematical exercises to practice order of operations | Students are required individually and in pairs to code some mathematical exercises to practice order of operations. | Problem-based learning, collaborative learning |
Logical operators | “Sugar and salt” | The instructor provided each student with two cups, one with sugar, representing true, and the other with salt, representing false. Students had to taste each box and mix the flavors to recognize and “sense” the differences when using the Boolean operators, And, Or, and Not. | Learning through play, collaborative learning |
Output and user input | Input-Processing-Output chart | Students used a printed tactile aid to learn the concepts. | Conceptual mind maps |
Control structures (IF statement) | Acting out a scene Role-play game | Two students acted out a scene, while the others decided where the input, processing, and output was. Students gathered, facing the instructor, as she instructed them to do something if a condition applied—e.g., if you have long hair, clap. If you are wearing black, knock on the table, etc. | Role-playing, collaborative learning Learning through play |
Condition cups | Students were provided with two cups, representing True and False and several cards with Braille numbers. In pairs, they had to classify each card according to a certain condition being either true or false. Figure 3d. | Learning through play, collaborative learning | |
Control structures (loops) | Coding | Write a program to calculate a student’s grade, based on her score. | Problem-solving |
Role-play game | All students line up except one. The first student gives her a card. The rest of the students were tied with ribbon. The goal was to learn by checking how many cards she has: If less than 10, she gets through the ribbon; if it is more than 10, she will stay out of the line and will go directly to being the last girl standing outside of the ribbon. | Role-playing, learning through imagination | |
Project fair | Students are required to come up with an idea for a certain program and must include all the programming concepts presented during the workshop—i.e., variables, conditions loops, etc. After implementing their projects, students presented their work to an evaluation committee at the project fair. The students’ projects were evaluated based on an evaluation rubric. | Problem-based learning, collaborative learning, learning through brainstorming. |
Q1 I Understand the Variables. | Q2 I Understand Mathematical Operations. | Q3 I Understand Logical Operations. | Q4 I Can Use Conditional Statements. | Q5 I Can Use Loop Statements. | Q6 I Can Write and Execute a Program. | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Pre- | Post- | Pre- | Post- | Pre- | Post- | Pre- | Post- | Pre- | Post- | Pre- | Post- | |
Yes | 3 | 7 | 3 | 6 | 1 | 7 | 2 | 7 | 1 | 6 | 2 | 6 |
TSE | 2 | 0 | 0 | 1 | 2 | 0 | 1 | 0 | 1 | 1 | 1 | 1 |
No | 2 | 0 | 4 | 0 | 4 | 0 | 4 | 0 | 4 | 0 | 1 | 0 |
% of positive responses | 42% | 100% | 42% | 85.7% | 14% | 100% | 28.5% | 100% | 14% | 85.7% | 28.5% | 85.7% |
Pre-Questionnaires | Post-Questionnaires | |||||
---|---|---|---|---|---|---|
Yes | TSE | No | Yes | TSE | No | |
Learning programming is important for my self-development. | 100% | 0 | 0 | 100% | 0 | 0 |
I would like to learn more about programming. | 100% | 0 | 0 | 100% | 0 | 0 |
Learning programming will enhance my confidence. | 86% | 14% | 0 | 100% | 0 | 0 |
Learning programming will be fun. | 100% | 0 | 0 | 100% | 0 | 0 |
Learning programming will promote my career. | 100% | 0 | 0 | 100% | 0 | 0 |
I have the required capabilities to learn to program. | 100% | 0 | 0 | 100% | 0 | 0 |
Learning programming will be difficult. | 0 | 0 | 100% | 0 | 0 | 100% |
Participant | Q1-A | Q1-B | Q2 | |||
---|---|---|---|---|---|---|
Pre- | Post- | Pre- | Post- | Pre- | Post- | |
P1 | 0.5 | 0.5 | 0 | 0 | 0 | 1 |
P2 | 0 | 0 | 0 | 0 | 0 | 0.25 |
P3 | 1 | 1 | 1 | 1 | 0.5 | 0.5 |
P4 | 0.5 | 0.57 | 1 | 1 | 0.5 | 0.25 |
P5 | 0 | 0.57 | 1 | 0 | 0 | 1 |
P6 | 0 | 0 | 0 | 1 | 0.25 | 0.5 |
P7 | 0 | 0.25 | 0 | 1 | 0 | 0.25 |
Mean | 0.29 | 0.41 | 0.43 | 0.57 | 0.18 | 0.54 |
SD | 0.39 | 0.36 | 0.53 | 0.53 | 0.24 | 0.34 |
Common Coding Error Types | P1 | P2 | P3 | P4 | P5 | P6 | P7 |
