Advances in Early Childhood and K-12 Education - Teaching Computational Thinking in Primary Education
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Published By IGI Global

9781522532002, 9781522532019

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.


Author(s):  
Derek Allen Ham

Considering what we know about computational thinking, how much of this cognitive domain hangs on one's ability to think spatially? Is spatial thinking a hidden foundational property for developing strong computational thinking skills? If coding is the new literacy for 21st century thinking, educators must diversify their methodology of instruction. Mathematics must not be the only pathway to computational thinking, computer science, and coding. This book chapter opens up new insight into spatial reasoning, showing it as a new viable method to give students the computational thinking skills necessary to thrive in STEM fields. Finally, this chapter presents concepts found in shape grammars as a methodology used to teach students how to approach art and design computationally. With shape, grammars we find computational thinking at the center of creative activities.


Author(s):  
Betul C. Czerkawski

It has been more than a decade since Jeanette Wing's (2006) influential article about computational thinking (CT) proposed CT to be a “fundamental skill for everyone” (p. 33) and that needs to be added to every child's knowledge and skill set like reading, writing and arithmetic. Wing suggested that CT is a universal skill, and not only for computer scientists. This call resonated with many educators leading to various initiatives by the International Society for Teacher in Education (ISTE) and Computer Science Teachers Association (CSTA) provided the groundwork to integrate CT into the K-12 curriculum. While CT is not a new concept and has been taught in computer science departments for decades, Wing's call created a shift towards educational computing and the need for integrating it into curriculum for all. Since 2006, many scholars have conducted empirical or qualitative research to study the what, how and why of CT. This chapter reviews the most current literature and identifies general research patterns, themes and directions for the future. The purpose of the chapter is to emphasize future research needs by cumulatively looking at what has been done to date in computational thinking research. Consequently, the conclusion and discussion section of the paper presents a research agenda for future.


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):  
Filiz Kalelioğlu ◽  
Yasemin Gülbahar ◽  
Dilek Doğan

This chapter aims to provide a general description of the preferred pedagogical approaches for the delivery and practice of computer science education based on a review of the literature. Pedagogical approaches mainly used in the teaching of computer science are unplugged activities, robotics programming, block-based or initial programming environments and cross-curricular activities. The preference of these pedagogical approaches varies according to the learners' age and level. Whilst all of these approaches can be used for all ages, some are aimed more at the beginner level than others. The benefits of using each of these approaches will be discussed in this chapter by way of considering educational tips.


Author(s):  
Kening Zhu

Using coding education to promote computational thinking and nurture problem-solving skills in children has become an emerging global trend. However, how different input and output modalities in coding tools affect coding as a problem-solving process remains unclear. Of interest are the advantages and disadvantages of graphical and tangible interfaces for teaching coding to children. We conducted four kids coding workshops to study how different input and output methods in coding affected the problem-solving process and class dynamics. Results revealed that graphical input could keep children focused on problem solving better than tangible input, but it was less provocative for class discussion. Tangible output supported better schema construction and casual reasoning and promoted more active class engagement than graphical output but offered less affordance for analogical comparison among problems. We also derived insights for designing new tools and teaching methods for kids coding.


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):  
H. Bahadir Yanik ◽  
Terri L. Kurz ◽  
Yasin Memis

Oftentimes, elementary students are not provided with rich, investigative lessons that support computation thinking (CT) and critical analysis through the use of tools. The purpose of this study was to explore how programming educational robotics (ERs) support third grade gifted students' CT skills in the context of Taxicab geometry focusing on data processing abilities and time estimation skills. Using qualitative case study methodology, data were gathered though classroom interviews, observations and document analyses. Results indicated that ERs provided students with opportunities for both learning programming in early grades and applying mathematical knowledge and skills through a meaningful task that supported content commonly emphasized in mathematics. Specifically, there was growth in student understanding in terms of abstraction, decomposition, algorithmic thinking, evaluation, and generalization. The findings also suggested that working with ERs supported students' estimation and data processing skills. Implications are provided for the integration of ERs as a tool for primary gifted students' learning of mathematics in technology-mediated environments emphasizing CT.


Author(s):  
Kadir Demir ◽  
Cansu Çaka ◽  
Nihal Dulkadir Yaman ◽  
Hakan İslamoğlu ◽  
Abdullah Kuzu

Computational thinking involves understanding human behavior, designing systems and solving problems by applying the mental tools that reflect the computer science and basic concepts. Development of frameworks of computational thinking helps integrate computational thinking into education and daily life. It is important for students to start using the computational methods and tools as well as algorithmic problem solving in their educations from kindergarten level to university level. Importance of training on programming at early age was explained. In addition, the current situation of programming in education in the world was reviewed. Then curricula and projects in different countries were summarized. It is necessary to start studies at an early age to help individuals acquire these skills.


Author(s):  
Halil İbrahim Haseski ◽  
Ulaş Ilic ◽  
Ufuk Tuğtekin

In our age, computational thinking is a required skill for the 21st century that guides individuals' systematic behavior towards resolving the problems they face. Today, it could be argued that one of the tools that could be used with the students to achieve this skill is the educational digital games. Literature review revealed no measurement tools that scrutinize the readiness levels of educational digital games for the students to achieve computational thinking skills. Thus, the present study aimed to develop a checklist to determine the competency of educational digital games in promoting the achievement of computational thinking skills determined by ISTE and CSTA (2011) by the students. It was considered that the developed measurement tool would facilitate the assessment of educational digital games for achievement of computational thinking skills and guide the designers. At the end of the study, recommendations for future research and applications are presented.


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