scholarly journals An Exploration of the Role of Visual Programming Tools in the Development of Young Children’s Computational Thinking

2017 ◽  
Vol 15 (4) ◽  
pp. pp297-309 ◽  
Author(s):  
Simon Rose ◽  
M. P. Jacob Habgood ◽  
Tim Jay

Programming tools are being used in education to teach computer science to children as young as 5 years old. This research aims to explore young children’s approaches to programming in two tools with contrasting programming interfaces, ScratchJr and Lightbot, and considers the impact of programming approaches on developing computational thinking. A study was conducted using two versions of a Lightbot-style game, either using a ScratchJr-like or Lightbot style programming interface. A test of non-verbal reasoning was used to perform a matched assignment of 40, 6 and 7-year-olds to the two conditions. Each child then played their version of the game for 30 minutes. The results showed that both groups had similar overall performance, but as expected, the children using the ScratchJr-like interface performed more program manipulation or ‘tinkering’. The most interesting finding was that non-verbal reasoning was a predictor of program manipulation, but only for the ScratchJr-like condition. Children approached the ScratchJr-like program differently depending on prior ability. More research is required to establish how children use programming tools and how these approaches influence computational thinking.

Author(s):  
Serhat Altiok ◽  
Erman Yükseltürk

In our age, computational thinking that involves understanding human behavior and designing systems for solving problems is important as much as reading, writing and arithmetic for everyone. Computer programming is one of the ways that could be promote the process of developing computational thinking, in addition to developing higher-order thinking skills such as problem solving, critical and creative thinking skills etc. However, instead of focusing on problems and sub-problems, algorithms, or the most effective and efficient solution, focusing on programming language specific needs and problems affects the computational thinking process negatively. Many educators use different tools and pedagogical approaches to overcome these difficulties such as, individual work, collaborative work and visual programming tools etc. In this study, researchers analyze four visual programming tools (Scratch, Small Basic, Alice, App Inventor) for students in K-12 level and three methodologies (Project-based learning, Problem-based learning and Design-based learning) while teaching programming in K-12 level. In summary, this chapter presents general description of visual programming tools and pedagogical approaches, examples of how each tool can be used in programming education in accordance with the CT process and the probable benefits of these tools and approaches to explore the practices of computational thinking.


2022 ◽  
pp. 648-676
Author(s):  
Serhat Altiok ◽  
Erman Yükseltürk

In our age, computational thinking that involves understanding human behavior and designing systems for solving problems is important as much as reading, writing and arithmetic for everyone. Computer programming is one of the ways that could be promote the process of developing computational thinking, in addition to developing higher-order thinking skills such as problem solving, critical and creative thinking skills etc. However, instead of focusing on problems and sub-problems, algorithms, or the most effective and efficient solution, focusing on programming language specific needs and problems affects the computational thinking process negatively. Many educators use different tools and pedagogical approaches to overcome these difficulties such as, individual work, collaborative work and visual programming tools etc. In this study, researchers analyze four visual programming tools (Scratch, Small Basic, Alice, App Inventor) for students in K-12 level and three methodologies (Project-based learning, Problem-based learning and Design-based learning) while teaching programming in K-12 level. In summary, this chapter presents general description of visual programming tools and pedagogical approaches, examples of how each tool can be used in programming education in accordance with the CT process and the probable benefits of these tools and approaches to explore the practices of computational thinking.


Economies ◽  
2020 ◽  
Vol 8 (4) ◽  
pp. 96
Author(s):  
Candon Johnson ◽  
Robert Schultz ◽  
Joshua C. Hall

This paper investigates the impact of having open 400 meter (400 m) runners on NCAA relay teams. Using data from 2012–2016 containing the top 100 4 × 400 m in each NCAA Division relay times for each year, it is found that more 400 m specialists lead to an increase in the overall performance of the team, measured by a decrease in relay times. The effect is examined across Division I–III NCAA track teams. The results are consistent across each division. We view this as a test of the role of specialization on performance. Using runners who specialize in 400 m races should increase overall team performance as long as specialization does not lead to an inefficient allocation of team human capital. An additional performance measure is used examining the difference between projected and actual relay times. Divisions I and II are found to perform better than projected with an increase in 400 m runners, but there is no effect found in Division III.


