Computational Thinking Education.
Main Author: | |
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Other Authors: | |
Format: | eBook |
Language: | English |
Published: |
Singapore :
Springer Singapore Pte. Limited,
2019.
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Edition: | 1st ed. |
Subjects: | |
Online Access: | Click to View |
Table of Contents:
- Intro
- Preface
- Contents
- 1 Introduction to Computational Thinking Education
- 1.1 Introduction
- 1.2 Conceptual Framework and Chapters in This Book
- 1.2.1 Sub-theme 1: Computational Thinking and Tool Development
- 1.2.2 Sub-theme 2: Student Competency and Assessment
- 1.2.3 Sub-theme 3: Computational Thinking and Programming Education in K-12
- 1.2.4 Sub-theme 4: Computational Thinking in K-12 STEM Education and Non-formal Learning
- 1.2.5 Sub-theme 5: Teacher and Mentor Development in K-12 Education
- 1.2.6 Sub-theme 6: Computational Thinking in Educational Policy and Implementation
- References
- Computational Thinking and Tool Development
- 2 Computational Thinking-More Than a Variant of Scientific Inquiry!
- 2.1 Introduction
- 2.1.1 Origins of the Current Debate
- 2.1.2 Computational Thinking for K-12
- 2.1.3 Model Progression: The Use-Modify-Create Scheme
- 2.1.4 The CT Terminology
- 2.2 Basic Concepts and Building Blocks
- 2.2.1 "Computational Models" and "Models of Computation"
- 2.2.2 The Notion of "Abstraction"
- 2.2.3 Languages, Representations, and Microworlds
- 2.2.4 CT from the Perspective of Inquiry Learning in Science
- 2.2.5 Interim Summary
- 2.3 Specific Approaches and Examples
- 2.3.1 From Reactive Rule-Based Programming to Block Structures
- 2.3.2 "Computational Metacognition"
- 2.4 Conclusion
- References
- 3 MIT App Inventor: Objectives, Design, and Development
- 3.1 Introduction
- 3.2 MIT App Inventor Overview
- 3.3 MIT App Inventor Design Goals
- 3.3.1 Component Abstraction for Platform Behavior
- 3.3.2 Blocks as Logic
- 3.3.3 Mental Modeling
- 3.3.4 Fast Iteration and Design Using the Companion
- 3.4 The History of MIT App Inventor
- 3.4.1 Inception at Google
- 3.4.2 Educational Expansion at MIT
- 3.5 MIT App Inventor in Education
- 3.5.1 Massive Open Online Courses.
- 3.5.2 MIT Master Trainers Program
- 3.5.3 Extensions
- 3.5.4 Research Projects
- 3.6 Empowerment Through Programming
- 3.6.1 From Theoretical to Practical
- 3.6.2 Computational Thinking
- 3.6.3 Computational Action
- 3.6.4 Supporting a Community Around Computation and App Creation
- 3.7 Discussion
- 3.7.1 Common Misconceptions
- 3.7.2 Limitations
- 3.7.3 Benefits of Visual Programming for Mobile
- 3.8 Conclusions
- 3.8.1 Future Vision
- References
- Student Competency and Assessment
- 4 Measuring Secondary School Students' Competence in Computational Thinking in ICILS 2018-Challenges, Concepts, and Potential Implications for School Systems Around the World
- 4.1 Introduction: The Relevance of Researching Teaching and Learning Computational Thinking in Schools
- 4.2 Researching Students' Achievement in Computational Thinking in the Context of ICILS 2018
- 4.2.1 ICILS 2018-Assessing Students' Readiness for the Digital World in the Scope of an International Comparative Study
- 4.2.2 Computational Thinking as Part of ICILS 2018
- 4.3 Relevance and Potential Outcomes for Educational Systems Around the World
- References
- 5 Computational Thinking Processes and Their Congruence with Problem-Solving and Information Processing
- 5.1 Introduction
- 5.2 Current State of Research
- 5.2.1 Computational Thinking and Problem-Solving
- 5.2.2 Computational Thinking and Information Processing
- 5.2.3 Computational Thinking Processes
- 5.2.4 In-School Acquisition of Competences in the Field of Computational Thinking
- 5.3 Research Concept
- 5.3.1 Study and Data Basis
- 5.3.2 Methodology and Expected Outcomes
- 5.4 Summary and Outlook
- References
- 6 Combining Assessment Tools for a Comprehensive Evaluation of Computational Thinking Interventions
- 6.1 Introduction
- 6.2 Computational Thinking Assessment Tools.
