Computational Thinking Education.

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Bibliographic Details
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TeilnehmendeR:
Place / Publishing House:Singapore : : Springer Singapore Pte. Limited,, 2019.
©2019.
Year of Publication:2019
Edition:1st ed.
Language:English
Online Access:
Physical Description:1 online resource (377 pages)
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Table of Contents:
  • Intro
  • Preface
  • Contents
  • 1 Introduction to Computational Thinking Education
  • 1.1 Introduction
  • 1.2 Conceptual Framework and Chapters in This Book
  • 1.2.1 Sub-theme 1: Computational Thinking and Tool Development
  • 1.2.2 Sub-theme 2: Student Competency and Assessment
  • 1.2.3 Sub-theme 3: Computational Thinking and Programming Education in K-12
  • 1.2.4 Sub-theme 4: Computational Thinking in K-12 STEM Education and Non-formal Learning
  • 1.2.5 Sub-theme 5: Teacher and Mentor Development in K-12 Education
  • 1.2.6 Sub-theme 6: Computational Thinking in Educational Policy and Implementation
  • References
  • Computational Thinking and Tool Development
  • 2 Computational Thinking-More Than a Variant of Scientific Inquiry!
  • 2.1 Introduction
  • 2.1.1 Origins of the Current Debate
  • 2.1.2 Computational Thinking for K-12
  • 2.1.3 Model Progression: The Use-Modify-Create Scheme
  • 2.1.4 The CT Terminology
  • 2.2 Basic Concepts and Building Blocks
  • 2.2.1 "Computational Models" and "Models of Computation"
  • 2.2.2 The Notion of "Abstraction"
  • 2.2.3 Languages, Representations, and Microworlds
  • 2.2.4 CT from the Perspective of Inquiry Learning in Science
  • 2.2.5 Interim Summary
  • 2.3 Specific Approaches and Examples
  • 2.3.1 From Reactive Rule-Based Programming to Block Structures
  • 2.3.2 "Computational Metacognition"
  • 2.4 Conclusion
  • References
  • 3 MIT App Inventor: Objectives, Design, and Development
  • 3.1 Introduction
  • 3.2 MIT App Inventor Overview
  • 3.3 MIT App Inventor Design Goals
  • 3.3.1 Component Abstraction for Platform Behavior
  • 3.3.2 Blocks as Logic
  • 3.3.3 Mental Modeling
  • 3.3.4 Fast Iteration and Design Using the Companion
  • 3.4 The History of MIT App Inventor
  • 3.4.1 Inception at Google
  • 3.4.2 Educational Expansion at MIT
  • 3.5 MIT App Inventor in Education
  • 3.5.1 Massive Open Online Courses.
  • 3.5.2 MIT Master Trainers Program
  • 3.5.3 Extensions
  • 3.5.4 Research Projects
  • 3.6 Empowerment Through Programming
  • 3.6.1 From Theoretical to Practical
  • 3.6.2 Computational Thinking
  • 3.6.3 Computational Action
  • 3.6.4 Supporting a Community Around Computation and App Creation
  • 3.7 Discussion
  • 3.7.1 Common Misconceptions
  • 3.7.2 Limitations
  • 3.7.3 Benefits of Visual Programming for Mobile
  • 3.8 Conclusions
  • 3.8.1 Future Vision
  • References
  • Student Competency and Assessment
  • 4 Measuring Secondary School Students' Competence in Computational Thinking in ICILS 2018-Challenges, Concepts, and Potential Implications for School Systems Around the World
  • 4.1 Introduction: The Relevance of Researching Teaching and Learning Computational Thinking in Schools
  • 4.2 Researching Students' Achievement in Computational Thinking in the Context of ICILS 2018
  • 4.2.1 ICILS 2018-Assessing Students' Readiness for the Digital World in the Scope of an International Comparative Study
  • 4.2.2 Computational Thinking as Part of ICILS 2018
  • 4.3 Relevance and Potential Outcomes for Educational Systems Around the World
  • References
  • 5 Computational Thinking Processes and Their Congruence with Problem-Solving and Information Processing
  • 5.1 Introduction
  • 5.2 Current State of Research
  • 5.2.1 Computational Thinking and Problem-Solving
  • 5.2.2 Computational Thinking and Information Processing
  • 5.2.3 Computational Thinking Processes
  • 5.2.4 In-School Acquisition of Competences in the Field of Computational Thinking
  • 5.3 Research Concept
  • 5.3.1 Study and Data Basis
  • 5.3.2 Methodology and Expected Outcomes
  • 5.4 Summary and Outlook
  • References
  • 6 Combining Assessment Tools for a Comprehensive Evaluation of Computational Thinking Interventions
  • 6.1 Introduction
  • 6.2 Computational Thinking Assessment Tools.
