Computer Science Attitude as a Descriptor to Understand Inclusion in
Non-Conventional Learning Experiences
Ilenia Fronza
1 a
and Luis Corral
2 b
1
Free University of Bozen/Bolzano, Italy
2
ITESM Campus Queretaro, Mexico
Keywords:
Coding Camps, Inclusion, Computer Science Attitude (CSA), Non-Conventional Learning Experience.
Abstract:
Non-conventional learning experiences (e.g., hackathons and coding camps) are increasingly popular to
broaden participation in computing. It is relevant to analyze the profile of participants of non-conventional
learning experiences to outline better whether they efficiently attract profiles that can enrich future profes-
sional profiles in Computer Science (CS) with an inclusive and diverse approach. Picking up from that need,
this paper attempts to shed light and better understand the original attitudes toward CS that participants display
upon joining an informal CS-relevant educational activity. To this end, we analyze, as a compelling case, the
participants’ attitudes of two coding camps carried out recently. This analysis permits us to discuss what type
of students are attracted by these events, provide a more detailed analysis of the participants’ profiles, and
better understand whether informal educational events effectively thrive diversity in science. The compelling
case presented in this paper promotes discussion and raises questions for future research.
1 INTRODUCTION
Attracting curiosity and prospective career develop-
ment on STEM topics (in particular, Computer Sci-
ence) has been a genuine concern that, in recent times,
has gained major attention from education, govern-
mental, and industrial sectors. The growing need
for well-trained professionals to sustain the demands
of the sector and the lack of diversity in computing
(including gender, racial minorities, people with dis-
abilities, and other dimensions of diversity (Rankin
and Thomas, 2020)) motivate the wide variety of
outreach activities that attempt to broaden participa-
tion in computing (DeWitt et al., 2017; Liebenberg
et al., 2015) and increase its popularity (Decker et al.,
2015; Champagne, J., 2016). In particular, non-
conventional learning experiences (i.e., experiences
that do not necessarily issue a diploma, degree, or
record) provide curricular flexibility, appropriate staff
capacity, infrastructure access, and access to effec-
tive programs. Examples are camps, hackathons, and,
in general, “short-time collaborative innovation activ-
ity focusing on some use of computer skills” (Porras
et al., 2019).
a
https://orcid.org/0000-0003-0224-2452
b
https://orcid.org/0000-0002-9253-8873
Getting closer to younger generations and protect-
ing minorities is a job that can trace its origin to the
very roots of formal education. The K-12 time span
is an ideal period to build excitement with computing
(Solyst et al., 2022) since research shows that K-12
learners develop life aspirations that eventually are
translated to career choices and selection of majors
(Jackson et al., 2011). Thus, the design, implemen-
tation, supervision, and follow-up of formal or non-
conventional learning experiences in this early phase
of education should be taken very seriously, as they
may lay foundations or create seed effects toward se-
lecting a relevant major.
The real impact of non-conventional learning ex-
periences on very young students can be understood
only with time. Analyzing, in the long, run the ca-
reer choices that participants eventually make is of
great relevance to research and understand better the
growing offer of non-conventional learning experi-
ences, as well as their impact on the attitudes and per-
spectives that participants display. Moreover, it is of
great relevance to analyze the profiles of participants
taking part in these experiences to outline more pre-
cisely whether these learning experiences efficiently
attract diverse profiles that can enrich future profes-
sional profiles in Computer Science (CS) with an in-
clusive approach.
Fronza, I. and Corral, L.
Computer Science Attitude as a Descriptor to Understand Inclusion in Non-Conventional Learning Experiences.
DOI: 10.5220/0012616800003693
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 16th International Conference on Computer Supported Education (CSEDU 2024) - Volume 2, pages 509-516
ISBN: 978-989-758-697-2; ISSN: 2184-5026
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
509
In this paper, we present the experience of a com-
pelling case by discussing the insight gained running
a coding camp targeted at high school students to indi-
cate how it identifies and promotes questions for fu-
ture research to answer. The coding camp has been
offered for the last ten years (including two online
editions), and through that experience, several aspects
and traits of its execution can be discussed. In par-
ticular, we elaborate on the participants’ attitudes to-
wards CS before participating in the coding camp. In
this way, we lay the basis for discussing what type
of students are attracted by non-conventional learning
experiences to understand better whether they are ef-
fective in thriving diversity in science, in particular,
CS and software development.
The rest of the paper is organized as follows: Sec-
tion 2 provides background and an overview of related
work; Section 3 presents the experience of a com-
pelling case; Section 4 reports the results of the anal-
ysis performed during the considered case; Section
5 discusses the presented case and Section 6 raises
questions for future research to answer.
