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ویرایش:
نویسندگان: Therese Keane. Andrew E. Fluck
سری:
ISBN (شابک) : 3031219694, 9783031219696
ناشر: Springer
سال نشر: 2023
تعداد صفحات: 419
[420]
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 18 Mb
در صورت تبدیل فایل کتاب Teaching Coding in K-12 Schools: Research and Application به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب آموزش کدنویسی در مدارس K-12: تحقیق و کاربرد نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
این کتاب حاوی راههای بسیار مؤثری برای آموزش کدنویسی و مهارتهای تفکر محاسباتی در دوره ابتدایی و متوسطه است. این یک مسیر آگاهانه تحقیقاتی را برای دانش آموزان از تولد تا 18 سالگی ترسیم می کند و مهارت های کلیدی و فعالیت های یادگیری را شناسایی می کند. بر اساس دیدگاههای جهانی و تحقیقات در هر مرحله، چگونگی استفاده از این یافتهها در کلاس درس را تشریح میکند.
آموزش کدنویسی به دانشآموزان در K-12 یک مجموعه مهارت بوده است. برای مدتی در سراسر حوزه های قضایی آموزشی در سطح جهان مورد بحث قرار گرفته است. این کتاب نمونههایی از مدارسی را ارائه میدهد که به دانشآموزان کدنویسی را به روشهای جذاب و مرتبط آموزش میدهند و برنامههای درسی اجباری را به خوبی ارائه میدهند. علاوه بر این، نمونههایی از مدارسی را ارائه میکند که در آنها کدنویسی در برنامه درسی اجباری نیست و به صورت موقت تدریس میشود. از طریق بحث کامل در مورد همه این مثالهای متنوع، کتاب هر دو طرف بحث جدی و مداوم در این زمینه را ارائه میکند که آیا اصلاً باید کدنویسی به روشی صریح آموزش داده شود. مکتب فزاینده ای که آموزش کدنویسی مهارتی است که قبلاً منسوخ شده است و تمرکز باید بر تفکر محاسباتی باشد به طور کامل بررسی و ارائه شده است. در این کتاب، به هر دو طرف بحث، و همچنین تحقیقات خاص و دقیق زیربنای هر طرف، وزن یکسانی داده شده است. بحث یک بحث جدی است و نیاز به پاسخ موضوعی کاملاً مشخصی دارد که شواهدی در همه طرفهای استدلال ارائه شده است. این کتاب دقیقاً این کار را انجام می دهد. این کتاب که توسط نویسندگانی با دقت انتخاب شده از سراسر جهان ایجاد شده است، یک مرجع تحقیقاتی بسیار مطالعه شده خواهد بود.
This book contains highly effective ways to teach coding and computational thinking skills throughout primary and secondary schooling. It outlines a research informed path for students from birth to 18 years, identifying key skills and learning activities. Based on global perspectives and research at each stage, it outlines how these findings can be applied in the classroom.
Teaching coding to students in K-12 has been a skillset that has been debated across educational jurisdictions globally for some time. The book provides examples of schools that are teaching coding to students in engaging and relevant ways, delivering well thought out compulsory curriculums. Additionally, it provides examples of schools where coding is not mandated in the curriculum and is taught in an ad-hoc manner. Through the full discussion of all of these varied examples, the book presents both sides of the serious and ongoing debate in the field as to whether coding should be taught in an explicit way at all. The increasing school of thought that teaching coding is a skill that is already obsolete, and the focus should be on computational thinking is completely examined and presented. In this book, both sides of the argument, as well as the specific, meticulous research underlying each side, are given equal weight. The debate is a serious one and requires a clearly defined thematic response with evidence on all sides of the argument presented rationally. This book does just that. Created by carefully selected authors from around the world, it will be a highly studied research reference.
