Dissertations / Theses on the topic 'Computational thinking education'
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Grgurina, Nataša. "Computational thinking in Dutch secondary education." Universität Potsdam, 2013. http://opus.kobv.de/ubp/volltexte/2013/6455/.
Full textKolodziej, MIchael. "Computational Thinking in Curriculum for Higher Education." Thesis, Pepperdine University, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10285666.
Full textComputational Thinking continues to gain popularity and traction within conversations about curriculum development for the 21st century, but little exists in the literature to guide the inclusion of Computational Thinking into curriculum outside of K12. This Delphi study seeks to fill part of the gap in the literature and instantiate conversation in the Higher Education community about the importance of CT as a topic, and how it may be approached formally in curriculum development.
Over 3 rounds of Delphi panel deliberation, several interesting and informative themes emerged related to issues of domain expertise, interdisciplinary collaboration, and ensurance of quality and integrity of computational knowledge, attitudes and practices through curricular initiatives. Additionally, potential solutions and vehicles for delivering strong outcomes are identified and discussed, through the lens of Landscapes of Practice (Wenger, 2014).
Prottsman, Christie Lee Lili. "Computational Thinking and Women in Computer Science." Thesis, University of Oregon, 2011. http://hdl.handle.net/1794/11485.
Full textThough the first computer programmers were female, women currently make up only a quarter of the computing industry. This lack of diversity jeopardizes technical innovation, creativity and profitability. As demand for talented computing professionals grows, both academia and industry are seeking ways to reach out to groups of individuals who are underrepresented in computer science, the largest of which is women. Women are most likely to succeed in computer science when they are introduced to computing concepts as children and are exposed over a long period of time. In this paper I show that computational thinking (the art of abstraction and automation) can be introduced earlier than has been demonstrated before. Building on ideas being developed for the state of California, I have created an entertaining and engaging educational software prototype that makes primary concepts accessible down to the third grade level.
Committee in charge: Michal Young, Chairperson; Joanna Goode, Member
Weese, Joshua Levi. "Bringing computational thinking to K-12 and higher education." Diss., Kansas State University, 2017. http://hdl.handle.net/2097/35430.
Full textDepartment of Computer Science
William H. Hsu
Since the introduction of new curriculum standards at K-12 schools, computational thinking has become a major research area. Creating and delivering content to enhance these skills, as well as evaluation, remain open problems. This work describes different interventions based on the Scratch programming language aimed toward improving student self-efficacy in computer science and computational thinking. These interventions were applied at a STEM outreach program for 5th-9th grade students. Previous experience in STEM-related activities and subjects, as well as student self-efficacy, were surveyed using a developed pre- and post-survey. The impact of these interventions on student performance and confidence, as well as the validity of the instrument are discussed. To complement attitude surveys, a translation of Scratch to Blockly is proposed. This will record student programming behaviors for quantitative analysis of computational thinking in support of student self-efficacy. Outreach work with Kansas Starbase, as well as the Girl Scouts of the USA, is also described and evaluated. A key goal for computational thinking in the past 10 years has been to bring computer science to other disciplines. To test the gap from computer science to STEM, computational thinking exercises were embedded in an electromagnetic fields course. Integrating computation into theory courses in physics has been a curricular need, yet there are many difficulties and obstacles to overcome in integrating with existing curricula and programs. Recommendations from this experimental study are given towards integrating CT into physics a reality. As part of a continuing collaboration with physics, a comprehensive system for automated extraction of assessment data for descriptive analytics and visualization is also described.
Smith, Kimberly S. M. (Kimberly Ann) Massachusetts Institute of Technology. "New materials for teaching computational thinking in early childhood education." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112546.
Full textCataloged from PDF version of thesis. Page 104 blank.
Includes bibliographical references (pages 100-103).
The need for computer science education is greater than ever. There are currently over 500,000 unfilled computer science jobs in the United States and many schools do not teach computer science in their classrooms. Computers are powerful tools, and computational thinking-skills of problem-solving, logic, and abstraction that form the foundation of computer science-can be applied across other disciplines. Many current approaches to computer science education use computer screens. Though computer science education is important and effective from a young age, the American Academy of Pediatrics recommends we limit screen time in children; and research shows that excessive screen time is detrimental for a child's development. A 2006 research study by Angeline Lillard published in Science showed that Montessori students scored higher on academic, cognitive, social, and behavioral tests than students in a traditional elementary school setting. The Montessori Method is characterized by mixed-age classrooms, child-driven learning, and a series of sensorial, physical materials. Developed nearly 100 years ago by Dr. Maria Montessori, the Montessori curriculum does not explicitly include computer science in its curriculum. This research examines the Montessori Method as a way to teach computer science for early childhood education. Interpreting and extending Dr. Montessori's original pedagogy, I have developed a curriculum with new learning materials for young children that breaks down the fundamentals of computational thinking into a set of discrete concepts that are expressed in tactile, hands-on ways. This research evaluates this approach through direct observation and teacher feedback; and suggests the potential for this Method as an effective approach to teach computational concepts to young children.
by Kimberly Smith.
S.M.
Moran, Renee Rice, Laura Robertson, Chih-Che Tai, Karin Keith, Jamie Price, Lori T. Meier, and Huili Hong. "Preparing Pre-Service Teachers for the Future: Computational Thinking as a Scaffold for Critical Thinking." Digital Commons @ East Tennessee State University, 2019. https://dc.etsu.edu/etsu-works/5881.
Full textWoods, Charles. "Discourse Indicative of Computational Thinking within a Virtual Community." Thesis, University of North Texas, 2020. https://digital.library.unt.edu/ark:/67531/metadc1703290/.
