The Coding Maestros Project

Author(s):  
Peggy P. Apostolou ◽  
Maria D. Avgerinou

The Coding Maestros project is the result of music and dance meeting coding through the application of computational thinking in an informal, cross-grade, student-led K12 context. The underlying research goal was for the authors mentoring this inter-disciplinary STEAM initiative to build a shared framework in order to experiment with the application of computational thinking in a series of guided discovery learning sessions and, for the students to develop a deeper understanding of, and benefit from holistic, inquiry-based learning, apply logical, critical and creative thinking to further develop their problem-solving skills outside the boundaries and expectations of formal learning, through trans-disciplinary collaboration. The framework, process, and outcomes are presented in this chapter. The culminating presentations/ performances demonstrated that ACS Athens students enjoyed remarkable learning experiences that attracted and sustained their attention, developed their problem-solving skills, and sparked their curiosity to pursue deeper learning in any of the STEAM-related fields.

2019 ◽  
Vol 6 (2) ◽  
pp. 253
Author(s):  
Akhmad Badrul Lubis ◽  
Yelvema Miaz ◽  
Indah Eka Putri

Difficulties of primary school students in solving mathematical problems that require problem solving or reasoning abilities indicate the existence of problems in the process of learning mathematics, because one of the purposes of learning mathematics in primary school is to develop the students’ mathematical problem-solving skills. As a solution to overcome the problems, this research aims at understanding how the implementation of the guided discovery learning model influences mathematical problem-solving skills. This research employs a quasi-experimental design by involving all fifth-grade students at one of primary schools in Tebo Regency, Jambi. The simple random sample was conducted to obtain class VB as experimental class, and class VA as control class. Based on the results of the final score, experiential class obtained an average score of 86.00, and control class obtained an average score of 76.93.  The results of hypothesis test using t-test obtained tcount = 2,203 > ttable = 2,020, which indicated that H0 was rejected, and H1 was accepted. Therefore, the guided discovery learning model influenced the fifth-grade students’ mathematical problem-solving skills, thus it is recommended for teachers to be able to use the guided discovery learning model in the mathematics learning process.


Author(s):  
Anita Rif’atul Ilmi

ABSTRACTThis design research has aimed to train problem solving skill through the development of the teacher and student book prototype using guided discovery learning. The research was conducted in the first semester of the school year 2015/2016, subjects in this research is designing learning packade tested on 16 students of class IV SDN Kramat 2 Lamongan. Research and development model used in this research is 4D model using one group pretest-posttest design. The results show that: 1) the intervention are valid; 2) the implementation result of the intervention is very good, and the student activity show that the intervention is practice categorized to train problem solving skills; 3) the intervention is effective, according to the increasing of problem solving skills and students  positively respond towards intervention. It is show that the intervention is effective to train problem solving skills. Based on the result of research, it can be concluded that the teacher and student book prototype is valid, practice and effective to train students problem solving skills. Keywords: Guided Discovery Learning, Problem Solving Skill. ABSTRAK                                                                                          Penelitian ini adalah penelitian desain riset yang bertujuan untuk melatihkan keterampilan pemecahan masalah melalui pengembangan Prototipe Buku Guru dan Buku Siswa dengan pembelajaran penemuan terbimbing yang layak digunakan. Penelitian dilakukan pada semester ganjil tahun ajaran 2015/ 2016, subjek dalam penelitian ini adalah perangkat pembelajaran yang diujikan pada 16 siswa kelas IV SDN Kramat 2 Lamongan. Model penelitian dan pengembangan perangkat yang digunakan adalah model pengembangan 4-D dengan menggunakan rancangan uji coba One Group Pretest Posttest Design. Hasil penelitian ini menunjukkan: 1) Prototipe Buku yang dikembangkan valid untuk melatihkan keterampilan pemecahan masalah siswa; 2) keterlaksanaan RPP berkategori sangat baik dan aktivitas belajar siswa menunjukkan Prototipe Buku yang didesain terkategori praktis dalam melatihkan keterampilan pemecahan masalah siswa; 3) respon positif siswa terhadap prototipe buku dan peningkatan keterampilan pemecahan masalah siswa menunjukkan prototipe buku  yang didesain efektif untuk melatihkan keterampilan pemecahan masalah. Berdasarkan hasil penelitian, dapat disimpulkan bahwa Prototipe Buku Guru dan Buku Siswa berbasis pembelajaran terbimbing yang didesain valid, praktis dan efektif untuk melatihkan keterampilan pemecahan masalah. Kata kunci: Pembelajaran Terbimbing, Keterampilan Pemecahan Masalah


2021 ◽  
Vol 7 (2) ◽  
pp. 131-144
Author(s):  
Abib Hani Mashurin ◽  
Husni Mubarok ◽  
Binar Kurnia Prahani

This research was conducted to obtain a guided discovery learning implementation profile with virtual lab assistance and problem-solving skills for high school students on gas kinetic theory. The type of research was descriptive preliminary research, without hypothesis testing. The research subjects consisted of 106 students in senior high school. This study used qualitative descriptive analysis from questionnaires and online tests. This study revealed that the level of students’ problem-solving skills was low. This case was proven by 102 students (27 male; 75 female) in the low category with a score range of 0 to 45, and four students in the moderate category with a score range of 46 to 75, while there were no students in the high category with a score range of 76 to 100. This research implies that there is a need for a guided discovery learning model with the help of a virtual lab to analyze the problem-solving skills of high school students, especially on gas kinetic theory.