Foreword Contents About the Editors and Contributors Editors Contributors Chapter 1: Introduction: The Need for Programming and Computational Thinking from Early Childhood Education Through to Secondary Schooling 1.1 Early Childhood Education 1.2 Elementary/Primary School 1.3 High/Secondary School 1.4 Final Words from the Editors Reference Part I: Early Childhood Education Chapter 2: Children (Aged 3–5 Years) Learning Mathematics Through Programming, Thinking and Doing, or Just Doing? 2.1 Introduction 2.2 Research on Young Children and Programming 2.3 The Role of the Preschool Teacher 2.4 Project: Learning Mathematics Through Programming 2.4.1 Designing the Activities 2.5 Thinking and Doing, or Just Doing? 2.6 Conclusion References Chapter 3: Teaching Coding in Kindergarten: Supporting Students’ Activity with Robot Coding Toys 3.1 Introduction 3.2 Local Vignette of Coding in Kindergarten 3.2.1 Tasks for Introducing a Robot Coding Toy: Learning Codes and Sequencing Codes 3.2.2 Debugging a Buggy Program: What Happened? 3.3 Key Findings 3.3.1 Design Elements for Robot Coding Toy Tasks 3.3.1.1 Introductory Tasks Focused on Context Proficiencies 3.3.1.2 Tasks for CT Strategies 3.3.1.3 Tasks for Play 3.3.2 Design Elements for Robot Coding Toy Instructional Practices 3.3.3 Design Elements for Leveraging or Supplementing the Robot Coding Toy’s Features 3.4 Evidence of Mastery 3.5 Facilitating Resources References Chapter 4: Programming Environments for the Development of Computational Thinking in Preschool Education: A Systematic Literature Review 4.1 Introduction 4.2 Methodology 4.2.1 Databases 4.2.2 Inclusion and Exclusion Criteria 4.2.3 Systematic Review Process 4.2.4 Data Analyses 4.3 Educational Programming Environments for Preschoolers 4.3.1 Logo Family Programming Environments 4.3.1.1 Roamers 4.3.1.2 Software Roamers 4.3.2 Visual Programming Environments 4.3.3 Commercial Programming Learning Environments for Entertainment Purposes 4.3.4 Physical Computing Environments 4.3.4.1 Educational Robotics Environments 4.3.5 Miscellaneous Unplugged Applications and Environments 4.4 Discussion References Part II: Elementary/Primary School Chapter 5: Developing Computational Fluency via Multimedia Stories 5.1 Introduction 5.1.1 Becoming Fluent in a Language: The Role of Reading 5.2 Local School Context 5.2.1 The Longitudinal Research Project 5.3 The Role of Structured Activities in Developing Computational Fluency 5.3.1 The “Pass-It-On” Activity 5.4 Collected Data and Key Findings 5.5 Conclusions 5.6 Facilitating Diagram 5.7 Links References Chapter 6: Scaffolding Engagement with Educational Technologies to Develop Computational Thinking in Year 1 Girls 6.1 Introduction 6.2 Background 6.2.1 Coding and Young Children 6.2.2 Coding in the Australian School Context 6.3 Local Research Vignette 6.4 How This Was Applied in the Classroom 6.4.1 Micro:Bit 6.4.2 Makey Makey 6.4.3 Ozobots 6.4.4 Minecraft Education Edition 6.5 Key Findings and Discussion 6.5.1 How Was the Development of Computational Thinking Supported? 6.5.2 Embracing Connectivism as a Component of Computational Thinking 6.5.3 Wider Considerations for Success 6.5.4 Conclusion References Chapter 7: Enhancing Computational Thinking Through App Design in Primary Schools 7.1 Introduction 7.2 Literature Review 7.3 Vignettes 7.3.1 Vignette 1 7.3.2 Vignette 2 7.4 Reflection on the Example Projects 7.4.1 Problem Formulation 7.4.1.1 Computational Concepts 7.4.1.2 Computational Practices 7.4.1.3 Computational Perspectives 7.4.2 Solution Expression 7.4.2.1 Computational Concepts 7.4.2.2 Computational Practices 7.4.2.3 Computational Perspectives 7.4.3 Execution and Evaluation 7.4.3.1 Computational Concepts 7.4.3.2 Computational Practices 7.4.3.3 Computational Perspectives 7.5 Facilitating Diagram and Supporting Resources 7.6 Conclusion References Chapter 8: Program, Learn and Play: A Course of Extracurricular Activities in Scratch