A Pedagogical Framework for Computational Thinking

A Pedagogical Framework for Computational Thinking Our goal in this paper is to propose a Computational Thinking Pedagogical Framework (CTPF), developed from constructionism and social-constructivism theories. CTPF includes four pedagogical experiences: (1) unplugged, (2) tinkering, (3) making, and (4) remixing. Unplugged experiences focus on activities implemented without the use of computers. Tinkering experiences primarily involve activities that take things apart and engaging in changes and/or modifications to existing objects. Making experiences involve activities where constructing new objects is the primary focus. Remixing refers to those experiences that involve the appropriation of objects or components of objects for use in other objects or for other purposes. Objects can be digital, tangible, or even conceptual. These experiences reflect distinct yet overlapping CT experiences which are all proposed to be necessary in order for students to fully experience CT. In some cases, particularly for novices and depending on the concepts under exploration, a sequential approach to these experiences may be helpful. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Digital Experiences in Mathematics Education Springer Journals

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Publisher
Springer Journals
Copyright
Copyright © 2017 by Springer International Publishing
Subject
Education; Mathematics Education; Educational Technology; Learning and Instruction
ISSN
2199-3246
eISSN
2199-3254
D.O.I.
10.1007/s40751-017-0031-2
Publisher site
See Article on Publisher Site

Abstract

Our goal in this paper is to propose a Computational Thinking Pedagogical Framework (CTPF), developed from constructionism and social-constructivism theories. CTPF includes four pedagogical experiences: (1) unplugged, (2) tinkering, (3) making, and (4) remixing. Unplugged experiences focus on activities implemented without the use of computers. Tinkering experiences primarily involve activities that take things apart and engaging in changes and/or modifications to existing objects. Making experiences involve activities where constructing new objects is the primary focus. Remixing refers to those experiences that involve the appropriation of objects or components of objects for use in other objects or for other purposes. Objects can be digital, tangible, or even conceptual. These experiences reflect distinct yet overlapping CT experiences which are all proposed to be necessary in order for students to fully experience CT. In some cases, particularly for novices and depending on the concepts under exploration, a sequential approach to these experiences may be helpful.

Journal

Digital Experiences in Mathematics EducationSpringer Journals

Published: Mar 9, 2017

References

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