scholarly journals The Influence of Robots on Students’ Computational Thinking: A Literature Review

Author(s):  
Kaiqin Yang ◽  
◽  
Xin Liu ◽  
Guang Chen

With the rapid development of information technology and the further expansion of its social influence, robot technology has gradually matured. In this stage, cultivating students' computing thinking has become an important task to promote the development of information technology talents and an essential direction of information technology education. Robotic is an excellent tool for introducing coding and computational thinking into early childhood education. How to cultivate students' computational thinking and how to use a robot to realize the transformation of learning is very important. Based on this, this paper systematically reviews the influence of robot teaching on students' computational thinking in k-12 education and looks forward to the future development direction of research on computational thinking and optimization of robot education.

Author(s):  
Carina Soledad González González

En los últimos años, ha habido un impulso para introducir la enseñanza de la programación y el pensamiento computacional en la educación, y la robótica es una excelente herramienta para lograr esto. Sin embargo, la integración de estas habilidades fundamentales en los planes de estudio formales y oficiales sigue siendo un desafío y los educadores necesitan perspectivas pedagógicas para integrar adecuadamente los conceptos de robótica, programación y pensamiento computacional en sus aulas. Por lo tanto, en éste artículo se presenta una propuesta metodológica basada en los principios del marco de Desarrollo Tecnológico Positivo (PTD), el movimiento Maker, el constructivismo, la educación inclusiva y el aprendizaje a través de juegos, especialmente diseñado para la educación infantil. Esta propuesta ha sido validada en diferentes contextos mostrando la efectividad de la misma. In recent years, there has been an impulse to introduce the teaching of programming and computational thinking in education, and robotics is an excellent tool to achieve this. However, the integration of these fundamental skills into formal and official curricula remains a challenge and educators need pedagogical perspectives to properly integrate the concepts of robotics, programming and computational thinking in their classrooms. Therefore, this article presents a methodological proposal based on the principles of the framework of Positive Technological Development (PTD), the Maker movement, constructivism, inclusive education and playful learning, specially designed for early childhood education. This proposal has been validated in different contexts showing its effectiveness.


2020 ◽  
Vol 1 (1) ◽  
pp. 22-28
Author(s):  
Riani Lubis ◽  
Sufa Atin ◽  
Tati Harihayati ◽  
Utami Dewi Widianti ◽  
Rani Susanto

ABSTRACT Early Childhood Education on in Indonesian called as Pendidikan Anak Usia Dini (PAUD), is an education organization that focuses on the growth and development of morals and religion, physical, intelligence / cognitive, socio emotional, and also language and communication. Therefore, PAUD educators are expected to be able to develop knowledge and skills in preparing learning media. The rapid development of information technology today also requires PAUD educators to be able to utilize information technology in preparing learning media. This is very important to note because it will affect the level of achievement of the development of PAUD students. But in reality, there are still PAUD educators who have not utilized information technology in preparing cognitive learning media. Based on this, the community service carried out is to provide training for PAUD educators in making the learning media based on information technology. Community service is carried out for PAUD educators who are in the Cibeunying Kidul Subdistrict area of ​​Bandung. This training was attended by PAUD educators from 21 PAUD posts in the Cibeunying Kidul sub-district, Bandung. The material provided to trainees is PowerPoint, internet, and learning videos. The result of this training is to increase the ability of PAUD educators in utilizing information technology, especially in making cognitive learning media. So that it is expected to improve the quality of learning of PAUD students. Key words: learning media, Early Childhood Education, educator   ABSTRAK Pendidikan Anak Usia Dini (PAUD) merupakan penyelenggaraan pendidikan yang menitikberatkan pada pertumbuhan dan perkembangan terhadap moral dan agama,  fisik, kecerdasan/kognitif, sosio emosional, serta bahasa dan komunikasi. Oleh karena itu, tenaga pendidik PAUD diharapkan dapat melakukan pengembangan pengetahuan dan keterampilan dalam mempersiapkan media pembelajaran. Adanya  perkembangan teknologi informasi yang semakin pesat saat ini pun menuntut tenaga pendidik PAUD untuk dapat memanfaatkan teknologi informasi dalam mempersiapkan media pembelajaran. Hal ini sangatlah penting diperhatikan karena akan mempengaruhi tingkat pencapaian perkembangan peserta didik PAUD. Namun pada kenyataannya, saat ini masih dijumpai tenaga pendidik PAUD yang belum memanfaatkan teknologi informasi dalam mempersiapkan media pembelajaran yang sifatnya kognitf. Berdasarkan hal tersebut, maka pengabdian masyarakat yang dilaksanakan adalah memberikan  pelatihan bagi kader PAUD (tenaga pendidik PAUD) dalam pembuatan media pembelajaran berbasis teknologi informasi. Pengabdian masyarakat dilaksanakan bagi tenaga pendidik PAUD yang berada dalam wilayah Kecamatan Cibeunying Kidul kota Bandung. Pelatihan ini diikuti oleh tenaga pendidik PAUD yang berasal dari 21 satuan PAUD di wilayah.Kecamatan Cibeunying Kidul kota Bandung. Materi yang diberikan kepada peserta pelatihan adalah PowerPoint, internet, dan video pembelajaran. Hasil dari pelaksanaan pelatihan ini  adalah meningkatnya kemampuan tenaga pendidik PAUD dalam memanfaatkan teknologi informasi khususnya dalam pembuatan media pembelajaran yang bersifat kognitif. Sehingga diharapkan dapat meningkatkan mutu pembelajaran peserta didik PAUD. Kata kunci: media pembelajaran, pendidikan anak usia dini, tenaga pendidik


