1. Introduction
Science teaching and learning are linked to implementing laboratory exercises [
1,
2]. Laboratories provide a safe, controlled learning environment in which students are encouraged to conduct experiments, witnessing firsthand the practical application of theoretical concepts [
3,
4]. Studies show that this learning process through labs can have a positive impact on the student’s academic performance, providing a deeper understanding of the studied subject [
5,
6]. The implementation of exercises in laboratory settings can be divided into two categories: students can experiment using either real components and modular boards with a tangible user interface (TUI) or computer simulations with a graphical user interface (GUI) [
7]. According to [
8], “TUIs may be considered as physical objects whose manipulation may trigger various digital effects, providing ways for innovative play and learning”. Specifically, in microcontroller circuits, pressing a button, changing the value, or adjusting the position of a real component can directly influence the digital output. Hence, throughout this article, the term TUI is adopted when real components in breadboards or modular boards are used to create a circuit.
Regarding a real laboratory, the equipment is tangible including measuring instruments and complex devices. Furthermore, engagement with the physical world may have a beneficial impact on students, as it stimulates multiple senses, appears to increase children’s performance, and may positively influence users’ attitudes [
9,
10]. However, long-term operation can be expensive due to frequent component damage and failures [
11,
12,
13]. Additionally, in certain cases, students may find it hard to perceive some aspects of the experiment, such as the interaction of sub-atomic particles, with their senses [
14,
15].
Related to virtual laboratories, the students require access to a device, such as a computer, to run a virtual simulation of the experiment they wish to conduct [
16,
17]. Within the digital environment, they can perform measurements while benefiting from a richer and more detailed visual representation of the phenomenon under study [
18,
19,
20]. Moreover, virtual laboratories are considered safer and more cost-effective since experiments can be modified and repeated countless times without risking damaging physical components [
21,
22]. Yet, it is important to note that simulations sometimes involve conventions and simplifications, which may result in outcomes that could overlook certain aspects of reality.
In the field of microcontroller electronic circuits, Arduino development boards [
23] have found widespread use in educational settings across various academic levels, from primary school to university [
24,
25,
26]. These boards can be programmed easily, while the extensive Arduino community provides a wealth of online resources and suggestions for implementing circuits, catering to beginners and those working on more advanced projects [
27,
28,
29]. In addition, Arduino shields have become widely popular—these are modular boards that can be mounted on top of the Arduino, providing pre-built circuits for a wide range of applications. Examples include motor shields, prototype shields, Ethernet shields, GSM shields, Wi-Fi shields, and LCD shields [
30].
Moreover, studies have demonstrated the potential benefits of using Arduino in the educational process. For example, Tselegkaridis and Sapounidis [
31] claim that modular boards may enhance code learning for Arduino. Based on them, there is a positive correlation between perceived usability and students’ performance. However, it remains uncertain which interface supports students more effectively in achieving a higher performance, and what kind of attitudes students hold toward the different interfaces. Therefore, this paper presents an empirical study involving 110 university students exploring their performance and attitude toward microcontroller circuits using different interfaces. In addition, this paper assesses whether students’ prior experience with microcontroller circuits on Arduino boards might influence their performance and attitude. Consequently, this article deepens our understanding of the impact of interfaces in this field by comparing the performance and opinions of three groups of students: (a) those who used breadboards, (b) those who used modular boards, and (c) those who used simulations.
1.2. Prior Comparison in Electronic Circuits
In this paragraph, we examine studies that have assessed user interfaces in the context of learning electronic circuits.
Kapici et al. [
45] compared graphical and hands-on experiments in a middle school involving 116 students. The study lasted four hours per week for four weeks. According to the findings, there were no statistically significant differences in the students’ performance in the two experimental groups (GUI, TUI). In addition, Kapici et al. [
46] compared TUI and GUI in a middle school with the participation of 143 students, and the intervention lasted four hours per week for four weeks. The results revealed that students who utilized a combination of TUI and GUI outperformed those who used only GUI. Additionally, the two interfaces demonstrated a similar effect on skills development. Moreover, Manunure et al. [
47] compared real components and GUI in a middle school involving 49 participants. The study lasted 90 min per week for three weeks. The findings indicated that the combination of TUI and GUI contributed to students’ better performance compared to the use of TUI alone.
Kollöffel and de Jong’s [
48] research took place in a secondary vocational engineering school, with the participation of 43 students, comparing hands-on and graphical experiments, and lasted 45 min per week for nine weeks. The results showed that students using GUI outperformed students using TUI. Also, Finkelstein et al. conducted a study [
49] at a university with 231 participants. The study lasted one semester, and the results revealed that students who utilized GUI achieved a higher performance than those who used real components. Moreover, Zacharia’s [
50] study was conducted at a university, involving 90 students, and lasted one semester. The students were divided into two groups: one using TUI and the other utilizing a combination of TUI and GUI. The findings revealed that the group employing both interfaces achieved higher performance scores than the group using only TUI.
Zacharia and de Jong’s [
51] study was conducted at a university, involving 194 students, and the study lasted 90 min per week for 15 weeks. The findings indicated that when implementing simple circuits, TUI and GUI had an equal influence on students’ performance. However, in the case of more complex circuits, students using GUI outperformed those using real components. Moreover, Başer and Durmus’s [
52] study was conducted at a university, involving 80 participants. The study lasted four hours per week for three weeks. The results indicated that both interfaces, TUI and GUI, had a comparable effect on the students. Also, Amida et al. conducted a study [
53] for one semester investigating 14 university students’ performance. The findings indicated that both interfaces, TUI and GUI, had a similar impact on the students.
