1,503 research outputs found

    Teaching programming with computational and informational thinking

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    Computers are the dominant technology of the early 21st century: pretty well all aspects of economic, social and personal life are now unthinkable without them. In turn, computer hardware is controlled by software, that is, codes written in programming languages. Programming, the construction of software, is thus a fundamental activity, in which millions of people are engaged worldwide, and the teaching of programming is long established in international secondary and higher education. Yet, going on 70 years after the first computers were built, there is no well-established pedagogy for teaching programming. There has certainly been no shortage of approaches. However, these have often been driven by fashion, an enthusiastic amateurism or a wish to follow best industrial practice, which, while appropriate for mature professionals, is poorly suited to novice programmers. Much of the difficulty lies in the very close relationship between problem solving and programming. Once a problem is well characterised it is relatively straightforward to realise a solution in software. However, teaching problem solving is, if anything, less well understood than teaching programming. Problem solving seems to be a creative, holistic, dialectical, multi-dimensional, iterative process. While there are well established techniques for analysing problems, arbitrary problems cannot be solved by rote, by mechanically applying techniques in some prescribed linear order. Furthermore, historically, approaches to teaching programming have failed to account for this complexity in problem solving, focusing strongly on programming itself and, if at all, only partially and superficially exploring problem solving. Recently, an integrated approach to problem solving and programming called Computational Thinking (CT) (Wing, 2006) has gained considerable currency. CT has the enormous advantage over prior approaches of strongly emphasising problem solving and of making explicit core techniques. Nonetheless, there is still a tendency to view CT as prescriptive rather than creative, engendering scholastic arguments about the nature and status of CT techniques. Programming at heart is concerned with processing information but many accounts of CT emphasise processing over information rather than seeing then as intimately related. In this paper, while acknowledging and building on the strengths of CT, I argue that understanding the form and structure of information should be primary in any pedagogy of programming

    Music Technology Education and a Plugin-Based Platform as a Tool to Enhance Creativity, Multidisciplinarity, Creative Design, and Collaboration Skills

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    Music technology is known to have the ability to enhance creativity and creative development among students. A high level of engagement has been shown among students who studied and developed musical projects, and among students who were intellectually involved in the process of meaningful exploration. When students develop a music technology project, they use their software design skills to build and combine different artistic and computational components. Here we present a creative education method for computer science and software engineering students, it uses Muzilator, a plugin-based web platform that enables developers to develop a project as a set of independent web applications (plugins). Students can share their plugins with others or use plugins developed by others. We examined 75 projects of teams of computer science students who participated in a Computer Music course. We studied the characteristics of these projects and Muzilator’s effectiveness as a creative education and collaboration tool. Some of our results show that Muzilator-based projects received higher creativity and multidisciplinarity ratings than did other projects, and that high-risk projects were more creative and artistic than low-risk ones. We also found a gender-dependency: women tended more than men to develop interactive applications, while men tended to choose more theoretic (algorithmic), non-interactive projects. Keywords: educational method, creativity, music education, software design, multidisciplinarity. DOI: 10.7176/JEP/12-11-01 Publication date: April 30th 202

    The impact of STEM experiences on student self-efficacy in computational thinking

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    Citation: Weese, J. L., Feldhausen, R., & Bean, N. H. (2016). The impact of STEM experiences on student self-efficacy in computational thinking.Since the introduction of new curriculum standards at K-12 schools, computational thinking has become a major research area. Creating and delivering content to enhance these skills, as well as evaluation, remain open problems. This paper describes two different interventions based on the Scratch programming language which aim to improve student self-efficacy in computer science and computational thinking. The two interventions were applied at a STEM outreach program for 5th-9th grade students. Previous experience in STEM related activities and subjects, as well as student self-efficacy, were collected using a developed pre- and post-survey. We discuss the impact of our intervention on student performance and confidence, and evaluate the validity of our instrument. © American Society for Engineering Education, 2016

    Exploring Elementary Student and Teacher Perceptions of STEM and CS Abilities

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    Curriculum, legislation, and standards across the nation are quickly evolving to incorporate computer science and computational thinking concepts into K-12 classrooms. For example, many states have passed legislation requiring computer science to be included in every school’s curriculum. Most states, however, report high shortages of qualified computer science teachers, meaning, teachers without extensive training will be required to integrate these concepts into their classrooms—a daunting task for most teachers without the necessary background and experiences. This paper reports the impacts of a thirteen-week intervention in a local elementary school designed to introduce computational thinking skills to 4th and 5th grade students. This intervention involved the first two authors working with a teacher and her students to introduce a project-based activity into the traditional curriculum. As students worked to design, build, and automate a model clubhouse, they incorporated foundational construction concepts as well as computational thinking skills. Our findings shed light on the potential for such a project to influence student and teacher’s perceptions of related fields, and abilities, and student’s perceptions of related professions

