6,932 research outputs found

    Co-creativity through play and game design thinking

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    Exploring the use of game making across the school curriculum

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    Computer games as part of education is a well-established topic for research, suggesting that creating games is linked to a range of cognitive and behavioural outcomes. Creating games in all subject disciplines is becoming increasingly possible due to the increasingly higher status of computing in schools across Europe and the prevalence of visual programming languages such as Scratch and Pocket Code. The use of games within education is not new; in a systematic review of 129 papers [1] found that playing games impacts across a range of areas including engagement, cognitive ability and, most commonly, knowledge acquisition and content understanding. However, while research has thus far examined game play and game based learning in education there is limited work focussing on the process of game creation as a method of classroom teaching. This is a prospect which is increasingly possible with the introduction of visual programming languages such as Scratch [2] and Pocket Code. It is suggested that playful learning through computer games could stimulate students’ intrinsic motivation ([3] and that knowledge creation can emerge through the construction of artefacts in a playful learning environment via the co-creation of games [4]. The research presented in this paper is from a pilot study examining the impact of game making in traditional primary and secondary school classrooms (5-18 years) in the United Kingdom (UK). The research, funded by Horizon 2020, is part of a wider European project; No-one Left Behind. In the UK the project has introduced game making into disciplines such as Religious Education, Science and History. Data indicates that although not all students found this a positive experience, computational thinking skills have increased, and students, disaffected with their learning, have re-engaged with learning, increasing their persistence and resulting in a deeper understanding of subject knowledge. In addition initial results suggest that game making has the potential to increase engagement with classroom learning and lead to increased learner satisfaction within lessons. Non-computing teachers have gained in confidence in developing game creation in their subject discipline, increasing their awareness of computational thinking. Barriers identified include teacher familiarity with programming as a means to teach non-STEM subject knowledge, a potential to decrease knowledge acquisition during the process of familiarisation with the teaching tool and a need for software developers to consider design for children with SEND. The project is changing the learning environment and emerging pedagogy has been identified which will be shared in this paper. As a result of the study lesson resources have been created for teachers to use across disciplines which are now available via the project URL; these will be shared in this paper

    Student Authored Digital Games as Authentic Learning: Using the \u3cem\u3eCan You Create a Game Challenge\u3c/em\u3e in Elementary Classrooms

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    This embedded single-case study examined an elementary classroom implementation of a digital game authoring challenge aligned with state mandated content standards. Teachers used the game challenge over four 50 minute class periods during a three month period of time. A total of twenty five (n=25) 4th grade students, nine (n=9) 5th grade students and three (n=3) STEM teachers participated in the study. The central research question for this study is: How do elementary teachers use a game challenge specifically aligned with Common Core/Next Generation Science (NGSS) state standards for instruction? Qualitative data, drawn from participating teacher interviews, classroom observations, student project reflections and document analysis of the student-authored digital games, were analyzed using Hatch’s (2002) typological analysis. Findings suggest that, while using a standards-based gaming task within instruction is effective in promoting dimensions of an authentic learning environment for students, more research is needed in the areas of 1) professional development for teachers in game design and computational thinking; 2) the use of a digital game task as an assessment for students with disabilities or who struggle in other content areas; 3) the use of a digital game task for assessment in other content areas; and 4) how the computational thinking skills and the dispositions of teachers affect the flow of knowledge in classrooms using a digital game task

    Female Students in Computer Science Education: Understanding Stereotypes, Negative Impacts, and Positive Motivation

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    Although female students engage in coding courses, only a small percentage of them plan to pursue computer science (CS) as a major when choosing a career path. Gender differences in interests, sense-of belonging, self-efficacy, and engagement in CS are already present at an early age. This article presents an overview of gender stereotypes in CS and summarizes negative impressions female students between 12 and 15 experience during CS classes, as well as influences that may be preventing girls from taking an interest in CS. The study herein draws on a systematic review of 28 peer-reviewed articles published since 2006. The findings of the review point to the existence of the stereotypical image of a helpless, uninterested, and unhappy "Girl in Computer Science". It may be even more troubling a construct than that of the geeky, nerdy male counterpart, as it is rooted in the notion that women are technologically inept and ill-suited for CS careers. Thus, girls think they must be naturally hyper-intelligent in order to pursue studies in CS, as opposed to motivated, interested, and focused to succeed in those fields. Second, based on the review, suggestions for inclusive CS education were summarized. The authors argue that in order to make CS more inclusive for girls, cultural implications, as well as stereotypization in CS classrooms and CS education, need to be recognized as harmful. These stereotypes and cultural ideas should be eliminated by empowering female students through direct encouragement, mentoring programs, or girls-only initiatives.Comment: 22 page

    Responsible research and innovation in science education: insights from evaluating the impact of using digital media and arts-based methods on RRI values

