Computational Thinking (CT) is being infused into curricula in a variety of core K-12 STEM courses. As these topics are being introduced to students without prior programming experience and are potentially taught by instructors unfamiliar with programming and CT, appropriate lesson design might help support both students and teachers. “Use-Modify-Create" (UMC), a CT lesson progression, has students ease into CT topics by first “Using" a given artifact, “Modifying" an existing one, and then eventually “Creating" new ones. While studies have presented lessons adopting and adapting this progression and advocating for its use, few have focused on evaluating UMC’s pedagogical effectiveness and claims. We present a comparison study between two CT lesson progressions for middle school science classes. Students participated in a 4-day activity focused on developing an agent-based simulation in a block-based programming environment. While some classrooms had students develop code on days 2-4, others used a scaffolded lesson plan modeled after the UMC framework. Through analyzing student’s exit tickets, classroom observations, and teacher interviews, we illustrate differences in perception of assignment difficulty from both the students and teachers, as well as student perception of artifact “ownership" between conditions. more »« less
As computer science instruction gets offered to more young learn- ers, transitioning from elective to requirement, it is important to explore the relationship between pedagogical approach and student behavior. While different pedagogical approaches have particular motivations and intended goals, little is known about to what degree they satisfy those goals. In this paper, we present analysis of 536 students’ (age 9-14, grades 4-8) work within a Scratch-based, Use-Modify-Create (UMC) curriculum, Scratch Encore. We investigate to what degree the UMC progression encourages students to engage with the content of the lesson while providing the flexibility for creativity and exploration. Our findings show that this approach does balance structure with flexibility and creativity, allowing teachers wide variation in the degree to which they adhere to the structured tasks. Many students utilized recently-learned blocks in open-ended activities, yet they also explored blocks not formally taught. In addition, they took advantage of open-ended projects to change sprites, backgrounds, and integrate narratives into their projects.
Franklin, Diana; Salac, Jean; Crenshaw, Zachary; Turimella, Saranya; Klain, Zipporah; Anaya, Marco; Thomas, Cathy
(, Proceedings of the 2020 International Computing Education Research Conference (ICER’20))
As computer science instruction gets offered to more young learn- ers, transitioning from elective to requirement, it is important to explore the relationship between pedagogical approach and student behavior. While different pedagogical approaches have particular motivations and intended goals, little is known about to what degree they satisfy those goals. In this paper, we present analysis of 536 students’ (age 9-14, grades 4-8) work within a Scratch-based, Use-Modify-Create (UMC) curriculum, Scratch Encore. We investigate to what degree the UMC progression encourages students to engage with the content of the lesson while providing the flexibility for creativity and exploration. Our findings show that this approach does balance structure with flexibility and creativity, allowing teachers wide variation in the degree to which they adhere to the structured tasks. Many students utilized recently-learned blocks in open-ended activities, yet they also explored blocks not formally taught. In addition, they took advantage of open-ended projects to change sprites, backgrounds, and integrate narratives into their projects.
Robins, Andey; Burrows, Andrea C.; Borowczak, Mike
(, ASEE Annual Conference proceedings)
In recent years, Wyoming has developed Computer Science (CS) standards for adoption and use within K-12 classrooms. These standards, adopted in January of 2022, go into effect for the 2022-2023 school year. The University of Wyoming has offered two different computer science week-long professional developments for teachers. Many K-12 teachers do not have a CS background, so developing CS lessons plans can be a challenge in these PDs.This research study is centered around three central questions: 1) To what extent did K-12 teachers integrate computing topics into their PD created lesson plans; 2) How do the teacher perceptions from the two CS PDs compare to each other; and 3) How was the CS PD translated to classroom activity? The first PD opportunity (n=14), was designed to give hands-on learning with CS topics focused on cybersecurity. The second PD opportunity (n=28), focused on integrating CS into existing curricula. At the end of each of these PDs, teacher K-12 teachers incorporated CS topics into their selected existing lesson plan(s). Additionally, a support network was implemented to support excellence in CS education throughout the state. This research study team evaluated the lesson plans developed during each PD event, by using a rubric on each lesson plan. Researchers collected exit surveys from the teachers. Implementation metrics were also gathered, including, how long each lesson lasted, how many students were involved in the implementation, what grades the student belonged to, the basic demographics of the students, the type of course the lesson plan was housed in, if the K-12 teacher reached their intended purpose, what evidence the K-12 teacher had of the success of their lesson plan, data summaries based on supplied evidence, how the K-12 teachers would change the lesson, the challenges and successes they experienced, and samples of student work. Quantitative analysis was basic descriptive statistics. Findings, based on evaluation of 40+ lessons, taught to over 1500 K-12 students, indicate that when assessed on a three point rubric of struggling, emerging, or excellent - certain components (e.g., organization, objectives, integration, activities & assessment, questions, and catch) of K-12 teacher created lessons plans varied drastically. In particular, lesson plan organization, integration, and questions each had a significant number of submissions which were evaluated as "struggling" [45%, 46%, 41%] through interesting integration, objectives, activities & assessment, and catch all saw submissions which were evaluated as "excellent" [43%, 48%, 43%, 48%]. The relationship between existing K-12 policies and expectations surfaces within these results and in combination with other findings leads to implications for the translation of current research practices into pre-collegiate PDs.
