Smit et al. (2025) examine how students’ enjoyment during visual programming tasks relates to their self-efficacy beliefs and gender differences in programming confidence. Grounded in Pekrun’s control-value theory of achievement emotions, the study focuses on whether positive emotional experiences in programming can strengthen students’ beliefs in their ability to program. The research was conducted in a daylong visual programming workshop titled “Creativity in Science and Technology-Smart Textiles”, where secondary school students programmed LED matrices connected to micro:bit devices (small programmable computers commonly used in STEM and coding education) and applied them to creative, real-world tasks such as smart shirts and bicycle shirts.
The study involved 269 lower-secondary students from 16 Swiss classes in Grades 7 to 9. Students completed pre- and post-questionnaires measuring self-efficacy for visual programming, while their momentary enjoyment was measured four times during the workshop through experience sampling. The course was structured to move from more guided tasks in the morning, including Morse code and debugging activities, to more open and creative tasks in the afternoon, such as designing smart textile applications. Structural equation modelling, including latent state-trait theory and latent growth curve models, was used to examine changes in enjoyment and self-efficacy over the day.
Results show that students’ enjoyment remained relatively stable across individual tasks and was largely shaped by their general enjoyment of programming rather than by specific task situations. However, students with lower initial enjoyment showed stronger increases during later, more creative tasks. Girls reported lower enjoyment than boys at the beginning of the workshop, but their enjoyment increased more strongly over time, narrowing the gender gap. Both girls and boys showed increased self-efficacy for visual programming by the end of the course. Although girls initially reported substantially lower self-efficacy than boys, the gender difference was no longer significant in the final model after the workshop.
Overall, the findings suggest that application-oriented and creative visual programming activities can foster students’ confidence in programming, especially among girls. The combination of smart textiles, visual coding, debugging practice, and open-ended design tasks appeared to create a motivating learning environment that supported positive emotions and self-efficacy development. The study highlights the importance of designing programming instruction around authentic, creative, and personally meaningful tasks, rather than treating programming as an abstract or purely technical activity.
Source (Open Access): Smit, R., Schmid, R., & Robin, N. (2025). Experiencing enjoyment in visual programming tasks promotes self‐efficacy and reduces the gender gap. British Journal of Educational Technology, 56(3), 1231-1247.