Full textPitkänen, K. (Kati). "Learning computational thinking and 21st century skills in the context of Fab Lab." Bachelor's thesis, University of Oulu, 2017. http://urn.fi/URN:NBN:fi:oulu-201706012320.
Full textKim, Victoria Herbst. "Development of an e-Textile Debugging Module to Increase Computational Thinking among Graduate Education Students." Thesis, Pepperdine University, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=13813742.
Full textThe increased presence of technology in all aspects of daily life makes computational thinking a necessary skill. Predictions say that the rising need for computational thinkers will be unmet by computer science graduates. An e-textile learning module, based on principles of constructionism, was designed as a method to develop computational thinking skills and encourage interest and confidence in the computing fields in both male and female graduate education students. The module leveraged the affordances of the LilyPad Arduino, a technology that allows for the creation of projects that integrate textiles and electronics without soldering. The creation of the learning module relied on design-based research methodologies and followed the use-modify-create principle for the included activities. Multiple data sources were analyzed using The Computational Thinking Rubric for Examining Students’ Project Work to examine artifacts and interactions for indications of computational thinking concepts, practices, and perspectives. Students participated in debugging activities and created their own projects as part of the learning module. Analysis of the learning module activities showed students using computational thinking concepts, engaged in computational thinking practices, and exhibiting computational thinking perspectives. During the coding process, several new computational thinking concepts, practices, and perspectives emerged. There was evidence of both an increase and decrease in confidence among the student participants. Improvements for the next iteration of the learning module were presented and the implications for the study of computational thinking explored. The study helps contradict the shrinking pipeline metaphor by showing that it is possible to encourage interest in computation in university students, not just middle-school students.
Liebe, Christine Lynn. "An Examination of Abstraction in K-12 Computer Science Education." ScholarWorks, 2019. https://scholarworks.waldenu.edu/dissertations/6728.
Full textSelby, Cynthia Collins. "How can the teaching of programming be used to enhance computational thinking skills?" Thesis, University of Southampton, 2014. https://eprints.soton.ac.uk/366256/.
Full textBrackmann, Christian Puhlmann. "Desenvolvimento do pensamento computacional através de atividades desplugadas na educação básica." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/172208.
Full textComputational thinking is nowadays being widely adopted and investigated. Educators and researchers are using two main approaches to teach these skills in schools: with computer programming exercises, and with unplugged activities that do not require the use of digital devices or any kind of specific hardware. While the former is the mainstream approach, the latter is especially important for schools that do not count with proper technology resources, Internet connections or even electrical power. However, there is a lack of investigations that prove the effectiveness of the unplugged activities in the development of computational thinking skills, particularly in primary schools. This paper, which summarizes a quasi-experiment carried out in two primary schools in Spain and Brazil, tries to shed some light on this regard. The results show that students in the experimental groups, who took part in the unplugged activities, enhanced their computational thinking skills significantly more than their peers in the control groups who did not participate during the classes, proving that the unplugged approach is effective for the development of this ability.
Nivens, Ryan A. "The Growing Role of Computing, Computer Science, and Computational Thinking in K-12." Digital Commons @ East Tennessee State University, 2018. https://dc.etsu.edu/etsu-works/4738.
Full textBurke, Lauren. "Computer Science Education at The Claremont Colleges: The Building of an Intuition." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/scripps_theses/875.
Full textAlfayez, Abdulaziz Abdullah A. "Exploring the Level of Conceptual Mastery in Computational Thinking Among Male Computer Science Teachers at Public Secondary Schools in Saudi Arabia." University of Toledo / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1538656498846648.
Full textLeifheit, Luzia [Verfasser]. "The Role of Self-Concept and Motivation Within the "Computational Thinking" Approach to Early Computer Science Education / Luzia Leifheit." Tübingen : Universitätsbibliothek Tübingen, 2021. http://d-nb.info/1231790725/34.
Full textOrtiz, Cory J. "An Experimental Comparison of Student Motivation Between Two Computational Thinking-Based STEM Activities: Vex-Based Automation and Robotics and a Quadcopter Activity." DigitalCommons@USU, 2018. https://digitalcommons.usu.edu/etd/7193.
Full textBanks, Gatenby Amanda. "Developing perspectives of knowledgeability through a pedagogy of expressibility with the Raspberry Pi." Thesis, University of Manchester, 2018. https://www.research.manchester.ac.uk/portal/en/theses/developing-perspectives-of-knowledgeability-through-a-pedagogy-of-expressibility-with-the-raspberry-pi(246a7889-d2a5-41ad-bd15-e04c0f36b529).html.
Full textMarshall, Smith Shannon. "A comparison of computer-based and robotic programming instruction: Impact of Scratch versus Cozmoon middle school students' computational thinking, spatial skills, competency beliefs, and engagement." Kent State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=kent1563504114667862.
Full textSilva, Leonardo Cintra Lopes da. "A relação do pensamento computacional com o ensino de matemática na educação básica /." São José do Rio Preto, 2019. http://hdl.handle.net/11449/191251.
