| Literature DB >> 35632157 |
Albert Valls Pou1, Xavi Canaleta1, David Fonseca1.
Abstract
In the context of the science, technology, engineering, arts and mathematics disciplines in education, subjects tend to use contextualized activities or projects. Educational robotics and computational thinking both have the potential to become subjects in their own right, though not all educational programs yet offer these. Despite the use of technology and programming platforms being widespread, it is not common practice to integrate computational thinking and educational robotics into the official curriculum in secondary education. That is why this paper continues an initial project of integrating computational thinking and educational robotics into a secondary school in Barcelona, Spain. This study presents a project-based learning approach where the main focus is the development of skills related to science, technology, engineering, arts and mathematics and the acquisition of computational thinking knowledge in the second year of pupils' studies using a block-based programming environment. The study develops several sessions in the context of project-based learning, with students using the block-programming platform ScratchTM. During these sessions and in small-group workshops, students will expand their knowledge of computational thinking and develop 21st-century skills. We demonstrate the superior improvement of these concepts and skills compared to other educational methodologies.Entities:
Keywords: STEAM; computational thinking; educational robotics; project-based learning
Mesh:
Year: 2022 PMID: 35632157 PMCID: PMC9147538 DOI: 10.3390/s22103746
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.847
Items evaluated on the Scratch™ platform.
| Type | Description |
|---|---|
| Conditional | Understand the concept of conditional structures |
| Use different types of conditional structures | |
| Loops | Understand the concept of a loop iteration |
| Use loops within the structure of the game | |
| Events (Objects) | Use various objects |
| Import objects from outside of Scratch™ | |
| Motion control is done in several ways | |
| Use of objects follows criteria established | |
| Events (Scenario or Dresses) | Use different scenarios |
| Make changes to objects’ dresses | |
| Parallelism | Implement several sequences in the same object |
| Bloc Posts | Use the blog post to give orders to objects |
| Sequences (Text) | Use language structures |
| Dialogues appear | |
| Operators | Use variables to make a counter increase |
| Use variables to make a counter decrease | |
| Conditions certain actions variables | |
| Events (Music/Sounds) | Use music blog |
| Use varied sounds | |
| Use block sound conditioning in another action |
Aspects of competences evaluated.
| Type | Description |
|---|---|
| C1 Communication | C1.1 Exchange of ideas among group members |
| C1.2 Expression of ideas and debating them | |
| C1.3 Demand for teacher support and benefit to project | |
| C2 Collaboration and Community Building | C2.1 Helps peer group |
| C2.2 Individual contributions make the group advance | |
| C2.3 Different work roles/task diversity | |
| C3 Context Creation | C3.1 Activity follows a designed structure |
| C3.2 Analysis of errors in the process | |
| C3.3 Justification of the solution | |
| C3.4 Writes the process of the solution to the challenge | |
| C4 Creativity | C4.1 Holds initiative to make further steps in programs |
| C4.2 Use of various elements outside environment of platform | |
| C4.3 Application of concepts from other disciplines | |
| C5 Conduct | C5.1 Concentration activity |
| C5.2 Following the rules of the classroom | |
| C5.3 Responsible use of the material | |
| C5.4 Behaves well with classmates and teacher | |
| C5.5 Motivated to complete activity |
Relationships between CT perspectives and competences.
| Computational Perspectives [ | Competences [ |
|---|---|
| Expressing | C1 Communication |
| Questioning | C2 Collaboration and community building |
| Connecting | C3 Context creation |
Session plan.
| Session(s) | Developed |
|---|---|
| 1 | Groups of four students are formed and an explanation is given for a Scape Room. |
| 2 | The storyboard is finished and a list is made of all the possible objects, characters and backgrounds needed. |
| 3, 4, 5 | During these three sessions, students develop the design, and above all, the programming of their Scratch Room. |
| 6 | An oral presentation is given on each project where students explain the operation of their Scratch Room. It is a checkpoint to improve and debug the project. |
| 7, 8, 9 | During these three sessions, students continue to develop their project and improve it based on the observations from the previous session. |
| 10 | Oral presentation, demonstration and co-evaluation of the final project. |
Mean and standard deviation of competences.
| Competences | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| C1 | C2 | C3 | C4 | C5 | |||||
| Mean | SD | Mean | SD | Mean | SD | Mean | SD | Mean | SD |
| 3.22 | 0.62 | 2.98 | 0.72 | 3.17 | 0.71 | 3.19 | 0.70 | 3.98 | 0.66 |
Figure 1Flowchart of the sessions, assessment concepts and tools used. 1: Mean and standard deviation for each student and competence. 2: Mean and standard deviation for each student and CT concept.
Mean and standard deviation of CT concepts demonstrated when using ScratchTM.
| CT Concepts | Scratch™ | |
|---|---|---|
| Mean | SD | |
| 6.36 | 0.9 | |
Comparison of the first year vs. second year competent areas.
| Competences | First Year | Second Year | |||||
|---|---|---|---|---|---|---|---|
| First Group | Second Group | First and Second | |||||
| Mean | SD | Mean | SD | Mean | Mean | SD | |
| C1 | 2.68 | 0.50 | 3.29 | 0.69 | 2.98 | 3.22 | 0.62 |
| C2 | 2.48 | 0.64 | 2.96 | 0.74 | 2.72 | 2.98 | 0.72 |
| C3 | 2.25 | 0.77 | 2.64 | 0.80 | 2.45 | 3.17 | 0.71 |
| C4 | 1.66 | 0.65 | 2.57 | 0.80 | 2.12 | 3.19 | 0.70 |
| C5 | 3.73 | 0.86 | 3.95 | 0.77 | 3.84 | 3.98 | 0.66 |