Developing Preschoolers' Computational Thinking Skills Through Digital Gameplay

Author(s):  
Heather Lavigne ◽  
Jillian Orr ◽  
Marisa Wolsky ◽  
Borgna Brunner ◽  
Amanda Wright

This chapter provides an overview of how digital media can be leveraged to support the exploration of developmentally appropriate computational thinking (CT) skills for preschoolers. These skills, named CT Core Ideas in the project team's framework, support children's abilities to tackle problems or goals using systematic, computational strategies. The authors describe a theoretical model that outlines the ways in which CT aligns with preschool math instruction, and how children can apply their CT skills through digital gameplay. This chapter also shares lessons learned from classroom research with teachers and children and describes several game prototypes that children played to practice their CT skills. At the end of the chapter, they provide recommendations for how educators can support young children's CT by integrating hands-on gameplay into classroom instruction.

2020 ◽  
Vol 20 (63) ◽  
Author(s):  
Juan David Rodríguez García ◽  
Jesús Moreno-León ◽  
Marcos Román-González ◽  
Gregorio Robles

El uso de sistemas de inteligencia artificial en múltiples niveles de la sociedad ofrece nuevas y prósperas oportunidades, pero también introduce nuevos riesgos y cuestiones éticas que deben abordarse. Sostenemos que la introducción de contenidos de inteligencia artificial en las escuelas a través de proyectos prácticos es el camino a seguir para educar ciudadanos conscientes y críticos, para despertar vocaciones entre los jóvenes, y para fomentar las habilidades de pensamiento computacional de los estudiantes. Sin embargo, la mayoría de las plataformas educativas de programación existentes carecen de algunas características necesarias para desarrollar proyectos completos de IA y, en consecuencia, se requieren nuevas herramientas. En este artículo presentamos LearningML, una nueva plataforma dirigida al aprendizaje automático supervisado, una de las técnicas de IA más exitosas que se encuentra en la base de casi todas las aplicaciones actuales de IA. Este trabajo describe las principales funcionalidades de la herramienta y discute algunas decisiones tomadas durante su diseño, para el que hemos tenido en cuenta las lecciones aprendidas al revisar trabajos anteriores realizados para introducir la IA en la escuela y el análisis de otras soluciones que permiten proyectos prácticos de IA. También se presentan los próximos pasos en el desarrollo de LearningML, que se centran en la validación, tanto aparente como instruccional, de la herramienta. The use of artificial intelligence systems in multiple levels of society offers new and thriving opportunities, but also introduces new risks and ethical issues that should be dealt with. We argue that the introduction of artificial intelligence contents at schools through practical, hands-on, projects is the way to go in order to educate conscientious and critical citizens, to awaken vocations among youth people, as well as to foster students’ computational thinking skills. However, most existing programming platforms for education lack some required features to develop complete AI projects and, consequently, new tools are required. In this paper we present LearningML, a new platform aimed at learning supervised Machine Learning, one of the most successful AI techniques that is in the basis of almost every current AI application. This work describes the main functionalities of the tool and discusses some decisions taken during its design, for which we took into account the lessons learned while reviewing previous works carried out for introducing AI in school and from the analysis of other solutions that enable practical AI projects. The next steps in the development of LearningML are also presented, which are focused on both the face and instructional validation of the tool.


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.


2021 ◽  
Author(s):  
Binsen Qian ◽  
Harry H. Cheng

Abstract As a critical set of skills in the 21st century, computational thinking has attracted increasing attention in K-12 education. Microcontrollers, combined with LEDs, actuators, and a variety of sensors, provide students countless real-world projects, such as autonomous vehicles, smart homes, and robotics. By solving those projects through programming, students will not only learn computational skills but also benefit from the hands-on activities to get some experience on solving real-world problems. It makes microcontroller projects a perfect tool to develop the computational thinking skills of K-12 students. Our previous work has proposed a solution for higher graders to program Arduino through Ch, a C/C++ interpreter. It is necessary, however, to develop a platform for lower graders (K-6) since most of them do not have the ability to type through the keyboard. This paper extends our previous work such that students can program Arduino on RoboBlockly, a block-based programming platform. In the paper, we will present two case studies to demonstrate how to build blocks to control the Arduino board and what concepts students will learn from those projects. In addition, the proposed platform also provides an interactive way of transitioning students from the block-based program to a text-based program in Ch.


