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
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.