2 STATE OF THE ART
Inclusiveness is considered a crucial characteristic for
experiences that, through an informal educational en-
vironment, make an intent to attract talent to scientific
and technological subjects (Warner and Guo, 2017)
because participants can improve their skills, feel part
of a community, build their network (Chen and Kelly,
2013), and have an impact in communities (Mtsweni
and Abdullah, 2015).
Non-conventional learning experiences (such as
hackathons and coding camps) commonly attempt to
be inclusive and serve as an instrument of science and
technology outreach, including specializing in attract-
ing minorities and fostering diversity. While diver-
sity improves, in general, the learning environment
(Paloheimo and Stenman, 2006), it is especially ben-
eficial for underrepresented and non-traditional stu-
dents (Hardin, 2021), who may find technology a
tool to grow their capacities, extend a network, and
grow personally and professionally toward a career
of high impact and added value for themselves and
their communities. Nevertheless, research shows that
hackathons have had limited participation from un-
derrepresented groups and non-traditional students
(Kos, 2018).
Most existing studies focus on logistics guidelines
for non-conventional learning experiences (Fronza
et al., 2020; Gama, 2019; Nandi and Mandernach,
2016; Lara and Lockwood, 2016; Happonen et al.,
2020; Schulte and Knobelsdorf, 2007). The studies
focusing on inclusiveness mainly consider registra-
tion numbers (Hardin, 2021), while few studies col-
lected data on the experiences the participants had
and the barriers they faced. For example, participants
consider extra-curricular learning experiences more
open and inclusive (Thayer and Ko, 2017). How-
ever, stereotypes of nerdiness and intelligence exist
(Thayer and Ko, 2017) as in other computing educa-
tion contexts (Lewis et al., 2016); moreover, partici-
pants need considerable perseverance and confidence
(Thayer and Ko, 2017) and educational benefits are
unequal between genders (Hardin, 2021).
Regarding gender-related issues, Kovaleva et al.
focused on the lack of gender diversity in hackathons:
the authors summarized the literature-based solutions
and suggested female-inclusive measures to improve
gender diversity (Kovaleva et al., 2022). Several
factors affect participation and success in computing
programs, including background experience (Biggers
et al., 2008; Wilson and Shrock, 2001) and sense of
belonging and stereotypes (Hardin, 2021; Cheryan
et al., 2013; Lewis et al., 2016).
COVID-19 resulted in using technologies and in-
novative pedagogies to facilitate the transition to an
online environment (Siegel et al., 2021). As a re-
sult, some research works have explored remote non-
conventional learning from different angles. For ex-
ample, researchers analyzed how these events involve
less-confident students (so often female, especially
in CS) (Davies, Madeleine, 2021) and foster profes-
sional skills and collaboration (Steglich et al., 2021;
Gama et al., 2021; Affia et al., 2022) while keep-
ing an element of fun (Fronza et al., 2022) and be-
ing culturally responsive (Solyst et al., 2022). Other
works focus on the effect of hackathons and coding
camps on the perception of CS (Lusa Krug et al.,
2021; Ma et al., 2022) and self-efficacy in commu-
nication (Begel et al., 2021).
However, research reported several issues that
need to be solved when running non-conventional
events online, including communication issues (Herb-
sleb and Moitra, 2001), lack of a sense of belong-
ing (Mooney and Becker, 2021), lack of engagement
(Powell et al., 2021), fatigue due to prolonged com-
puter use (Yousof et al., 2021), and reproducing the
face-to-face dynamics (Fronza et al., 2022). A recent
systematic review collected the best practices for or-
ganizing online/remote hackathons and code camps
(Happonen et al., 2021).
Finally, we noticed that research works fall short
of characterizing the type of participants according
to their preferences and original approach to science,
particularly in a longitudinal manner, i.e., by compar-
CSEDU 2024 - 16th International Conference on Computer Supported Education
510
ing different editions of the same learning experience.
This work picks up from that need, attempting to shed
light and better understand the original attitudes and
approaches that participants have upfront upon join-
ing a non-conventional learning experience that will
get them closer to Computer Science. Identifying this
open avenue, we frame the goal of this work to an-
alyze the attitude of participants of two recent cod-
ing camps. This analysis will permit us to discuss
what type of students are attracted by these events and
provide a more detailed analysis of the participants’
profiles to understand better whether informal educa-
tional events effectively thrive diversity in science.
