6 research outputs found
Strategi Membangun Kemampuan Logis Matematis Bagi Siswa Sekolah Dasar
Mathematical logical abilities are really needed, one of which is in solving complex problems that students will face, for this reason they need to be trained, studied and conveyed to students. This research method is qualitative descriptive research with a literature study approach from various book sources, journal articles and other relevant sources. The research results showed that mathematical logical abilities can be trained through methods, media, and mathematical problems in the form of questions in the form of educational games, computational thinking (CT) questions, and puzzles because they are related to students' ability to solve problems by drawing conclusions through logical reasoning. The practical benefits of students studying CT are improving problem solving abilities, improving logical thinking and analytical abilities. The advantage of students learning educational games, puzzles and HOTS questions is that they train and develop students' abilities to think logically, critically and creatively
Auf dem Weg zu einer gendergerechten Informatikdidaktik. Einstellungen und Erfahrungen von Lehrpersonen auf verschiedenen Stufen des schweizerischen Bildungssystems. Abschlussbericht des Projektes GenUIT
Das Institut Unternehmensentwicklung (INU) der Berner Fachhochschule für Wirtschaft, das Institut Vorschulstufe und Primarstufe und das Institut Sekundarstufe 1 der PH Bern haben gemeinsam ein Projekt zur Untersuchung und Weiterentwicklung der Genderkompetenz der Lehrpersonen im Informatikunterricht durchgeführt. Das Projekt wurde teilweise durch projektgebundene Beiträge des SBFI gefördert.
In der Schweiz entscheiden sich – auch im Vergleich zu anderen Ländern –wenig Frauen für technik- und informatiknahe Berufe (ICT, Information and Communication Technologies), auch wenn sie Talent oder Fähigkeiten für diese Ausbildungen und Berufe mitbringen würden.
Durch den Lehrplan 21 wird Informatik auf allen Stufen der obligatorischen Schulen als fächerübergreifendes Modul eingeführt. In diesem Ausbildungsgefäss sollen Schüler*innen jene Kompetenzen erwerben, die sie auf die Digitalisierung der Gesellschaft vorbereiten. Die Pädagogischen Hochschulen sind beauftragt, Lehrpersonen für diese neuen Schwerpunkte auszubilden. Ein besonderer Fokus ist unseres Erachtens darauf zu richten, dass über die Schulausbildung der «Digital Gender Gap», d.h. das Fehlen von Frauen in ICT Ausbildungen und das geringe Interesse von Frauen an ICT-Berufen, bereits zu einem möglichst frühen Zeitpunkt und über alle Bildungsstufen adressiert und problematisiert werden kann.
Damit dies gelingt, benötigen die Schulen informatik- und genderkompetente Lehrpersonen, die realistische und motivierende Einblicke in ICT geben können. Im Moment existiert jedoch wenig Wissen darüber, welche Einstellungen, Stereotype und Kompetenzen zu Informatik, Gender, Digitalisierung und den neu geforderten Digital Skills Lehrer*innen haben.
Im Forschungsprojekt interessierte uns daher, welche Vorstellungen über das Fach Informatik, sowie über den Beruf der Informatikerin bzw. des Informatikers bei Lehrpersonen auf den verschiedenen Stufen des Bildungssystems anzutreffen sind. Über die Bildungsetappen werden Effekte der Verstärkung und der Rückkoppelung von Einstellungen und Fachverständnissen rekonstruiert sowie geschlechterstereotypisierende Haltungen gegenüber Informatik erfasst.
Im Projekt wird die Ausbildung der Lehrpersonen hinsichtlich genderkompetentem Informatik- Unterricht evaluiert. Weiter werden Grundlagen und Materialien erarbeitet, die dazu beitragen sollen, Lehrpersonen für die Thematik zu sensibilisieren
A framework for creating educational virtual escape rooms to teach computational thinking
Dissertation (MCom (Informatics))--University of Pretoria, 2022.Due to the looming Fourth Industrial Revolution, massive changes in occupations are predicted that will require a new set of skills from the next generation. As a result, educational systems are struggling to equip students with the right skills to thrive in the future. The Institute for the Future identified Computational Thinking as one of the essential skills that will be critical for success in the future workplace. Although there is no clear definition for computational thinking, many researchers have come to accept Wing’s definition as an approach to solving problems, designing systems, and understanding human behavior by drawing on concepts fundamental to computer science. However, integrating computational thinking into the curriculum remains an educational challenge. Escape room games could potentially aid in the development of computational thinking
skills because they immerse learners in a narrative-based, problem-solving scenario. Nicholson defines an escape room as a live-action adventure game in which players find themselves locked in a room, or series of rooms, from which they must escape within a limited amount of time.
