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Activities to Encourage
Algorithmic Thinking in
Computer Science
Ines Medved, Barbara Stopar, Katja Zupančič,
University of Ljubljana, Faculty of Education
July 2014
Introduction
• The definition of algorithmic thinking
• Computer science unplugged
• The Bebras
• Didactic computer/video games
• Visual programming environment SCRATCH
• The problem of grading products made
in/with activities
The Definition of
Algorithmic Thinking
• Abilities:
– Analyze
– Specify
– Find
– Construct
– Think
– Evaluate
– Improve
• Human cognitive
factors:
– Abstract and logical
thinking
– Thinking in
structures
– Creativity
– Problem solving
competence
The Definition of
Algorithmic Thinking
• Different from natural thinking
• Solution for a machine
Algorithmic Thinking
• Problems:
– Abstract type of thinking
– Abstraction
– Programming environment
For the beginners the complexity should be reduced
to that level where the concepts of algorithmic
thinking can be learned in a natural way.
Algorithmic Thinking
Real worldProgramming
environment
Computer Science Unplugged
• English version:
– A collection of free learning activities
– Concepts: binary numbers, algorithms and data compression
– Suitable for people of all ages
• http://csunplugged.org/
• Slovenian version:
– Translated and adapted by dr. Janez Demšar and mag. Irena
Demšar
– Beside original CS Unplugged material they added some
activities from other similar sites and their own games
• http://vidra.fri.uni-lj.si/aktivnosti
The Bebras
• An international contest on informatics and
computer fluency
• Easily accessible and highly motivating online
contests
• Sets of short
questions called
Bebras tasks
• “Beaver” = hard-working, intelligent, lively
animal
The Bebras
• Prof. Valentina Dagiene, University of Vilnius
• First organized in Lithuania in 2004
• In 2012: the non-school activity in Informatics
education with the largest audience
• First in Slovenia: in the 2011/12 school year
The Bebras Task
To solve Bebras tasks:
• Required to think in and
about information
• Discrete structures
• Computation
• Data processing
• Algorithmic concepts
• 45-55 minutes for solving
18-20 problems
• Different task sets for
different age students
A good Bebras task should be:
• Representing informatics
concepts
• Easily understandable
• Solved within 3 minutes
• Short
• Solvable on computer
• Independent from specific
systems
• Interesting and/or funny
• Includes pictures
The Bebras Task
• Chosen every year at an international Bebras
workshop
• The tasks suggested are then analyzed,
improved and sorted based on their difficulty,
theme and age category
• They pick out the best which become
mandatory -> comparison on
the international level
2012-AT-10 (Trendy Cycles in Beaver Town)
Nowadays everyone in Beaver Town wants to
have a trendy colorful bicycle. But the police has
set up a regulation, how bicycles are allowed to
look like.
You can derive from a so called tree depicted in
the figure below, whether or not a bicycle fulfils
the specification of the police. Beginning from
the starting point (the so called root) the
beavers have to decide step-by-step, which of
the available options (branches) they prefer.
Which of the following bicycles does not fulfill the
specification?
a) b)
c) d)
2010-CZ-02 Four Frogs
A magician robot moves across a square grid according to
given commands. The commands are expressed by the
following symbols:
- robot goes forward one step.
- robot creates a frog in front of it
- the robot repeats 4 times: one step forward. As a
result the robot moves 4 steps forward
- the robot repeats four times: move one step
forward and move one step forward. As a result the robot
moves 8 steps forward.
Which program tells the robot to create four
frogs in a row next to each other?
A)
B)
C)
D)
Serious Games
• Computer is used just for information
transmission or absorption
• Importance of learning goals related to
curriculum
• Essential elements: play, pretending, goal and
rules
• Different type of knowledge requires different
type of game design techniques and game
mechanics
eAdventure
• Is a research project aiming to facilitate the
integration of educational games and game-
like simulations in educational processes
• Developed by the e-UCM e-learning research
group at Universidad Complutense de Madrid
• Games design by students at Faculty of
Education, University of Ljubljana:
– http://hrast.pef.uni-lj.si/igre/
Scratch
• Visual programming language
• Creating:
– Animations
– Computer games
– Interactive stories
• Colored graphic
blocks with programming
commands
Scratch
• Users can learn:
– Assignment statement
(variable)
– Loop
– Conditional statement
– Response to the event
– Time synchronization
– Random numbers
– Logical operations
– …
• Users can’t learn:
– Define their own classes
and objects
– Reading from a file
– Writing to a file
– Writing comments
Scratch
Problem of Grading
Products Made in/with Activities
• We need to evaluate the usage of
knowledge/theory.
• Understanding of basic computer usage.
