This study investigates the effect of programming courses on the computational thinking (CT) skills of elementary school students and the learning effectiveness of students from different backgrounds who are studying programming. We designed a OwlSpace programming course into an elementary school curriculum. Students in fourth and fifth grades were taught the fundamentals of programming. We measured and analyzed the effectiveness of their CT skills and self-efficacy in CT. The researchers analyzed the changes in the CT of different gender, different grade, and different past experience students in programming courses and then made specific recommendations for information technigy teachers and related units. The results demonstrate that students learned and improved their CT skills by taking OwlSpace programming course. Additionally, gender, grade, and past experience are found to have no impact on the students’ learning that means the course can improve students ability without limited any characteristics.
The creative programming language Processing can be used as a generative architectural design tool, which allows the designer to write design instructions (algorithms) and compute them, obtaining graphical outputs of great interest. This contribution addresses the inclusion of this language in the architecture curriculum, within the context of digital culture and alternative approaches to how digital tools are used and learned. It studies the different processes related to Computational Thinking that are triggered in the prototyping of computer applications and that lead to creativity. The similarity between architectural design and programming is analysed, both in problem solving (abstraction, decomposition, iterative revisions -debugging-, etc.) and in the use of mechanisms of a digital nature (loops, randomness, etc.). The results of the design and testing of a pilot course are shown, in which the way of teaching, learning and using this programming language is based on the graphical representation of problems through sketches.
In Education 4.0, a personalized learning process is expected, and that students are the protagonist. In this new education format, it is necessary to prepare students with the skills and competencies of the 21st-Century, such as teamwork, creativity, and autonomy. One of the ways to develop skills and competencies in students can be through block programming, which can be used with emerging technologies such as robotics and IoT and in an interdisciplinary way. Thus, block programming in High School is important because it is possible to work on aspects such as problem-solving, algorithmic thinking, among other skills (Perin et al., 2021), which are necessary in the contemporary world. Thus, our Systematic Mapping Study (SMS) aims to identify which block programming tools support of Education 4.0 in High School. Overall, 46 papers were selected, and data were extracted. Based on the results, a total of 24 identified block programming tools that can be used in high school collaboratively and playfully and with an interdisciplinary methodology. Moreover, it was possible to see that most studies address block programming with high school students, demonstrating a lack of studies that address block programming with teachers. This SMS contributed to identifying block programming tools, emerging technologies, audience (teacher or student), and learning spaces where block programming is being worked on.
Computing science which focuses on computational thinking, has been a compulsory subject in the Thai science curriculum since 2018. This study is an initial program to explore how and to what extend computing science that focused on STEM education learning approach can develop pre-service teachers' computational thinking. The online STEM-based activity-Computing Science Teacher Training (CSTT) Program was developed into a two-day course. The computational thinking test (CTT) data indicated pre-service teachers’ fundamental skills of computational thinking: decomposition, algorithms, pattern recognition, pattern generalization and abstractions. The post-test mean score was higher than the pre-test mean score from 9.27 to 10.9 or 13.58 percentage change. The content analysis indicated that there were five key characteristics founded in the online training program comprised: (1) technical support such as online meeting program, equipment, trainer ICT skills (2) learning management system such as Google Classroom, creating classroom section in code.org (3) the link among policy, curriculum and implementation (4) pre-service teachers' participation and (5) rigor and relevance of how to integrate the applications of computing science into the classroom.
The European Commission Science Hub has been promoting Computational Thinking (CT) as an important 21st century skill or competence. However, "despite the high interest in developing computational thinking among schoolchildren and the large public and private investment in CT initiatives, there are a number of issues and challenges for the integration of CT in the school curricula". On the other hand, the Digital Competence (DC) Framework 2.0 (DigCom) is promoted in the same European Commission Science Hub portal. It shows that both topics have many things in common. Thus, there is the need of research on the relationship between CT and digital competence.
The goal of this paper is to analyse and discuss the relationship between DC and CT, and to help educators as well as educational policy makers to make informed decisions about how CT and DC can be included in their local institutions. We begin by defining DC and CT and then discuss the current state of both phenomena in education in multiple countries in Europe. By analysing official documents, we try to find the underlying commonness in both DC and CT, and discover all possible connections between them. Possible interconnections between the component groups of approaches are presented in Fig.