scholarly journals A Systematic Literature Review on relationships between Computational Thinking and Mathematics

2018 ◽  
Vol 2 (1) ◽  
pp. 23
Author(s):  
Thiago Schumacher Barcelos ◽  
Roberto Muñoz ◽  
Rodolfo Villarroel ◽  
Ismar Frango Silveira
2018 ◽  
Vol 2 (1) ◽  
pp. 23 ◽  
Author(s):  
Thiago Schumacher Barcelos ◽  
Roberto Muñoz ◽  
Rodolfo Villarroel ◽  
Ismar Frango Silveira

2021 ◽  
pp. 004723952110188
Author(s):  
Ali Battal ◽  
Gülgün Afacan Adanır ◽  
Yasemin Gülbahar

The computer science (CS) unplugged approach intends to teach CS concepts and computational thinking skills without employing any digital tools. The current study conducted a systematic literature review to analyze research studies that conducted investigations related to implementations of CS unplugged activities. A systematic review procedure was developed and applied to detect and subsequently review relevant research studies published from 2010 to 2019. It was found that 55 research studies (17 articles + 38 conference proceedings) satisfied the inclusion criteria for the analysis. These research studies were then examined with regard to their demographic characteristics, research methodologies, research results, and main findings. It was found that the unplugged approach was realized and utilized differently among researchers. The majority of the studies used the CS unplugged term when referring to “paper–pencil activities,” “problem solving,” “storytelling,” “games,” “tangible programming,” and even “robotics.”


2021 ◽  
Vol 6 (3) ◽  
pp. 272-289
Author(s):  
Norhafizan Abdul Wahab ◽  
Othman Talib ◽  
Fazilah Razali ◽  
Nurzatulshima Kamarudin

Computational Thinking (CT) has been increasingly embraced as a reformation in STEM education. This paper discusses why the implementation of CT would have a considerable effect on STEM education. The first objective of this systematic literature review is to identify the subjects that incorporate the most elements of CT in STEM education. Secondly, it aims to provide an overview of CT practices in the classrooms. Finally, the major findings of this study seek to discuss the benefits and challenges of the use of CT in STEM education. Fifteen articles were methodically selected from Scopus, Web of Science, Dimensions, and Google Scholar databases as the relevant studies to be discussed in this systematic study, based on the PRISMA Statement (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) review technique. This review identifies current research gaps and directions for the practice and implementation of CT in STEM education. Further analysis of the articles has contributed to a conclusion that CT has become more widespread and multi-disciplinary and seems to have propagated improvements in STEM education. Still, a new study is required, especially on long-term implications.


2021 ◽  
Vol 4 (1) ◽  
pp. 7
Author(s):  
Zahid Abdush Shomad ◽  
Iwan Junaedi ◽  
Mulyono Mulyono

<p class="JRPMAbstractBodyEnglish">Australia grants individual states autonomy to develop school mathematics curricula. This article aims to find out a model for developing a school mathematics curriculum in Queensland. The method used in this research is Systematic Literature Review (SLR). This SLR method can be used to identify, review, evaluate, and interpret studies related to the topics discussed in this study, with specific relevant research questions. The SLR method in this research is carried out by systematically reviewing and identifying journals, which follow the steps or protocols that have been set in each process. The documents studied and researched include journals and professional scientific papers and Queensland mathematics curriculum documents for grades 11 and 12, namely the Queensland Curriculum &amp; Assessment Authority (QCAA). Based on the results of the literature review, it was found that in Queensland, the mathematics curriculum in grades 11 and 12 is divided into three types, namely Mathematics A curriculum, Mathematics B curriculum, and Mathematics C curriculum. Each type of curriculum is developed according to the conditions and skills required by students.</p>


2019 ◽  
Vol 9 (1) ◽  
pp. 51 ◽  
Author(s):  
Siti Jamal ◽  
Nor Ibrahim ◽  
Johari Surif

Concept cartoon teaching strategy have the potential to increase creativity and innovation as well as the students' interest in understanding concepts. It is considered as a method that encourages students to continue exploring the issues raised and seeking solutions. This concept cartoon lesson is very suitable to be applied in the field of Science, Technology, Engineering and Mathematics which is often regarded as an abstract and difficult field. Therefore, it is becoming a necessity to see how far the cartoon concept in learning has been implemented in schools. This systematic literature review analysis aims to focus on the similarities and differences such as the objective used, the methodology used and the findings of the study. The study article was selected through a database of various types of journals according to keywords. Keywords used in the search are Concept Cartoon AND comic AND Problem-based learning. The search has been limited between 2009 and 2017. A total of 9 studies have been selected to be analyzed based on the four steps in systematic literature review. The four steps included frame a question, run a search, read the abstract and tittle of individual papers and abstract information from selected set of final articles.  The results of the systematic literature review analysis can be concluded on recent research and previous research that cartoon concept teaching strategy is very effective in enhancing creative thinking as well as cultivating students' interest in Science, Technology, Engineering and Mathematics.


2021 ◽  
Vol 4 (2) ◽  
Author(s):  
Fika Ariani Thovawira ◽  
Islamiani Safitri ◽  
Supartik Supartik ◽  
Nova Nadila Saputri Sitompul ◽  
Ikke Anggriyani

ABSTRAKPendidikan abad 21 membutuhkan keterampilan berpikir yang meliputi keterampilan berpikir logis, analisis, kritis, dan kreatif. STEM (Science, Technology, Engineering, and Mathematics) merupakan isu penting dalam pendidikan di Indonesia saat ini. Penerapan STEM dalam pembelajaran dapat mendorong peserta didik untuk mendesain, mengembangkan dan memanfaatkan teknologi, mengasah kognitif, manipulatif dan afektif, serta mengaplikasikan pengetahuan (Kapila & Iskander, 2014). Tujuan dari penelitian ini untuk mengetahui implementasi pendekatan STEM (manfaat dan tantangan) di Indonesia dengan  menggunakan metode Systematic Literatur Review. Jumlah artikel yang ditemukan sebanyak 56 artikel yang dianggap sesuai dengan tujuan penelitian kemudian dijadikan satu lalu dilakukan screening apakah judul pada artikel tersebut ada yang sama atau tidak. Setelah dilakukan screening didapatkan ada 30 artikel yang judulnya sama, dari 30 artikel ini kemudian di screening berdasarkan eligibility sesuai dengan kriteria inklusi dan ekslusi didapatkan 25 artikel untuk selanjutnya dilakukan review. Pada sistematic review ini menunjukkan bahwa implementasi pendekatan STEM di Indonesia memiliki pengaruh yang cukup baik terhadap terhadap cara berpikir kreatif siswa, LKS, buku siswa dan menghadapi revolusi industri 4.0 ,literasi matematis dan implementasi STEM dengan robotika, dan juga persepsi guru terhadap pembelajaran STEM.KataKunci: Implementasi,Systematic Literatur Review,STEM


2022 ◽  
pp. 1894-1919
Author(s):  
Anastasios Theodoropoulos ◽  
Georgios Lepouras

The objective of this chapter is to explore the evolution and opportunities of the emerging field of digital games for programming learning, the challenges and tensions that they present, and how educators may be able to collectively advance this work to benefit student learning. This work summarizes previous empirical evidence concerning the positive impacts and outcomes of digital games in computing education, or even impacts that do not let games to spread. Hence, a systematic literature review is carried out in this context to provide a comprehensive overview of works carried out towards incorporating digital games in order to acquire CT skills or learn basic programming concepts within P12 education. The chapter discusses on the range of indicators and measures used in the 44 selected studies, together with methodological limitations and recommendations for further work in this area.


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