In conclusion, the existing literature primarily focuses on electronic circuits using basic components like resistors and examines Kirchhoff’s rules. Also, there is a considerable shortage of studies that compare user interfaces in the context of learning circuits, particularly with Arduino boards, and some aspects of the educational process are often limitedly examined. For instance, the influence of students’ prior knowledge on their performance is rarely considered, and the potential effects of students’ positive or negative perceptions of the educational process remain quite unexplored.
4. Discussion
According to the existing literature, there are a limited number of articles that investigate students’ performance using real components in breadboards, prefabricated modular boards, and computer simulations in learning microcontroller electronic circuits. This article, therefore, focuses on university students, aiming to compare the performance of groups utilizing different user interfaces for learning microcontroller, coding, and circuits with Arduino, in a series of three exercises.
The main purpose of the exercises was to facilitate the implementation of circuits, connecting components with the Arduino using three different methods: (a) breadboard, (b) modular board, and (c) Tinkercad. Additionally, students were tasked with programming the Arduino to ensure the proper operation of the circuits in each activity. The exercises encompassed a variety of tasks, including the following: (a) configuring outputs and connecting with RGB LED, LED, and buzzer, (b) handling inputs and connecting with dip switches and push buttons, and (c) converting analog signals to digital and connecting analog voltage via a potentiometer to the Arduino. Students improved their understanding of the fundamental connection between components and their respective programming control through active participation in these activities, gaining practical experience in basic circuit design in the process. Therefore, our approach went beyond the study of the basic principles of digital circuits to include analog electronic circuits, providing students with a broader understanding of the Arduino’s capabilities. Additionally, we gathered participants’ feedback on their learning experiences during the intervention, to provide further insights into the field. Furthermore, we examined students’ performance and attitudes, considering whether they had previous experience in a microcontroller lab. Initially, the intervention can be considered successful, as the statistical analysis revealed significant differences in student performance between the pretests and posttests. Similarly, statistically significant differences were also detected in the pretest–posttest results across the sub-domains: microcontroller, coding, and circuit.
Moreover, the PCA results, despite explaining approximately 60% of the variance, offer valuable insights into the underlying structure of our data and provide evidence supporting the validity of our experimental design. Notably,
Table 2 illustrates that the three exercises formed distinct factors. Future research could explore alternative dimensionality reduction techniques or incorporate supplementary data to further elucidate these underlying factors and enhance our understanding of microcontroller education.
In order to explore sufficiently whether students’ performance varies based on the user interface (RQ1), we divided the students into three groups. Given the widespread use of Arduino shields, we decided to introduce another group alongside the breadboard users, with TUI. This additional group used modular boards for their experiments, as shown in
Figure 1. According to the results of the statistical analyses, it can be concluded that the three groups did not show significant differences in their performance. In other words, no matter whether students utilized TUIs or GUI, they achieved comparable scores. This finding aligns with the results of previous studies [
45,
51,
52,
53]. Nevertheless, studies [
48,
49] demonstrate that students using GUI achieved better results compared to those using TUI. Conversely, studies [
46,
47,
50] revealed that a combination of TUI and GUI contributed to students’ higher performance. However, these studies focused on simple electronic circuits, not microcontroller circuits.
According to previous attendance at a microcontroller lab (RQ2), one might assume that prior knowledge and experience with microcontroller circuits could benefit students. Indeed, in the pretest of the first exercise, students with prior experience achieved statistically significantly higher scores than those without prior experience, specifically in the microcontroller sub-domain. Yet, while considering the posttests of these two groups, no statistically significant difference was observed. Thus, prior knowledge provided an initial advantage, but after completing the first exercise, both groups of students achieved similar scores. Consequently, this intervention can be considered a success, since at the end of the exercises, all students had reached the same level of knowledge.
To investigate the students’ attitudes (RQ3), a Likert-type questionnaire consisting of five questions was administered to them. The statistical analysis revealed that among the groups that used different interfaces, students who utilized GUI expressed the strongest belief that their understanding of the interconnection of components in microcontroller circuits was enhanced. This might appear paradoxical since this group did not utilize physical components. However, through the Tinkercad, they were able to swiftly and conveniently experiment with circuit connections. As a result, the students using GUI became more confident, although they did not achieve a better knowledge score. Conversely, students who worked with our modular shield found the circuit connection process harder. This could be attributed to the fact that simply ”snapping” one board onto another may have deprived them of the opportunity to experiment with connections, thus limiting their confidence in this specific domain, that is, the approach of implementing circuits through a graphical environment was not found to be inferior to using real components. Nevertheless, ongoing research in this field is imperative in order to draw stronger conclusions.
In terms of the groups with and without previous experience, the statistical analysis indicated that students with prior experience were more satisfied with the time required to complete the circuits. This outcome aligns with our expectations, so although prior experience did not provide students with a knowledge advantage at the end, it enhanced their confidence by familiarizing them with the learning content. Furthermore, students encountering microcontroller circuits for the first time found the circuit creation process harder. Thus, in the field of teaching electronic circuits, before designing the exercises, the time required should be considered.
Our findings suggest that by using real components on a breadboard, or modular boards, or simulations, they can all achieve a comparable student performance in terms of understanding microcontrollers and developing coding skills. However, for scenarios where the primary focus is on circuit learning, modular boards may not be the most suitable choice. In such cases, using a Tinkercad simulation environment can be more effective as it reinforces students’ comprehension and engagement with interfacing individual electronic components. Finally, as future work, it would be interesting to investigate the transfer of knowledge from a Tinkercad simulation environment to a physical environment by studying how effectively students’ engagement and time to complete the task differ between the two settings.