Full textResumo: Diversas pesquisas vêm sendo realizadas para o desenvolvimento de metodologias com o objetivo de melhorar o desempenho dos alunos na disciplina de matemática em avaliações internas e externas. Dentre as pesquisas, o uso da computação tem sido destacado. A computação evoluiu muito de acordo com a necessidade de resolver problemas, sendo a matemática uma disciplina que trabalha com a resolução destes, existe uma relação entre estas duas áreas. Motivado pela relação existente entre essas áreas do saber, este trabalho apresenta de forma detalhada a correlação entre as habilidades do Pensamento Computacional com base no currículo apontado pela SBC, com a disciplina de Matemática, conforme as habilidades explicitadas na BNCC. As conexões entre as duas áreas foram expostas na forma de uma organização sistemática apontando quais as habilidades matemáticas estão ligadas a cada conceito do Pensamento Computacional, e para cada habilidade relacionada foi proposta uma ou mais atividades com o objetivo de nortear o trabalho do professor em sala ao inserir o Pensamento Computacional em sua didática. As atividades sugeridas foram classificadas com relação ao seu nível cognitivo, de acordo com o método de classificação da Taxonomia de Bloom. Os resultados Sistematização proposta da relação entre a Matemática e o Pensamento Computacional norteará educadores e escolas na formulação de seus currículos, sendo um referencial, que aponta em quais habilidades da BNCC é possível inserir habilidades ... (Resumo completo, clicar acesso eletrônico abaixo)
Abstract: Several studies have been conducted to develops methodologies in order to improve students’ performance in internal and external mathematics subject. Among these researched methods, the use of computation is highlighted. Computation has developed considerably due to the necessity of problem solving and Mathematics is a subject in which functions as a problem solver. Therefore, there is a relation between these areas. Inspired by that, this paper presents the detailed affinity between the Computational Thinking (CT) skills – based on the curriculum elaborated by the SBC – and the Mathematics subject – as presented in the BNCC. The relations between the two areas were explained systematically by presenting which Mathematical skill is connected to which concept of the Computational Thinking, and to each related skill, one or more activities were suggested with the purpose of guiding the teacher’s work in the classroom by inserting Computational Thinking in his didactics. The suggested activities were classified by its cognitive levels according to Bloom’s Taxonomy. The systematization result of the relationship between both areas will help teachers and schools in their curriculum's formulation, being it a source that indicates in which skills from the BNCC is possible to add skills from the CT.
Mestre
Rosado, Nuno Fernando Franco. "Estratégias de aprendizagem da programação na educação básica e secundária: um estudo exploratório com recurso ao método de "pair programming"." Master's thesis, Universidade de Évora, 2020. http://hdl.handle.net/10174/30146.
Full textBart, Austin Cory. "Motivating Introductory Computing Students with Pedagogical Datasets." Diss., Virginia Tech, 2017. http://hdl.handle.net/10919/77585.
Full textPh. D.
Rôlo, Elsa de Fátima Velez Severo. "Contributo da programação para o desenvolvimento do pensamento computacional em alunos do 1º ciclo do ensino básico: Um estudo de caso no Agrupamento de Escolas de Borba." Master's thesis, Universidade de Évora, 2021. http://hdl.handle.net/10174/29312.
Full textGehrisch, Johan, and Törnwall Anna Ellerstrand. ""Jag blir blir varm i hjärtat när jag ser ett annat barn lära ut"." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-29060.
Full textBrowning, Samuel Frank. "Using Dr. Scratch as a Formative Feedback Tool to Assess Computational Thinking." BYU ScholarsArchive, 2017. https://scholarsarchive.byu.edu/etd/6659.
Full textMorais, Anuar Daian de. "O desenvolvimento do raciocínio condicional a partir do uso de teste no squeak etoys." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2016. http://hdl.handle.net/10183/164383.
Full textThe present thesis presents an investigation into the development of conditional reasoning, considered a key component of logical-deductive thinking, in children and adolescents who participated in a programming experience with the software Squeak Etoys. The development of conditional reasoning is classified into stages related to the composition and reversal of transformations that operate on the implication, culminating in the full reversibility that corresponds, in Piaget’s theory, to the construction and mobilization of the Transformations INRC (Identity, Negation, Reciprocity and Correlation). These steps are identified from interviews conducted according to Piaget’s clinical method, through the application of three programming challenges with increasing complexity, whose solution involved the use of the logical operation of the implication. The interviews were conducted with eight children aged 10-16, who attended the final series of the Elementary School of two public schools. Based on the data, the analysis revealed the importance of combining thinking, which allows teenagers to systematically test all the possibilities for ordering and inclusion of the suggested commands, and to obtain the appropriate logical conclusions, while younger children do not achieve the same results. Moreover, in the thesis a discussion is conducted on the inclusion of the school in a digital culture under a constructivist perspective of building knowledge. In this context, the methodology of learning through projects has been presented as being appropriate and the Squeak Etoys software has appeared as an interesting possibility of developing projects and promoting the learning of mathematics. Finally, in this study a debate is also conducted on the importance of learning to plan in the school.
Lawanto, Kevin N. "Exploring Trends in Middle School Students' Computational Thinking in the Online Scratch Community: a Pilot Study." DigitalCommons@USU, 2016. https://digitalcommons.usu.edu/etd/5072.
Full textCarvalho, Felipe José Rezende de. "Introdução à programação de computadores por meio de uma tarefa de modelagem matemática na educação matemática." Universidade Estadual do Oeste do Paraná, 2018. http://tede.unioeste.br/handle/tede/3850.