---|---|---|---|---|---|---|---|
1. Typing a text variable without “ ” | - | ● | - | - | - | - | - |
2. Defining variables and never using them | - | - | ● | ● | - | - | ● |
3. Typing an integer variable with “ ” | - | - | ● | - | ● | - | ● |
4. Typing the wrong brackets—e.g., { } instead of ( ) | - | - | - | - | ● | ● | - |
5. Opening quotations without closing them—e.g., “How old are you?” | - | ● | ● | ● | - | ● | - |
6. Opening brackets without closing them | - | - | ● | ● | - | ● | ● |
7. Forgetting to print the output | - | ● | - | - | ● | ● | ● |
8. Not knowing which variable to output | - | - | - | - | - | ● | ● |
9. Forgetting to type the input command and using text | - | - | - | ● | - | ● | - |
10. Typing the variable between quotation marks—e.g., text x = “test” output “x” | ● | ● | - | - | - | - | ● |
11. Typing all commands on one line | - | - | - | ● | - | - | ● |
12. Spelling errors when typing variables | - | ● | ● | ● | - | ● | - |
13. Typing symbols incorrectly—e.g., >= instead of <= | ● | ● | - | ● | ● | ● | - |
14. Not knowing where to end the condition | - | - | - | - | - | ● | - |
15. Not knowing where to end the loop | - | - | - | ● | - | ● | - |
16. Using the same variable name more than once | - | - | - | - | - | ● | - |
The number of error types (out of 16) | 2 | 6 | 5 | 8 | 4 | 11 | 7 |
Percentage of error types | 12.5% | 37.5% | 31.25% | 50% | 25% | 68.75% | 43.75% |
Questions | Strongly Agree | Agree | Agree to Some Extent | Disagree | Strongly Disagree |
---|---|---|---|---|---|
Satisfaction: | |||||
I’m happy and satisfied with this workshop because I acquired knowledge that contributes to my overall development. | 86% | 14% | 0 | 0 | 0 |
I’m happy and satisfied with this workshop because I acquired skills that contribute to my overall development. | 100% | 0 | 0 | 0 | 0 |
The workshop contributed to my overall development. | 100% | 0 | 0 | 0 | 0 |
About the workshop: | |||||
I will encourage my friends to join the workshop in the future. | 86.00% | 14% | 0 | 0 | 0 |
I would like to join an advanced programming workshop if provided. | 86.00% | 0 | 14% | 0 | 0 |
Workshop Outcomes: | |||||
At the end of the workshop, I found that the objectives and planned outcomes were achieved. | 57% | 43% | 0 | 0 | 0 |
After this workshop, I believe that I have gained the basic knowledge I wanted from it. | 100% | 0 | 0 | 0 | 0 |
I can apply the knowledge gained from joining the workshop. | 86% | 14% | 0 | 0 | 0 |
I can formulate solutions to programming problems. | 43% | 43% | 14% | 0 | 0 |
Learning programming contributed to the development of my analytical skills. | 86% | 14% | 0 | 0 | 0 |
The workshop contributed to the development of my logical thinking skills. | 71% | 29% | 0 | 0 | 0 |
The workshop contributed to the development of my communication skills. | 57% | 29% | 14% | 0 | 0 |
The workshop contributed to the development of my teamwork skills. | 57% | 29% | 0 | 14% | 0 |
The workshop contributed to strengthening my confidence in my abilities. | 71 | 29% | 0 | 0 | 0 |
I feel that learning and practicing programming is possible for the blind. | 100% | 0 | 0 | 0 | 0 |
© 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
Share and Cite
Alotaibi, H.; S. Al-Khalifa, H.; AlSaeed, D. Teaching Programming to Students with Vision Impairment: Impact of Tactile Teaching Strategies on Student’s Achievements and Perceptions. Sustainability 2020, 12, 5320. https://doi.org/10.3390/su12135320
Alotaibi H, S. Al-Khalifa H, AlSaeed D. Teaching Programming to Students with Vision Impairment: Impact of Tactile Teaching Strategies on Student’s Achievements and Perceptions. Sustainability. 2020; 12(13):5320. https://doi.org/10.3390/su12135320
Chicago/Turabian StyleAlotaibi, Hind, Hend S. Al-Khalifa, and Duaa AlSaeed. 2020. "Teaching Programming to Students with Vision Impairment: Impact of Tactile Teaching Strategies on Student’s Achievements and Perceptions" Sustainability 12, no. 13: 5320. https://doi.org/10.3390/su12135320
APA StyleAlotaibi, H., S. Al-Khalifa, H., & AlSaeed, D. (2020). Teaching Programming to Students with Vision Impairment: Impact of Tactile Teaching Strategies on Student’s Achievements and Perceptions. Sustainability, 12(13), 5320. https://doi.org/10.3390/su12135320