Teses / dissertações sobre o tema "Computational thinkink"
Crie uma referência precisa em APA, MLA, Chicago, Harvard, e outros estilos
Veja os 50 melhores trabalhos (teses / dissertações) para estudos sobre o assunto "Computational thinkink".
Ao lado de cada fonte na lista de referências, há um botão "Adicionar à bibliografia". Clique e geraremos automaticamente a citação bibliográfica do trabalho escolhido no estilo de citação de que você precisa: APA, MLA, Harvard, Chicago, Vancouver, etc.
Você também pode baixar o texto completo da publicação científica em formato .pdf e ler o resumo do trabalho online se estiver presente nos metadados.
Veja as teses / dissertações das mais diversas áreas científicas e compile uma bibliografia correta.
Léonard, Marielle. "Approche didactique et instrumentale de la pensée informatique : focus sur le concept de motif". Electronic Thesis or Diss., Université de Lille (2022-....), 2024. http://www.theses.fr/2024ULILH034.
Texto completo da fonteIn France, since 2016, introduction to computer programming has been included in compulsory school curricula. The objective of this thesis is to understand the conceptualization process when solving programming puzzles by subjects aged 7 to 15 years old. To this end, we combine the respective contributions of conceptual field theory (Vergnaud, 1991) and the analysis of pupils activity in a TEL environment. We focus on the concept of pattern, in particular during the first confrontations with the loop notion in block programming. We define a pattern as “an entity identifiable within a set because it is repeated identically or with predictable variations” and highlight the essential place of this concept when initiating algorithmic thinking. The didactic approach adopted aims to position the concept of pattern within a conceptual field of basic notions of algorithms, a conceptual field which has as its scope imperative programming in Scratch language at compulsory school level. Within this conceptual field, we deepen the study of programming situations of a virtual robot on a grid which require the use of a loop. Our experimental protocol is backed by the Algoréa online programming competition. We are building methodological tools including a data collection device at three scales, statistical analyzes on large samples, automation of the processing of interaction traces with the EIAH, and qualitative analyzes of screen video recordings. This methodological tool, which makes it possible to combine the precision of qualitative analyzes and statistical robustness, constitutes one of the contributions of this thesis. With this approach, we first carry out an instrumental study of the TEL environmentas defined by Rabardel (1995). Its goal is to distinguish what, in the activity, relates to conceptual mastery and what relates to instrumental mastery of a particular programming environment. We then focus on conceptualization-in-act in the sense of Vergnaud(1991). We identify the schemes implemented by the subject during the programming activity studied, in particular the underlying operational invariants. Our analyzes allow us to identify and document levels of difficulty and recurring errors during the first learning of the loop. One of our research perspectives is to reproduce this approach to carry out investigations on all the concepts covered during the introduction to computer programming at compulsory school level. These results constitute a contribution likely to help elementary and middle school teachers to support their pupils and help them overcome the difficulties encountered when learning fundamental concepts of algorithms
Chowdhury, Bushra Tawfiq. "Collaboratively Learning Computational Thinking". Diss., Virginia Tech, 2017. http://hdl.handle.net/10919/88016.
Texto completo da fontePHD
Grgurina, Nataša. "Computational thinking in Dutch secondary education". Universität Potsdam, 2013. http://opus.kobv.de/ubp/volltexte/2013/6455/.
Texto completo da fonteLundholm, David. "Computational Thinking in Swedish Elementary Schools". Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-254210.
Texto completo da fonteKolodziej, MIchael. "Computational Thinking in Curriculum for Higher Education". Thesis, Pepperdine University, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10285666.
Texto completo da fonteComputational 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.
Texto completo da fonteThough 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
Browning, Samuel Frank. "Using Dr. Scratch as a Formative Feedback Tool to Assess Computational Thinking". BYU ScholarsArchive, 2017. https://scholarsarchive.byu.edu/etd/6659.
Texto completo da fonteWeese, Joshua Levi. "Bringing computational thinking to K-12 and higher education". Diss., Kansas State University, 2017. http://hdl.handle.net/2097/35430.
