A Preliminary Usability Study of a Novel Educational Training System to Teach ScratchJr. in School
Abstract
1. Introduction
2. State of the Art
2.1. Overview
2.2. Teaching Programming to Students with Special Needs
- One relevant study identified is the work by Lorena Lanzas Llorente entitled “Emotional comprehension work in children with ASD (autism spectrum disorder) through Educational Robotics: a proposed intervention approach”, which focuses on the benefits provided by robotics, in this case through the use of a robot called AISOYl Kik-E, for children with ASD (autism spectrum disorder). The study centres on developing the understanding of basic emotions through the recognition of facial expressions. Through this work, the aim is to provide children with an innovative resource that promotes their emotional development and, consequently, supports their educational development.
- (1)
- At a general level, the author observed the benefits of Educational Robotics for pupils with special educational needs; in this specific case, for pupils with ASD, as it facilitates learning and enhances interaction, among other aspects,
- (2)
- Robots such as AISOYl Kik-E help children with ASD (autism spectrum disorder) to develop various socio-emotional skills by using visual resources adapted to their needs, which enable repetition, interaction, and emotional comprehension.
- 2.
- Other relevant studies identified include the work by [48], in which the authors, in their study on technological tools for inclusive education, highlight the possibilities offered by ICT in addressing classroom diversity. They argue that these tools can facilitate access to education and provide high-quality learning opportunities for pupils with different special educational needs present in mainstream classrooms.
- 3.
- Studies such as that by [50], in their work entitled “Software tools for inclusive education in the early childhood education stage”, also focus on the various existing computer-based tools applicable in early educational settings, paying particular attention to how these tools may influence development and learning, especially among pupils with special educational needs. The study conducted by these authors was qualitative in nature, allowing for a more in-depth exploration of existing software tools used in inclusive education, the identification of best practices, and an examination of how their use influenced children with special educational needs.The results obtained were as follows:
- The authors observed a growing trend in the use of these tools in inclusive education at early educational stages and were also able to verify, through studies conducted by [51], that not all software tools are equally effective for pupils with special educational needs.
- 1.1
- The existing software tools used with pupils with special educational needs and analysed in the authors’ study include:
- 1.2
- Tinker cad, used to teach programming to secondary school students.
- 1.3
- Various educational mobile applications employed in different learning processes for pupils in Early Childhood and Primary Education.
- Several interactive programmes aimed at the development of logical and motor skills, used with preschool and primary school pupils.
- Furthermore, through this qualitative study, the authors were able to confirm that 67% of educational institutions have incorporated at least one software tool designed for inclusive education into their early childhood education programmes.
- Finally, at least 72% of pupils with special educational needs showed a notable improvement in learning during their educational process, underscoring the relevance of these tools within the field of inclusive education.
- 4.
- Another study identified is “The influence of motivation and cooperation among primary school pupils through educational robotics: a case study” by [52]. This study seeks to explore the relationship between Educational Robotics and the factors influencing pupils’ motivation during the implementation of a robotics-based project, with the aim of determining whether Educational Robotics constitutes part of an educational change in the classroom from both a methodological and a procedural perspective.The study is focused on an early educational level (primary education) and is addressed to all pupils, both neurotypical and those with special educational needs; however, it does not place particular emphasis on pupils with NEE.This research shows how studies by authors such as [53] identify robotics as one of the most important resources within educational technology, as it can provide a constructive learning environment in the classroom.The conclusions reached by the author [52], in this study were as follows:
- Educational robotics promotes increased motivation and interest among pupils in the classroom, leading to more meaningful outcomes in the teaching–learning process.
- A cooperative working methodology generates both academic and social benefits for pupils.
- Additionally, drawing on the work of [54] in his book, the author argues that in order to achieve an effective technological learning environment, it is necessary to take into account all the emotions that may influence pupils. She maintains that for learning to occur, it is essential to generate an emotional response in learners; when this emotion is positive, learning becomes more meaningful, as motivation plays a central role.
- 5.
