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COMPUTATIONAL THINKING ACROSS SCHOOL CURRICULA
ETWINNING THEMATIC CONFERENCE ATHENS, 30/09/2017
ANUSCA FERRARI & KATJA ENGELHARDT
THE STUDIES
 European Schoolnet and ITD
 Funded by JRC
 Published in 2016
 https://goo.gl/c7OXFn
 European Schoolnet
 Published in 2015 (first version 2014)
 https://goo.gl/Wz1en6 (2015) and
https://goo.gl/98zknd (2014)
PEDAGOGIES TO TEACH CT
 multiple pathways to teach CT
 Give learners the possibility to design, create and experiment in areas they
care about
 Identify pedagogical approaches that draw on real- life situations
 CS Unplugged as popular approach: teach CT without technology
 Computer simulations & modelling to support learning e.g. in Science
classes
 Scalable Game Design as an motivating first step
 Need for an inclusive approach (gender and special eductional needs)
INCLUSIVE APPROACH TO TEACH CT
“All pupils, regardless of their ability, will benefit from coding,
largely because they can work at their own pace and level
according to their individual needs. Coding is engaging for
students because they get involved, they are keen to experiment
and try things out. There is no obvious right or wrong method. If
their code does not work, pupils just continue experimenting
until they achieve what they want to achieve. They can either
create their own game or they can just do basics like moving a
character on the screen.” Ruth Sanders, Ysgol Hendreflin, Wales
TRANSFER OF SKILLS
Limited research on how CT concepts and
constructs are transferred to other domains.
No sufficient evidence on long-term impact of
studying coding/programming or CT in schools
First evidence suggests:
 Learning programming does not automatically
imply the development of problem solving skills
 Learn coding early can improve students
understanding of mathematical processes
LEARNING TOOLS TO TEACH CT
 Learning tools required that make programming activities accessible to young
children in primary school (i.e. tools that have a low floor) and yet be
challenging for more experienced learners (i.e. high ceiling)
• Block- based environments like Alice
and Scratch
 Students can focus on creating and
experimenting, as learners do do
not need to be able to code in a
textual language
LEARNING TOOLS TO TEACH CT
 drop & drag languages can be easy to start with, but can also be
quite complex and sophisticated
1. learners’ creation of digital games
2. Digital storytelling
 tangible tools like robotics kits (e.g.
Lego Mindstorms), e-textiles (Lilypad)
and handheld computers (e.g. BBC
micro:bit)
 Programming of toy robots for young
children
ASSESSMENT OF CT
• Importance to adequately assessing students’ CT skills is generally recognized by
experts and practitioners
• But: still a limited number of research works focused on assessment of CT concepts
and constructs, and their transfer to other knowledge domains.
Methods used:
• Analysis of artefacts, e.g. games or models
• Trouble shooting scenarios, e.g. debugging existing programs
• Multiple-choice assessments, attendant rubrics
 New comprehensive approaches are needed that grasp the complexity of cognitive
approaches in place with CT
 New tools and criteria to help teachers in assessing CT skills, in particular if
integrated across subjects, will need to be developed
Find someone who…
Teaches the same subject Tried out a tool you did not use yourself Is new to eTwinning
Works in a country you would like to work
with
Teaches the same age group Is an experienced eTwinner
Is not too familiar with CT Is a Supercoder Has a big class (as yourself)
WHAT DO YOU ALREADY DO ON CODING/CT IN YOUR SCHOOL?
CT IN DIFFERENT SUBJECTS
Source: Google course on computational thinking for educators
Source:
http://www.helloruby.com
Arts and
algorithms
http://www.hel
loruby.com/pla
y/16
EXAMPLES ACTIVITIES
1. Unplugged CT
2. Abstraction - CT
14/17
CONTACTS
CompuThink study website
https://ec.europa.eu/jrc/en/computational-thinking
For more information write to
anusca.ferrari@eun.org
katja.engelhardt@eun.org