Texto completo da fonteDepartment 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.
Donaldson, Scott P. "Generating, Simulating, Interrogating: A Computational Design Thinking Framework". Research Showcase @ CMU, 2017. http://repository.cmu.edu/theses/133.
Texto completo da fonteSaari, Erni Marlina. "Toolbox for adopting computational thinking through learning Flash". Thesis, University of Nottingham, 2018. http://eprints.nottingham.ac.uk/53768/.
Texto completo da fonteÅsbrink, Niklas. "En studie i att tillämpa Computational Thinking på grafteori". Thesis, Umeå universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-92797.
Texto completo da fonteWoods, Charles. "Discourse Indicative of Computational Thinking within a Virtual Community". Thesis, University of North Texas, 2020. https://digital.library.unt.edu/ark:/67531/metadc1703290/.
Texto completo da fonteGouws, Lindsey Ann. "The role of computational thinking in introductory computer science". Thesis, Rhodes University, 2014. http://hdl.handle.net/10962/d1011152.
Texto completo da fonteMoran, Renee Rice, Laura Robertson, Chih-Che Tai, Karin Keith, Jamie Price, Lori T. Meier e 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.
Texto completo da fonteXie, Benjamin Xiang-Yu. "Progression of computational thinking skills demonstrated by App Inventor users". Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106395.
Texto completo da fonteThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 81-83).
analyze skill progression in MIT App Inventor, an open, online learning environment with over 4.7 million users and 14.9 million projects/apps created. My objective is to understand how people learn computational thinking concepts while creating mobile applications with App Inventor. In particular, I am interested in the relationship between the development of sophistication in using App Inventor functionality and the development of sophistication in using computational thinking concepts as learners create more apps. I take steps towards this objective by modeling the demonstrated sophistication of a user along two dimensions: breadth and depth of capability. Given a sample of 10,571 random users who have each created at least 20 projects, I analyze the relationship between demonstrating domain-specific skills by using App Inventor functionality and generalizable skills by using computational thinking concepts. I cluster similar users and compare differences in using computational concepts. My findings indicate a common pattern of expanding breadth of capability by using new skills over the first 10 projects, then developing depth of capability by using previously introduced skills to build more sophisticated apps. From analyzing the clustered users, I order computational concepts by perceived complexity. This concept complexity measure is relative to how users interact with components. I also identify differences in learning computational concepts using App Inventor when compared to learning with a text-based programming language such as Java. In particular, statements (produce action) and expressions (produce value) are separate blocks because they have different connections with other blocks in App Inventor's visual programming language. This may result in different perceptions of computational concepts when compared to perceptions from using a text-based programming language, as statements are used more frequently in App Inventor than expressions. This work has implications to enable future computer science curriculum to better leverage App Inventor's blocks-based programming language and events-based model to offer more personalized guidance and learning resources to those who learn App Inventor without an instructor.
by Benjamin Xiang-Yu Xie.
M. Eng.
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.
Texto completo da fonteCataloged 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.
Lindsay, Lucie Jean Cornford. "Networked Professional Learning for Teachers of Computational Thinking: Design Considerations". Thesis, The University of Sydney, 2022. https://hdl.handle.net/2123/29790.
Texto completo da fontePiccoli, Prisca Primavera <1991>. "Didactics of Computational Thinking Addressed to Non-Computer Science Learners". Master's Degree Thesis, Università Ca' Foscari Venezia, 2017. http://hdl.handle.net/10579/10595.
Texto completo da fonteTurakhia, Dishita Girish. "Thirteen ways of looking : a theoretical inquiry in computational creative thinking". Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113918.
Texto completo da fonteThesis: S.M., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2017.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 97-99).
