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An Experience in Explicitly Training Pre-Service Early Childhood Teachers in Programming Concepts with ScratchJr 利用ScratchJr对职前幼儿教师进行程序设计概念培训的经验
Pub Date : 2022-10-31 DOI: 10.1145/3556787.3556871
J. Velázquez‐Iturbide, Pedro Paredes Barragán, J. Urquiza-Fuentes
ScratchJr is a block-based language intended for young children aged 5 to 7 years old. The language and its app were developed using a learner-centered approach to make it usable and understandable to children. Obviously, Early Childhood teachers using ScratchJr must develop, as part of their content knowledge, an understanding of both the language and programming basics. Unfortunately, the materials made available by the constructors of ScratchJr were not envisaged for teacher development but for teacher instruction. Based on our concern with providing teachers a deep understanding of block-based programming, we present in the paper a study about teaching ScratchJr to pre-service teachers. It involved two groups, one trained with the materials developed by the ScratchJr creators and another one with materials that explain the run-time semantics of the different blocks of ScratchJr. The performance of both groups was compared with six questions extracted from the global exam of the course. The results show that pre-service teachers instructed with the novel approach performed better in predictive exercises or exercises focused on block understanding but performed worse in exercises consisting in translating a written behavior into scripts.
ScratchJr是一种基于块的语言,适用于5至7岁的幼儿。该语言及其应用程序的开发采用了以学习者为中心的方法,使儿童能够使用和理解。显然,使用ScratchJr的幼儿教师必须发展对语言和编程基础的理解,作为他们内容知识的一部分。不幸的是,ScratchJr的建设者提供的材料并不是为教师发展而设想的,而是为教师指导而设想的。基于我们对教师深入理解基于块的编程的关注,我们在论文中提出了一项关于向职前教师教授ScratchJr的研究。它涉及两组,一组使用ScratchJr创建者开发的材料进行训练,另一组使用解释ScratchJr不同块的运行时语义的材料进行训练。将两组学生的表现与从该课程的全球考试中抽取的六个问题进行比较。结果表明,接受新方法指导的职前教师在预测性练习或专注于块理解的练习中表现更好,但在将书面行为转化为脚本的练习中表现较差。
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引用次数: 0
Modelling the Competency to Evaluate the Impacts of Computing 模拟能力,以评估计算的影响
Pub Date : 2022-10-31 DOI: 10.1145/3556787.3556804
Michael T. Rücker
Enabling students to evaluate the impacts of computing, both positive and negative, on their own lives and on society is an internationally proclaimed goal of a K-12 computing education. While recent years have seen the development of competency models for several areas of computing education, no model yet exists for the evaluation of computing impacts. As such, it is unclear what prerequisites students actually need to fulfil in order to competently carry out such evaluations. This work-in-progress paper describes the rationale for and methods employed in a grounded theory study to describe and explicate the nature of such evaluation processes. Based on initial interview data, first insights are presented and challenges for future work are discussed.
使学生能够评估计算机对他们自己的生活和社会的影响,无论是积极的还是消极的,这是K-12计算机教育的国际公认目标。虽然近年来在计算机教育的几个领域已经出现了胜任力模型,但目前还没有评估计算机影响的模型。因此,目前尚不清楚学生实际需要满足哪些先决条件才能胜任此类评估。这篇正在进行的论文描述了一项接地理论研究的基本原理和方法,以描述和阐明这种评估过程的性质。基于最初的访谈数据,提出了第一个见解,并讨论了未来工作的挑战。
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引用次数: 1
Observing Computational Thinking Skills of Kindergarten Children 幼儿园儿童计算思维能力的观察
Pub Date : 2022-10-31 DOI: 10.1145/3556787.3556867
Larissa Meyer-Baron, Ramona Stieger, Bettina Waldvogel, Nicole Schumann, Cornelia Ruedisueli, Franziska Mayr
Computational Thinking skills along with reading, writing, and calculating skills are basic skills for children’s future. Computational Thinking has much in common with problem-solving and creative thinking in general. With regard to Karl Popper "all life is problem-solving" [26], this contribution focuses on the common features of problem-solving and unplugged Computational Thinking, by using a special set of Computational Thinking tasks (INGA-Box). Choosing a mix of deductive and inductive approach, a classification scheme for observing the development of Computational Thinking in kindergarten was developed and evaluated with first datasets.