Full textMade available in DSpace on 2018-07-26T20:37:44Z (GMT). No. of bitstreams: 2 Felipe_Jose_Rezende_de_Carvalho_2018.pdf: 2958592 bytes, checksum: e4b0edf98a631b77128766f37cc19717 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2018-07-15
Mathematical Modeling is a trend of Mathematics Education that values, among other things, the exploratory work by the students on themes linked to daily life.It creates the possibility of a an interdisciplinary work together with other tendencies, allowing the construction of knowledge in a dynamic way. Our interest is in the area of inquiry that concerns the association of Mathematical Modeling and Digital Technologies of Information and Communication, specifically regarding the possibilities and challenges of allying computer programming to a Mathematical Modeling task. Moved by this interest, we establish the question: What is revealed of a task of Mathematical Modeling, in the environment of computer programming, developed by students of Basic Education? We seek to understand what is shown when we develop a Mathematical Modeling task allied to computer programming and what the possibilities and the challenges are which emerge from this association. This question guided all research, conducted by a qualitative approach according to a phenomenological view. In order to account for our questioning, we constructed a task of Mathematical Modeling that was developed by students of Basic Education of a public school in the interior of the state of Minas Gerais, through programming in blocks, using Scratch software. The development of this task was recorded by filming videos that were watched several times in such a way that, in the light of our research question, we could highlight relevant passages that converged to our question, and, from them, build our units of meaning. After the construction of these units, from repeated readings, we established convergences, which culminated in four categories, namely: C1: On the debates, discussions and talks between students and between students and teachers in the development of the task; C2: On the actions of the students in the context of the Modeling task; C3: On relationships with school mathematics that emerged in the development of the Modeling task; C4: On the ways students viewed the project. These categories, interpreted hermeneutically, allowed us to observe, among other things, that the task of Modeling guided the development of computational thinking through a computer programming activity, strengthening the discussions and reflections on the context involved by the task, opening space to learn-with-another, in a dialogic and dynamic environment built by the synergy of Modeling with computer programming.
El Modelado Matemático es una tendencia de la Educación Matemática que valora, entre otras cosas, el trabajo exploratorio por parte de los alumnos sobre temáticas relacionadas al cotidiano, posibilitando un trabajo interdisciplinar y conjunto con otras tendencias, dando oportunidad a la construcción de conocimientos de manera dinámica. Nuestro interés está en la región de investigaciones en lo que toca a la asociación del Modelado Matemático y las Tecnologías Digitales de la Información y Comunicación, más específicamente en lo relacionado a las posibilidades y retos de unir la programación de ordenadores a una tarea de Modelado Matemático. Movidos por ese interés, establecemos la pregunta: ¿Qué se revela de una tarea de Modelado Matemático, en el ambiente de programación de ordenadores, desarrollada por estudiantes de la Educación Básica? Buscamos comprender qué se enseña cuando desarrollamos una tarea de Modelado Matemático junto a la programación de ordenadores, cuáles son las posibilidades y los retos que emergen de esa asociación. Esa cuestión ha guiado toda la investigación, conducida por un abordaje cualitativo según una visión fenomenológica. Buscando dar cuenta de nuestra pregunta, construimos una tarea de Modelado Matemático que fue desarrollada por estudiantes de la Educación Básica de una escuela pública del interior del estado de Minas Gerais, por medio de programación en bloques, utilizando para ello el software Scratch. El desarrollo de esa tarea ha sido registrado por grabación de videos que han sido asistidos diversas veces de tal modo que pudiéramos, a la luz de nuestra cuestión de investigación, destacar trechos relevantes que convergían para nuestra pregunta, y, a partir de ellos, construir nuestras unidades de significado. Tras la construcción de esas unidades, a partir de repetidas lecturas, hemos establecido convergencias, que han culminado en cuatro categorías, a saber: C1: Sobre los debates, discusiones y tertulias entre alumnos y entre alumnos y profesores en el desarrollo de la tarea; C2: Sobre las acciones de los alumnos en el contexto de la tarea de Modelado; C3: Sobre las relaciones con la matemática escolar que emergieron en el desarrollo de la tarea de Modelado; C4: Sobre los modos que los alumnos han visto el proyecto. Esas categorías, interpretadas hermenéuticamente, permitieron observar, entre otras cosas, que la tarea de Modelado orientado el desarrollo del pensamiento computacional a través de una actividad de programación de ordenadores, potenciando las discusiones y reflexiones sobre el contexto implicado en la tarea, abriendo espacio para aprender-con-otro, en un ambiente dialógico y dinámico construido por la sinergia del Modelado con la programación de ordenadores.
A Modelagem Matemática é uma tendência da Educação Matemática que valoriza, entre outras coisas, o trabalho exploratório por parte dos alunos sobre temáticas ligadas ao cotidiano, possibilitando um trabalho interdisciplinar e conjunto com outras tendências, oportunizando a construção de conhecimentos de maneira dinâmica. Nosso interesse está na região de inquérito que diz respeito à associação da Modelagem Matemática e as Tecnologias Digitais da Informação e Comunicação, mais especificamente no que tange às possibilidades e desafios de aliar a programação de computadores a uma tarefa de Modelagem Matemática. Movidos por esse interesse, estabelecemos a interrogação: O que se revela de uma tarefa de Modelagem Matemática, no ambiente de programação de computadores, desenvolvida por estudantes da Educação Básica? Buscamos compreender o que se mostra quando desenvolvemos uma tarefa de Modelagem Matemática aliada à programação de computadores, quais são as possibilidades e os desafios que emergem dessa associação. Essa interrogação guiou toda a pesquisa, conduzida por uma abordagem qualitativa segundo uma visão fenomenológica. Buscando dar conta de nossa interrogação, construímos uma tarefa de Modelagem Matemática que foi desenvolvida por estudantes da Educação Básica de uma escola pública do interior do estado de Minas Gerais, por meio de programação em blocos, utilizando para isso o software Scratch. O desenvolvimento dessa tarefa foi registrado por gravação de vídeos que foram assistidos diversas vezes de tal modo que pudéssemos, à luz da nossa interrogação de pesquisa, destacar trechos relevantes que convergiam para nossa interrogação, e, a partir deles, construir nossas unidades de significado. Após a construção dessas unidades, a partir de repetidas leituras, estabelecemos convergências, que culminaram em quatro categorias, a saber: C1: Sobre os debates, discussões e falas entre alunos e entre alunos e professores no desenvolvimento da tarefa; C2: Sobre as ações dos alunos no contexto da tarefa de Modelagem; C3: Sobre as relações com a matemática escolar que emergiram no desenvolvimento da tarefa de Modelagem; C4: Sobre os modos que os alunos viram o projeto. Essas categorias, interpretadas hermeneuticamente, permitiram observar, dentre outras coisas, que a tarefa de Modelagem norteou o desenvolvimento do pensamento computacional por meio de uma atividade de programação de computadores, potencializando as discussões e reflexões sobre o contexto envolvido pela tarefa, abrindo espaço para aprender-com-outro, em um ambiente dialógico e dinâmico construído pela sinergia da Modelagem com a programação de computadores.