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    The European Commission policy approach of Responsible Research and Innovation (RRI) is gaining momentum in European research planning and development as a strategy to align scientific and technological progress with socially desirable and acceptable ends. One of the RRI agendas is science education, aiming to foster future generations' acquisition of skills and values needed to engage in society responsibly. To this end, it is argued that RRI-based science education can benefit from more interdisciplinary methods such as those based on arts and digital technologies. However, the evidence existing on the impact of science education activities using digital media and arts-based methods on RRI values remains underexplored. This article comparatively reviews previous evidence on the evaluation of these activities, from primary to higher education, to examine whether and how RRI-related learning outcomes are evaluated and how these activities impact on students' learning. Forty academic publications were selected and its content analysed according to five RRI values: creative and critical thinking, engagement, inclusiveness, gender equality and integration of ethical issues. When evaluating the impact of digital and arts-based methods in science education activities, creative and critical thinking, engagement and partly inclusiveness are the RRI values mainly addressed. In contrast, gender equality and ethics integration are neglected. Digital-based methods seem to be more focused on students' questioning and inquiry skills, whereas those using arts often examine imagination, curiosity and autonomy. Differences in the evaluation focus between studies on digital media and those on arts partly explain differences in their impact on RRI values, but also result in non-documented outcomes and undermine their potential. Further developments in interdisciplinary approaches to science education following the RRI policy agenda should reinforce the design of the activities as well as procedural aspects of the evaluation research

    Confidence and Common Challenges: The Effects of Teaching Computational Thinking to Students Ages 10-16

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    This Action Research Project provides data from three different instructors teaching Computational Thinking (CT) to better understand the effects of CT instruction. The researchers focused on identifying problem-solving strategies used by students, what affect teaching CT has on student confidence and ability to problem solve, and what common challenges can be found at different age levels. The study used student pre and post-reflection to measure understanding and comfort with problem-solving. Researchers taught three common lessons of CT including the following concepts: algorithms, loops, conditional statements, and debugging. For data collection, each student was asked to work on a computer game called Human Resource Machine (HRM) while using video and audio to record themselves. Analysis showed a slight decrease in two categories related to working to find a solution to a difficult problem, and the ability to fix small problems that are part of a larger problem. There was a confidence increase in categories related to the ability to do math, the ability to give directions and the ability to someday build a computer. Two of the research sites were able to further break down the data to analyze the differences in the male vs. the female reflections. While CT is often seen as a separate subject, the analysis also showed that reading comprehension has a strong influence on students’ ability to solve CT problems and should be taught in conjunction with CT to ensure students receive the maximum benefit

    Competencia digital: Una propuesta para su integración en el currículo español de primaria del inglés como lengua extranjera

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    Despite the vast array of research on digital competence, digital literacy and computational thinking in schools, there is a lack of application of these concepts and proposals for their integration in the foreign language classroom. Existing literature mainly centers on L1 learners or simply connects digital competence to mathematics and science. This paper explores possible activities which allow the successful integration of digital competence in the English as a foreign language classroom, in order to maximize class time and including a variety of English teaching and learning methods, as well as those elements of digital competence most appropriate for Primary level English learners. This paper concludes not only that the successful integration of digital competence in EFL is possible, but that it can, and must, be taken much further.Pese a la multitud de investigaciones sobre competencia digital, pensamiento computacional y alfabetización digital, es latente una falta de aplicación de estos conceptos en la clase de inglés como lengua extranjera, así como propuestas para su integración. La bibliografía existente se centra de manera mayoritaria en los estudiantes de inglés como lengua materna o simplemente en la conexión entre la competencia digital y los ámbitos científico y matemático. Este trabajo de fin de grado explora actividades que permiten la integración de la competencia digital en la clase de inglés como lengua extranjera, con el objetivo de maximizar el horario lectivo e incluyendo varias metodologías de la enseñanza y aprendizaje del inglés, así como aquellos elementos de competencia digital más apropiados para los estudiantes de educación primaria. Este trabajo concluye no sólo que la integración exitosa de la competencia digital en el aula de inglés es posible, sino que puede, y debe, ser llevada más allá.Depto. de Didáctica de las Lenguas, Artes y Educación FísicaFac. de EducaciónTRUEunpu

    Exploring Trends in Middle School Students\u27 Computational Thinking in the Online Scratch Community: A Pilot Study

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    Teaching computational thinking has been a focus of recent efforts to broaden the reach of computer science (CS) education for today’s students who live and work in a world that is heavily influenced by computing principles. Computational thinking (CT) essentially means thinking like a computer scientist by using principles and concepts learned in CS as part of our daily lives. Not only is CT essential for the development of computer applications, but it can also be used to support problem solving across all disciplines. Computational thinking involves solving problems by drawing from skills fundamental to CS such as decomposition, pattern recognition, abstraction, and algorithm design. The present study examined how Dr. Scratch, a CT assessment tool, functions as an assessment for computational thinking. This study compared strengths and weaknesses of the CT skills of 360 seventh- and eighth-grade students who were engaged in a Scratch programming environment through the use of Dr. Scratch. The data were collected from a publicly available dataset available on the Scratch website. The Mann-Whitney U analysis revealed that there were specific similarities and differences between the seventh- and eighth-grade CT skills. The findings also highlight affordances and constraints of Dr. Scratch as a CT tool and address the challenges of analyzing Scratch projects from young Scratch learners. Recommendations are offered to researchers and educators about how they might use Scratch data to help improve students’ CT skills

    21st Century Skills: Integrating Digital Competence in the Spanish EFL primary education curriculum

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    Despite the vast array of research on digital competence, digital literacy and computational thinking in schools, there is a lack of application of these concepts and proposals for their integration in the foreign language classroom. Existing literature mainly centers on L1 learners or simply connects digital competence to mathematics and science. This paper explores possible activities which allow the successful integration of digital competence in the English as a foreign language classroom, in order to maximize class time and including a variety of English teaching and learning methods, as well as those elements of digital competence most appropriate for Primary level English learners. This paper concludes not only that the successful integration of digital competence in EFL is possible, but that it can, and must, be taken much further
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