计算思维能力以及阅读、写作和计算能力是孩子们未来的基本技能。计算思维与解决问题和创造性思维有很多共同之处。关于卡尔·波普尔(Karl Popper)的“所有生命都是问题解决”[26],通过使用一组特殊的计算思维任务(INGA-Box),这一贡献侧重于问题解决和不插电计算思维的共同特征。采用演绎法和归纳法相结合的方法,建立了一个观察幼儿园计算思维发展的分类方案,并使用第一批数据集进行了评估。
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引用次数: 0
Internet in the mind of children: Mental maps of beginner and advanced 5th and 9th graders 儿童心中的互联网:初中生和高年级五年级和九年级学生的心理地图
Pub Date : 2022-10-31 DOI: 10.1145/3556787.3556816
Anna Yaghobová, C. Brom
The revamping of computing curricula has brought topics that had rarely been taught previously to primary school children, such as principles of functioning of the Internet. Before new lessons can be prepared for children, mapping their preconceptions about respective topics is often useful. Here, we mapped preconceptions about the functioning of the Internet among 28 5th graders and 28 9th graders in the Czech Republic through clinical interviews. Altogether, we identified 112 preconceptions and, unlike in previous works, we organised about half of the most prevalent ones into the form of mental maps; this among two groups of children: those with less vs. more knowledge about the Internet.
计算机课程的改革给小学生带来了以前很少教的话题,比如互联网的运作原理。在为孩子们准备新的课程之前,绘制出他们对各自主题的先入之见通常是有用的。在此,我们通过临床访谈,绘制了捷克共和国28名五年级和28名九年级学生对互联网功能的先入之见。总的来说,我们确定了112个先入之见,与之前的工作不同,我们将大约一半最普遍的先入之见组织成心理地图的形式;这是在两组儿童中进行的:对互联网了解较少的儿童和对互联网了解较多的儿童。
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引用次数: 0
Comparing Teachers’ and Preservice Teachers’ Opinions on Teaching Methods in Computer Science Education 计算机科学教育中教师与职前教师对教学方法的看法比较
Pub Date : 2022-10-31 DOI: 10.1145/3556787.3556866
A. Dengel, Rupert Gehrlein
Teaching methods are a variety of pedagogical approaches that can be used by teachers to enable student learning in the classroom. While the efficiency of these methods largely depends on the characteristics of the individual learners and the classroom dynamics, the characteristics of the teachers and their opinions towards these methods determine the actual integration in the classroom. But an appropriate judgment on the suitability of these methods for different teaching situations needs years of practice, which is why preservice teachers’ opinions towards using these methods might differ from other teachers’ experiences. To address this mismatch in Computer Science Teacher Education, we replicated a study by Zendler et al. with 16 preservice teachers and compare the results in this article. Results indicate that preservice teachers have a more generally positive opinion towards the use of teaching methods in specific learning phases than experienced teachers, but also a lower range of preferences. Problem-based learning was found to be the best-ranked method for both, preservice and experienced teachers, while other methods’ evaluations differ. In particular, preservice teachers also prefer project work and programmed instruction. We conclude that teaching methods should be a part of Computer Science Teacher Education, not just in theory, but also in practice.
教学方法是教师用来使学生在课堂上学习的各种教学方法。虽然这些方法的效率在很大程度上取决于学习者个人的特点和课堂动态,但教师的特点和他们对这些方法的看法决定了课堂上的实际整合。但是,要判断这些方法是否适合不同的教学情况,需要多年的实践,这就是为什么职前教师对使用这些方法的看法可能与其他教师的经验不同。为了解决计算机科学教师教育中的这种不匹配问题,我们复制了Zendler等人对16名职前教师的研究,并在本文中比较了结果。结果显示,职前教师在特定学习阶段对教学方法的使用比经验丰富的教师普遍持积极态度,但偏好范围也较低。基于问题的学习被发现是在职前和有经验的教师中排名最高的方法,而其他方法的评价则有所不同。特别是职前教师也更喜欢项目工作和程序化教学。我们认为,教学方法应该是计算机科学教师教育的一部分,不仅在理论上,而且在实践中。
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引用次数: 2
Developing deeper self-directed learning in database design: Factors that influence knowledge transfer 在数据库设计中发展更深层次的自主学习:影响知识转移的因素
Pub Date : 2022-10-31 DOI: 10.1145/3556787.3556873
S. V. Zyl, E. Mentz
This paper reports on developing deeper self-directed learning (DSDL) in a database design course, and on the factors that hindered and promoted knowledge transfer. Cognitive load theory and social constructivist theory were incorporated to enhance DSDL. The population was third-year Computer Applications Technology (CAT) education students at a South African university (N=73) enrolled in a database design course. Convenience sampling was applied. Data-collection instruments were transfer tests, the Transferable Learning Orientations tool, and interviews. It was concluded that the intervention to develop DSDL promoted transfer of knowledge and skills. The results of this research can inform instructional practices to promote such transfer in database design. More research needs to be done to determine the influence of the suggested strategy to develop DSDL in terms of other contexts and to refine a strategy to develop DSDL.