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Computational thinking across school curricula

  • 1. COMPUTATIONAL THINKING ACROSS SCHOOL CURRICULA ETWINNING THEMATIC CONFERENCE ATHENS, 30/09/2017 ANUSCA FERRARI & KATJA ENGELHARDT
  • 2. THE STUDIES  European Schoolnet and ITD  Funded by JRC  Published in 2016  https://goo.gl/c7OXFn  European Schoolnet  Published in 2015 (first version 2014)  https://goo.gl/Wz1en6 (2015) and https://goo.gl/98zknd (2014)
  • 3.
  • 4. PEDAGOGIES TO TEACH CT  multiple pathways to teach CT  Give learners the possibility to design, create and experiment in areas they care about  Identify pedagogical approaches that draw on real- life situations  CS Unplugged as popular approach: teach CT without technology  Computer simulations & modelling to support learning e.g. in Science classes  Scalable Game Design as an motivating first step  Need for an inclusive approach (gender and special eductional needs)
  • 5. INCLUSIVE APPROACH TO TEACH CT “All pupils, regardless of their ability, will benefit from coding, largely because they can work at their own pace and level according to their individual needs. Coding is engaging for students because they get involved, they are keen to experiment and try things out. There is no obvious right or wrong method. If their code does not work, pupils just continue experimenting until they achieve what they want to achieve. They can either create their own game or they can just do basics like moving a character on the screen.” Ruth Sanders, Ysgol Hendreflin, Wales
  • 6. TRANSFER OF SKILLS Limited research on how CT concepts and constructs are transferred to other domains. No sufficient evidence on long-term impact of studying coding/programming or CT in schools First evidence suggests:  Learning programming does not automatically imply the development of problem solving skills  Learn coding early can improve students understanding of mathematical processes
  • 7. LEARNING TOOLS TO TEACH CT  Learning tools required that make programming activities accessible to young children in primary school (i.e. tools that have a low floor) and yet be challenging for more experienced learners (i.e. high ceiling) • Block- based environments like Alice and Scratch  Students can focus on creating and experimenting, as learners do do not need to be able to code in a textual language
  • 8. LEARNING TOOLS TO TEACH CT  drop & drag languages can be easy to start with, but can also be quite complex and sophisticated 1. learners’ creation of digital games 2. Digital storytelling  tangible tools like robotics kits (e.g. Lego Mindstorms), e-textiles (Lilypad) and handheld computers (e.g. BBC micro:bit)  Programming of toy robots for young children
  • 9. ASSESSMENT OF CT • Importance to adequately assessing students’ CT skills is generally recognized by experts and practitioners • But: still a limited number of research works focused on assessment of CT concepts and constructs, and their transfer to other knowledge domains. Methods used: • Analysis of artefacts, e.g. games or models • Trouble shooting scenarios, e.g. debugging existing programs • Multiple-choice assessments, attendant rubrics  New comprehensive approaches are needed that grasp the complexity of cognitive approaches in place with CT  New tools and criteria to help teachers in assessing CT skills, in particular if integrated across subjects, will need to be developed
  • 10. Find someone who… Teaches the same subject Tried out a tool you did not use yourself Is new to eTwinning Works in a country you would like to work with Teaches the same age group Is an experienced eTwinner Is not too familiar with CT Is a Supercoder Has a big class (as yourself) WHAT DO YOU ALREADY DO ON CODING/CT IN YOUR SCHOOL?
  • 11. CT IN DIFFERENT SUBJECTS Source: Google course on computational thinking for educators
  • 13. EXAMPLES ACTIVITIES 1. Unplugged CT 2. Abstraction - CT
  • 14. 14/17 CONTACTS CompuThink study website https://ec.europa.eu/jrc/en/computational-thinking For more information write to anusca.ferrari@eun.org katja.engelhardt@eun.org

Editor's Notes

  1. Then the two videos