2,200 research outputs found

    Enthusing and inspiring with reusable kinaesthetic activities

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    We describe the experiences of three University projects that use a style of physical, non-computer based activity to enthuse and teach school students computer science concepts. We show that this kind of activity is effective as an outreach and teaching resource even when reused across different age/ability ranges, in lecture and workshop formats and for delivery by different people. We introduce the concept of a Reusable Outreach Object (ROO) that extends Reusable Learning Objects. and argue for a community effort in developing a repository of such objects

    Computing as the 4th “R”: a general education approach to computing education

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    Computing and computation are increasingly pervading our lives, careers, and societies - a change driving interest in computing education at the secondary level. But what should define a "general education" computing course at this level? That is, what would you want every person to know, assuming they never take another computing course? We identify possible outcomes for such a course through the experience of designing and implementing a general education university course utilizing best-practice pedagogies. Though we nominally taught programming, the design of the course led students to report gaining core, transferable skills and the confidence to employ them in their future. We discuss how various aspects of the course likely contributed to these gains. Finally, we encourage the community to embrace the challenge of teaching general education computing in contrast to and in conjunction with existing curricula designed primarily to interest students in the field

    Unplugged Learning in the Kindergarten Computer Science Classroom

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    The purpose of this action research study was to determine the impact of teaching computer science to kindergarten using only unplugged learning rather than plugged or a mixture of plugged and unplugged learning on engagement. Participants included 71 kindergarten and transitional kindergarten students in a public school in rural central Iowa. Data was collected through behavior and off-task reminder tallies, as well as assessment data over nine classes equal to a trimester’s number of computer science classes. Students were taught using either strictly unplugged methods using games, books, manipulatives, and movement or a plugged/online curriculum using online puzzles and videos, including a couple of unplugged lessons. The study found that unplugged learning positively impacted behavior and off-task behavior. No statistical difference was shown in academic achievement; however, it is noted that more topics were covered in the unplugged group than that of the plugged group over the same amount of time. Overall, unplugged learning in kindergarten computer science class positively impacts engagement. The researcher recommends further studies extending the entire year of kindergarten, further studies extending the research through first grade should be considered as well

    Computer Programming Effects in Elementary: Perceptions and Career Aspirations in STEM

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    The development of elementary-aged students’ STEM and computer science (CS) literacy is critical in this evolving technological landscape, thus, promoting success for college, career, and STEM/CS professional paths. Research has suggested that elementary- aged students need developmentally appropriate STEM integrated opportunities in the classroom; however, little is known about the potential impact of CS programming and how these opportunities engender positive perceptions, foster confidence, and promote perseverance to nurture students’ early career aspirations related to STEM/CS. The main purpose of this mixed-method study was to examine elementary-aged students’ (N = 132) perceptions of STEM, career choices, and effects from pre- to post-test intervention of CS lessons (N = 183) over a three-month period. Findings included positive and significant changes from students’ pre- to post-tests as well as augmented themes from 52 student interviews to represent increased enjoyment of CS lessons, early exposure, and its benefits for learning to future careers

    Using Magic in Computing Education and Outreach

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    This special session explores the use of magic tricks based on computer science ideas; magic tricks help grab students\u27 attention and can motivate them to invest more deeply in underlying CS concepts. Error detection ideas long used by computer scientists provide a particularly rich basis for working such magic\u27\u27, with a CS Unplugged parity check activity being a notable example. Prior work has shown that one can perform much more sophisticated tricks than the relatively well-known CS Unplugged activity, and these tricks can motivate analyses across a wide variety of computer science concepts and are relevant to learning objectives across grade levels from 2nd grade through graduate school. These tricks have piqued the interest of past audiences and have been performed with the aid of online implementations; this conference session will demonstrate enhanced implementations used to illuminate the underlying concepts rather than just to perform the tricks. The audience will participate in puzzling out how to apply relevant concepts as we work through a scaffolded series of tricks centering on error detection and correction. The implementations also provide a useful model for incorporating greater interaction than is typically found in current innovative online interactive textbooks. In addition, they are samples for possible programming assignments that can motivate students using CS Unplugged activities to actively pursue deep programming experiences

    Impacts of Unplugged Activities in Computer Science

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    Computer Science is a fast-growing subject amongst schools. Inside of the program, Computer Science, programming or coding is generally taught. Students will typically learn to code by first using a computer and following instructions. The purpose of this literature review is to research different ideas about unplugged activities used while teaching coding in Computer Science. Unplugged activities are projects that are conducted in hands-on activities instructing students how to code before using a computer. The question that this paper is looking to answer is “What impacts do unplugged activities have on students learning to code?” The research conducted will give examples of different types of projects completed as well as data supporting theories

    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

    Computational Thinking in Education: Where does it fit? A systematic literary review

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    Computational Thinking (CT) has been described as an essential skill which everyone should learn and can therefore include in their skill set. Seymour Papert is credited as concretising Computational Thinking in 1980 but since Wing popularised the term in 2006 and brought it to the international community's attention, more and more research has been conducted on CT in education. The aim of this systematic literary review is to give educators and education researchers an overview of what work has been carried out in the domain, as well as potential gaps and opportunities that still exist. Overall it was found in this review that, although there is a lot of work currently being done around the world in many different educational contexts, the work relating to CT is still in its infancy. Along with the need to create an agreed-upon definition of CT lots of countries are still in the process of, or have not yet started, introducing CT into curriculums in all levels of education. It was also found that Computer Science/Computing, which could be the most obvious place to teach CT, has yet to become a mainstream subject in some countries, although this is improving. Of encouragement to educators is the wealth of tools and resources being developed to help teach CT as well as more and more work relating to curriculum development. For those teachers looking to incorporate CT into their schools or classes then there are bountiful options which include programming, hands-on exercises and more. The need for more detailed lesson plans and curriculum structure however, is something that could be of benefit to teachers

    Educational Magic Tricks Based on Error-Detection Schemes

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    Magic tricks based on computer science concepts help grab student attention and can motivate them to delve more deeply. Error detection ideas long used by computer scientists provide a rich basis for working magic; probably the most well known trick of this type is one included in the CS Unplugged activities. This paper shows that much more powerful variations of the trick can be performed, some in an unplugged environment and some with computer assistance. Some of the tricks also show off additional concepts in computer science and discrete mathematics
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