F1-COMP3-1 - Picthon - A Learning Environment in Python Language through Pictogram Content Creation -

1. Innovative Practice Full Paper
Kazunari Ito

We developed an environment for content creation, using a human pictogram, called “Pictogramming.” This application can be accessed at https://pictogramming.org/?page_id=470 . Pictogramming contains aspects of a programming learning environment and is applicable in a variety of contexts.
Pictogramming is coined from two words, “pictogram” and “programming.” It has been designed with the goal of creating pictograms, therefore, its command format and functions are limited in comparison to other general programming languages. It also facilitates the understanding of programming concepts through the creation of pictograms, without the involvement of a high learning cost. We evaluated the effectiveness of this prototype version of Pictogramming with approximately 100 junior high school students. The results were generally favorable.
One programming language that has gained a high degree of attention in recent years is Python. Python is an interpreted language having features such as dynamic typing and multi-paradigms. Libraries are provided in a wide range of fields focusing on science and technology, such as machine learning, data science, and matrix operations.
In programming education, problems such as lack of interest, difficulty in understanding syntactic rules, and loss of learning motivation due to stumbleness and frustration are considered as problems, and many research has been conducted to solve these problems. Therefore, constructing a learning environment using the Python language that can inherit the strengths of Pictogramming is valuable for programming education.
In this study, we propose a learning environment called Picthon, which applies Pictogramming, using the Python programming language.
We evaluated the effectiveness of this application on approximately 130 junior high school students.