Donley, Kevin Scott. "Coding in the Curriculum: Learning Computational Practices and Concepts, Creative Problem Solving Skills, and Academic Content in Ten to Fourteen-Year-Old Children." Diss., Temple University Libraries, 2018. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/514678.
Full textPh.D.
The fundamentals of computer science are increasingly important to consider as critical educational and occupational competencies, as evidenced by the rapid growth of computing capabilities and the proliferation of the Internet in the 21st century, combined with reimagined national education standards. Despite this technological and social transformation, the general education environment has yet to embrace widespread incorporation of computational concepts within traditional curricular content and instruction. Researchers have posited that exercises in computational thinking can result in gains in other academic areas (Baytak & Land, 2011; Olive, 1991), but their studies aimed at identifying any measurable educational benefits of teaching computational concepts to school age children have often lacked both sufficient experimental control and inclusion of psychometrically sound measures of cognitive abilities and academic achievement (Calao, Moreno-León, Correa, & Robles, 2015). The current study attempted to shed new light on the question of whether using a graphically-based computer coding environment and semi-structured curriculum –the Creative Computing Course in the Scratch programming language –can lead to demonstrable and significant changes in problem solving, creative thinking, and knowledge of computer programming concepts. The study introduced 24 youth in a summer educational program in Philadelphia, PA to the Scratch programming environment through structured lessons and open-ended projects for approximately 25 hours over the course of two weeks. A delayed treatment, control trial design was utilized to measure problem solving ability with a modified version of the Woodcock-Johnson Tests of Cognitive Abilities, Fourth Edition (WJ-IV), Concept Formation subtest, and the Kaufman Tests of Educational Achievement, Third Edition (KTEA-3) Math Concepts and Applications subtest. Creative problem solving was measured using a consensual assessment technique (Amabile, 1982). A pre-test and post-test of programming conceptual knowledge was used to understand how participants’ computational thinking skills influenced their learning. In addition, two questionnaires measuring computer use and the Type-T (Thrill) personality characteristic were given to participants to examine the relationship between risk-taking or differences in children’s usage of computing devices and their problem solving ability and creative thinking skills. There were no differences found among experimental and control groups on problem solving or creative thinking, although a substantial number of factors limited and qualified interpretation of the results. There was also no relationship between performance on a pre-test of computational thinking, and a post-test measuring specific computational thinking skills and curricular content. There were, however, significant, moderate to strong correlations among academic achievement as measured by state standardized test scores, the KTEA-3 Math Concepts and Applications subtest, and both the pre and post Creative Problem Solving test developed for the study. Also, higher levels of the Type T, or thrill-seeking, personality characteristic were associated with lower behavioral reinforcement token computer “chips," but there were no significant relationships among computer use and performance on assessments. The results of the current study supported retention of the null hypothesis, but were limited by small sample size, environmental and motivational issues, and problems with the implementation of the curriculum and selected measures. The results should, therefore, not be taken as conclusive evidence to support the notion that computer programming activities have no impact in other areas of cognitive functioning, mathematic conceptual knowledge, or creative thinking. Instead, the results may help future researchers to further refine their techniques to both deliver effective instruction in the Scratch programming environment, and also target assessments to more accurately measure learning.
Temple University--Theses
Olofsson, Magnus, and Victor Melinder. "Utvecklas datalogiskt tänkande genom problemlösning i matematik?" Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-84922.
Full textMantilla, Güiza Rafael Ricardo. "Propuesta para el desarrollo del pensamiento computacional desde un ecosistema digital. Caso: colegio técnico Vicente Azuero de Colombia." Doctoral thesis, TDX (Tesis Doctorals en Xarxa), 2021. http://hdl.handle.net/10803/673984.
Full text[spa] El estudio surge entre los años 2017 al 2020 como propuesta didáctica para acompañar la alfabetización digital con estudiantes de educación media en una institución educativa en Colombia, incorporando nuevas tendencias en educación como el desarrollo del pensamiento computacional y el aprendizaje basado en problemas, con el fin de mejorar el desempeño académico; sin embargo, para el año 2020 y 2021 cobra mucha fuerza a raíz del distanciamiento social, como resultado de la pandemia con el virus COVID-19 y sus variantes; donde la demanda de estrategias didácticas virtuales impulsan el desarrollo de nuevas formas de trabajo y por ende pensamiento, la tecnología resalta como medio de interacción y supervivencia ante la nueva normalidad. Es decir, el desarrollo de un pensamiento computacional que promueve la alfabetización digital deja de ser una opción, a ser una necesidad. Es así, que el proyecto establece por objetivo fomentar el desarrollo del pensamiento computacional en estudiantes de educación media del colegio técnico Vicente Azuero; a partir de una estrategia didáctica desde un ecosistema digital. Para tal fin, se desarrolla un ecosistema virtual de aprendizaje con diferentes tecnologías educativas, unas adaptadas y otras como desarrollo e implementación de software educativo; en conjunto establecen la simbiosis necesaria para una mediación educativa diseñada desde una investigación basada en el diseño y el aprendizaje basado en problemas. Los resultados validan con el coeficiente de pearson la relación entre las dimensiones del pensamiento computacional propuestas por Brennan y Resnick, el desarrollo de competencias como habilidad para resolver problemas y con pruebas t-Student la relación directa y positiva del ecosistema virtual de aprendizaje.