The vision of this research is to propose a novel computational framework to study Creative Thinking. If we are to embed machines with creative thinking abilities, then we first need to study the evanescent nature of human creative thinking. Creative thinking is neither entirely random nor strictly logical, making it difficult to t its computation into structured logical models of thinking. Given this conundrum, how can we computationally study the process of thinking creatively? In this research, I first present the current scientific definitions of creative thinking. Through literary survey of cognitive, computational and design thinking frameworks, I identify the missing links between human creativity and AI models of creative thinking. I assert that creative thinking is result of two features of human intelligence, cognitive diversity and social interaction. Cognitive diversity or the ability to parse knowledge in dierent ways is a crucial aspect of creative thinking. Furthermore, social interaction between cognitively diverse individuals results in restructuring of thoughts leading to creativity and epiphanies (the aha moments). I posit that Shape Grammar, with its ability to fluidly restructure computation, can be used to study and demonstrate cognitive diversity and interaction. If we conceive thoughts as shapes and ideas as configurations of those shapes, then cognitive diversity can be described as rule-based computation on shapes to generate those configurations; and interaction as the exchange of rules between cognitive diverse entities (humans or machines). The contributions of this research are threefold. First, I present a literature review of current frameworks, and identify the two gaps between machine and human creativity. Secondly, I demonstrate how shape grammar can ll those gaps of cognitive diversity and interaction. Thirdly, I propose thought-shape framework that adapts principles of shape grammar for computational creative thinking.
by Dishita Girish Turakhia.
S.M.
Fusté, Lleixà Anna. "Hypercubes : learning computational thinking through embodied spatial programming in augmented reality". Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/120690.
Texto completo da fonteCataloged from PDF version of thesis.
Includes bibliographical references (pages 116-120).
Computational thinking has been described as a basic skill that should be included in the educational curriculum. Several online screen-based platforms for learning computational thinking have been developed during the past decades. In this thesis we propose the concept of Embodied Spatial Programming as a new and potentially improved programming paradigm for learning computational thinking in space. We have developed HyperCubes, an example Augmented Reality authoring platform that makes use of this paradigm. With a set of qualitative user studies we have assessed the engagement levels and the potential learning outcomes of the application. Through space, the physical environment, creativity and play the user is able to tinker with basic programming concepts that can lead to a better adoption of computational thinking skills.
by Anna Fusté Lleixà.
S.M.
Tripet, Kristen Julia. "A Journey to Understanding: Developing Computational Fluency in Multi-digit Multiplication". Thesis, The University of Sydney, 2019. http://hdl.handle.net/2123/20763.
Texto completo da fonteTravers, Michael David. "Programming with agents new metaphors for thinking about computation". Thesis, Massachusetts Institute of Technology, 1996. http://hdl.handle.net/1721.1/29109.
Texto completo da fonteWärmedal, Linnea. "Computational Thinking - A New Approach for Teaching Computer Science to College Freshmen". Thesis, Umeå universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-92827.
Texto completo da fonteBrackmann, 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.
Texto completo da fonteComputational 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.
Pitkänen, 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.
Texto completo da fonteNivens, 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.
Texto completo da fonteKim, Harang. "Designing Learning Activities to Support Young Women’s Interest in Programming and Computational Thinking". Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20711.
Texto completo da fonteSelby, 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/.
Texto completo da fonteTarr, Melanie. "The other art of computer programming: A visual alternative to communicate computational thinking". Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2020. https://ro.ecu.edu.au/theses/2280.
Texto completo da fonteTsoukalas, Kyriakos. "On Affective States in Computational Cognitive Practice through Visual and Musical Modalities". Diss., Virginia Tech, 2021. http://hdl.handle.net/10919/104069.
Texto completo da fonteDoctor of Philosophy
This dissertation investigates the role of learners' affect during instructional activities of visual and musical computing. More specifically, learners' enjoyment, excitement, and motivation are measured before and after a computing activity offered in four distinct ways. The computing activities are based on a prototype instructional apparatus, which was designed and fabricated for the practice of computational thinking. A study was performed using a virtual simulation accessible via internet browser. The study suggests that maintaining enjoyment during instructional activities is a more direct path to academic motivation than excitement.