Programming for Students in Grades 3–6 8.1 Introduction 8.2 Results and Discussion 8.2.1 The Extracurricular Activity Course Objectives and Content 8.3 Domain-Specific Results of Mastering Module 1 8.4 Domain-Specific Results of Mastering Module 2 8.5 Domain-Specific Results of Mastering Module 3 8.6 Domain-Specific Results of Mastering Module 4 8.7 Professional Development of Teaching Staff 8.8 Methods of Conducting Extracurricular Activities with Schoolchildren 8.9 Conclusion References Chapter 9: Integrating Programming in Other Subjects at Primary Level: Tool, Glue or Ideation 9.1 Introduction 9.2 Programming in the Finnish Curriculum 9.2.1 Programming and Digital Competence 9.2.2 New Literacies Program 9.3 Reasons for Integration 9.4 Integrated Programming in Grades 1–6 9.4.1 Programming as a Tool 9.4.2 Programming as Glue 9.4.3 Programming as Ideation 9.5 Implementation Challenges 9.6 Final Words References Chapter 10: Introducing Programming Concepts Through the Bebras Tasks in the Primary Education 10.1 Introduction 10.2 The Overview of Research Conducted on the Bebras Tasks for Primary Students in Years 2019–2021 10.3 Programming Concepts in Short Bebras Tasks for Primary School 10.4 Examples of the Bebras Tasks Based on Programming Concepts 10.5 Conclusions References Chapter 11: Supporting Primary Students with Disabilities and Neurological Differences in Developing Digital Thinking Skills Through an Inclusive Game-Making Club 11.1 Introduction 11.2 A Brief Synthesis of the Literature on Game-Making Clubs 11.2.1 Supporting All Learners in Game Making 11.2.2 Game Making as Acts of Creativity and Self-Expression 11.2.3 Digital Thinking in the Australian Curriculum 11.3 Breaking Down Barriers Between Special and Mainstream Education: A Local Research Vignette 11.4 Key Findings and Implications for Schools 11.4.1 Managing Expectations When Setting Coding Goals 11.4.2 Supporting Challenges with Comprehension and Executive Function in Design Thinking 11.4.3 Systems Thinking for Game Design 11.4.4 Using Computational Thinking to Program Counters 11.4.5 Collaborating with Other Creators 11.5 Evidence for Assessing Mastery of Assessment 11.6 Conclusions 11.7 Resources References Chapter 12: Game Making and Coding Fluency in a Primary Computing Context 12.1 Introduction 12.2 Context 12.3 Game Making, Project-Based Learning and Inclusion 12.4 An Overview of Game Coding Tools 12.5 Research Vignette: Evolution of Design 12.6 Overview of the 3 M Game-Making Learning Design 12.7 Missions 12.8 Maps 12.9 Motivational Methods 12.10 Summary of 3 M Game-Making Model and Supporting Resources 12.10.1 Supporting Resource 1: Phaser and Glitch.com 12.10.2 Supporting Resource 2: 3 M and MakeCode Arcade 12.10.3 Supporting Resource 3: Other MakeCode Arcade Tutorials 12.11 Conclusion References Part III: Secondary/High School Chapter 13: The Problem with Programming: An Overview 13.1 Introduction 13.1.1 Computational Thinking 13.1.2 Programming 13.2 Method 13.3 Results 13.3.1 Difficulties in Learning to Program 13.3.2 Thinking Skills 13.3.3 Programming Tools 13.4 Discussion 13.4.1 Limitations of the Study 13.5 Conclusion References Chapter 14: Expanding Teacher Capacity and Student Engagement in Digital Literacies in the Primary Classroom: An Informal Explorative Reflection 14.1 Introduction 14.1.1 The Case 14.2 Literature Review 14.2.1 An Australian Context 14.2.2 Digital Literacies Through Computational Thinking 14.2.3 Approaches to Learning 14.2.4 Professional Learning 14.2.4.1 Summary 14.3 Local Research Vignette 14.3.1 Curriculum Integration 14.3.2 Teacher Capacity 14.4 An Exploration of Teaching Activities 14.4.1 The Use of Blue-Bot in Year 1 14.4.1.1 Addressing the ICT Capabilities 14.4.2 Makey Makeys and Scratch in Year 4 14.4.2.1 Addressing the ICT Capabilities 14.5 Teacher Feedback and Recommendations 14.6 Conclusion References Chapter 15: Why and How to Teach Physical