42,902 research outputs found

    COEDU-IN Project: an inclusive co-educational project for teaching computational thinking and digital skills at early ages

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    Learning to program is the new literacy of the 21st century. Computational thinking, closely related to programming, requires thinking and solving problems with different levels of abstraction and is independent of hardware devices. The early childhood education stage provides teachers with the opportunity to lay the foundations for a comprehensive quality education using innovative tools and technologies. Educational robotics in early childhood education becomes a tool that facilitates the acquisition of knowledge to children, playfully, based on the principles of interactivity, social interrelationships, collaborative work, creativity, constructivist and constructionist learning, and a student-centered didactic approach, allowing in turn that student can acquire digital competencies and develop logical and computational thinking in an underlying way. This project explores the current state of teaching and learning computational thinking and programming in early childhood education in an inclusive manner. Moreover, the lack of diversity and inequality is particularly latent in science, Technology, Engineering, and Mathematics (STEM) fields. Therefore, this work considers this problem and presents an inclusive coeducation approach to this new literacy, eliminating gender stereotypes and extending them to people with Down syndrome and hospitalized minors

    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

    Diogene-CT: tools and methodologies for teaching and learning coding

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    Computational thinking is the capacity of undertaking a problem-solving process in various disciplines (including STEM, i.e. science, technology, engineering and mathematics) using distinctive techniques that are typical of computer science. It is nowadays considered a fundamental skill for students and citizens, that has the potential to affect future generations. At the roots of computational-thinking abilities stands the knowledge of computer programming, i.e. coding. With the goal of fostering computational thinking in young students, we address the challenging and open problem of using methods, tools and techniques to support teaching and learning of computer-programming skills in school curricula of the secondary grade and university courses. This problem is made complex by several factors. In fact, coding requires abstraction capabilities and complex cognitive skills such as procedural and conditional reasoning, planning, and analogical reasoning. In this paper, we introduce a new paradigm called ACME (“Code Animation by Evolved Metaphors”) that stands at the foundation of the Diogene-CT code visualization environment and methodology. We develop consistent visual metaphors for both procedural and object-oriented programming. Based on the metaphors, we introduce a playground architecture to support teaching and learning of the principles of coding. To the best of our knowledge, this is the first scalable code visualization tool using consistent metaphors in the field of the Computing Education Research (CER). It might be considered as a new kind of tools named as code visualization environments

    Diogene-CT: tools and methodologies for teaching and learning coding

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    AbstractComputational thinking is the capacity of undertaking a problem-solving process in various disciplines (including STEM, i.e. science, technology, engineering and mathematics) using distinctive techniques that are typical of computer science. It is nowadays considered a fundamental skill for students and citizens, that has the potential to affect future generations. At the roots of computational-thinking abilities stands the knowledge of computer programming, i.e. coding. With the goal of fostering computational thinking in young students, we address the challenging and open problem of using methods, tools and techniques to support teaching and learning of computer-programming skills in school curricula of the secondary grade and university courses. This problem is made complex by several factors. In fact, coding requires abstraction capabilities and complex cognitive skills such as procedural and conditional reasoning, planning, and analogical reasoning. In this paper, we introduce a new paradigm called ACME ("Code Animation by Evolved Metaphors") that stands at the foundation of the Diogene-CT code visualization environment and methodology. We develop consistent visual metaphors for both procedural and object-oriented programming. Based on the metaphors, we introduce a playground architecture to support teaching and learning of the principles of coding. To the best of our knowledge, this is the first scalable code visualization tool using consistent metaphors in the field of the Computing Education Research (CER). It might be considered as a new kind of tools named as code visualization environments

    From trivium to smart education

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    [EN] Rethinking the classics for thinking the future. This could be the compendium of the present article, in which we propose a revision of the immediate future of education based on the classic project of the Trivium. We will analyze, first, the transformation of education in the perspective of smart education, determined by the impact of technology and by the reflection on the competences of the 21st century; secondly, we will review the strategic and methodological proposals in accordance with this transformation, based on the theory of generative learning; thirdly, from the point of view of contents, we will analyse the impor- tance of core digital skills as programming and computational thinking. On this basis, the paper offers a proposal from a dual perspective. Firstly, by rethinking the main issues of education in the light of the history of the Trivium and the epistemological principles that shaped it. Secondly, by proposing the recovery of the Trivium disciplines (Grammar, Rhetoric and Logic) having in mind the debate on the competences of the 21st century, as the best instrument to enrich the current educational systems, especially in view of the challenges of digitalization