Burke, Lauren. "Computer Science Education at The Claremont Colleges: The Building of an Intuition". Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/scripps_theses/875.
Texto completo da fonteBASTOS, JOAO ANTONIO DUTRA MARCONDES. "SUPPORT FOR COMPUTATIONAL THINKING KNOWLEDGE TRANSFER FROM VISUAL PROGRAMMING LANGUAGES TO TEXTUAL PROGRAMMING LANGUAGES". PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2015. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=25694@1.
Texto completo da fonteCOORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE EXCELENCIA ACADEMICA
Produzir tecnologia tem se mostrado uma habilidade cada vez mais indispensável na sociedade moderna. Os usuários estão deixando de ser simples consumidores e passando a ser produtores, usando a tecnologia para expressarem suas ideias. Nesse contexto, o aprendizado do chamado raciocínio computacional deve ser tão importante quanto o de disciplinas básicas, como a leitura, a escrita e a aritmética. Ao desenvolver tal habilidade o aluno vai conseguir se expressar através do software. Diversos projetos ao redor do mundo têm suas tecnologias e didáticas próprias a fim de auxiliar o aluno a desenvolver tal capacidade. Porém, sabemos que em um contexto que está em constante evolução como é o caso da informática, não podemos deixar que o aluno fique preso a uma única ferramenta ou meio de se expressar. Ferramentas podem ficar obsoletas e ele perderia seu poder de produtor de tecnologia. Pensando nisso, foi elaborado um modelo de transferência do aprendizado do raciocínio computacional a ser incorporado a sistemas de documentação ativa que apoiam o ensino-aprendizado desta habilidade. O modelo auxiliará o designer na criação de um artefato tecnológico que seja capaz de ajudar alunos e professores a aprenderem uma nova linguagem de programação. O modelo, que é baseado na Engenharia Semiótica, é a principal contribuição científica dessa dissertação de mestrado.
Producing technology has been an increasingly essential ability in modern society. The users are no longer simple consumers but actually, also, technology producers, using technology to express their ideas. In this context, the learning of the so-called computational thinking should be as important as learning basic disciplines such as reading, writing and arithmetic. As long as the student can develop this ability, he will be able to express himself or herself through the software. Many projects around the world have their own technologies and pedagogy to help the student develop such capacity. However, we know that in a context that is constantly evolving as is the case of informatics, we cannot allow the student to be attached to a single tool or means. Tools may become obsolete and students would lose their technology producer status. With this in mind, we designed a learning transfer model of computational thinking, which will assist the designer in the creation of a technological artifact to help students and teachers learn a new programming language. The model, which is based on the Semiotic Engineering, is the main scientific contribution of this master s dissertation.
George, Lenard. "COMPUTATIONAL THINKING FOR ADULTS- DESIGNING AN IMMERSIVE MULTI-MODAL LEARNING EXPERIENCE USING MIXED REALITY". Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23635.
Texto completo da fonteLodi, Michael <1988>. "Introducing Computational Thinking in K-12 Education: Historical, Epistemological, Pedagogical, Cognitive, and Affective Aspects". Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amsdottorato.unibo.it/9188/1/Tesi_Dottorato_Lodi.pdf.
Texto completo da fonteAmanda, Tholin. "Utvecklingsmöjligheter vid användandet av making i programmeringsundervisning : En studie om elevers möjligheter och svårigheter i skapandet av kod". Thesis, Jönköping University, Högskolan för lärande och kommunikation, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-49215.
Texto completo da fonteBanks, 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.
Texto completo da fonteCURASMA, HERMINIO PAUCAR. "A TOOL FOR THE INTRODUCTION OF PROGRAMMING AND COMPUTATIONAL THINKING WITH MOTIVATION USING VIRTUAL REALITY". PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2017. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=36299@1.