Computing: Research and Practice in Computer Science Education at Secondary Schools 15.1 Introduction 15.2 Computer Science Education in Switzerland 15.3 Physical Computing 15.3.1 Interaction Design Perspective on Physical Computing 15.3.1.1 Interactive Objects and Installations 15.3.1.2 Focus on Ideas and Intended Interaction 15.3.1.3 Tinkering and Prototyping 15.3.1.4 Project Description and Specification 15.3.2 Constructionist and Creative Learning with Physical Computing 15.3.3 Physical Computing in Schools 15.3.4 Implications for Computer Science Teaching 15.4 Tools for Constructionist Learning with Physical Computing 15.4.1 Hardware Decision: BBC micro:bit, Arduino or Raspberry Pi? 15.4.1.1 Microcontroller Boards 15.4.1.2 Mini Computers 15.4.2 Programming Environments 15.4.3 Art and Craft Supplies 15.5 A Triangle of Physical Computing 15.6 From Science to Practice 15.6.1 Research Framework: Educational Reconstruction for CS Education 15.6.2 Science Content: Key Concepts in Hardware/Software Co-design 15.6.3 Design Principles for Physical Computing Teaching 15.6.4 Exemplary Lesson Series 15.6.4.1 My Interactive Garden 15.6.4.2 LEGO Smart City 15.7 Summary and Conclusion 15.8 Supporting Resources References Chapter 16: Coding Across the Curriculum: Challenges for Non-specialist Teachers 16.1 Introduction 16.2 Project Description and Participants 16.3 Methods 16.4 Results 16.4.1 The Primary School 16.4.1.1 Extrinsic Challenges 16.4.1.1.1 Practicality of Implementation 16.4.1.2 Intrinsic Challenges 16.4.1.2.1 Teacher’s Ownership of the Intended Curriculum 16.4.1.2.2 Teacher’s Knowledge and Approaches 16.4.1.3 Impact on Student Narratives 16.4.2 The Secondary School 16.4.2.1 Extrinsic Challenges 16.4.2.1.1 Practicality of Implementation 16.4.2.1.2 Student Assessment 16.4.2.1.3 Time Management 16.4.2.2 Intrinsic Challenges 16.4.2.2.1 Teachers’ Knowledge and Understanding 16.4.2.3 Impact on Student Narratives 16.5 Discussion 16.5.1 Teaching Coding as an Interdisciplinary Activity 16.5.2 The Impact of the Learning Environment on Outcomes 16.6 Limitations 16.7 Conclusion 16.8 Supporting Resources References Chapter 17: Teaching High School Students Artificial Intelligence by Programming Chatbots 17.1 Introduction 17.2 Artificial Intelligence and Chatbots 17.2.1 Chatbots: Technology and Architecture 17.3 Teaching Basic Programming Concepts by Creating a Chatbot 17.3.1 Programming: Understanding the Learning Trajectories 17.3.2 Programming: A Pedagogical Perspective 17.4 Programming a Chatbot 17.4.1 Conversation Flow Level 1: Friendly Greetings 17.4.2 Conversation Flow Level 2: Decision-Making 17.4.3 Conversation Flow Level 3: Repetitive Tasks 17.5 Supporting Resources 17.6 Conclusion and Future Research Directions References Chapter 18: Teaching Coding and Computational Thinking with Model Train Robotics: Social Factors That Motivate Students to Learn Programming 18.1 Introduction 18.2 Implementing Computational Thinking: Teaching Coding Through Model Train Programming 18.3 Materials and Methods 18.4 Student Tasks 18.5 Research Outcomes: Predictors of Student Success 18.6 Motivation by Gender 18.7 Role of the Motivational Factors in Computational Practices 18.8 Future Prospects for Action Research 18.9 Conclusion References Chapter 19: Initial Steps in Teaching Python at Lower Secondary School Using the Platform Codeboard.io 19.1 Introduction 19.2 Literature Review 19.2.1 Python in Lower Secondary Schools in the Czech Republic 19.2.2 Review of Existing Studies on Implementing Python in Lower Secondary Schools 19.3 Findings 19.3.1 Teaching Design for Programming in Python 19.3.2 Key Findings from the Research Study 19.4 Evidence for Assessing Mastery of Achievement 19.5 Supporting Resources Appendices Appendix 19.1: Activities in Python in Lessons L1–L5 (Activity #2) Appendix 19.2: Questionnaire “Show What You Have Learned” (Activity #2) Appendix 19.3: A Final Questionnaire (at the End of Activity #3) References Chapter 20: Creating Mobile Applications with App Inventor Adopting Computational Action 20.1 Introduction 20.2 Research Methodology 20.3 Teaching Computing Through the Development of Mobile Applications 20.4 Application of the Course 20.5 Evaluation of the Course 20.5.1 Does the Course Increase Students’ Competencies? 