scholarly journals Analysis of Collaborative Learning in a Computational Thinking Class

Author(s):  
Bushra Chowdhury ◽  
Austin Cory Bart ◽  
Dennis Kafura
2021 ◽  
Vol 30 (3) ◽  
pp. 334
Author(s):  
Lap Kei Lee ◽  
Tsz Kin Cheung ◽  
Lok Tin Ho ◽  
Wai Hang Yiu ◽  
Nga In Wu

Author(s):  
Angelo Magno De Jesus ◽  
Ismar Frango Silveira

Computational Thinking (CT) can amplify learners’ skill sets so that they become excellent problem-solvers. Game-Based Learning and Collaborative Learning are two approaches that may aid in the development of CT skills. This paper describes a framework based on Game and Problem-Based Learning Strategies which aims to enhance the CT teaching and improves students’ social skills, considering aspects of fun. The framework stands out for including collaborative learning features defined in the main literature. Also, the strategy was developed specifically to fit the games’ dynamics. The approach was evaluated via metacognitive and transactive analysis and by a survey. The results showed evidence that the method is able to stimulate interaction among students to apply problem-solving strategies.


2021 ◽  
Vol 30 (3) ◽  
pp. 334
Author(s):  
Lap Kei Lee ◽  
Tsz Kin Cheung ◽  
Lok Tin Ho ◽  
Wai Hang Yiu ◽  
Nga In Wu

2021 ◽  
Vol 11 (9) ◽  
pp. 518
Author(s):  
Ricardo Silva ◽  
Benjamim Fonseca ◽  
Cecília Costa ◽  
Fernando Martins

There is a growing presence of technology in the daily lives of elementary school students, with a recent exponential rise due to the constraints of remote teaching during the COVID-19 pandemic. It is important to understand how the education system can contribute to helping students develop the required skills for technological careers, without neglecting its obligation to create conditions that allow them to acquire transversal skills and to enable them to exercise full citizenship. The integration of Educational Robotics and block programming activities in collaborative learning environments promotes the development of computational thinking and other ICT skills, as well as critical thinking, social skills, and problem solving. This paper presents a theoretical proposal of a didactic sequence for the introduction to educational robotics and programming with Scratch Jr. It is composed of three learning scenarios, designed for elementary school teaching. Its main goal is to create conditions that favour the development of computational thinking in a collaborative learning environment. With increasing complexity and degree of difficulty, all the tasks root from a common problem: How can we create an algorithm that programs the robot/sprite to reach a predetermined position?


2008 ◽  
Vol 11 (1) ◽  
pp. 9-11 ◽  
Author(s):  
Carolyn S. Potts ◽  
Sarah M. Ginsberg

Abstract In recent years, colleges and universities across the country have been called upon to increase the quality of education provided and to improve student retention rates. In response to this challenge, many faculty are exploring alternatives to the traditional “lecture-centered” approach of higher education in an attempt to increase student learning and satisfaction. Collaborative learning is one method of teaching, which has been demonstrated to improve student learning outcomes.


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