3 COMPELLING CASE
Understanding better the attitudes that participants
show during learning experiences may help explain
the approach learners construct upon career choices
in science and technology majors. To elaborate on
this crucial open item in literature, we focus the goal
of this work on analyzing the participants’ attitude
toward Computer Science at the beginning of two
editions of an online coding camp directed to high
school students. In this coding camp, participants
learn Software Engineering practices and use didac-
tic tools for software development that expose them
for the first time to a software development project,
taking particular care in developing high-quality soft-
ware (Fronza et al., 2022). In particular, participants
learn how to build mobile applications with Thunk-
able (https://thunkable.com), i.e., using a drag-
and-drop feature to build user interfaces and a puzzle
metaphor to code the functionality.
The coding camp (https://mobiledev.inf.unib
z.it) is free of charge and takes place yearly at the
Free University of Bozen/Bolzano, Italy. There are
no selection criteria or restrictions on the attended
high school to create a truly interdisciplinary envi-
ronment. Registrations are accepted on a first-come,
first-served basis.
This paper reports two subsequent editions of the
coding camp, hereafter referred to as CodingCamp1
and CodingCamp2, respectively. Both were online
editions due to the pandemic emergency (Fronza
et al., 2022). In the two editions, we surveyed the par-
ticipants about their attitudes toward Computer Sci-
ence, which permitted us to describe a general profile
of the participants and use such profile to adjust com-
munication, messages, complexity, and teaching style
to the specific needs voiced by the class.
3.1 Instructional Strategy
The coding camp consists of twenty hours of activity
over five days, divided into five sessions:
Session 1 (4 hours): foundations of logical think-
ing, structured sequencing, and data abstraction;
Sessions 2-4 (12 hours in total): iterative develop-
ment of mobile apps;
Session 5 (4 hours): completion and presentation.
Each element of the strategy (Table 1) fosters eX-
treme Programming (XP) practices (Fronza et al.,
2022). Games allow participants to release energy be-
fore focusing again on the online session to help re-
duce fatigue due to prolonged computer use (Yousof
et al., 2021). After each game, 15 minutes are re-
served for reflections on the takeaway message. Thus,
each game requires around 20-30 minutes.
3.2 Participants
The coding camp targets high school students (aged
15-19) with diversified disciplinary backgrounds. As
a common characteristic, participants have little or no
previous software development knowledge.
The communication strategy to reach potential
participants was the same for both editions. All
schools in the area received communication via email;
the coding camp was also promoted through pre-event
press coverage, which included newspapers (includ-
ing online versions) and major social media. Coding-
Camp1 and CodingCamp2 were the ninth and tenth
editions of the coding camp; thus, the event has
achieved a certain relevance and can rely on word of
mouth among students, families, and teachers.
3.3 Computer Science Attitude
The literature review presented by (Washington et al.,
2016) identified several computing and engineering-
related surveys that measure students’ attitudes to-
ward and interest in CS and engineering. Among
the surveys that measure attitudes toward Computer
Science, the one introduced by Hoegh and Moskal
(Hoegh and Moskal, 2009) was proven both reliable
and valid; moreover, the tool targets first-year ma-
jors and non-majors, which can be considered close
enough to our target audience (i.e., students in the
second part of high school). Finally, it has been suc-
cessfully used as a basis for creating other tools, such
as the one measuring Computer Science Attitude and
Identity (Washington et al., 2016). Based on these
considerations, we derived the survey we used in this
paper from (Hoegh and Moskal, 2009) by identifying
Computer Science Attitude as a Descriptor to Understand Inclusion in Non-Conventional Learning Experiences
511
Table 1: Elements of the instructional strategy (adapted from (Fronza et al., 2022)).
Element Session Length
(min.)
XP Practice Description
Manipulatable
examples
1-5 User stories Manipulatable examples (Burnett and My-
ers, 2014) allow participants to explore
ideas from the perspective of learning by
doing, i.e., by creating new configurations
and designs by tailoring software compo-
nents in their software environments.
Focus on
problem-
solving
1-5 Small releases, test-
ing
The coding camp supports an opportunistic
and incremental (Burnett and Myers, 2014)
working style by focusing on problem-
solving rather than on SE lifecycle.
Alert with-
out impos-
ing
1-5 Refactoring, testing We alert participants to dependability
problems and assist them with their ex-
plorations into those problems to whatever
extent they choose to pursue such explo-
rations.
We are here
to help
1-5 Small releases, team-
work, on-site cus-
tomer (i.e., one of the
facilitators)
Participants ask for support (using the ded-
icated button in Zoom) by first describ-
ing the attempted solutions. Student tutors
visit the assigned breakout rooms regularly
(Fronza et al., 2021).
