scholarly journals Capturing the Computational Thinking of Families with Young Children in Out-of-School Environments

Author(s):  
Hoda Ehsan ◽  
Monica Cardella
2020 ◽  
Author(s):  
Morgan Hynes ◽  
Monica Cardella ◽  
Tamara Moore ◽  
Sean Brophy ◽  
Senay Purzer ◽  
...  

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.


Author(s):  
Randi Williams ◽  
Hae Won Park ◽  
Lauren Oh ◽  
Cynthia Breazeal

PopBots is a hands-on toolkit and curriculum designed to help young children learn about artificial intelligence (AI) by building, programming, training, and interacting with a social robot. Today’s children encounter AI in the forms of smart toys and computationally curated educational and entertainment content. However, children have not yet been empowered to understand or create with this technology. Existing computational thinking platforms have made ideas like sequencing and conditionals accessible to young learners. Going beyond this, we seek to make AI concepts accessible. We designed PopBots to address the specific learning needs of children ages four to seven by adapting constructionist ideas into an AI curriculum. This paper describes how we designed the curriculum and evaluated its effectiveness with 80 Pre-K and Kindergarten children. We found that the use of a social robot as a learning companion and programmable artifact was effective in helping young children grasp AI concepts. We also identified teaching approaches that had the greatest impact on student’s learning. Based on these, we make recommendations for future modules and iterations for the PopBots platform.


1983 ◽  
Vol 30 (8) ◽  
pp. 8-15
Author(s):  
Virginia M. Horak ◽  
Willis J. Horak

Many of the out-of-school experiences young children have deal with geometrical concepts and understandings. Thus children have an intuitive feeling for much of the geometry content introduced in the lower elementary grades. The “geometry tile” described in this article can be used to develop and extend these beginning concepts. Through the use of handson materials like these tiles, children are better able to visualize geometric shapes and to communicate the involved spatial relationships. They are also able to begin dealing with measurement in a very concrete manner.


10.28945/3768 ◽  
2017 ◽  
Vol 16 ◽  
pp. 171-193 ◽  
Author(s):  
Alex Pugnali ◽  
Amanda Sullivan ◽  
Marina Umashi Bers

Aim/Purpose: Over the past few years, new approaches to introducing young children to computational thinking have grown in popularity. This paper examines the role that user interfaces have on children’s mastery of computational thinking concepts and positive interpersonal behaviors. Background: There is a growing pressure to begin teaching computational thinking at a young age. This study explores the affordances of two very different programming interfaces for teaching computational thinking: a graphical coding application on the iPad (ScratchJr) and tangible programmable robotics kit (KIBO). Methodology : This study used a mixed-method approach to explore the learning experiences that young children have with tangible and graphical coding interfaces. A sample of children ages four to seven (N = 28) participated. Findings: Results suggest that type of user interface does have an impact on children’s learning, but is only one of many factors that affect positive academic and socio-emotional experiences. Tangible and graphical interfaces each have qualities that foster different types of learning


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. 877-891
Author(s):  
Amanda Sullivan ◽  
Marina Umaschi Bers

Over the past few years, new approaches to introducing young children to computational thinking have grown in popularity. This chapter examines the role that user interfaces have on children's mastery of computational thinking concepts, programming ability, and positive interpersonal behaviors. It presents two technologies designed specifically for young children: the KIBO robotics kit and the ScratchJr programming application, both of which focus on teaching young children introductory computational thinking skills in a cognitively and socio-emotionally developmentally appropriate way. The KIBO robotics kit engages children in learning programming by using tangible wooden blocks (no screens or keyboards required). ScratchJr also teaches foundational programming, but using a graphical language on a tablet device. This chapter presents examples of how each tool can be used in classroom settings and the potential benefits and drawbacks of each interface style. Suggestions for implementing each technology in a developmentally appropriate way are presented.


Author(s):  
Damiana Gibbons Pyles ◽  
Beth A. Buchholz ◽  
Kris Hagaman ◽  
Peaches Hash

Grounded in digital literacy and literacies research, the authors explore how a kindergarten teacher facilitated digital literacy in a science lesson using YouTube playlists and the YouTube Kids app. By curating videos and modeling how to “read” the video texts, the teacher prepared her students for their own guided searches using streaming video texts in the YouTube Kids app on iPads. The authors show how teacher curatorship can foster real, authentic learning experiences, even for young children, as a way for students to begin developing the complex new literacy practice(s) of curating videos across in and out of school spaces.


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