The integration of programming in K-12 setting is a global phenomenon with different implementations in different countries. In Sweden this is a rapid process where programming should be a part of K-12 mathematic and ...
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ISBN:
(纸本)9781912764419
The integration of programming in K-12 setting is a global phenomenon with different implementations in different countries. In Sweden this is a rapid process where programming should be a part of K-12 mathematic and technology with an implementation during 2018 and 2019. The time frame has been narrowly defined, but there are few directives considering which types of programming that should be used. Three main programming types are textual programming, block programming and unplugged programming, this study has a focus on unplugged programming. The research question to answer was: Which are K-12 teachers attitudes on the role of unplugged programming in education? The research study has been a qualitative cross-sectional study with the aim to collect teachers' attitudes towards unplugged programming halfway through their introductory programming course. Cross-sectional study is an approach to capture snapshots of an ongoing process at a given point in time. Data were collected from discussions and online postings during a workshop in the above-mentioned programming course. Participants postings have been grouped into categories in a content analysis based on the frequency of occurrence and relevance for answering the research question. Findings show that most teachers see a benefit of unplugged programming as a means to learn the fundamental programming concepts in their teaching and learning activities. However, there are different opinions on when this unplugged introduction should occur. Some teachers also pointed out that unplugged programming could be used as an alternative to block programming and textual programming when the digital environment lacks or fails. Conclusions are that unplugged activities are a valuable complement to block programming and textual programming, but teachers have different opinions on the optimum age group for unplugged programming activities. The recommendations for K-12 teachers is to seriously consider the unplugged complement,
Founded in 2014, Codesters is a visual programming environment (VPE) like the popular Scratch and Alice. Its goal is to teach middle school and older studentâs computer programming. Unlike its predecessors, use...
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Founded in 2014, Codesters is a visual programming environment (VPE) like the popular Scratch and Alice. Its goal is to teach middle school and older studentâs computer programming. Unlike its predecessors, users of Codesters drag and drop actual Python code instead of blocks and can edit the code themselves. Codesters has also developed modules that integrate coding lessons into the VPE. In this study, we consider the Codesters Python 1 module and investigate its effectiveness in teaching the basic coding concepts of variables, loops and conditionals. During Fall 2018 and Spring 2019, we ran a coding class for eighth graders at a local Milwaukee school based on this module. We gave a pre-test, three quizzes and a post-test to evaluate what the students have learned. We then analyzed the results of these evaluations and compared them to those taken by students who learned programming in a traditional CS1 class. Our results indicate that users of Codesters understood loops and conditionals as well as the students from the traditional CS1 class. We also found that the pre-test was a poor indicator of studentsâ performance in the coding class suggesting that Codesters is able to engage students who might not necessarily excel in a traditional classroom.
A number of Danish primary schools are involved in pilot studies where 1st to 9th grade students work with Scratch and Lego MindStorms in STEM subjects. These games may become part of the curriculum at these schools. ...
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ISBN:
(纸本)9781911218579;9781911218562
A number of Danish primary schools are involved in pilot studies where 1st to 9th grade students work with Scratch and Lego MindStorms in STEM subjects. These games may become part of the curriculum at these schools. Recent research identifies a category of games and toys that support learning to computer program: playful programming. This research also describes a project to bring together different stakeholders (developers, educators, parents and researchers) with a common vocabulary for describing, developing, teaching with and comparing these playful programming products and develops a model of supported programming concepts that can be used to differentiate these products. The model includes programming concepts like operators, procedures, encapsulation, variables and events, but also identifies numerous specialization and sub-specializations of these concepts. This paper aims to use this model to provide educators and researchers involved in pilot studies with an overview of which programming concepts various playful programming products exercise (a playful programming products vs. programming concepts matrix). We also add additional concept specializations and expand on the descriptions of concepts included in the model. Finally we consider how this work can be used to support a crowed-sourced playful programming research program.
block programming languages (e.g., Scratch, blockly) are widely used in teaching students within K-12 classrooms and in some universities with hopes of introducing programming concepts to beginner students. The use of...
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ISBN:
(纸本)9781450346986
block programming languages (e.g., Scratch, blockly) are widely used in teaching students within K-12 classrooms and in some universities with hopes of introducing programming concepts to beginner students. The use of block programming languages in classrooms is an effort in encouraging students' interest in computer programming by utilizing Papert's "low floor" and "high ceiling" metaphor. The Hour of Code is one example demonstrating the impact block languages have in education; however, there are not many languages offering an emphasis on advancing skills in mathematics or reading while focusing on the need of students with learning disabilities. This poster describes our creation of a block language using blockly's API. Our block language, Hopper's Fables, named after Admiral Grace Hopper, is a storytelling language based on completing interactive mathematical problems in an effort to engage students while going through the story. It is the intent of Hopper's Fables to aid elementary students with learning disabilities through enhancing their math and literacy skills, while simultaneously building the student's digital fluency and developing their computational thinking skills. Hopper's Fables is based on research of related work, which allowed for the creation of an evaluation rubric. Analyzing the characteristics of existing languages allowed Hopper's Fables to come to life. By combining Papert's "low floor" and "high ceiling" philosophy with educational foundations, Hopper's Fables will provide students with an appropriate and enchanting learning environment.
Vocational Education is a modality of regulated learning that emphasizes practical and applied skills over theoretical approaches. Nevertheless, some theoretical subjects are contained in the program. These subjects a...
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Vocational Education is a modality of regulated learning that emphasizes practical and applied skills over theoretical approaches. Nevertheless, some theoretical subjects are contained in the program. These subjects are not well perceived by the students, even when the concepts taught in them represent physically perceptible phenomena. The Signal Game represents periodical signals as audible sounds to help students learning concepts such as frequency, amplitude and summation, or multiplexing of signals. To play the game, the students can drag and wire blocks visually and thus it does not require a strong theoretical background. The game allows the users to play through sequential missions. Thereby, the student can learn and assimilate the concepts gradually. The other game mode is the playground, in it the students have all the possibilities enabled. A user study revealed that the game increased intrinsic motivation and that the students acquired applicable concepts about signal theory. (C) 2015 Wiley Periodicals, Inc.
Over the last four years the blockly team has learned many lessons which are applicable to block-based programming in general. The following are a collection of ten mistakes we have made, or mistakes commonly made by ...
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ISBN:
(纸本)9781467383677
Over the last four years the blockly team has learned many lessons which are applicable to block-based programming in general. The following are a collection of ten mistakes we have made, or mistakes commonly made by others. Each issue is presented as noncontroversial folk knowledge without supporting data.
While online communities exist surrounding blocks programming environments, they do not support the type of feedback a novice programmer might receive in a classroom setting. We propose a feedback system in which expe...
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ISBN:
(纸本)9781467383677
While online communities exist surrounding blocks programming environments, they do not support the type of feedback a novice programmer might receive in a classroom setting. We propose a feedback system in which experienced programmers author feedback and programmatic rules to distribute feedback to novice programmers. Finally, we outline three main considerations for designing systems for online community feedback for novice programmers: community members, the format of the feedback, and how the feedback is distributed at a large scale.
Over the last four years the blockly team has learned many lessons which are applicable to block-based programming in general. The following are a collection of ten mistakes we have made, or mistakes commonly made by ...
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ISBN:
(纸本)9781467383684
Over the last four years the blockly team has learned many lessons which are applicable to block-based programming in general. The following are a collection of ten mistakes we have made, or mistakes commonly made by others. Each issue is presented as noncontroversial folk knowledge without supporting data.
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