2,927 research outputs found

    初等教育におけるコンピュータサイエンス教育のカリキュラム編成に関する研究

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    Tohoku University博士(情報科学)thesi

    Introducing Computational Thinking in K-12 Education: Historical, Epistemological, Pedagogical, Cognitive, and Affective Aspects

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    Introduction of scientific and cultural aspects of Computer Science (CS) (called "Computational Thinking" - CT) in K-12 education is fundamental. We focus on three crucial areas. 1. Historical, philosophical, and pedagogical aspects. What are the big ideas of CS we must teach? What are the historical and pedagogical contexts in which CT emerged, and why are relevant? What is the relationship between learning theories (e.g., constructivism) and teaching approaches (e.g., plugged and unplugged)? 2. Cognitive aspects. What is the sentiment of generalist teachers not trained to teach CS? What misconceptions do they hold about concepts like CT and "coding"? 3. Affective and motivational aspects. What is the impact of personal beliefs about intelligence (mindset) and about CS ability? What the role of teaching approaches? This research has been conducted both through historical and philosophical argumentation, and through quantitative and qualitative studies (both on nationwide samples and small significant ones), in particular through the lens of (often exaggerated) claims about transfer from CS to other skills. Four important claims are substantiated. 1. CS should be introduced in K-12 as a tool to understand and act in our digital world, and to use the power of computation for meaningful learning. CT is the conceptual sediment of that learning. We designed a curriculum proposal in this direction. 2. The expressions CT (useful to distantiate from digital literacy) and "coding" can cause misconceptions among teachers, who focus mainly on transfer to general thinking skills. Both disciplinary and pedagogical teacher training is hence needed. 3. Some plugged and unplugged teaching tools have intrinsic constructivist characteristics that can facilitate CS learning, as shown with proposed activities. 4. Growth mindset is not automatically fostered by CS, while not studying CS can foster fixed beliefs. Growth mindset can be fostered by creative computing, leveraging on its constructivist aspects

    University of Wollongong Undergraduate Course Handbook 2005 Courses

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    How national curricula affect the design and transfer of a teaching-learning sequence between two educational systems: Case studies from Greece and Italy.

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    This empirical study investigates the main features of curricula and contexts that favor or hinder the process of transfer of a teaching-learning sequence (TLS) from the designers’ original situation to a host one. The specific research questions addressed were (RQ1) what were the changes made during the process of transfer in the new context? (RQ2) What were the similarities or differences between the national curricula and contexts that influenced the process of transfer? To answer our research questions, we chose two TLSs, one about optical properties of materials, the other about thermal conductivity, originally designed by two groups of researchers and experienced teachers in Italy and Greece, respectively. The transfer process was analyzed using the “adaptation and reinvention” model, originally developed for the management knowledge research field, while the construct of “institutional distance” was used to describe the influence of country-specific aspects on the transfer process. Data collected included background documents that describe the principles underlying the TLSs design, the decisions and changes made to the original TLSs by the hosting group, and reports on the TLS implementation in classroom practice in the original and in the host context. Content analysis was used to analyze data. Results show that the similarities between the two national curricula and interactions between the involved groups acted mainly as facilitators of the transfer process

    Castle and Stairs to Learn Iteration: Co-Designing a UMC Learning Module with Teachers

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    This experience report presents a participatory process that involved primary school teachers and computer science education researchers. The objective of the process was to co-design a learning module to teach iteration to second graders using a visual programming environment and based on the Use-Modify-Create methodology. The co-designed learning module was piloted with three second-grade classes. We experienced that sharing and reconciling the different perspectives of researchers and teachers was doubly effective. On the one hand, it improved the quality of the resulting learning module; on the other hand, it constituted a very significant professional development opportunity for both teachers and researchers. We describe the co-designed learning module, discuss the most significant hinges in the process that led to such a product, and reflect on the lessons learned

    Research Report - October 2009. Elaboration of the Module: Definition of the Programme

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    Alternative innovative didactic methodology is needed to reduce premature school drop out,particularly of young people at risk of exclusion, such as migrants, ethnic groups and children/teenagers from difficult socio-economic background). The key point is to modify the way to deliver learning. Cultural enrichment through young interestas such as music and art, use of technologies, social competencies, problem-solving skills incomputer science, autonomy and sense of purpose may help childhood and adolescence to achieve an improved engagement in school and a sense of educational accomplishmen
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