In computer science education at school, computational thinking has been an emerging topic over the last decade. Even though, computational thinking is interpreted and integrated in classrooms in different ways, an identification process about what computational thinking is about has been in progress among computer science school-teachers and computer science education researchers since Wing's initial paper on the characteristics of computational thinking. On the other hand, the constructionist learning theory by Papert, based on constructivism and Piaget, has a long tradition in computer science education for describing the students' learning process by hands-on activities. Our contribution, in this paper, is to present a new mapping tool which can be used to review classroom activities in terms of both computational thinking and constructionist learning. For the tool, we have reused existing definitions of computer science concepts and computational thinking concepts and combined these with our new constructionism matrix. The matrix's most notable feature is its scale of learners' autonomy. This scale represents the degree of choices learners have at each stage of development of their artefact. To develop the scale definitions, we trialed the mapping tool, coding twenty-one popular international computing activities for pupils aged 5 to 11 (K-5). From our trial, we have shown that we can use the mapping tool, with a moderate to high degree of reliability across coders, to analyse classroom activities with regard to computational thinking and constructionism, however, further validation is needed to establish its usefulness. Despite a small number of activities (n = 21) being analysed with our mapping tool, our preliminary results showed several interesting findings. Firstly, that learner autonomy was low for defining the problem and developing their own design. Secondly that the activity type (such as lesson plan rather than online activity) or artefact created (such as physical artefact rather than onscreen activity or unplugged activity), rather than the computational thinking or computer science concept being taught was related to learner autonomy. This provides some tentative evidence, which may seem obvious, that the learning context rather than the learning content is related to degree of constructionism of an activity and that computational thinking per se may not be related to constructionism. However, further work is needed on a larger number of activities to verify and validate this suggestion.
Coding and computational thinking have recently become compulsory skills in many school systems globally. Teaching these new skills presents a challenge for many teachers. A notable example of professional development designed using Constructionist principles to address this challenge is ScratchEd. Upon reflecting on her experiences designing and running ScratchEd, Karen Brennan identified five tensions faced by professional development providers, and proposed that these tensions could be used for scrutinising and critiquing professional development. In this paper we analyse, through the lens of Brennan's tensions, the process we have followed to design, evaluate and improve professional development. We argue that while we have experienced the same tensions, the extent to which we assess learning is a new tension that extends those identified by Brennan. There are strong reasons to assess teachers' knowledge, however, quantitative measures of learning could be at odds with Constructionism: as Papert argued in Mindstorms, constructionist educators should study their learning environments as anthropologists. Consequently, we have called this new tension the tension between anthropology and assessment.
Notwithstanding the hype surrounding the enthusiasm and rush that characterises the employment of robotics in formal educational contexts, their use is described as nothing less than fragmented. In the circumstances that processes of adoption and application of digital tools are clearly outpacing their accommodation and enactment in formal educational settings, a teacher-training framework for the integration of robotics in primary schools is being proposed.
Anticipated to be editable in context by teachers, a mediating tool whose actions are defined by the Activity Theory is presented to provide a framework for activities, aims, learning outcomes and suggestive complementing hardware. Thematically built around a constructionist approach, and having a long-standing tradition in early childhood education, it should simultaneously enhance the student and teacher learning experience towards robotics in a meaningful manner.
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.
In spite of decades of use of agent-based modelling in social policy research and in educational contexts, very little work has been done on combining the two. This paper accounts for a proof-of-concept single case-study conducted in a college-level Social Policy course, using agent-based modelling to teach students about the social and human aspects of urban planning and regional development. The study finds that an agent-based model helped a group of students think through a social policy design decision by acting as an object-to-think-with, and helped students better connect social policy outcomes with behaviours at the level of individual citizens. The study also suggests a set of new issues facing the design of Constructionist activities or environments for the social sciences.