本文报道了在数据库设计课程中开展深度自主学习(DSDL),以及阻碍和促进知识转移的因素。运用认知负荷理论和社会建构主义理论对DSDL进行强化。研究对象是南非一所大学计算机应用技术(CAT)专业的三年级学生(N=73),他们参加了一门数据库设计课程。采用方便抽样。数据收集工具包括迁移测试、可转移学习导向工具和访谈。结论是,发展DSDL的干预促进了知识和技能的转移。本研究的结果可以指导教学实践,以促进数据库设计中的这种转移。需要进行更多的研究,以确定建议的战略在其他情况下对发展DSDL的影响,并完善发展DSDL的战略。
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引用次数: 0
Gender-dependent Contribution, Code and Creativity in a Virtual Programming Course 虚拟编程课程中的性别贡献、代码和创造力
Pub Date : 2022-08-29 DOI: 10.1145/3556787.3556861
Isabella Graßl, G. Fraser
Since computer science is still mainly male dominated, academia, industry and education jointly seek ways to motivate and inspire girls, for example by introducing them to programming at an early age. The recent COVID-19 pandemic has forced many such endeavours to move to an online setting. While the gender-dependent differences in programming courses have been studied previously, for example revealing that girls may feel safer in same-sex groups, much less is known about gender-specific differences in online programming courses. In order to investigate whether gender-specific differences can be observed in online courses, we conducted an online introductory programming course for Scratch, in which we observed the gender-specific characteristics of participants with respect to how they interact, their enjoyment, the code they produce, and the creativity exposed by their programs. Overall, we observed no significant differences between how girls participated in all-female vs. mixed groups, and girls generally engaged with the course more actively than boys. This suggests that online courses can be a useful means to avoid gender-dependent group dynamics. However, when encouraging creative freedom in programming, girls and boys seem to fall back to socially inherited stereotypical behavior also in an online setting, influencing the choice of programming concepts applied. This may inhibit learning and is a challenge that needs to be addressed independently of whether courses are held online.
由于计算机科学仍然主要由男性主导,学术界、工业界和教育界共同寻求激励和启发女孩的方法,例如在她们很小的时候就向她们介绍编程。最近的COVID-19大流行迫使许多此类活动转向在线环境。虽然之前已经研究过编程课程中的性别差异,例如揭示了女孩在同性群体中可能会感到更安全,但对于在线编程课程中的性别差异知之甚少。为了调查性别差异是否可以在在线课程中观察到,我们为Scratch进行了一个在线编程入门课程,在这个课程中,我们观察了参与者的性别特征,包括他们如何互动、他们的乐趣、他们编写的代码以及他们的程序所暴露的创造力。总的来说,我们观察到女孩参加全女子组和混合组之间没有显著差异,女孩通常比男孩更积极地参与课程。这表明,在线课程可以成为一种有用的手段,以避免性别依赖的群体动态。然而,当鼓励在编程方面的创造性自由时,女孩和男孩似乎在网络环境中也退回到社会继承的陈规定型行为,影响了所应用的编程概念的选择。这可能会阻碍学习,这是一个需要独立解决的挑战,无论课程是否在线举行。
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引用次数: 3
Common Problems and Effects of Feedback on Fun When Programming Ozobots in Primary School 小学机器人编程中常见问题及反馈对乐趣的影响
Pub Date : 2022-08-29 DOI: 10.1145/3556787.3556860
Luisa Greifenstein, Isabella Graßl, Ute Heuer, G. Fraser
Computational thinking is increasingly introduced at primary school level, usually with some form of programming activity. In particular, educational robots provide an opportunity for engaging students with programming through hands-on experiences. However, primary school teachers might not be adequately prepared for teaching computer science related topics, and giving feedback to students can often be challenging: Besides the content of the feedback (e.g., what problems have to be handled), the way the feedback is given is also important, as it can lead to negative emotional effects. To support teachers with the way of giving feedback on common problems when teaching programming with robotics, we conducted a study consisting of seven workshops with three third and four fourth grade primary school classes. Within seven different activities, the 116 primary school children first programmed the Ozobot Evo robot in the pen-and-paper mode and then on a digital device. Throughout these activities we collected data on the problems the students encountered, the feedback given, and the fun they experienced. Our analysis reveals eight categories of problems, which we summarise in this paper together with corresponding possible feedback. We observed that problems that are urgent or can harm the students’ self-efficacy have a negative impact on how enjoyable an activity is perceived. While direct instruction significantly decreased the experienced fun, hints had a positive effect. Generally, we found programming the Ozobot Evo to be encouraging for both girls and boys. To support teachers, we discuss ideas for giving encouraging feedback on common problems of Ozobot Evo programming activities and how our findings transfer to other robots.
