16 research outputs found

    Fostering Computational Thinking in Primary School through a LEGO®-based Music Notation

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    This paper presents a teaching methodology mixing elements from the domains of music and informatics as a key enabling to expose primary school pupils to basic aspects of computational thinking. This methodology is organized in two phases exploiting LEGO\uae bricks respectively as a physical tool and as a metaphor in order to let participants discover a simple notation encoding several basic concepts of the classical musical notation. The related activities, grounded on active learning theory, challenge groups of students to solve musical encoding problems of increasing difficulty

    Separating Algorithmic Thinking and Programming

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    We describe an approach to teaching algorithmic thinking and programming and the first experiences that we made with it in practice. The idea is to present computational problems as a certain kind of game that the learner can play in order for them to develop a concrete idea of what constitutes an algorithm. The purpose of this is to emphasize that one can think of algorithms independently of a particular programming language. For the programming part a mini language called machine programs and a method to construct such programs from traces is described

    Separating Algorithmic Thinking and Programming

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    We show how the first steps of algorithmic thinking and programming can be trained separately. The learner is not assumed to have any prior experience. A general framework and a sequence of training tasks is described and tested in practice with two 10th graders. Both were able to write relatively complex programs using only pen & paper within two days. To train algorithmic thinking, computational problems are presented as games to the learner. Roughly speaking, a winning strategy corresponds to an algorithm which solves the problem. Thus, if the learner consistently wins the game for various instances then this indicates that they have found an algorithm. We describe a general mechanism to translate a computational problem into such a game. For the programming part, the learner is shown how a program can be constructed from traces. Programs are specified in a language which depends on the underlying model of computation (think of Turing machines, pushdown automata or instruction set architectures); such a model can be seen as a notional machine. The language itself is very simple yet broadly applicable due to the generality of our definition of model of computation

    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

    OnCreate and the virtual teammate: an analysis of online creative processes and remote collaboration

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    This paper explores research undertaken by a consortium of 10 universities from across Europe as part of an EU Erasmus Strategic Partnership project called OnCreate. Recent research and experiences prove the importance of the design and implementation of online courses that are learner-centred, include collaboration and integrate rich use of media in authentic environments. The OnCreate project explores the specific challenges of creative processes in such environments. The first research phase comprises a comparative qualitative analysis of collaboration practices in design-related study programmes at the ten participating universities. A key outcome of this research was in identifying the shortcomings of the hierarchical role models of established Learning Management Systems (such as Moodle or Blackboard) and the tendency towards evolving 'mash-up' environments to support creative online collaboration

    Student experiences and perceptions of digital literacy skills development: engaging learners by design?

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    In the current digital environment, it is vital for learners to develop digital literacy skills. The UK?s Quality Assurance Agency for Higher Education (HE) requires graduates to demonstrate digital literacy. Employers consider these skills essential. With the high cost of HE in the UK, learners themselves also expect university courses to demonstrate relevance to the workplace. Nevertheless, some learners may not fully engage in digital literacy skills development, instead concentrating on the subject-specific content of their modules. The Faculty of Health & Social Care (FH&SC) at the UK?s Open University uses different approaches to digital literacy skills development, based on skills resources that are either ?generic? (usable by any FH&SC module) or module specific. By exploring student experiences of digital literacy skills development, we aim to understand what motivates learners to engage with the skills content of their module. We collected data from online questionnaires and interviews involving learners from three modules and present findings from an analysis of the quantitative questionnaire data, supported by qualitative interview data, where relevant. We look at learner perceptions and engagement in relation to the demographic factors gender, age, previous education, disability and financial status and whether these factors influence individual learner preferences for learning design, such as use of generic resources versus contextualisation of skills activities within the module. We aim to identify good practice in learning design and what demographic factors need to be considered to support individual learners appropriately, and so optimise engagement
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