This research study aims to illustrate a virtual escape room for teaching of computational thinking, reflect on its usefulness as a teaching tool, offer guidance on where to make improvements, and present a framework that educators can use to create their own virtual escape rooms. This research followed a Design-Based Research methodology that consisted of three iterative cycles. During the cycles, participants were given a pre-test before the virtual escape room and a post-test after the virtual escape room. Although the
findings do not show a significant difference between the pre-test and post-test results, participants indicated that the experience with the escape room increased their motivation to learn more about computational thinking. This paper recommends that virtual escape rooms be investigated further since they could provide significant insight for learners in computational thinkingInformaticsMCom (Informatics)Unrestricte
Contribución de un juego educativo de ordenador al desarrollo de habilidades de pensamiento computacional en estudiantes de 4to grado de secundaria en la ciudad de Lima
En un mundo cada vez más digitalizado desarrollar habilidades de pensamiento
computacional (PC) en los estudiantes es un reto para los educadores. Los
pedagogos utilizan los juegos educativos como herramienta de motivación y
enseñanza para los educandos. En este contexto surge la pregunta de investigación:
¿Cuáles son las habilidades de PC que un juego educativo de ordenador (JEO)
contribuye a desarrollar en estudiantes de 4to grado de secundaria de la ciudad de
Lima?
El objetivo general fue establecer si el juego educativo de ordenador “Mariquita”
contribuye a desarrollar las habilidades de pensamiento computacional de los
estudiantes de 4to grado de secundaria de la ciudad de Lima; y como objetivos
específicos identificar si el JEO contribuye a desarrollar las siguientes habilidades:
abstracción, pensamiento lógico, pensamiento iterativo, diseñar algoritmos y
depuración de errores en estudiantes de 4to grado de secundaria de la ciudad de
Lima.
La investigación es de enfoque cualitativo, su diseño es no experimental, de nivel
descriptivo simple y por su finalidad es de tipo aplicada. Para la recolección de datos
relacionados a las categorías se administró la técnica de la observación y como
instrumento una guía de observación, el cual fue aplicado a ocho estudiantes de 4to
grado de secundaria con el propósito de conocer cuáles son las habilidades de PC
que contribuye a desarrollar un JEO en ellos.
Se concluye que el JEO motiva a los estudiantes y favorece el desarrollo de las
habilidades de PC planteadas.In an increasingly digitized world, developing computational thinking (CT) skills in
students is a challenge for educators. Pedagogues use educational games as a
motivational and teaching tool for learners. In this context, the research question
arises: What are the CT skills that an educational computer game (ECG) helps to
develop in 4th grade high school students in the city of Lima?
The general objective was to establish whether the educational computer game
"Mariquita" contributes to the development of computational thinking skills in 4th grade
secondary school students in the city of Lima; and as specific objectives, to identify if
the ECG contributes to the development of the following skills: abstraction, logical
thinking, iterative thinking, designing algorithms and debugging in 4th grade high
school students in the city of Lima.
The research has a qualitative approach, its design is non-experimental, of a simple
descriptive level and, due to its purpose, it is of an applied type. For the collection of
data related to the categories, the observation technique was administered and an
observation guide was used as an instrument, which was applied to eight 4th grade
high school students with the purpose of knowing what CT skills contribute. to develop
a ECG in them.
It is concluded that the ECG motivates students and favors the development of PC
skills raised
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Social Addictive Gameful Engineering (SAGE): A Game-based Learning and Assessment System for Computational Thinking
At an unrivaled and enduring pace, computing has transformed the world, resulting in demand for a universal fourth foundation beyond reading, writing, and arithmetic: computational thinking (CT). Despite increasingly widespread acceptance of CT as a crucial competency for all, transforming education systems accordingly has proven complex. The principal hypothesis of this thesis is that we can improve the efficiency and efficacy of teaching and learning CT by building gameful learning and assessment systems on top of block-based programming environments. Additionally, we believe this can be accomplished at scale and cost conducive to accelerating CT dissemination for all.