Block-
Based
Program-
ming
2-5 Continuous integra-
tion, refactoring,
testing
Thunkable (https://thunkable.com) fosters
problem-driven learning and XP practices
(Corral et al., 2021; Fronza et al., 2022); it
builds apps both for iOS and Android and
an emulator on PC is available.
Teamwork 1-5 Collective owner-
ship, pair program-
ming, metaphor and
coding standard
Facilitators form teams (Oakley et al.,
2004) of three students from different
schools; mixed teams include two females
(Gammie and Matson, 2007). Teams
choose the logo/name. They can collabo-
rate on the same code or develop software
parts individually. When not in plenary,
teams work in Zoom breakout rooms.
Game: Pa-
per tower
2 18 Prototyping and iter-
ating, quick collabo-
ration, simple design,
teamwork
Building the tallest freestanding tower us-
ing 20 A4 paper sheets. Takeaway mes-
sages: prototyping/iterating, collaborating,
the value of cross-functional teams.
Game:
Color wheel
3 15 Simple design, team-
work, user stories
Creating a color wheel using the highest
number of colors and objects. The take-
away message is to work together toward a
solution by identifying small steps.
Game:
Thirty items
4 15 Prototyping/iterating,
quick collaboration,
teamwork
Finding 30 items with given characteris-
tics. Takeaway message: the importance
of understanding ambiguous requirements
(e.g., is an object valid for more than one
category?) and team self-organization.
Game:
Boosting
attention
3-4 10 Teamwork, simple
design
Who likes what? Participants mark their
preferred hobby/activity on a shared bingo-
like screen. Gimme five. Participants high-
five the persons right next to them on the
screen.
CSEDU 2024 - 16th International Conference on Computer Supported Education
512
the following three constructs as a focus for our sur-
vey:
Confidence Construct (C): students’ confidence in
their ability to learn Computer Science skills;
Interest Construct (I): students’ interests in Com-
puter Science;
Professional Construct (P): students’ beliefs
about professionals in Computer Science.
Table 2 shows the questions from the original tool
(Hoegh and Moskal, 2009) we used in this work. A
total of 22 randomly-ordered questions were included
in the survey, which was anonymous and did not col-
lect demographic information. A four-point Likert
scale was used to ensure participants chose a positive
or negative response to each question.
4 RESULTS
Table 3 shows the number of participants and survey
respondents with respect to the total number of partic-
ipants in the two editions. In CodingCamp2, we im-
proved the communication strategy related to the sur-
vey, i.e., we explained how the survey would be help-
ful for us to shape the proposed activities. This may
explain the higher response rate in CodingCamp2.
Table 3 also shows the representation of gender
within the two editions. Marketing and communica-
tion strategies have stayed the same, so the authors
could not find any explanation for the increase in fe-
male participants at CodingCamp2.
To analyze survey responses, we assigned each
item a numerical score (from 1 to 4), with reverse
scoring of negatively worded questions (such as C2
and I1); then, we calculated the CS attitude score for
each respondent by summing the values of each ques-
tion. Thus, the CS attitude score ranges from a mini-
mum of 22 (i.e., the respondent answered “1” to each
of the 22 questions) to a maximum of 88 (i.e., the re-
spondent answered “4” to each of the 22 questions).
Figure 1 compares the CS attitude of the participants
in the two editions of the coding camp under investi-
gation: CodingCamp1 and CodingCamp2 have nearly
identical medians (i.e., 66 and 67, respectively) and
comparable variability.
5 DISCUSSION
Table 3 and Figure 1 permit us to build up an insight
into the attitude of participants and hence permit us to
draw a high-level line about the diversity of profiles
attracted by this coding camp:
Table 2: Constructs and survey questions (derived from
(Hoegh and Moskal, 2009)).
Confidence construct
C1 I am comfortable with learning computing
concepts.
C2 I have little self-confidence when it comes
to computing courses.
C3 I do not think that I can learn to understand
computing concepts.
C4 I can learn to understand computing con-
cepts.
C5 I can achieve good grades (C or better) in
computing courses.
C6 I am confident that I can solve problems by
using computer applications.
C7 I am not comfortable with learning com-
puting concepts.
C8 I doubt that I can solve problems by using
computer applications.
Interest construct
I1 I would not take additional computer sci-
ence courses if I were given the opportu-
nity.
I2 I think computer science is boring.
I3 I hope that my future career will require the
use of computer science concepts.
I4 The challenge of solving problems using
computer science does not appeal to me.