[eng] The study arises between the years 2017 to 2020 as a didactic proposal to accompany digital literacy with high school students in an educational institution in Colombia, incorporating new trends in education such as the development of computational thinking and problem-based learning, in order to to improve academic performance; However, for the year 2020 and 2021 it gains a lot of strength as a result of social distancing, as a result of the pandemic with the COVID-19 virus and its variants; Where the demand for virtual didactic strategies drive the development of new ways of working and therefore thinking, technology stands out as a means of interaction and survival. In other words, the development of computational thinking that promotes digital literacy is no longer an option but a necessity. Thus, the objective of the project is to promote the development of computational thinking in high school students of the Vicente Azuero technical college; from a didactic strategy from a digital ecosystem. For this purpose, a virtual learning ecosystem is developed with different educational technologies, some adapted and others such as development and implementation of educational software; together they establish the symbiosis necessary for an educational mediation designed from research-based design and problem-based learning. The results validate with the pearson coefficient the relationship between the dimensions of computational thinking proposed by Brennan and Resnick, the development of competencies as an ability to solve problems and with t-Student tests the direct and positive relationship of the virtual learning ecosystem.
Couto, Gabriel Militello. "Pensamento computacional educacional: ensaio sobre uma perspectiva libertadora." Pontifícia Universidade Católica de São Paulo, 2017. https://tede2.pucsp.br/handle/handle/20378.
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This paper situates it self in the line of research Program of Graduate Studies in Education: Curriculum of the Pontifical Catholic University of São Paulo. It aims to reflect on the approximations between the concept of computational thinking and education in a liberating perspective. In order to do so, it leads to qualitative exploratory research on the subject by the survey of academic production of theses and dissertations produced at the Pontifical Catholic University of São Paulo (PUC-SP) and at State University of Campinas (UNICAMP), seeking the concept in titles, abstracts and keywords of 58,871 works carried out from 1965 to 2016. From this survey and analysis, the concept of “Computational Thinking for Education” is coined in a liberating perspective, based on the reflections on technology discussed in the works of Vieira Pinto and Milton Santos, of the concepts on Computational Thinking with the contributions of authors like Papert and Valente and liberating education, in the perspective given by Freire and Shor. This research concludes that computational thinking is an embryonic concept in the researched universities appearing in only one academic work and that it is not only possible to transpose computational thinking to basic education, but it is also possible to do so in a liberating way
Esse trabalho situa-se na linha de pesquisa Novas tecnologias na Educação do Programa de Pós-Graduação em Educação: Currículo da Pontifícia Universidade Católica de São Paulo. Objetiva refletir sobre as aproximações entre os conceitos de pensamento computacional e de educação em uma perspectiva libertadora. Para tanto, realiza uma pesquisa qualitativa exploratória sobre o tema por meio do levantamento da produção acadêmica de teses e dissertações produzidas no Pontifícia Universidade Católica de São Paulo (PUC-SP) e na Universidade Estadual de Campinas (UNICAMP), buscando o conceito em títulos, resumos e palavras chave de 58.871 trabalhos realizados de 1965 a 2016. A partir deste levantamento e análise, é encetada a tessitura do conceito de “Pensamento computacional educacional”, numa perspectiva libertadora, a partir das reflexões sobre tecnologia debatidas nas obras de Vieira Pinto e Milton Santos, dos conceitos sobre Pensamento Computacional com as contribuições de autores como Papert e Valente, e educação libertadora, na perspectiva dada por Freire e Shor. Esta pesquisa conclui que o pensamento computacional é um conceito embrionário nas universidades pesquisadas, aparecendo em apenas um trabalho acadêmico e que não só é possível fazer a transposição do pensamento computacional para o ensino básico, como também é possível fazê-lo de forma libertadora
FRANÇA, Rozelma Soares de. "Um modelo para a aprendizagem do pensamento computacional aliado à autorregulação." Universidade Federal de Pernambuco, 2015. https://repositorio.ufpe.br/handle/123456789/17236.
