Although Machine Learning (ML) is integrated today into various aspects of our lives, few understand the technology behind it. This presents new challenges to extend computing education early to ML concepts helping students to understand its potential and limits. Thus, in order to obtain an overview of the state of the art on teaching Machine Learning concepts in elementary to high school, we carried out a systematic mapping study. We identified 30 instructional units mostly focusing on ML basics and neural networks. Considering the complexity of ML concepts, several instructional units cover only the most accessible processes, such as data management or present model learning and testing on an abstract level black-boxing some of the underlying ML processes. Results demonstrate that teaching ML in school can increase understanding and interest in this knowledge area as well as contextualize ML concepts through their societal impact.
Diverse initiatives have emerged to popularize the teaching of computing in K-12 mainly through programming. This, however, may not cover other important core computing competencies, such as Software Engineering (SE). Thus, in order to obtain an overview of the state of the art and practice of teaching SE competences in K-12, we carried out a systematic mapping study. We identified 17 instructional units mostly adopting the waterfall model or agile methodologies focusing on the main phases of the software process. However, there seems to be a lack of details hindering large-scope adoption of these instructional units. Many articles also do not report how the units have been developed and/or evaluated. However, results demonstrating both the viability and the positive contribution of initiating SE education already in K-12, indicate a need for further research in order to improve computing education in schools contributing to the popularization of SE competencies.
Programming is one of the basic subjects in most informatics, computer science mathematics and technical faculties' curricula. Integrated overview of the models for teaching programming, problems in teaching and suggested solutions were presented in this paper. Research covered current state of 1019 programming subjects in 715 study programmes at total of 218 faculties and 143 universities in 35 European countries that were analyzed. It was concluded that while most of the programmes highly support object-oriented paradigm of programming, introductory programming subjects are mainly based on imperative paradigm.
We present some results of an ongoing research project where university engineering students were asked to construct videogames involving the use of physical systems models. The objective is to help them identify and understand the elements and concepts involved in the modelling process. That is, we use game design as a constructionist approach for promoting a modelling activity and the learning of the elements involved. In this paper, we focus on the case studies of two students, in their last year of studies, who built a videogame where they had to model liquid water behaviour while working within the restrictions of the game engine. By analysing students' written work and group discussions, we observed that students, through this videogame-building task, were able to deepen and refine how they conceive the process of mathematical modelling, in a fun and engaging way in which they were receptive and open to experimentation, and learned from other students, as well as from making mistakes.
Computer simulations seem to be one of the most effective ways to use computers in physics education. They encourage students to carry out the processes used in physics research: to question, predict, hypothesise, observe, interpret results etc. Their effective use requires an availability of appropriate teaching resources fitting secondary schools curricula.
This paper presents a set of computer simulations that cover the curriculum area of Mechanics and are designed to fit directly to curricula and textbooks used at Slovak grammar schools. All simulations are accompanied by brief instructions for teachers, including suggestions for learning activities and problem tasks for students. Some of them are designed as virtual laboratories.
The developed simulations were tested with a group of secondary school students and evaluated also by groups of future and practising physics teachers. The paper presents and discusses findings and conclusions from the both runs of the testing.