- 6.3 Convergent Validity Studies
- 6.4 A Comprehensive Evaluation of Computational Thinking Interventions
- 6.5 Conclusions and Further Research
- References
- 7 Introducing and Assessing Computational Thinking in the Secondary Science Classroom
- 7.1 Introduction
- 7.2 Theoretical Orientation
- 7.3 Method
- 7.3.1 Study Design
- 7.3.2 Participants
- 7.3.3 CT-STEM Units
- 7.3.4 Data Collection
- 7.3.5 Analytic Approach
- 7.4 Findings
- 7.4.1 Learning Objective 1: Explore a Model by Changing Parameters
- 7.4.2 Learning Objective 2: Identify Simplifications Made by a Model
- 7.5 Discussion
- References
- 8 Components and Methods of Evaluating Computational Thinking for Fostering Creative Problem-Solvers in Senior Primary School Education
- 8.1 Introduction
- 8.2 Background
- 8.2.1 Computational Thinking
- 8.2.2 The Adopted Framework for Computational Thinking Evaluation
- 8.3 Methodology
- 8.4 Results and Discussion Based on Literature Review
- 8.4.1 CT Concepts
- 8.4.2 CT Practices
- 8.4.3 CT Perspectives
- 8.5 Conclusion
- References
- Computational Thinking and Programming Education in K-12
- 9 Learning Composite and Prime Numbers Through Developing an App: An Example of Computational Thinking Development Through Primary Mathematics Learning
- 9.1 Introduction
- 9.2 Background
- 9.2.1 CT Framework
- 9.2.2 Block-Based Programming Environments
- 9.2.3 Mathematics Learning and CT Development
- 9.2.4 Learning Composite and Prime Numbers in Primary School Mathematics
- 9.3 Developing an App as Pedagogy for Supporting the Conceptual Understanding of Composite and Prime Numbers
- 9.3.1 Inquiry Activities About Composite and Prime Numbers
- 9.3.2 Developing an App as Pedagogy
- 9.3.3 Problem Decomposition and Algorithmic Thinking
- 9.3.4 Reusing Code from a Simple App to Build an App to Find Factors.
- 9.3.5 Testing the App and Connecting the Tasks with the Digital World
- 9.3.6 Using '1' and '0' to Trigger In-depth Discussion of Composite and Prime Numbers
- 9.3.7 Adding a Conditional Statement to the App to Handle the Case of Inputting 0
- 9.4 Computational Thinking Development
- 9.4.1 CT Concepts Development
- 9.4.2 CT Practices Development
- 9.4.3 CT Perspectives Development
- 9.5 Conclusion
- References
- 10 Teaching Computational Thinking Using Mathematics Gamification in Computer Science Game Tournaments
- 10.1 Introduction
- 10.2 Algebra Gamification
- 10.3 Mathematics Gamification of Algebra Maze
- 10.4 Mathematics Gamification of Algebra Game
- 10.5 Case Study of Computer Science Challenge Game Tournament
- 10.6 Further Discussions
- 10.7 Conclusions
- References
- 11 Mathematics Learning: Perceptions Toward the Design of a Website Based on a Fun Computational Thinking-Based Knowledge Management Framework
- 11.1 Introduction
- 11.1.1 Problem
- 11.1.2 Objectives
- 11.2 Literature Review
- 11.2.1 Computational Thinking (CT)
- 11.2.2 Game-Based Learning and Gamification
- 11.2.3 Knowledge Management
- 11.3 Methodology
- 11.3.1 Website Component Design Based on Computational Thinking (CT)
- 11.4 Pilot Test: Preliminary Design and Analysis
- 11.5 Alpha Testing: Design and Development
- 11.5.1 Alpha User Testing
- 11.6 Beta Testing
- 11.7 Comparison Between Alpha-Beta User Testings
- 11.8 Significance
- 11.9 Conclusion
- References
- Computational Thinking in K-12 STEM Education and Non-formal Learning
- 12 Defining and Assessing Students' Computational Thinking in a Learning by Modeling Environment
- 12.1 Introduction
- 12.2 Related Work
- 12.3 The STEM + CT Framework
- 12.3.1 The STEM + CT Framework
- 12.3.2 The Learning Environment
- 12.3.3 The Assessment Framework
- 12.4 Results and Discussion.
- 12.4.1 Overall Learning Gains
- 12.4.2 The Correlations and Synergies in STEM and CT Learning
- 12.4.3 The Use of STEM + CT Practices
- 12.5 Conclusions
- References
- 13 Roles, Collaboration, and the Development of Computational Thinking in a Robotics Learning Environment
- 13.1 Introduction
- 13.1.1 Computational Thinking
- 13.1.2 Educational Robotics and Computational Thinking
- 13.1.3 Collaborative Learning with Robotics: Emergent Roles
- 13.1.4 Research Questions
- 13.2 Methods
- 13.2.1 Phase I-Behavior Analysis: Roles and Collaboration
- 13.2.2 Phase II-Discourse Analysis: Computational Thinking
- 13.2.3 Phase III-Descriptive Statistics: Roles
- 13.2.4 Phase IV-Difficulty Score Calculation: Learning Outcomes
- 13.3 Results
- 13.3.1 Role Transitions
- 13.3.2 Collaboration
- 13.3.3 Computational Thinking
- 13.4 Discussion
- References
- 14 Video Games: A Potential Vehicle for Teaching Computational Thinking
- 14.1 Introduction
- 14.2 Computational Thinking Skills
- 14.3 Methodology
- 14.4 Results and Discussion
- 14.5 Implications for Educators and Researchers
- Appendix 1: Survey-Video Game Experience
- Appendix 2: Homework Exercise-Describing My Favourite Game
- References
- 15 Transforming the Quality of Workforce in the Textile and Apparel Industry Through Computational Thinking Education
- 15.1 Introduction
- 15.1.1 Business Challenges and Opportunities
- 15.1.2 People Challenges
- 15.2 "You Can Code" Campaign (2015−2016)
- 15.2.1 Champaign Design and Implementation
- 15.2.2 Value Created from the Campaign
- 15.2.3 Employee Empowerment-From Reactive to Proactive, from Follower to Owner
- 15.3 From Computational Thinking to Computational Action
- 15.3.1 Development of Esquel Carpool App
- 15.3.2 The Idea of Esquel Carpool App
- 15.3.3 Impact from Esquel Carpool App.
- 15.4 From Programming to Internet of Things.