Author(s):  
Amanda Sullivan

The representation of women in technical fields such as computer science and engineering continues to be an issue in the United States, despite decades of research and interventions. According to the most recent Bureau of Labor Statistics reports, only 21.1% of computer programmers are women, and only 16.5% of engineering and architecture positions are filled by women. This chapter discusses the long-term importance of exposing girls to computational thinking during their formative early childhood years (Kindergarten through second grade) in order to set them up for equal opportunities in technical fields throughout their later educational and career years. This chapter presents a case example of a K-2nd grade robotics and coding curriculum in order to highlight examples of developmentally appropriate technologies, activities, and strategies that educators can implement to foster young girls' computational thinking skills. Best practices and instructional strategies to support girls—as well as young children of any gender identity—are discussed.


Author(s):  
Carol Munn

This chapter explores a unique framework that expresses freshness and innovation within revolutionary learning experiences. The chapter focuses on the implementation of computational thinking skills as an essential element of a robotics education program that was driven by hands-on activities instilling the notion of imagination through innovative projects. Engineering design applications with robotics created an atmosphere in which students applied abstract mathematics and science concepts. The robot and its technology imploding in the field of education created excitement in the minds of students with renewed, revitalized interest, and curiosity stretching across the areas of science, technology, engineering, and mathematics (STEM). Robotics education along with computational thinking skills are primary keys for unlocking the unlimited creative and innovative potential with engaging hands-on activities. Robots, a fascinating learning instrument, rejuvenate, animate, and revive 21st century skills in tech-savvy language familiar with today's students.


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.


2022 ◽  
pp. 1-20
Author(s):  
Carol Munn

This chapter explores a unique framework that expresses freshness and innovation within revolutionary learning experiences. The chapter focuses on the implementation of computational thinking skills as an essential element of a robotics education program that was driven by hands-on activities instilling the notion of imagination through innovative projects. Engineering design applications with robotics created an atmosphere in which students applied abstract mathematics and science concepts. The robot and its technology imploding in the field of education created excitement in the minds of students with renewed, revitalized interest, and curiosity stretching across the areas of science, technology, engineering, and mathematics (STEM). Robotics education along with computational thinking skills are primary keys for unlocking the unlimited creative and innovative potential with engaging hands-on activities. Robots, a fascinating learning instrument, rejuvenate, animate, and revive 21st century skills in tech-savvy language familiar with today's students.


2021 ◽  
Vol 3 (1) ◽  
pp. 17-25
Author(s):  
Marina Rottenhofer ◽  
Barbara Sabitzer ◽  
Thomas Rankin

Abstract Technology is rapidly changing the world around us and thus, there is a need to adjust education by teaching children skills that are required in the fast-paced digital life. One problem-solving skillset, which has gained considerable attention in the last couple of years, is computational thinking (CT). Up to now, many countries have already implemented CT as an integral part of their education curricula, however, there is still often the misconception that teaching CT requires high technical effort and profound knowledge of computer science. Whereas CT is useful in any subject, it is not necessarily linked to technology and helps children to tackle problems by applying skills that are used in computer science. One effective hands-on approach to foster CT in every subject is modeling. A model is a simplified and reduced version of the real world and modeling is the process of creating it. In this paper, the authors focus on fostering CT skills with models from the field of computer science (CS) in foreign language teaching. The authors present several CS models, that have proven to be useful in language teaching, demonstrate how this approach can foster CT skills and give an insight into their research.


2021 ◽  
Vol 11 (5) ◽  
pp. 198
Author(s):  
Ana Francisca Monteiro ◽  
Maribel Miranda-Pinto ◽  
António José Osório

Coding is increasingly recognized as a new literacy that should be encouraged at a young age. This understanding has recontextualized computer science as a compulsory school subject and has informed several developmentally appropriate approaches to computation, including for preschool children. This study focuses on the introduction of three approaches to computation in preschool (3–6 years), specifically computational thinking, programming, and robotics, from a cross-curricular perspective. This paper presents preliminary findings from one of the case studies currently being developed as part of project KML II—Laboratory of Technologies and Learning of Programming and Robotics for Preschool and Elementary School. The purpose of the KML II project is to characterize how approaches to computation can be integrated into preschool and elementary education, across different knowledge domains. The conclusions point to “expression and communication” as an initial framework for computational approaches in preschool, but also to multidisciplinary and more creative methodological activities that offer greater scope for the development of digital and computational competences, as well as for personal and social development.


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