Kale, Ugur; Wang, Yuanhua
(, Journal of Technology-Integrated Lessons and Teaching)
Despite the importance of computational thinking (CT) as a problem-solving process (Wing, 2008) and the growing spread in teacher education (Yadav et al., 2017), existing initiatives for preservice teachers (PSTs) tend to focus on the computer science domain without making explicit connections to disciplinary classroom settings and promoting critical perspectives. As a cohesive unit, this learning representation aims to assist PSTs in integrating CT into their work as they design and implement science-focused lessons.Centered around a contextual issue: accessing, growing, and sustaining food, this learning representation employs 2D and 3D block-based programming languages coupled with unplugged activities that demonstrate CT practices, processes, and concepts. PSTs’ group designs, lesson modifications, and full lesson plans provide opportunities for assessment.
As schools and districts across the United States adopt computer science standards and curriculum for K-12 computer science education, they look to integrate the foundational concepts of computational thinking (CT) into existing core subjects of elementary-age students. Research has shown the effectiveness of teaching CT elements (abstraction, generalization, decomposition, algorithmic thinking, debugging) using non-programming, unplugged approaches. These approaches address common barriers teachers face with lack of knowledge, familiarity, or technology tools. Picture books and graphic novels present an unexplored non-programming, unplugged resource for teachers to integrate computational thinking into their CT or CT-integrated lessons. This analysis examines 27 picture books and graphic novels published between 2015 and 2020 targeted to K-6 students for representation of computational thinking elements. Using the computational thinking curriculum framework for K-6, we identify the grade-level competencies of the CT elements featured in the books compared to the books’ target age groups. We compare grade-level competencies to interest level to identify each CT element representation as “foundational,” “on-target,” or “advanced.” We conclude that literature offers teachers a non-programming unplugged resource to expose students to CT and enhance CT and CT-integrated lessons, while also personalizing learning based on CT readiness and interest level.
@article{osti_10122993,
place = {Country unknown/Code not available},
title = {Use, Modify, Create: Comparing Computational Thinking Lesson Progressions for STEM Classes},
url = {https://par.nsf.gov/biblio/10122993},
DOI = {10.1145/3304221.3319786},
abstractNote = {Computational Thinking (CT) is being infused into curricula in a variety of core K-12 STEM courses. As these topics are being introduced to students without prior programming experience and are potentially taught by instructors unfamiliar with programming and CT, appropriate lesson design might help support both students and teachers. “Use-Modify-Create" (UMC), a CT lesson progression, has students ease into CT topics by first “Using" a given artifact, “Modifying" an existing one, and then eventually “Creating" new ones. While studies have presented lessons adopting and adapting this progression and advocating for its use, few have focused on evaluating UMC’s pedagogical effectiveness and claims. We present a comparison study between two CT lesson progressions for middle school science classes. Students participated in a 4-day activity focused on developing an agent-based simulation in a block-based programming environment. While some classrooms had students develop code on days 2-4, others used a scaffolded lesson plan modeled after the UMC framework. Through analyzing student’s exit tickets, classroom observations, and teacher interviews, we illustrate differences in perception of assignment difficulty from both the students and teachers, as well as student perception of artifact “ownership" between conditions.},
journal = {Proceedings of the 2019 ACM Conference on Innovation and Technology in Computer Science Education},
author = {Lytle, Nicholas and Barnes, Tiffany and Cateté, Veronica and Boulden, Danielle and Dong, Yihuan and Houchins, Jennifer and Milliken, Alexandra and Isvik, Amy and Bounajim, Dolly and Wiebe, Eric},
}
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