    Embedding creativity in the university computing curriculum

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    We explore the need for embedding creativity in the UK Higher Education computing curriculum and some of the challenges associated with this. We identify some of the initiatives and movements in this area and discuss some of the work that has been carried out. We then describe some of the ways we have tried to meet these challenges and reflect on our degree of success with respect to the goal of producing graduates who are fit for the myriad of job opportunities they will come across in a rapidly changing technology landscape. Finally, we make a number of recommendations

    Embedding creativity in the university computing curriculum

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    We explore the need for embedding creativity in the UK Higher Education computing curriculum and some of the challenges associated with this. We identify some of the initiatives and movements in this area and discuss some of the work that has been carried out. We then describe some of the ways we have tried to meet these challenges and reflect on our degree of success with respect to the goal of producing graduates who are fit for the myriad of job opportunities they will come across in a rapidly changing technology landscape. Finally, we make a number of recommendations

    Codificación y robótica educativa y su relación con el pensamientocomputacional y creativo : Una revisión compresiva

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    New technological tools, technology-based services and support are being introduced into our daily lives faster than ever. Among these technological advances robotic technology has increased dramatically in recent years, the same as its inclusion in education. The purpose of the paper is offer a compressive review about computational and creative thinking definitions and its measurement, furthermore, its relationship with coding, educational robotics and the maker movement. The review is based in the most cited papers publish in the last 10 years, retrieved from google scholar and other prestigious databases. The review has showed that with the use of coding and robotics kits there is generally no correct way to solve a challenge, and computational and creative thinking are related to find efficient and good solution to problems. Not having a correct answer but multiple ways of addressing a problem is an experience that many teachers are not familiar with. That is why more scientific research is needed in this regard, in terms of successful interventions that show evidence and good practices that serve as training and guides teachers. Nuevas herramientas tecnológicas, servicios basados ​​en tecnología y soporte se están introduciendo en nuestra vida diaria más rápido que nunca. Entre estos avances tecnológicos, la tecnología robótica ha aumentado dramáticamente en los últimos años, así como su inclusión en la educación. El propósito del trabajo es ofrecer una revisión compresiva sobre las definiciones de pensamiento computacional y creativo y su medición, además, su relación con la codificación y la robótica educativa. La revisión se basa en los artículos más citados publicados en los últimos 10 años, recuperados de Google Scholar y otras bases de datos prestigiosas. La revisión ha demostrado que, con el uso de kits de codificación y robótica, generalmente no hay una forma correcta de resolver un desafío, y el pensamiento computacional y creativo está relacionado para encontrar una solución eficiente y buena a los problemas. No tener una respuesta correcta pero múltiples formas de abordar un problema es una experiencia con la que muchos maestros no están familiarizados. Es por eso que se necesita más investigación científica a este respecto, en términos de intervenciones exitosas que muestren evidencia y buenas prácticas que sirvan como capacitación y guíen a los maestros.New technological tools, technology-based services and support are being introduced into our daily lives faster than ever. Among these technological advances robotic technology has increased dramatically in recent years, the same as its inclusion in education. The purpose of the paper is offer a compressive review about computational and creative thinking definitions and its measurement, furthermore, its relationship with coding, educational robotics and the maker movement. The review is based in the most cited papers publish in the last 10 years, retrieved from google scholar and other prestigious databases. The review has showed that with the use of coding and robotics kits there is generally no correct way to solve a challenge, and computational and creative thinking are related to find efficient and good solution to problems. Not having a correct answer but multiple ways of addressing a problem is an experience that many teachers are not familiar with. That is why more scientific research is needed in this regard, in terms of successful interventions that show evidence and good practices that serve as training and guides teachers.Peer reviewe

    First exposure to Arduino through peer-coaching: Impact on students' attitudes towards programming

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    In this paper we report the work that jeKnowledge (Júnior Empresa da Faculdade de Ciências e Tecnologias da Universidade de Coimbra), a student-led initiative, has done in the ‘jeKnowledge academy’ courses to actively engage Portuguese high-school students in STEM education through hands-on projects based on the low-cost Arduino platform. F2F activities, based on a peer-assisted learning strategy, were complemented with tutorials and more advanced project suggestions in a blog. Pre and post surveys on students'' attitudes towards programming and peer-coaching were administered to pre-university and first year college participants, finding an overall increase in the Likert scale for all the programming-related constructs under study (confidence, interest, gender, usefulness and professional) after the introductory course. As regards the peer-based learning approach, younger students seemed to be more eager to be taught in a less formal way than their older counterparts. The course resulted in high degrees of satisfaction for both the student tutors and their tutees

    The student-produced electronic portfolio in craft education

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    The authors studied primary school students’ experiences of using an electronic portfolio in their craft education over four years. A stimulated recall interview was applied to collect user experiences and qualitative content analysis to analyse the collected data. The results indicate that the electronic portfolio was experienced as a multipurpose tool to support learning. It makes the learning process visible and in that way helps focus on and improves the quality of learning. © ISLS.Peer reviewe
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