    Computational Thinking Integration into Middle Grades Science Classrooms: Strategies for Meeting the Challenges

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    This paper reports findings from the efforts of a university-based research team as they worked with middle school educators within formal school structures to infuse computer science principles and computational thinking practices. Despite the need to integrate these skills within regular classroom practices to allow all students the opportunity to learn these essential 21st Century skills, prior practice has been to offer these learning experiences outside of mainstream curricula where only a subset of students have access. We have sought to leverage elements of the research-practice partnership framework to achieve our project objectives of integrating computer science and computational thinking within middle science classrooms. Utilizing a qualitative approach to inquiry, we present narratives from three case schools, report on themes across work sites, and share recommendations to guide other practitioners and researchers who are looking to engage in technology-related initiatives to impact the lives of middle grades students

    Puzzle games: a metaphor for computational thinking

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    Programming pedagogy in the age of accessible artificial intelligence

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    In recent years, new teaching opportunities have emerged as artificial intelligence has gained increasing attention in computational thinking education. However, to design effective pedagogy based on the present research landscape, the technology solution must be tailored to a learning environment through a collaboration between human-computer interaction and human-artificial intelligence interaction research. The thesis aims to enhance programming experiences and increase accessibility to programming resources for students in remote schools and post-secondary graduate settings using human-computer interaction and human-artificial intelligence interaction techniques. It addresses the limited computational thinking education resources and the potential of artificial intelligence-assisted coding in a self-learning method suitable for remote Northwestern First Nation communities in Canada. This thesis proposes methods to cater to students’ learning styles in two different learning environments using human-computer interaction for kindergarten to grade 12 students and human-artificial intelligence interaction for university students. Incorporating these research principles can help novice programmers overcome cognitive overload and poor user experience and achieve an optimal user experience. The thesis begins with bibliometric analysis and provides a holistic perspective of computational thinking and artificial intelligence trending strategies. It then presents an empirical study on human-computer interaction, investigating computational thinking in remote kindergarten to grade 12 schools with blended learning environments. It also presents another empirical study on human-artificial intelligence interaction to experiment with a self-learning style for artificial intelligence coding assistants for university students using massive open online courses. [...

    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

    Pirate plunder: game-based computational thinking using scratch blocks

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    Policy makers worldwide argue that children should be taught how technology works, and that the ‘computational thinking’ skills developed through programming are useful in a wider context. This is causing an increased focus on computer science in primary and secondary education. Block-based programming tools, like Scratch, have become ubiquitous in primary education (5 to 11-years-old) throughout the UK. However, Scratch users often struggle to detect and correct ‘code smells’ (bad programming practices) such as duplicated blocks and large scripts, which can lead to programs that are difficult to understand. These ‘smells’ are caused by a lack of abstraction and decomposition in programs; skills that play a key role in computational thinking. In Scratch, repeats (loops), custom blocks (procedures) and clones (instances) can be used to correct these smells. Yet, custom blocks and clones are rarely taught to children under 11-years-old. We describe the design of a novel educational block-based programming game, Pirate Plunder, which aims to teach these skills to children aged 9-11. Players use Scratch blocks to navigate around a grid, collect items and interact with obstacles. Blocks are explained in ‘tutorials’; the player then completes a series of ‘challenges’ before attempting the next tutorial. A set of Scratch blocks, including repeats, custom blocks and clones, are introduced in a linear difficulty progression. There are two versions of Pirate Plunder; one that uses a debugging-first approach, where the player is given a program that is incomplete or incorrect, and one where each level begins with an empty program. The game design has been developed through iterative playtesting. The observations made during this process have influenced key design decisions such as Scratch integration, difficulty progression and reward system. In future, we will evaluate Pirate Plunder against a traditional Scratch curriculum and compare the debugging-first and non-debugging versions in a series of studies
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