KAUSHALYA A/P TINAKARAN
Kaushalya is a final-year USM Computer Science undergraduate, majoring in Information Systems Engineering, with a minor in Management. She’s always intrigued by how much computer science could transform education for the younger generation. She enjoys participating in research volunteer activities relevant to her interest in that field. In 2019, she was one of the lead volunteers representing USM School of Computer Sciences for the “Girls in ICT” campaign empowering young girls to code. Furthermore, Kaushalya’s valuable internship experience deepened her skills and enthusiasm in the field of educational technology, thus contributing to her current research and future career interest.
Matrix No:
137083
Student Email:
Supervisor:
Dr. Jasy Liew Suet Yan
Supervisor Email:
DESIGNING PERSONALIZED LEARNING PATHS FOR CODING
RP004
Improving coding literacy among children is becoming increasingly essential in today’s world. By learning coding, children are more likely to grow different skill sets, such as computational thinking, critical thinking, authentic thinking and creativity whereby they learn to understand a problem and leverage their logic and knowledge to form a solution.
This research intends to model personalized learning paths for each child to learn coding at his or her pace, whereby the pace may differ for each child. The unique learning paths could help sustain the child’s learning interest and improve their performance. In order to achieve this goal, the Knowledge Space Theory (KST) concept is incorporated in the study to define knowledge states based on one or a sequence of Scratch code blocks. Subsequently, a set of coding challenges are tailored to evaluate each of the knowledge states delineated. In order to ensure the efficiency of the challenges, the challenge questions and solutions were designed with and reviewed by domain experts in block-based coding. Also, a web application system was developed for the automatic scoring of coding challenges.
The study emphasizes Penang public primary school children aged between 10 to 12. An entry test was conducted to identify their competency levels in coding. The children were then distributed accordingly into groups for the learning path experiment on fixed learning and personalized learning. Upon completion of the experiment, the children were required to complete an exit test in order for their performance to be monitored from the competency scores. At the final stage, a knowledge graph for learning coding alongside methods to evaluate children learning using personalized learning paths is developed. These learning paths could act as teaching modules to enhance children's learning experience and performance, in terms of block-based coding knowledge using the Scratch platform.