10.28945/4327 ◽  
2019 ◽  

Aim/Purpose: Science is becoming a computational endeavor therefore Computational Thinking (CT) is gradually being accepted as a required skill for the 21st century science student. Students deserve relevant conceptual learning accessible through practical, constructionist approaches in cross-curricular applications therefore it is required for educators to define, practice and assess practical ways of introducing CT to science education starting from elementary school. Background: Computational Thinking is a set of problem-solving skills evolving from the computer science field. This work-in-progress research assesses the CT skills, along with science concepts, of students participating in a science program in school. The program pertains learning science by modeling and simulating real world phenomenon using an agent-based modeling practice. Methodology: This is an intervention research of a science program. It takes place as part of structured learning activities of 4th and 5th grade classes which are teacher-guided and are conducted in school. Both qualitative and quantitative evaluations are parts of the mixed methods research methodology using a variety of evaluation technique, including pretests and posttests, surveys, artifact-based interviews, in class observations and project evaluations. Contribution: CT is an emerging skill in learning science. It is requiring school systems to give increased attention for promoting students with the opportunity to engage in CT activities alongside with ways to promote a deeper understanding of science. Currently there is a lack of practical ways to do so and lack of methods to assess the results therefore it is an educational challenge. This paper presents a response to this challenge by proposing a practical program for school science courses and an assessment method. Findings: This is a research in progress which finding are based on a pilot study. The researches believe that findings may indicate improved degree of students' science understanding and problem-solving skills. Recommendations for Practitioners: Formulating computer simulations by students can have great potential on learning science with embedded CT skills. This approach could enable learners to see and interact with visualized representations of natural phenomena they create. Although most teachers do not learn about CT in their initial education, it is of paramount importance that such programs, as the one described in this research, will assist teachers with the opportunity to introduce CT into science studies. Recommendation for Researchers: Scientific simulation design in primary school is at its dawn. Future research investment and investigation should focus on assessment of aspects of the full Computational Thinking for Science taxonomy. In addition, to help teachers assess CT skills, new tools and criteria are required. Impact on Society: STEM related professions are lacking the man power required therefore the full potential of the economy of developed countries is not fulfilled. Having students acquire computational thinking skills through formal education may prepare the next generation of world class scientists and attract larger populations to these fields. Future Research: The inclusion of computational thinking as a core scientific practice in the Next Generation Science Standards is an important milestone, but there is still much work to do toward addressing the challenge of CT-Science education to grow a generation of technologically and scientifically savvy individuals. New comprehensive approaches are needed to cope with the complexity of cognitive processes related to CT.


2020 ◽  
Vol 13 (2) ◽  
pp. 270-291 ◽  
Author(s):  
Madihah Khalid ◽  
Supiah Saad ◽  
Siti Rafiah Abdul Hamid ◽  
Muhammad Ridhuan Abdullah ◽  
Hasniza Ibrahim ◽  
...  

In recent years, calls to nurture and teach creativity from an early age in schools has intensified. Creativity is something regular in the teaching of arts subjects but is not a common feature in teaching science, technology, engineering and mathematics subjects. However, what really matters, is how the subject is being taught. This research aimed to foster creativity through the teaching of mathematics via problem solving that challenges the solving of problems in a creative manner, which is defined as creative problem solving. This quasi-experimental study investigates changes in students learning of mathematics via creative problem solving. Altogether, 172 Form 1 students forming treatment and comparison groups from four schools in Gombak District area, Malaysia were involved. A mixed qualitative and quantitative data were collected to investigate the effect of the 3 cycles of creative problem solving lessons implemented. Instruments used were Torrance Test of Creative Thinking, a mathematics problem solving test and creativity checklist. This paper will only present the quantitative data obtained. Results show statistically significant increases in scores for most categories of creativity and problem solving tests. This research brought together teachers and researchers in trialling creative problem solving to teach mathematics, to achieve the enhancement of students’ creative thinking and problem solving skills. This coincided with the introduction of Kurikulum Standard Sekolah Menengah with new emphasis to strengthen the quality of science, technology, engineering and mathematics education in general, where higher-order thinking reforms are emphasized.


2019 ◽  
Vol 1 (2) ◽  
pp. 228-234
Author(s):  
Tuan Minh Chau

The article presents the importance of integrating soft skills into teaching specialized knowledge. Through the article, the author presents the importance of Organizing Events subject as well as shows that Organizing Events is a subject that requires learners to have many skills such as: independent working skills, teamwork skills, creative thinking skills; coordination skills, problem-solving skills, listening skills and some other skills. All the skills mentioned above are applied to Organizing Events at each stage, each activity when organizing the event. In order for students to effectively apply the skills into the subject, teachers can design lectures, provide exercises in accordance with the content of the subject, divide each stage so that it can be further taught helping students grasp each content, thereby being able to best use the subject when designing each profile for the assumed event and students have to practice organizing events according to reality. Besides, the articlealso emphasizes that integrating soft skills into teaching specialized knowledge is a necessity, from the reality of the Organizing Events subject.


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