• The quality of the executed presentation of
the product.
• The attention paid to the data coding
• Effectiveness of the usage of IT
• Most importantly, the criterion must be
prepared in advance
Workshop
Do a game/storytelling in Scratch. Your options
are:
• Ping pong
• Introduce yourself
http://scratch.mit.edu/
http://scratch.mit.edu/scratch2download/
References
• ACM Tekmovanja – Bober, available http://tekmovanja.acm.si/bober (31.8.2013)
• Adams, E. Fundamentals of game design, Third edition. Barkeley: New Riders, 2014.
• Bebras, available http://www.bebras.org/ (23.7.2014)
• Bell, T. et al. Computer Science Unplugged, available http://csunplugged.org/ (16.3.2013)
• Bell, T. et al. Računalništvo brez računalnika, 2012, available
http://csunplugged.org/sites/default/files/books/CS_Unplugged-Slovenian_Dec2012.pdf (31.8.2013)
• Cerar, Š. and Rugelj, J. Bober – mednarodno tekmovanje v informacijski in računalniški pismenosti. V:
Mednarodna multikonferenca Splet izobraževanja in raziskovanja z IKT - SIRikt 2012. (2012). Ljubljana:
Miška, d.o.o.: 1078 – 1085, available http://prispevki.sirikt.si/datoteke/zbornik_sirikt2012.pdf (16.3.2013)
• Demšar, J. Zbirka nalog Bober. Internal material, 2013.
• Futschek, G. and Moschitz, J. Developing Algorithmic Thinking by Inventing and Playing Algorithms. Paris,
2010, available http://publik.tuwien.ac.at/files/PubDat_187461.pdf (24.7.2014)
• Kapp, K. M. The Gamification of Learning and Instruction: game-based methods and strategies for training
and education. San Francisco: Pfeiffer, 2012.
• Shaffer, D. W. How computer games help children learn. New York: Palgrave Macmillan, 2006.
• Učni načrt. Izbirni predmet: program osnovnošolskega izobraževanja. Računalništvo, Ljubljana: Ministrstvo
za šolstvo, znanost in šport: Zavod RD za šolstvo, 2002, available
http://www.mizs.gov.si/fileadmin/mizs.gov.si/pageuploads/podrocje/os/devetletka/predmeti_izbirni/Racu
nalnistvo_izbirni.pdf (28.7.2014)
• Whitton, N and Moseley, A. Using games to enhance learning and teaching. New York; London: Roufledge,
2012.

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Activites to Encourage Algorithmic Thinking in Computer Science

  • 1. Activities to Encourage Algorithmic Thinking in Computer Science Ines Medved, Barbara Stopar, Katja Zupančič, University of Ljubljana, Faculty of Education July 2014
  • 2. Introduction • The definition of algorithmic thinking • Computer science unplugged • The Bebras • Didactic computer/video games • Visual programming environment SCRATCH • The problem of grading products made in/with activities
  • 3. The Definition of Algorithmic Thinking • Abilities: – Analyze – Specify – Find – Construct – Think – Evaluate – Improve • Human cognitive factors: – Abstract and logical thinking – Thinking in structures – Creativity – Problem solving competence
  • 4. The Definition of Algorithmic Thinking • Different from natural thinking • Solution for a machine
  • 5. Algorithmic Thinking • Problems: – Abstract type of thinking – Abstraction – Programming environment For the beginners the complexity should be reduced to that level where the concepts of algorithmic thinking can be learned in a natural way.
  • 7. Computer Science Unplugged • English version: – A collection of free learning activities – Concepts: binary numbers, algorithms and data compression – Suitable for people of all ages • http://csunplugged.org/ • Slovenian version: – Translated and adapted by dr. Janez Demšar and mag. Irena Demšar – Beside original CS Unplugged material they added some activities from other similar sites and their own games • http://vidra.fri.uni-lj.si/aktivnosti
  • 8. The Bebras • An international contest on informatics and computer fluency • Easily accessible and highly motivating online contests • Sets of short questions called Bebras tasks • “Beaver” = hard-working, intelligent, lively animal
  • 9. The Bebras • Prof. Valentina Dagiene, University of Vilnius • First organized in Lithuania in 2004 • In 2012: the non-school activity in Informatics education with the largest audience • First in Slovenia: in the 2011/12 school year
  • 10. The Bebras Task To solve Bebras tasks: • Required to think in and about information • Discrete structures • Computation • Data processing • Algorithmic concepts • 45-55 minutes for solving 18-20 problems • Different task sets for different age students A good Bebras task should be: • Representing informatics concepts • Easily understandable • Solved within 3 minutes • Short • Solvable on computer • Independent from specific systems • Interesting and/or funny • Includes pictures
  • 11. The Bebras Task • Chosen every year at an international Bebras workshop • The tasks suggested are then analyzed, improved and sorted based on their difficulty, theme and age category • They pick out the best which become mandatory -> comparison on the international level
  • 12. 2012-AT-10 (Trendy Cycles in Beaver Town) Nowadays everyone in Beaver Town wants to have a trendy colorful bicycle. But the police has set up a regulation, how bicycles are allowed to look like. You can derive from a so called tree depicted in the figure below, whether or not a bicycle fulfils the specification of the police. Beginning from the starting point (the so called root) the beavers have to decide step-by-step, which of the available options (branches) they prefer.