20.5.2 Does the Pedagogical Strategy of the Course Promote an Enjoyable Experience That Facilitates Learning? 20.6 Key Findings 20.7 Facilitating Diagram and Links References Chapter 21: Learning Computational Thinking in Secondary School (Year 8) in Germany in International Comparison: Results from ICILS 2018 21.1 Introduction 21.2 Theory and Research on Teaching and Learning Computational Thinking in Germany in International Comparison 21.3 School Learning of Computational Thinking in Germany in International Comparison 21.4 Computational Thinking and Problem-Solving in Germany 21.5 Conclusion References Chapter 22: Computational Thinking in Pre-vocational Education: A Focus on Coding Unplugged 22.1 Introduction 22.2 Context 22.3 Two Cases: Experiences and Key Findings 22.4 Rubric for Assessing CT Skills 22.5 Lessons Learned References Chapter 23: A Case of Girls Building Robots or Robots Building the Girls? 23.1 Introduction 23.1.1 Perceptions of STEM Through the Lens of All-Girl Secondary Schools 23.1.2 Technologies Curriculum in Secondary Schools 23.1.3 Gender Disparity in Computing 23.2 Melbourne RoboCats Initiative 23.2.1 Context 23.2.2 The FIRST® Robotics Competition 23.2.3 About the RoboCats 23.2.4 Why the RoboCats? 23.3 The Basics of an FRC Robot 23.3.1 Software Development: LabVIEW Versus Java 23.3.2 Robot Controller 23.3.3 Robot Control: Programming Autonomous and Teleoperated Modes 23.4 Discussion 23.4.1 Supporting Resources 23.5 Conclusion References Chapter 24: Applying Hybrid Programming in High Schools: An Empirical Study Analysing Teachers’ Opinions 24.1 Introduction: From Visual to Textual Programming 24.2 Hybrid Programming: Literature Synthesis and Research Questions Used 24.3 Empirical Study 24.3.1 Method 24.3.2 Results and Discussion 24.3.2.1 First Research Question 24.3.2.2 Second Research Question 24.4 Closing Remarks References Chapter 25: Hybrid VR Programming: Extending the Notional Machine for C++ 25.1 Vocational Education in Germany and Relevance of VR 25.2 Linking Up to Competence Research 25.3 Unreal Engine 25.3.1 Choice of the Engine 25.3.2 C++ Programming Language 25.3.3 Role of the Unreal Engine 25.3.4 Unreal Engine as a Hybrid Programming Environment 25.4 Notional Machines and Didactical Guidelines for Hybrid Programming Using Blueprints 25.4.1 Notional Machines 25.4.2 A Notional Machine for C++ 25.4.3 Extending the Notional Machine for C++ 25.4.4 Didactical Guidelines for Hybrid Programming Using Blueprints 25.4.4.1 Starting with Blueprint Functions 25.4.4.2 Use-Modify-Create and PRIMM 25.4.4.3 Events 25.4.4.4 Modularity with Blueprints: Control Flow and Code Tracing 25.5 Our First Curriculum Intervention 25.5.1 Learning Objectives 25.5.2 Technical Requirements 25.5.3 General Didactical Decisions and Methodological Considerations 25.5.4 Project Phases 25.5.4.1 Orientation 25.5.4.2 Planning 25.5.4.3 Implementation 25.5.4.4 Evaluation 25.5.4.5 Presentation 25.5.5 Next Steps 25.6 Conclusions References Chapter 26: Cognitive Influences on Learning Programming 26.1 Introduction 26.2 Cognitive Load 26.3 Intrinsic Cognitive Load 26.4 Germane Cognitive Load 26.5 Extraneous Cognitive Load 26.6 Cognitive Fit 26.7 Cognitive Walkthroughs 26.8 Conclusion References Chapter 27: Where Next for Coding in Schools? 27.1 The Story So Far 27.2 Personal Perspective 27.3 A General Framework for Learning Programming 27.4 Machine Learning in School Education 27.5 The Basics of Quantum Computing 27.6 Quantum Computing in School Education 27.7 Discussion and Conclusion References Index