Texto completo da fonteCOORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE EXCELENCIA ACADEMICA
No nosso quotidiano ouvimos com frequência falar da importância das Tecnologias de Informação e Comunicação (TIC) pelos diversos atores sociais. A influência das TIC atravessa as diversas áreas da sociedade como: agricultura, serviços, comércio, indústria, investigação, entre outros. Se fizermos um raciocínio inverso será difícil nomearmos campos sociais que não sejam influenciados direta ou indiretamente pelas TIC. Além disso a demanda de trabalhadores em Computer Science e áreas relacionadas a STEM (Science, Technology, Engineering and Mathematics) está em aumento. É por isso mesmo que é importante que as crianças desde tenra idade se interessem pela tecnologia (Programação de computadores) e participem dela de uma forma divertida e lúdica. O presente trabalho propõe a criação de uma ferramenta de Realidade Virtual que permite que os estudantes aprendem conceitos básicos da programação e pensamento computacional tendo como finalidade que eles desfrutem da tecnologia e se sintam motivados em aprender mais. A ferramenta é uma Linguagem Visual de Programação. Os algoritmos são formados mediante a montagem de blocos-, resolvendo com isso um dos principais problemas dos estudantes que são os erros de sintaxe. Além disso a ferramenta traz consigo um conjunto de desafios ordenados por níveis, que têm como finalidade ensinar aos estudantes princípios básicos da programação e a lógica (programação sequencial, estrutura de dados repetitiva e condicional), onde em cada nível o aluno aprenderá as diferentes conceitos e comportamentos do pensamento computacional. Para as avaliações com os usuários se contou com a participação de 18 alunos com idades entre 12 e 15 anos provenientes de duas instituições públicas do Rio de Janeiro. Nestas avaliações considerou-se também medir a sensação de imersão mediante a Telepresença, Presença Social e Usabilidade.
Nowadays, we often hear about the importance of Information and Communication Technologies (ICT) by various social actors. The influence of ICT crosses the various areas of society as agriculture, services, trade, industry, research, among others. If we do an inverse reasoning, it will be difficult to name social fields that are not directly or indirectly influenced by ICTs. In addition, the demand for workers in Computer Science and areas related to the STEM (Science, Technology, Engineering, and Mathematics) is on the rise. That is why it is important to make the young person interested in technology (Computer programming) and participate in it in a fun and playful way. The present work proposes the creation of a Virtual Reality tool that allows students to learn basic concepts of programming and computational thinking with the purpose that they enjoy the technology and feel motivated to learn more. The tool is a Visual Programming Language; the algorithms are formed by block-assembly, thereby solving one of the students main problems, which are syntax errors. In addition, the tool brings with it a set of level-ordered challenges aimed at teaching students basic principles of programming and logic (sequential programming, repetitive and conditional data structure), where at each level the student will learn the different concepts and behaviors of computational thinking. For the evaluations with the users we counted on the participation of 18 students between 12 and 15 years old coming from two public institutions of Rio de Janeiro. In these evaluations it was also considered to measure the sensation of immersion through Telepresence, Social Presence and Usability.
Kim, 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.
Texto completo da fonteThe 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.
Leoni, Luca. "Competenze e competizioni di informatica: valutazioni sperimentali". Master's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/3128/.
Texto completo da fonteVolkova, Tanya N. Presmeg Norma C. "Characterizing preservice teachers' thinking in computational estimation with regard to whole numbers, fractions, decimals, and percents". Normal, Ill. : Illinois State University, 2006. http://proquest.umi.com/pqdweb?index=0&did=1276391451&SrchMode=1&sid=6&Fmt=2&VInst=PROD&VType=PQD&RQT=309&VName=PQD&TS=1181316122&clientId=43838.
Texto completo da fonteTitle from title page screen, viewed on June 8, 2007. Dissertation Committee: Norma C. Presmeg (chair), Cynthia W. Langrall, Beverly S. Rich, Janet Warfield. Includes bibliographical references (leaves 177-187) and abstract. Also available in print.