- A brief summary of other studies identified in the literature is presented below:
- Floor Robots (Bee-Bot)The Bee-Bot robot is part of the new generation of educational robotics designed to introduce young children to programming, specifically pupils in Early Childhood Education and the first cycle of Primary Education. Several studies have employed Bee-Bot, a programmable bee-shaped robot specifically designed for children aged 4–7 years.
- ✓
- According to Angeli and Valanides [55]:
- ○
- The authors examine how working with Bee-Bot influences sequential thinking skills (sequencing, route planning, and debugging) in pupils in the early years of primary education.
- ○
- They conclude that, with appropriate scaffolding, children improve in problem decomposition, step anticipation, and logical reasoning.
- ✓
- According to Di Lieto et al. [56]:
- ○
- An Educational Robotics Lab programme using Bee-Bot and Pro-Bot was implemented with pupils with special educational needs (neurodevelopmental conditions and learning difficulties) integrated within mainstream classrooms.
- ○
- The benefits observed included:
- ▪
- Improvements in executive functions (planning, working memory, and inhibitory control).
- ▪
- Increased participation and better behavioural regulation during classroom tasks.
- ▪
- Inclusive activities in which both pupils with special educational needs and their peers without special educational needs participated, thereby strengthening social interactions.
- ✓
- Review of educational robotics and neurodevelopmental disorders [57]:
- ○
- A critical review of studies involving educational robots with children with ASD, ADHD, intellectual disability, among others.
- ○
- The review includes experiences with Bee-Bot-type robots at Early Childhood and Primary Education levels.
- ○
- The main conclusions indicate that:
- ▪
- Robots increase motivation and participation.
- ▪
- They can support both academic skills (pre-programming and logical–spatial concepts) and social skills (pair work, turn-taking, and communication).
- Kit-Based Robots (KIBO) for Children Aged 4–7 YearsKIBO is a robot explicitly designed for children aged 4–7 years and is programmed using physical wooden blocks, making it a screen-free system.
- ✓
- According to Elkin, Sullivan, and Bers [58]: “Programming with the KIBO Robotics Kit in Preschool Classrooms”
- ○
- The study involved work in early childhood classrooms using KIBO.
- ○
- Results:
- ▪
- Children aged 3–5 years were able to create simple programmes, sequence instructions, and debug them.
- ▪
- KIBO was naturally integrated with activities such as art, music, and storytelling, which supported the development of language skills and creativity.
- ✓
- KIBO as a tool for Computational Thinking and STEAM
- ○
- Documentation and studies from DevTech/KinderLab show that KIBO enables children aged 4–7 years to develop computational thinking, problem-solving skills, and STEAM exploration without the need for screens.
- ○
- Although many studies involving KIBO do not focus specifically on pupils with special educational needs, they do report:
- ▪
- High accessibility due to its tangible and manipulable nature.
- ▪
- The possibility of adaptation for pupils with attentional, motor, or communication difficulties, owing to the physical, collaborative, and multimodal nature of the activities (sound, movement, and construction).
- Social Robots and Programming with Children with ASD/Special Educational NeedsThis line of research combines social robotics with the development of social competences, while also incorporating elements of simple programming or “co-programming”.
- ✓
- According to Gkiolnta et al. [59]: “Robot programming for a child with ASD”
- ○
- The study presents a case of robot programming involving a child with ASD.
- ○
- The child participates in guided programming activities, with observed improvements in sustained attention, interaction, and enjoyment of the task.
3. Materials and Methods
3.1. Context
- (a)
- If the student selects options one or two, a screen presenting recommendations on the actions to be performed is displayed. These recommendations are provided both in written form and as audio output.
- a.
- Once the student has completed the recommended actions, they return to the initial or main screen of the system, either by voice command or via mouse interaction.
- (b)
- If the student selects option three, a screen displaying the number of activities proposed by the system is shown.
- a.
- When the student indicates—either verbally or through mouse interaction—the activity they wish to perform, the corresponding activity screen is displayed. Instructions for completing the activity are provided both in written form and through audio.
- i.
- If the child is able to complete the activity independently, they can automatically return—by voice command or mouse interaction—to the main screen containing the set of questions in order to select another activity.
- ii.
- If assistance is required, the system redirects the student to the recommendations screen. Once the student has completed the recommended actions, they return to the initial or main screen of the system, either verbally or through mouse interaction.