I5 I like to use computer science to solve
problems.
I6 I do not like using computer science to
solve problems.
I7 The challenge of solving problems using
computer science appeals to me.
I8 I hope that I can find a career that does not
require the use of computer science con-
cepts.
I9 I think computer science is interesting.
I10 I would voluntarily take additional com-
puter science courses if I were given the
opportunity.
Professional construct
P1 A student who performs well in computer
science will probably not have a life out-
side of computers.
P2 A student who performs well in computer
science is likely to have a life outside of
computers.
P3 Students who are skilled at computer sci-
ence are less popular than other students.
P4 Students who are skilled at computer sci-
ence are just as popular as other students.
Computer Science Attitude as a Descriptor to Understand Inclusion in Non-Conventional Learning Experiences
513
Table 3: Number of participants and survey respondents
with respect to total number of participants.
CodingCamp1 CodingCamp2
Participants 80 100
Male 66 (82.5%) 69 (69.0%)
Female 14 (17.5%) 31 (31.0%)
Respondents 62 (77.5%) 95 (95%)
CodingCamp1 CodingCamp2
50 60 70 80
CS attitude
Figure 1: Attitude toward Computer Science of the partic-
ipants in the two editions of the online coding camp under
consideration.
The gender diversity of attracted participants de-
notes consistency with the trend in STEM roles
in the European Union, which ranges from 22 to
46 percent in 2022
1
. Indeed, the proportion of
women participating in the coding camp spans 17
to 31 percent.
The learning experience of the coding camp at-
tracts students with a Computer Science attitude
rather medium. This is an indicator of success in
the aspect that being a technical learning experi-
ence that attempts to broaden participation in CS,
the target audience that effectively gets attracted
is not only a population that already has a dispo-
sition to programming or science (which would
have been observed as a higher CS attitude).
The fact that the learning experience does not
have any pre-requisite effectively attracts a diver-
sity of profiles; however, Figure 1 shows that few
students have a low CS attitude. A larger pop-
ulation with a low CS attitude would be a good
descriptor of higher success in attracting skeptical
or less science-prone profiles.
It is pertinent to note that the effort to publicize
1
https://ec.europa.eu/eurostat/web/products-eurostat-
news/-/edn-20220211-2
the coding camp is minimal, and the lack of pub-
licity also cuts out a possible bias given by the fact
that advertising targets an audience, which in this
case is a more science or engineering-prone pop-
ulation, that may skew the data towards higher CS
attitudes.
The two editions of the coding camp yield simi-
lar results in terms of CS attitude. Observing this
trend through time (acknowledging that the anal-
ysis is limited to two editions) sheds light on the
aspect that the behavior of the data is not limited
to what happened once.
As the trend of coding camps, hackathons, and
similar experiences is relatively recent, the need
for longitudinal studies that permit the analysis of
trends through time is evident.
6 CONCLUSION AND
QUESTIONS FOR FUTURE
RESEARCH TO ANSWER
In this paper, we show the insight collected by sur-
veying the Computer Science attitude of participants
of two editions of a coding camp. This analysis at-
tempts to motivate a discussion about what type of
students are attracted by these events and better un-
derstand whether non-conventional learning experi-
ences effectively foster diversity in talent attracted to
science and technology. Although the study presented
in this paper represents an early analysis, we can iden-
tify the following questions that motivate future work
and deeper discussion on the subject:
What are the best strategies to attract volume and
diversity into STEM subjects? Is a high-ranked
attitude a good descriptor of targeted selection, or
is a medium-ranked attitude an indicator of diver-
sity, influencing and convincing towards Science?
What is the difference posed by conducting these
learning experiences online or face to face? Is
there any influence or impact on gender diversity,
attitudes, and other participants’ characteristics?
What are characteristics, beyond gender, that ef-
fectively represent diversity in science (for in-
stance, attitude, localization, citizenship, and eth-
nic background) that should be part of a validated
measurement tool?
The importance of conducting longitudinal stud-
ies on the subject. An analysis like the underlying
work of this paper represents a picture of a situa-
tion observed in a particular context at a specific
CSEDU 2024 - 16th International Conference on Computer Supported Education
514
moment in time. A long-term analysis enables the
study of other factors that can impact the attitude
and the profile of participants and the evolution of
these factors through time.
Non-conventional learning experiences in early
education can be a precious resource to broaden par-
ticipation in CS. The insight collected by this work
shows promising views that the audience attracted is
not only a population that already has a disposition to
CS but also different kinds of profiles, which eventu-
ally contributes to fostering diversity in science and
technology.
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