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.
Computing as a discipline has common roots with mathematics and written languages, and computing as a way of thinking and handling has been integral to human culture since ever. This is not only a reasonable argument for convincing society to consider informatics as one of the very fundamental pillars of education, but it also puts the potential contributions of teaching informatics in schools into the correct perspective in the context of science and humanities. Many European countries are switching from teaching information technologies to informatics education during the current second decade of this century. Informatics curriculum is becoming a central part of school education. We explain and design a way of developing informatics curriculum that offer the critical competences new generations need to survive and thrive in todays’ knowledge society and will allow them to contribute to the future development of society. These competences also strongly support the development of their intellectual potential and creativity. Our design of informatics curriculum takes into account the interaction with other scientific disciplines as well with the subject didactics, pedagogy and psychology. The starting point is merging constructionism and critical thinking. Constructionism with its “learning by doing” and “learning by getting things to work” enables designing a teaching process in which students acquire knowledge by creating products, analysing the properties and the functionality of their own products, and finally derive motivation to improve these products. Critical thinking asks us not to teach products of science and technology and their application, but to teach the creative process of their development. To implement this approach, we use the historical method allowing the students to learn by productive failures in the process of searching for a solution. To organize the process of learning and make the different steps available to the appropriate age groups we take into account the cognitive dimensions of the revised taxonomy of Bloom. To illustrate how the combination of all these concepts works we present a detailed curriculum for algorithm design, programming, robotics, and communication in networks.
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.
Although there is no universal agreement that students should learn programming, many countries have reached a consensus on the need to expose K-12 students to Computational Thinking (CT). When, what and how to teach CT in schools are open questions and we attempt to address them by examining how well students around the world solved problems in recent Bebras challenges. We collected and analyzed performance data on Bebras tasks from 115,400 students in grades 3-12 in seven countries. Our study provides further insight into a range of questions addressed in smaller-scale inquiries, in particular about the possible impact of schools systems and gender on students' success rate.
In addition to analyzing performance data of a large population, we have classified the considered tasks in terms of CT categories, which should account for the learning implications of the challenge. Algorithms and data representation dominate the challenge, accounting for 75-90% of the tasks, while other categories such as abstraction, parallelization and problem decomposition are sometimes represented by one or two questions at various age groups. This classification can be a starting point for using online Bebras tasks to support the effective learning of CT concepts in the classroom.
There are many important issues in informatics and many agree that algorithms and programming are most important issues that need to be included in informatics education (Dagiene and Jevsikova, 2012). In this paper, we propose how some of these issues can be easily taught using the notion of a formal system which consists of axioms and inference rules by which theorems can be proved. As is argued in (Dagiene and Jevsikova, 2012), we can introduce important topics in informatics using puzzle-like examples and students do not need to have prerequisites for learning. The materials presented in this paper have been used in a college-level elective class titled Hypertext and Computability in our university since the fall semester of 2008 and we believe that the contents proposed in this paper can be easily used to teach beginner students without technical backgrounds.