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Cada vez mais é necessário criar cenários de aprendizagem que oportunizem a promoção do pensamento computacional na educação básica, uma vez que tal habilidade pode promover a capacidade de resolução de problemas, além de apoiar e relacionar-se com outras ciências. Atrelado a isto, há a necessidade de engajar os aprendizes em atividades de reflexão durante sua formação em conceitos fundamentais da Computação. Sob a ótica da aprendizagem autorregulada, a reflexão, especificamente a autorreflexão, desempenha um papel primordial no processo de aprendizagem, permitindo que os estudantes avaliem o próprio conhecimento na tentativa de identificar as causas dos seus próprios erros e acertos acadêmicos. Os aprendizes podem realizar essas atividades de reflexão e avaliação da aprendizagem individualmente e em colaboração com seus pares. Neste cenário, um modelo colaborativo, intitulado penC, foi concebido para introduzir práticas de autorregulação no contexto do ensino e da aprendizagem do pensamento computacional no ensino médio. O penC foi construído a partir de um estudo exploratório e avaliado por professores, especialistas em áreas contempladas no modelo. Tal avaliação evidenciou fatores que possivelmente contribuem para a autorregulação e a aprendizagem do pensamento computacional, bem como aqueles que requerem melhorias. Ainda, trouxe implicações para o design de uma ferramenta que implementa o penC. A partir de tais resultados, o modelo foi refinado, implementado e avaliado, por meio de um quasi-experimento, durante um curso de desenvolvimento de jogos digitais que introduziu conceitos de lógica de programação em iniciantes na área. Os resultados obtidos com o estudo experimental evidenciam a contribuição da proposta na formação dos estudantes, tendo impacto positivo sobre a autorregulação e a aprendizagem do pensamento computacional repercutindo, ainda, na jogabilidade de games produzidos durante a formação dos participantes em conceitos introdutórios de programação. Adicionalmente, o professor avaliou positivamente a experiência com o uso do modelo proposto e relatou a percepção de resultados positivos sobre a formação de seus estudantes.
There is an increasing need to create learning environments that enable the promotion of computational thinking in basic education, once this ability can promote the skill of solving problems, besides supporting and relating to other sciences. Linked to this, there is the need to engage learners in reflection activities during their education on fundamental concepts of computer science. From the perspective of self-regulated learning, reflection - especially self-reflection - plays an essential role in the learning process, allowing students to assess their own knowledge as an attempt to identify the causes of their own mistakes and academic achievements. Learners can perform such activities of reflection and evaluation of learning individually and in collaboration with their peers. In this scenario, a collaborative model called penC is designed to introduce self-regulation practices in the context of teaching and learning of computational thinking in high school. The penC was built from an exploratory study and evaluated by teachers, experts in areas included in the model. Such evaluation highlighted factors that possibly contribute to the self-regulation and learning of computational thinking as well as those in need of improvement. It also brought consequences for the design of a tool that implements the penC. From these results, the model was refined, implemented and evaluated, through a quasi-experiment, during a course of development of digital games that introduced concepts of programming logic to beginners of this area. The results obtained with the experimental study demonstrate the contribution of the proposal on the education of students, generating positive impact on self-regulation and learning of computational thinking and also repercussions in playability of games produced during the education on introductory concepts of programming. Moreover, the teacher evaluated the experience with the use of the proposed model as positive and reported the perception of positive results on the education process of the students.
Chuang, Hui-Chi, and 莊惠淇. "Computational Thinking Curriculum for K-12 Education -- A Delphi Survey." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/55003969649563118318.
Full text國立臺灣師範大學
資訊教育研究所
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The objective of this study is to design a computational thinking curriculum standard for K-12 education. The Delphi technique was employed to collect different views and derive consensus from a panel of thirteen experts, including computer scientists, computer science educators, K-12 computer teachers, and industry experts. The first draft of Delphi survey questionnaire consists of nine themes (problem solving, problem decomposition, algorithms, data representation, data analysis, modeling and simulation, abstraction, automation and others) and 60 competence indicators, was developed based on our investigation of the nature of computational thinking. After three-rounds of survey and a final round-table discussion, the expert panel derived 49 essential competence indicators (13 for grades K to 6, nine of grades 7 to 9 and 27 of grades 10 to 12) and eight optional competence indicators (one for grades 7 to 9 and seven for grade 10 to 12). The results serve as useful references for developing Taiwan’s new K-12 computing curriculum.
(6636098), Arjun Shakdher. "Collaborative Platform for Computational Thinking Assessment." Thesis, 2019.
Find full text"Genost: A System for Introductory Computer Science Education with a Focus on Computational Thinking." Master's thesis, 2015. http://hdl.handle.net/2286/R.I.29648.
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Masters Thesis Computer Science 2015
Ahn, Junghyun. "Computational Thinking in Children: The Impact of Embodiment on Debugging Practices in Programming." Thesis, 2020. https://doi.org/10.7916/d8-k5ee-q864.
Full text(7046627), Tingxuan Li. "The Use of Cognitive Diagnostic Modeling in the Assessment of Computational Thinking." Thesis, 2019.
Find full textIn order to achieve broadening participation in computer science and other careers related to computing, middle school classrooms should provide students opportunities (tasks) to think like a computer scientist. Researchers in computing education promote the idea that programming skill should not be a pre-requisite for students to display computational thinking (CT). Thus, some tasks that aim to deliberately elicit students’ CT competency should be stand-alone tasks rather than coding fluency-oriented tasks. Guided by this approach, this assessment design process began by examining national standards in CT. A Q-matrix (i.e., item–attribute alignment table) was then developed and modified using (a) literature in CT, (b) input from subject-matter experts, and (c) cognitive interviews with a small sample of students. After multiple-choice item prototypes were written, pilot-tested, and revised, 15 of them were finally selected to be administered to 564 students in two middle schools in the Mid-western US. Through cognitive diagnostic modeling, the estimation results yielded mastery classifications or subscores that can be used diagnostically by teachers. The results help teachers facilitate students’ mastery orientations, that is, to address the gap between what students know and what students need to know in order to meet desired learning goals. By equipping teachers with a diagnostic classification based assessment, this research has the capacity to inform instruction which, in turn, will enrich students’ learning experience in CT.
"Computer Science Education: A Game to Teach Children about Programming." Master's thesis, 2017. http://hdl.handle.net/2286/R.I.44006.