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


Author(s):  
Gary Wong ◽  
Shan Jiang ◽  
Runzhi Kong

Computational thinking allows us to solve complex problem in a certain way, which has been taught in traditional computer science program in university. With the advanced digital computing technology, new visual programming tools have been developed to allow children at early age to explore the concept and practices of computational thinking, which could develop their multifaceted skills. In this study, it aims to report an exploratory study of two pioneer primary schools in Hong Kong on introducing computational thinking through coding. This study uses qualitative approach with classroom observations, field notes and group interviews (n = 14). We also develop a child-centered interview protocol to find out the perception of children in learning how to code. The results show that children are generally engaging in computational thinking activities and believe that this learning context can develop their multifaceted skills such as problem solving skills and creativity.


Author(s):  
Gary Wong ◽  
Shan Jiang ◽  
Runzhi Kong

Computational thinking allows us to solve complex problem in a certain way, which has been taught in traditional computer science program in university. With the advanced digital computing technology, new visual programming tools have been developed to allow children at early age to explore the concept and practices of computational thinking, which could develop their multifaceted skills. In this study, it aims to report an exploratory study of two pioneer primary schools in Hong Kong on introducing computational thinking through coding. This study uses qualitative approach with classroom observations, field notes and group interviews (n = 14). We also develop a child-centered interview protocol to find out the perception of children in learning how to code. The results show that children are generally engaging in computational thinking activities and believe that this learning context can develop their multifaceted skills such as problem solving skills and creativity.


Digital transformation of entrepreneurship and innovation has the potential to have an impact on policymakers and major stakeholders, thus positively influencing organizations at both regional and national level. Digital transformation and technology entrepreneurship has also influenced government-based agencies and public institutions to reframe and restructure their policies, laws and regulations with relation to numerous public, social, regional and national issues which tend to have a direct impact on the performance of the organizations and corporate sectors established in the regions, namely Malaysia, Singapore and Thailand. Technological entrepreneurship, in the present scenario, has a direct association with digital transformation adopted in an organization and its overall performance. Thus, this research attempts to explore the impact and the role of technological entrepreneurship on the extent is has in enhancing the performance of an organization and its adoption of digital transformation in various sectors within the organization.


2018 ◽  
Vol 29 (1) ◽  
pp. 22-45 ◽  
Author(s):  
Saad Alshahrani ◽  
Shams Rahman ◽  
Caroline Chan

Purpose The purpose of this paper is to develop a comprehensive conceptual model for the impact of hospital-supplier integration on the overall performance of healthcare organisations. It also investigates the moderating role of lean practices between hospital-supplier integration and hospital performance. Design/methodology/approach Data were collected from 498 public and private hospitals in Saudi Arabia using a survey. Structural equation modelling was used for data analysis. Findings The results indicate that hospital-supplier integration has a positive impact on the hospital performance. These effects are even more notable when adopting lean practices in the hospitals. Research limitations/implications The data were collected from one developing country, namely Saudi Arabia. Thus, the findings may be relevant to the Saudi context but not those of other developing countries. Second, the data were collected from the hospitals’ end but not from the suppliers, so the latter’s perspectives on the themes covered here are not known. Future research may investigate the validity of the model in various developing countries whose healthcare systems have different characteristics, and the relationships between hospitals and their suppliers may follow different governance models. Practical implications The developed model and results will help hospitals in the Saudi health system to make better decisions on managing their logistics and supply partners. Originality/value This study extends the current research by developing a model that highlights the impact of hospital-supplier integration on the overall performance of healthcare organisations and tests this model to confirm its validity. To the authors’ knowledge, this study would be one of the first that uses both lean thinking and relational view of competitive advantage theory combined to examine the moderating role of lean practices on the inter-organisational relationships in Saudi Arabia.


Author(s):  
Eleni Moustaka ◽  
Antonia Plerou

Nowadays, mobile devices are considered to be a powerful and portable tool for assisting people dealing with daily life issues. With the advance of mobile technology, the issue of mobile learning has been broadly explored in e-learning research. Several researchers and educators use pedagogical and technical strengths of mobile technology into learning environments. In this paper, an educational mobile-based application is described in order to promote Corfu’s Old town cultural heritage. The proposed educational mobile based application was pilot-tested in forty-five postgraduate students at Ionian University during cultural heritage courses. The students used a mobile-based educational environment in order to augment their heritage cultural perception and knowledge. The case study results suggest an enhanced perception of the educational content as well as a significantly increased acceptance of the education approach within the role of mobile technology in higher education.


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