2020 ◽  
Vol 9 (1) ◽  
pp. 83
Author(s):  
Tri Sugihartono ◽  
Rendy Rian Chrisna Putra

The rapid development of science and information technology, electronic technology has also developed rapidly. Indirectly, human lifestyle is influenced by the presence of a variety of sophisticated electronic equipment. With the development of technology and computer-based electronic equipment, many people already have such smartphones and tablets. These tools can help facilitate daily activities, for example student learning with an Android-based application. The problem with early childhood is a limited knowledge base, they need an understanding of letters, numbers, types of animals, and fruit names. Learning patterns of children who like to play greatly affect the concentration of children in learning. They are easily bored with theoretical material that is delivered verbally by the teacher and parents, children understand the material in the form of images faster. Therefore, this research discusses the application of multimedia learning to increase student interest in learning that can help in their learning process. the results of this study are the presence of multimedia learning applications, students can more easily understand and can increase interest in learning, feel interested and challenged with the exercise features in the form of multimedia.


2021 ◽  
Vol 5 (1) ◽  
pp. 182
Author(s):  
Anwar Sa'dullah ◽  
Triyo Supriyatno

The dynamics of the development of educational institutions in Indonesia cannot be stopped, let alone limit the rapid development of institutions. Not a few institutions have closed down due to the lack of interest in the community to send their children to school. The problem basically concerns the quality of the institution, especially human resources who play a role as the subject or manager of the institution. For quality institutions, it is certain that they will not be displaced by global developments and the demands of the community for quality education. The research method of this article is qualitative research with a descriptive analysis approach. This type of research is a case study with a multi-case design considering the choice of two research institutions even though one shelter, namely early childhood education and primary school Anak Saleh Malang City. The results showed that early childhood education has four strategies in improving the quality of human resources, including: training, professional development, career development, and performance appraisal. One of the four strategies has the theme of developing human resources through workshops on the responsibilities of employees in schools and families. Meanwhile, the Saleh Children Primary School has three strategies for developing human resources, namely: monitoring, evaluation and follow-up. Among the three strategies, one of the activity designs is the awarding of employees through employee and teacher months including the involvement of parents in follow-up programs. Keywords: Quality, Human Resources, SDGs, Saleh Children


Author(s):  
Marina Umaschi Bers

Computer programming is becoming an essential skill in the 21st century, and in order to best prepare future generations, the promotion of computational thinking and literacy must begin in early childhood education. Computational thinking can be defined in many ways. The broad definition offered in this chapter is that computational thinking practices refer to techniques applied by humans to express themselves by designing and constructing computation. This chapter claims that one of the fundamental ways in which computational thinking can be supported and augmented is by providing children with opportunities to code and to create their own interactive computational media. Thus, computational literacy will allow children to become producers and not only consumers of digital artifacts and systems.


Author(s):  
Claudia M. Mihm

As coding and computer science become established domains in K-2 education, researchers and educators understand that children are learning more than skills when they learn to code – they are learning a new way of thinking and organizing thought. While these new skills are beneficial to future programming tasks, they also support the development of other crucial skills in early childhood education. This chapter explores the ways that coding supports computational thinking in young children and connects the core concepts of computational thinking to the broader K-2 context.


2019 ◽  
Vol 120 (7/8) ◽  
pp. 505-518 ◽  
Author(s):  
Jody Clarke-Midura ◽  
Victor R. Lee ◽  
Jessica F. Shumway ◽  
Megan M. Hamilton

Purpose This paper aims to be a think piece that promotes discussion around the design of coding toys for children. In particular, the authors examine three different toys that have some sort of block-based coding interface. The authors juxtapose three different design features and the demands they place on young children learning to code. To examine the toys, the authors apply a framework developed based on Gibson’s theory of affordances and Palmer’s external representations. The authors look specifically at the toys: interface design, intended play scenario and representational conventions for computational ideas. Design/methodology/approach As a research team, the authors have been playing with toys, observing their own children play with the toys and using them in kindergarten classrooms. In this paper, the authors reflect specifically on the design of the toys and the demands they place on children. Findings The authors make no claims about whether one toy/design approach is superior to another. However, the differences that the authors articulate should serve as a provocation for researchers and designers to be mindful about what demands and expectations they place on young children as they learn to code and use code to learn in any given system. Research limitations/implications As mentioned above, the authors want to start a discussion about design of these toys and how they shape children's experience with coding. Originality/value There is a push to get coding and computational thinking into K-12, but there is not enough research on what this looks like in early childhood. Further, while research is starting to emerge on block-based programming vs text-based for older children and adults, little research has been done on the representational form of code for young children. The authors hope to start a discussion on design of coding toys for children.


2019 ◽  
pp. 1286-1302
Author(s):  
F. Sigmund Topor ◽  
June C. Hysell

This chapter investigates ethical dilemmas associated with early childhood education in Confucian heritage countries. It draws on literature in philosophy, psychology, sociology, and anthropology in concluding that sociocultural differences between Eastern and Western civilizations amount to an ethical dilemma, which threatens to prevent a basic epistemology as well as a pedagogy for the education of children in the context of globalization and the information technology revolution. As evidenced by inventions, innovations, developments, and other technological and scientific breakthroughs, Western learners enroll in science and technology courses. It seems as though Eastern learners are duty-bound to fulfill a national or cultural objective, which calls for studies in the science and engineering disciplines at the expense of subjects in the arts, independent of individual desire or competency.


Sign in / Sign up

Export Citation Format

Share Document