Full textDissertation/Thesis
Masters Thesis Computer Science 2017
Lhoťanová, Anna. "Unplugged aktivity pro rozvoj informatického myšlení v rámci zájmového vzdělávání." Master's thesis, 2019. http://www.nusl.cz/ntk/nusl-397190.
Full textLessner, Daniel. "Výuka informatiky na gymnáziích." Doctoral thesis, 2018. http://www.nusl.cz/ntk/nusl-389632.
Full textFadjo, Cameron Lawrence. "Developing Computational Thinking Through Grounded Embodied Cognition." Thesis, 2012. https://doi.org/10.7916/D88058PP.
Full textNunes, José Manuel Freixo. "Mobile learning e pensamento computacional: contributos para o desenvolvimento de aplicações em contextos educativos." Doctoral thesis, 2019. http://hdl.handle.net/10400.2/8607.
Full textLearning through an application installed on a mobile phone is only possible because the technological evolution has been enormous. The personal computer, the expansion of the networks, the mobile devices with varied applications and several objectives fulfilled this possibility. One of these objectives is associated with mobile learning, which consists of teaching and learning through applications installed on mobile phones. Application development will be facilitated, for example, by applying a form of problem analysis, called computational thinking, which consists of an approach to how to solve programming problems but which can also be applied in other areas. Thus, it was considered relevant to develop an investigation in order to understand the possibilities of integration of mobile learning and computational thinking in basic education associated to the development of applications (main objective). The investigation was carried out with students of the 8th and 9th Year of the Colégio Manuel Bernardes. The 9th Year students produced mobile applications for the teaching and learning of the Pythagorean Theorem and the 8th Year students experimented with and tested the application. The collection of primary and secondary data was performed through documentation research, questionnaires and interviews. The analysis strategy consisted first of all in the analysis of the documents surveyed, creating summaries and critical evaluations. Participating students and teachers answered a questionnaire on the subject under investigation. The data obtained were treated and analyzed in order to accept or reject the hypotheses suggested and associated with the research questions. The quantitative data were analyzed through the SPSS, qualitative data required a classification by categories, so that, when necessary, a summary, categorization, structuring or even enumeration of the categories found was performed. The research methodology employed was Design Based Research, which was chosen because it is systematic but flexible, through an iterative analysis, design, development and implementation, based on the collaboration between the researcher and the participants. Regarding all the processes of development and testing of the applications produced, we can conclude that there are possibilities to integrate mobile learning and computational thinking in basic education. However, it will be necessary to continue investigating how to proceed with this integration, in particular by following guidelines on inclusion, education, qualification, specialization and research.
Camargo, Caio Rafael Dias. "Programming of an educational robot to be applied in STEAM areas." Master's thesis, 2018. http://hdl.handle.net/10198/22708.
Full textThe world is increasingly digital. Countries around the world strive to attract and prepare future generations to occupy the positions, where, for the most part, they will focus on Science, Technology, Engineering, Arts and Mathematics (STEAM). An approach already consolidated in the literature is the use of robots applied in education to encourage students to develop essential skills such as critical thinking, problem-solving and computational thinking. This work, linked to the RoboSTEAM project, aims to explore educational robots that can be applied in this context, considering that most approaches use LEGO’s platform, which can sometimes be difficult to access due to its high price. The robot used was the mBot in which it uses the mBlock 5 software to program it, from the MakeBlock Co. Ltd. company, being applied in two educational approaches during the execution of the project in which it is based on challenge based-learning methodology. A methodology for adding sensors to the mBot has been also explored. Finally, evaluations were made about the performance of students who participated in this project.
Ribeiro, Ana Margarida Casal. "O trabalho de projeto com robótica educativa no 1º ciclo do ensino básico." Master's thesis, 2021. http://hdl.handle.net/10400.26/38263.
Full textO presente relatório, diz respeito ao projeto de investigação realizado ao longo da Unidade Curricular de Estágio IV, numa turma de 4.o ano do 1.o Ciclo do Ensino Básico. A temática da investigação centra-se no trabalho de projeto com robótica educativa no 1.o Ciclo do Ensino Básico. O objetivo principal deste relatório é descrever e refletir sobre a utilização da robótica em contexto educativo que, em simultâneo com práticas pedagógicas democráticas, nas quais os interesses dos alunos são valorizados, na perspetiva de desenvolver aprendizagens mais significativas. Deste modo, relacionou-se a robótica educativa com a metodologia trabalho de projeto, que tem como referência o modelo pedagógico o Movimento da Escola Moderna. Relativamente às metodologias utilizadas, este projeto incide numa investigação de cariz qualitativo centrada na prática, a qual prevê uma reflexão sobre o trabalho desenvolvido ao longo do tempo. Durante a implementação da investigação e após a análise dos resultados obtidos, evidenciou-se que tanto o trabalho de projeto como a robótica, contribuíram significativamente para a aquisição tanto de valores como de conhecimentos, da turma em estudo. Relativamente ao trabalho de projeto, os alunos constataram que aprenderam a trabalhar em grupo, a serem mais autónomos e responsáveis. Por outro lado, em relação à robótica, apesar de existir um número significativo de alunos que demostrou dificuldades durante a execução das tarefas, não existiu nenhum aluno que evidenciasse descontentamento. Deste modo, parece-nos claro que a robótica permitiu ser o “elo” de ligação entre a aquisição e desenvolvimento de conhecimentos e a motivação, interesse e predisposição dos alunos, face às tarefas propostas, que se consideram ser desafiantes. Por outro lado, o trabalho de projeto realizado articulou-se com as mais diversas disciplinas do currículo, tornando-se naturalmente transversal a todo o currículo.