  • 6.3 Convergent Validity Studies
  • 6.4 A Comprehensive Evaluation of Computational Thinking Interventions
  • 6.5 Conclusions and Further Research
  • References
  • 7 Introducing and Assessing Computational Thinking in the Secondary Science Classroom
  • 7.1 Introduction
  • 7.2 Theoretical Orientation
  • 7.3 Method
  • 7.3.1 Study Design
  • 7.3.2 Participants
  • 7.3.3 CT-STEM Units
  • 7.3.4 Data Collection
  • 7.3.5 Analytic Approach
  • 7.4 Findings
  • 7.4.1 Learning Objective 1: Explore a Model by Changing Parameters
  • 7.4.2 Learning Objective 2: Identify Simplifications Made by a Model
  • 7.5 Discussion
  • References
  • 8 Components and Methods of Evaluating Computational Thinking for Fostering Creative Problem-Solvers in Senior Primary School Education
  • 8.1 Introduction
  • 8.2 Background
  • 8.2.1 Computational Thinking
  • 8.2.2 The Adopted Framework for Computational Thinking Evaluation
  • 8.3 Methodology
  • 8.4 Results and Discussion Based on Literature Review
  • 8.4.1 CT Concepts
  • 8.4.2 CT Practices
  • 8.4.3 CT Perspectives
  • 8.5 Conclusion
  • References
  • Computational Thinking and Programming Education in K-12
  • 9 Learning Composite and Prime Numbers Through Developing an App: An Example of Computational Thinking Development Through Primary Mathematics Learning
  • 9.1 Introduction
  • 9.2 Background
  • 9.2.1 CT Framework
  • 9.2.2 Block-Based Programming Environments
  • 9.2.3 Mathematics Learning and CT Development
  • 9.2.4 Learning Composite and Prime Numbers in Primary School Mathematics
  • 9.3 Developing an App as Pedagogy for Supporting the Conceptual Understanding of Composite and Prime Numbers
  • 9.3.1 Inquiry Activities About Composite and Prime Numbers
  • 9.3.2 Developing an App as Pedagogy
  • 9.3.3 Problem Decomposition and Algorithmic Thinking
  • 9.3.4 Reusing Code from a Simple App to Build an App to Find Factors.
  • 9.3.5 Testing the App and Connecting the Tasks with the Digital World
  • 9.3.6 Using '1' and '0' to Trigger In-depth Discussion of Composite and Prime Numbers
  • 9.3.7 Adding a Conditional Statement to the App to Handle the Case of Inputting 0
  • 9.4 Computational Thinking Development
  • 9.4.1 CT Concepts Development
  • 9.4.2 CT Practices Development
  • 9.4.3 CT Perspectives Development
  • 9.5 Conclusion
  • References
  • 10 Teaching Computational Thinking Using Mathematics Gamification in Computer Science Game Tournaments
  • 10.1 Introduction
  • 10.2 Algebra Gamification
  • 10.3 Mathematics Gamification of Algebra Maze
  • 10.4 Mathematics Gamification of Algebra Game
  • 10.5 Case Study of Computer Science Challenge Game Tournament
  • 10.6 Further Discussions
  • 10.7 Conclusions
  • References
  • 11 Mathematics Learning: Perceptions Toward the Design of a Website Based on a Fun Computational Thinking-Based Knowledge Management Framework
  • 11.1 Introduction
  • 11.1.1 Problem
  • 11.1.2 Objectives
  • 11.2 Literature Review
  • 11.2.1 Computational Thinking (CT)
  • 11.2.2 Game-Based Learning and Gamification
  • 11.2.3 Knowledge Management
  • 11.3 Methodology
  • 11.3.1 Website Component Design Based on Computational Thinking (CT)
  • 11.4 Pilot Test: Preliminary Design and Analysis
  • 11.5 Alpha Testing: Design and Development
  • 11.5.1 Alpha User Testing
  • 11.6 Beta Testing
  • 11.7 Comparison Between Alpha-Beta User Testings
  • 11.8 Significance
  • 11.9 Conclusion
  • References
  • Computational Thinking in K-12 STEM Education and Non-formal Learning
  • 12 Defining and Assessing Students' Computational Thinking in a Learning by Modeling Environment
  • 12.1 Introduction
  • 12.2 Related Work
  • 12.3 The STEM + CT Framework
  • 12.3.1 The STEM + CT Framework
  • 12.3.2 The Learning Environment
  • 12.3.3 The Assessment Framework
  • 12.4 Results and Discussion.
  • 12.4.1 Overall Learning Gains
  • 12.4.2 The Correlations and Synergies in STEM and CT Learning
  • 12.4.3 The Use of STEM + CT Practices
  • 12.5 Conclusions
  • References
  • 13 Roles, Collaboration, and the Development of Computational Thinking in a Robotics Learning Environment
  • 13.1 Introduction
  • 13.1.1 Computational Thinking
  • 13.1.2 Educational Robotics and Computational Thinking
  • 13.1.3 Collaborative Learning with Robotics: Emergent Roles
  • 13.1.4 Research Questions
  • 13.2 Methods
  • 13.2.1 Phase I-Behavior Analysis: Roles and Collaboration
  • 13.2.2 Phase II-Discourse Analysis: Computational Thinking
  • 13.2.3 Phase III-Descriptive Statistics: Roles
  • 13.2.4 Phase IV-Difficulty Score Calculation: Learning Outcomes
  • 13.3 Results
  • 13.3.1 Role Transitions
  • 13.3.2 Collaboration
  • 13.3.3 Computational Thinking
  • 13.4 Discussion
  • References
  • 14 Video Games: A Potential Vehicle for Teaching Computational Thinking
  • 14.1 Introduction
  • 14.2 Computational Thinking Skills
  • 14.3 Methodology
  • 14.4 Results and Discussion
  • 14.5 Implications for Educators and Researchers
  • Appendix 1: Survey-Video Game Experience
  • Appendix 2: Homework Exercise-Describing My Favourite Game
  • References
  • 15 Transforming the Quality of Workforce in the Textile and Apparel Industry Through Computational Thinking Education
  • 15.1 Introduction
  • 15.1.1 Business Challenges and Opportunities
  • 15.1.2 People Challenges
  • 15.2 "You Can Code" Campaign (2015−2016)
  • 15.2.1 Champaign Design and Implementation
  • 15.2.2 Value Created from the Campaign
  • 15.2.3 Employee Empowerment-From Reactive to Proactive, from Follower to Owner
  • 15.3 From Computational Thinking to Computational Action
  • 15.3.1 Development of Esquel Carpool App
  • 15.3.2 The Idea of Esquel Carpool App
  • 15.3.3 Impact from Esquel Carpool App.
  • 15.4 From Programming to Internet of Things.