3.2. Sample
3.3. Research Questions
3.4. Instrument
3.5. Procedure
4. Results
4.1. Descriptive Overview of the Participants and Variables
4.2. RQ1—Factors Associated with Satisfaction with Boby
4.2.1. Usual Use of the Tablet (Q10)


4.2.2. Preference for Block-Based Games (Q14)

4.3. RQ2—Reading Ability and Satisfaction with Boby
- At the lowest reading level (Q7 = 0, “reads one word”), the only child in this category reported that they liked the app.
- Among those who “read some words” (Q7 = 1), 6 out of 7 children liked the app and 1 did not.
- Among those who “read all words” (Q7 = 2), 27 out of 32 children liked the app and 5 did not.
- No students were classified as “advanced readers” (Q7 = 3) in the current dataset.
| Reading Ability (Q7) | Total n in Subgroup | n “Yes, I Liked the App” | n “No” |
|---|---|---|---|
| 0 = reads one word | 1 | 1 | 0 |
| 1 = reads some words | 7 | 6 | 1 |
| 2 = reads all words | 32 | 27 | 5 |
| 3 = advanced reader (if applicable) | 0 | 0 | 0 |
4.4. RQ3—Completion of the “Hello” Activity
4.5. Synthesis
5. Discussion
6. Conclusions
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A








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| Variable | Category | % |
|---|---|---|
| Sex | Boys | 35.4 |
| Girls | 56.3 | |
| Age | 6 years | 56.3 |
| 7 years | 37.5 | |
| Class | Class A | 46.7 |
| Class B | 53.3 | |
| Neurodivergent status | Neurotypical | 97.8 |
| Neurodivergent | 2.2 | |
| Reading ability (Q7) | 0 = reads one word | 2.2 |
| 1 = reads some words | 15.6 | |
| 2 = reads all words | 82.2 | |
| 3 = advanced reader (if used) | 0 | |
| Tablet use (Q10) | Mainly for games | 66.7 |
| Mainly for learning | 24.4 | |
| Other/mixed | 8.9 | |
| Likes block games (Q14) | Yes | 82.2 |
| No | 8.9 | |
| Other/mixed | 8.9 | |
| Questionnaire completed | Yes (valid responses) | 93.75 |
| No/missing | 0.06 |
| Tablet Use (Q10) | n “Yes, I Liked the App” | n “No” |
|---|---|---|
| Mainly for games | 23 | 4 |
| Mainly for learning | 7 | 2 |
| Other/mixed | 4 | 0 |
| Total (valid cases) | 34 | 6 |
| Likes Block Games (Q14) | n “Yes, I Liked the App” | n “No” |
|---|---|---|
| Yes | 27 | 5 |
| No | 4 | 0 |
| NA | 3 | 1 |
| Group | n Total | n Completed Without Help | n Completed with Help | n Not Completed |
|---|---|---|---|---|
| Neurotypical | 41 | 2 | 35 | 4 |
| Neurodivergent | 1 | 0 | 0 | 1 |
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Manzanares, M.J.; Pérez Marín, D.; Pizarro, C. A Preliminary Usability Study of a Novel Educational Training System to Teach ScratchJr. in School. Computers 2026, 15, 17. https://doi.org/10.3390/computers15010017
Manzanares MJ, Pérez Marín D, Pizarro C. A Preliminary Usability Study of a Novel Educational Training System to Teach ScratchJr. in School. Computers. 2026; 15(1):17. https://doi.org/10.3390/computers15010017
Chicago/Turabian StyleManzanares, María Jesús, Diana Pérez Marín, and Celeste Pizarro. 2026. "A Preliminary Usability Study of a Novel Educational Training System to Teach ScratchJr. in School" Computers 15, no. 1: 17. https://doi.org/10.3390/computers15010017
APA StyleManzanares, M. J., Pérez Marín, D., & Pizarro, C. (2026). A Preliminary Usability Study of a Novel Educational Training System to Teach ScratchJr. in School. Computers, 15(1), 17. https://doi.org/10.3390/computers15010017