计算思维越来越多地被引入小学阶段,通常伴随着某种形式的编程活动。特别是,教育机器人提供了一个机会,让学生通过亲身体验来参与编程。然而,小学教师可能没有为教授计算机科学相关主题做好充分的准备,并且给学生反馈通常是具有挑战性的:除了反馈的内容(例如,必须处理哪些问题),反馈的方式也很重要,因为它可能导致负面的情绪影响。为了支持教师在机器人编程教学中对常见问题给出反馈的方式,我们进行了一项研究,包括七个研讨会,有三个三年级和四个四年级的小学班级。在七个不同的活动中,116名小学生首先在纸笔模式下为Ozobot Evo机器人编程,然后在数字设备上编程。在这些活动中,我们收集了学生们遇到的问题、得到的反馈以及他们体验到的乐趣的数据。我们的分析揭示了八类问题,我们在本文中总结了这些问题以及相应的可能反馈。我们观察到,那些紧急的或会损害学生自我效能感的问题会对学生对一项活动的享受程度产生负面影响。虽然直接指导显著降低了体验乐趣,但暗示却有积极作用。总的来说,我们发现为Ozobot Evo编程对女孩和男孩来说都是令人鼓舞的。为了支持教师,我们讨论了关于Ozobot Evo编程活动中常见问题的鼓励反馈以及我们的发现如何转移到其他机器人上的想法。
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引用次数: 1
Common Patterns in Block-Based Robot Programs 基于块的机器人程序中的常见模式
Pub Date : 2022-08-29 DOI: 10.1145/3556787.3556859
Florian Obermüller, Robert Pernerstorfer, Lisa Bailey, Ute Heuer, G. Fraser
Programmable robots are engaging and fun to play with, interact with the real world, and are therefore well suited to introduce young learners to programming. Introductory robot programming languages often extend existing block-based languages such as Scratch. While teaching programming with such languages is well established, the interaction with the real world in robot programs leads to specific challenges, for which learners and educators may require assistance and feedback. A practical approach to provide this feedback is by identifying and pointing out patterns in the code that are indicative of good or bad solutions. While such patterns have been defined for regular block-based programs, robot-specific programming aspects have not been considered so far. The aim of this paper is therefore to identify patterns specific to robot programming for the Scratch-based mBlock programming language, which is used for the popular mBot and Codey Rocky robots. We identify: (1) 26 bug patterns, which indicate erroneous code; (2) three code smells, which indicate code that may work but is written in a confusing or difficult to understand way; and (3) 18 code perfumes, which indicate aspects of code that are likely good. We extend the LitterBox analysis framework to automatically identify these patterns in mBlock programs. Evaluated on a dataset of 3,540 mBlock programs, we find a total of 6,129 instances of bug patterns, 592 code smells and 14,495 code perfumes. This demonstrates the potential of our approach to provide feedback and assistance to learners and educators alike for their mBlock robot programs.
可编程机器人很吸引人,玩起来很有趣,与现实世界互动,因此非常适合向年轻学习者介绍编程。介绍性机器人编程语言通常扩展现有的基于块的语言,如Scratch。虽然用这些语言教授编程已经很成熟,但机器人程序与现实世界的互动会带来一些具体的挑战,学习者和教育者可能需要帮助和反馈。提供这种反馈的一种实用方法是识别并指出代码中指示好的或坏的解决方案的模式。虽然已经为常规的基于块的程序定义了这种模式,但到目前为止还没有考虑到特定于机器人的编程方面。因此,本文的目的是为基于scratch的mBlock编程语言识别特定于机器人编程的模式,该语言用于流行的mBot和cody Rocky机器人。我们确定:(1)26个错误模式,这表明错误的代码;(2)三种代码气味,这表明代码可以工作,但以令人困惑或难以理解的方式编写;(3) 18种代码香味,表示代码中可能好的方面。我们扩展了LitterBox分析框架,以自动识别mBlock程序中的这些模式。对3540个mBlock程序的数据集进行评估,我们发现总共有6129个错误模式实例,592个代码气味和14495个代码香味。这证明了我们的方法为学习者和教育工作者提供反馈和帮助的潜力。
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引用次数: 0
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Proceedings of the 17th Workshop in Primary and Secondary Computing Education
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