scholarly journals A Computational Thinking (informatikai gondolkodás) elemeinek fejlesztése az általános iskolában: egy robotprogramozás szakkör tapasztalatai

2021 ◽  
Author(s):  
Zoltán Csernai

A LEGO Education fizikális és digitális oktatási eszközei a diákokat kreatív gondolkodásra és problémamegoldásra ösztönzi, valamint felkelti az érdeklődésüket a matematika, a természettudományok, a műszaki tudományok és az informatika iránt. Ez azért fontos, mert a mai tudásalapú gazdaságban nagy szükség van a STEM készségekkel rendelkező szakemberekre. Napjainkban elterjedőben van a Computational Thinking (CT), amely ernyőfogalomként hatja át a STEM (Science, Techology, Engineering, Mathematics) egyes területeit. 2019. szeptemberétől az Eszterházy Károly Egyetem Gyakorló Általános, Közép-, Alapfokú Művészeti Iskola és Pedagógiai Intézetben 11 fő felső tagozatos diák megismerte a robotika és a programozás alapjait. A hetente egyszeri, 90 perces foglalkozások keretein belül a LEGO MINDSTORMS Education EV3 robotkészlet segítségével, különböző miniprojekteken keresztül sikeresen alkalmazták a Computational Thinking (informatikai gondolkodás) négy készségkategóriájának kombinációját: a mintafelismerést, az algoritmusok létrehozását és használatát, az elemi részekre bontást, illetve az absztrakciók megértését. (Gadzikowski, 2019) A kutatásom célja az egyes miniprojektek ismertetése és megoldási folyamatának bemutatása egy előre kidolgozott szempontrendszeren keresztül. A kutatásom következő fázisában a Robotprogramozás kezdő és középhaladó csoportjának tanulói körében egy attitűdkutatásra kerül sor, amely során az informatikai gondolkodással kapcsolatos vélekedéseket vizsgálnám meg, a kombinált paradigma módszerével (Sántha, 2014), egy saját fejlesztésű mérőeszközzel, kérdőív, majd interjú formájában

Author(s):  
Savvas Tsolakis ◽  
Timoleon Theofanellis ◽  
Evagelia Voulgari

Educational robotics (ER) can be of great assistance to educators who aim to develop their students' computational thinking (CT) skills. The ideas of decomposing a problem, handling it more abstractly, looking for patterns, and creating algorithms for the solution can easily be explained through ER. The ER constructional part could be enhanced by DIY (do it yourself) trend and CoP (communities of practice) interactions while block-based or even text-based programming environments are used to program them. In this chapter, the authors present the most commonly used ER platforms, Arduino and Lego Mindstorms, as well as two projects that illustrate how CT characteristics are elicited by them.


Author(s):  
Avraam Chatzopoulos ◽  
Michail Kalogiannakis ◽  
Michail Papoutsidakis ◽  
Sarantos Psycharis ◽  
Dimitrios Papachristos

In this chapter, the authors present their research on how P12 students apply computational thinking (CT) skills when they are assigned simple science, technology, engineering, mathematics (STEM) problems, which they are called upon to solve with the help of educational robotics (ER) activities. The reason for this research was the high participation and increased interest shown in an ER event, where distributed questionnaires recorded students' views on ER, STEM, and CT. Their answers were the spark to conduct a pilot study on primary school students in the form of an experiential seminar to investigate the possibility of developing their CT skills by applying ER activities when they are asked to solve authentic STEM problems. The results showed that students may develop CT skills when involved in ER activities and that educational robots enhance students' engagement with programming and create a more favorable environment for developing students' CT skills.


2021 ◽  
pp. 94-100
Author(s):  
Norfaridatul Akmar ◽  
Nur Yasmin Nadhirah ◽  
Ainul Tasneem ◽  
Iman Sabrina ◽  
Fitrah Nasuha

The objective of  Science, Technology, and Engineering Mathematics (STEM), is not only focused on scientific knowledge and concepts but 21st century skills such as collaborative skills, communication, critical thinking, creativity and computational thinking should be emphasized in science learning. This concept paper discusses how to develop the EduPocket A+ and this application features easy-to-grasp notes and animations to present the Physics syllabus in a simple manner. EduPocket A+ is an (Android APK) application where individuals are able to access notes) through interactive means as well as prep individuals to answer essay questions for the SPM Physics Paper 2. A review of the literature shows that educational games can improve student academic achievement. In addition, this learning approaches provide a fun learning environment, increasing active engagement students in learning, and increase students ’interest and motivation in STEM education. However, studies on game-based learning involving students as educational games designers or inventors are still lacking in Malaysia, especially at the secondary school. Furthermore, relatively little research has focused on the development of Edu-PocketA+  as effectiveness of educational games mastery of 21st century skills in STEM. Therefore, this concept paper discusses the development of EduPocketA+ that involving students in making games in learning, facilitating strategies in physics learning concepts and improve 21st century skills among students.


Author(s):  
Yan Sun ◽  
Mabel C. P. O. Okojie ◽  
Wei-Chieh Wayne Yu ◽  
Tinukwa C. Boulder

The solution to the nation's shortage in STEM workers begins in elementary schools. However, elementary teachers are not well prepared to teach STEM, and they lack the knowledge and competency to inspire students early on in the fields of science, technology, engineering, mathematics, and computational thinking (STEM+C). Consequently, elementary students' wellbeing in STEM+C learning is negatively affected. Preparing elementary teachers for teaching STEM+C with digital making is suggested in this chapter as a means to improve elementary teachers' STEM+C teaching competency and to improve elementary students' wellbeing in STEM+C learning. This chapter also proposes and discusses related approach, framework, and pedagogy to illustrate how elementary teachers can teach STEM+C effectively by engaging elementary students as digital makers. Suggestions for future research are also discussed in this chapter.


Author(s):  
Zoltán Csernai

The idea of Computational Thinking (CT) functions as an umbrella term impacting the STEM (Science, Technology, Engineering, Mathematics) areas. The concept entails algorithmic thinking, problem solving, programming instruction, and the application of simulation games. My three phase inquiry utilises a combined research paradigm facilitates research, development, and innovation. In an earlier stage of my research I relied on a deductive approach to explore the representations of this concept in the international arena. I analysed the manifestations of Computational Thinking in the DigComp 2.1 framework system accepted by the European Union according to set criteria and investigated the capability of Computational Thinking to facilitate a methodological shift in the education profession by the application of modern digital solutions via the Complex Basic Program. In the second and current stage of my research I turn to the combined paradigm method (Sántha, 2014) to perform an empirical examination focusing on Computational Thinking-related opinions of students enrolled in undivided Informatics teacher training programs at the Eszterházy Károly University. This attitude survey utilizes a self-developed questionnaire along with interviews. The survey aims to obtain a comprehensive evaluation of prospective teachers’ views on the given theme. Based upon the respective results, in the next stage of my research I will introduce various tools and programs facilitating the development of algorithmic thinking.


2011 ◽  
Author(s):  
Edusmildo Orozco ◽  
Rafael Arce-Nazario ◽  
Peter Musial ◽  
Cynthia Lucena-Roman ◽  
Zoraida Santiago

2019 ◽  
Author(s):  
Buket Ertugrul-Akyol

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