  • 13. Which of the following bicycles does not fulfill the specification? a) b) c) d)
  • 14. 2010-CZ-02 Four Frogs A magician robot moves across a square grid according to given commands. The commands are expressed by the following symbols: - robot goes forward one step. - robot creates a frog in front of it - the robot repeats 4 times: one step forward. As a result the robot moves 4 steps forward - the robot repeats four times: move one step forward and move one step forward. As a result the robot moves 8 steps forward.
  • 15. Which program tells the robot to create four frogs in a row next to each other? A) B) C) D)
  • 16.
  • 17. Serious Games • Computer is used just for information transmission or absorption • Importance of learning goals related to curriculum • Essential elements: play, pretending, goal and rules • Different type of knowledge requires different type of game design techniques and game mechanics
  • 18. eAdventure • Is a research project aiming to facilitate the integration of educational games and game- like simulations in educational processes • Developed by the e-UCM e-learning research group at Universidad Complutense de Madrid • Games design by students at Faculty of Education, University of Ljubljana: – http://hrast.pef.uni-lj.si/igre/
  • 19. Scratch • Visual programming language • Creating: – Animations – Computer games – Interactive stories • Colored graphic blocks with programming commands
  • 20. Scratch • Users can learn: – Assignment statement (variable) – Loop – Conditional statement – Response to the event – Time synchronization – Random numbers – Logical operations – … • Users can’t learn: – Define their own classes and objects – Reading from a file – Writing to a file – Writing comments
  • 22. Problem of Grading Products Made in/with Activities • We need to evaluate the usage of knowledge/theory. • Understanding of basic computer usage. • The quality of the executed presentation of the product. • The attention paid to the data coding • Effectiveness of the usage of IT • Most importantly, the criterion must be prepared in advance
  • 23. Workshop Do a game/storytelling in Scratch. Your options are: • Ping pong • Introduce yourself http://scratch.mit.edu/ http://scratch.mit.edu/scratch2download/
  • 24. References • ACM Tekmovanja – Bober, available http://tekmovanja.acm.si/bober (31.8.2013) • Adams, E. Fundamentals of game design, Third edition. Barkeley: New Riders, 2014. • Bebras, available http://www.bebras.org/ (23.7.2014) • Bell, T. et al. Computer Science Unplugged, available http://csunplugged.org/ (16.3.2013) • Bell, T. et al. Računalništvo brez računalnika, 2012, available http://csunplugged.org/sites/default/files/books/CS_Unplugged-Slovenian_Dec2012.pdf (31.8.2013) • Cerar, Š. and Rugelj, J. Bober – mednarodno tekmovanje v informacijski in računalniški pismenosti. V: Mednarodna multikonferenca Splet izobraževanja in raziskovanja z IKT - SIRikt 2012. (2012). Ljubljana: Miška, d.o.o.: 1078 – 1085, available http://prispevki.sirikt.si/datoteke/zbornik_sirikt2012.pdf (16.3.2013) • Demšar, J. Zbirka nalog Bober. Internal material, 2013. • Futschek, G. and Moschitz, J. Developing Algorithmic Thinking by Inventing and Playing Algorithms. Paris, 2010, available http://publik.tuwien.ac.at/files/PubDat_187461.pdf (24.7.2014) • Kapp, K. M. The Gamification of Learning and Instruction: game-based methods and strategies for training and education. San Francisco: Pfeiffer, 2012. • Shaffer, D. W. How computer games help children learn. New York: Palgrave Macmillan, 2006. • Učni načrt. Izbirni predmet: program osnovnošolskega izobraževanja. Računalništvo, Ljubljana: Ministrstvo za šolstvo, znanost in šport: Zavod RD za šolstvo, 2002, available http://www.mizs.gov.si/fileadmin/mizs.gov.si/pageuploads/podrocje/os/devetletka/predmeti_izbirni/Racu nalnistvo_izbirni.pdf (28.7.2014) • Whitton, N and Moseley, A. Using games to enhance learning and teaching. New York; London: Roufledge, 2012.