Moran, Renee, Huili Hong, Karin Keith, LaShay Jennings e Natalia Ward. "The Integration of Computational Thinking in an Inquiry Based ELA Classroom: Fun with Robotics and Coding". Digital Commons @ East Tennessee State University, 2019. https://dc.etsu.edu/etsu-works/5946.
Texto completo da fonteBjörkman, Desireé. "Machine Learning Evaluation of Natural Language to Computational Thinking : On the possibilities of coding without syntax". Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-424269.
Texto completo da fonteLo, Steson Koon-Siu. "Thinking Digitally: Individual Differences in Mental Representations of Number and Computational Algorithms Associated with Exact Quantities". Thesis, The University of Sydney, 2016. http://hdl.handle.net/2123/16328.
Texto completo da fonteLawanto, 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.
Texto completo da fonteBoucinha, Rafael Marimon. "Aprendizagem do pensamento computacional e desenvolvimento do raciocínio". reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/172300.
Texto completo da fonteThis thesis describes a quasi-experimental study aimed to investigate a relationship between the construction of Computational Thinking and the development of students' reasoning in Middle School. A research was carried out during a course about Games Development, offered in two private schools in Porto Alegre, with 50 students. The proposed teaching-learning practice was built on the theoretical assumptions of meaningful learning and experiential learning. Both, Computational Thinking and reasoning, of the students were measured before and after the course, using a Computational Thinking Test and a set of reasoning evidence tests (BPR-5). The statistical analysis of the data showed an increase in Computational Thinking, as well as Verbal Reasoning, Abstract Reasoning and Mechanical Reasoning of the students participating in the experiment. There was also a positive observation between Computational Thinking and the five types of reasoning. The results of this study demonstrate how the construction of Computational Thinking contributes to the cognitive development of students and presents a pedagogical proposal that can serve as a reference for new studies in the area.
Liebe, Christine Lynn. "An Examination of Abstraction in K-12 Computer Science Education". ScholarWorks, 2019. https://scholarworks.waldenu.edu/dissertations/6728.
Texto completo da fonteHolfve, Amelie. "Elevers förståelse för programmering : En fallstudie om elevers förståelse för programmering i årskurs 5". Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-86153.
Texto completo da fonteProgramming is since 2018, a new subject in the Swedish curriculum. This case studytherefore focuses on students’ understanding of introductory programming, to help teachers geta better understanding of how to teach and assess the subject. The theory computationalthinking was used as a foundation for identifying the students’ incremental and iterative processas well as their testing and debugging process. It was also used for identifying the students’understanding of programming concepts. The data for this study was collected throughrecordings of students’ screens and conversations, while introducing them to programming inScratch. The results showed that students had some difficulties with some programmingconcepts. Furthermore, the results showed that the processes were dependant on each other’sdevelopment.
Leifheit, 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.
Texto completo da fonteDonley, 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.
Texto completo da fontePh.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
Feldhausen, Russell A. "Mission to Mars: a computer science curriculum for middle school STEM camps". Thesis, Kansas State University, 2018. http://hdl.handle.net/2097/38864.
Texto completo da fonteDepartment of Computer Science
Daniel A. Andresen
This thesis presents a curriculum designed for 5th and 6th grade students attending a summer camp for science, technology, engineering, and mathematics (STEM) disciplines. The curriculum uses several concepts from educational theory and computer science education research. It also uses techniques such as cognitive apprenticeship, expansive framing, and scaffolded lessons to increase student learning outcomes. It was taught during two cohorts of a STEM summer camp. The curriculum is analyzed through self-efficacy surveys both before and after the class, measuring how students judged their own capability to use skills learned during the class. Analysis of the data shows that the increase in student self-efficacy has a medium to large effect size overall, as well as student self-efficacy with many computational thinking skills. Data from various population groups based on gender, previous STEM experience, and socio-economic status indicators is also analyzed. Finally, many areas of future work and improvement are presented and discussed. The outcome of this work is to demonstrate the effectiveness of the curriculum presented in increasing student self-efficacy with computational thinking skills, specifically by showing the links between content in the curriculum and specific computational thinking skills.