After introducing the requirements, approach, and architecture, we present a solution named Gameful Direct Instruction. This involves embedding Parsons Programming Puzzles (PPPs) in Scratch, which is a block-based programming environment currently used prevalently in grades 6-8. PPPs encourage students to practice CT by assembling into correct order sets of mixed-up blocks that comprise samples of well-written code which focus on individual concepts. The structure provided by PPPs enable instructors to design games that steer learner attention toward targeted learning goals through puzzle-solving play. Learners receive continuous automated feedback as they attempt to arrange programming constructs in correct order, leading to more efficient comprehension of core CT concepts than they might otherwise attain through less structured Scratch assignments. We measure this efficiency first via a pilot study conducted after the initial integration of PPPs with Scratch, and second after the addition of scaffolding enhancements in a study involving a larger adult general population.
We complement Gameful Direct Instruction with a solution named Gameful Constructionism. This involves integrating with Scratch implicit assessment functionality that facilitates constructionist video game (CVG) design and play. CVGs enable learner to explore CT using construction tools sufficiently expressive for personally meaningful gameplay. Instructors are enabled to guide learning by defining game objectives useful for implicit assessment, while affording learners the opportunity to take ownership of the experience and progress through the sequence of interest and motivation toward sustained engagement. When strategically arranged within a learning progression after PPP gameplay produces evidence of efficient comprehension, CVGs amplify the impact of direct instruction by providing the sculpted context in which learners can apply CT concepts more freely, thereby broadening and deepening understanding, and improving learning efficacy. We measure this efficacy in a study of the general adult population.
Since these approaches leverage low fidelity yet motivating gameful techniques, they facilitate the development of learning content at scale and cost supportive of widespread CT uptake. We conclude this thesis with a glance at future work that anticipates further progress in scalability via a solution named Gameful Intelligent Tutoring. This involves augmenting Scratch with Intelligent Tutoring System (ITS) functionality that offers across-activity next-game recommendations, and within-activity just-in-time and on-demand hints. Since these data-driven methods operate without requiring knowledge engineering for each game designed, the instructor can evolve her role from one focused on knowledge transfer to one centered on supporting learning through the design of educational experiences, and we can accelerate the dissemination of CT at scale and reasonable cost while also advancing toward continuously differentiated instruction for each learner
PREPARING TEACHERS IN DEVELOPING COUNTRIES FOR COMPUTATIONAL THINKING TEACHING IN PRIMARY EDUCATION : A NAMIBIAN CASE STUDY
Thesis (PhD (Information Technology))--University of Pretoria, 2022.In recent years, many countries in the developed world, have introduced computational thinking (CT) teaching in compulsory education, with few developing nations following. The introduction to teaching CT brought many challenges for teachers because these computing skills were not part of their initial teacher training and were less understood. Several professional development programmes have been developed to train teachers on the new CT content, but few studies have investigated the preparation of primary school teachers to teach CT and the impact of this training on the teachers’ understanding of CT concepts and self-efficacy in a developing country context. The main objective of this study was to develop a Professional Development for Primary School Teachers for the CT (PD4PCT) framework that can be used by training providers and researchers to integrate CT into teachers’ professional development programmes.
Constructionism was a pedagogical framework for this interpretive study and the conceptual frameworks of Desimone and three existing professional development CT frameworks (3C, CTTD and ADAPPTER). Different data collection methods were used for a single interpretive case study to investigate the impact of a professional development programme on primary school teachers (n = 14), their CT knowledge, beliefs and attitudes and self-efficacy of CT using a participatory design approach. Data was collected through a literature review, pre- and postquestionnaires, semi-structured interviews, and self-reporting journals. Expert reviewers validated the framework through an online questionnaire.
The study’s findings indicated that teachers who participated in the professional development programme have considerably increased their CT knowledge, their beliefs and attitudes towards CT altered for the better, and they had a substantial rise in confidence to teach CT. Overall, the results indicate that most teachers can design lesson plans and activities incorporating algorithms, decomposition, and pattern recognition concepts but abstraction and debugging to a lesser extent. Subject matter knowledge of teachers influences the integration plans for certain CT topics. To address the challenges teachers face in integrating CT into classrooms, the framework assists in identifying the components that must be considered to develop iii an effective professional development programme for teachers. The context of the school plays a vital role and should be considered as a first step in designing a teacher's professional development intervention. School leadership should support teachers with a collaborative environment where teachers can share CT knowledge and teaching strategies with others.InformaticsPhD (Information Technology)Unrestricte