Abstract

Programming recently became mandatory in Swedish compulsory schools (age group 7-16); this article contributes to our understanding of novice learners’ different approaches when programming. The study builds on observations and informal conversations during programming lessons at three Swedish science centres. At the time of the study, science centres already had experience of programming education as they offered courses for pupils. This was used as a complement to teaching at compulsory school. We apply a design-for-learning perspective to help us understand how contextual aspects influence what novice pupils do and how they design their learning during programming lessons. During the analysis process, we combine thematic analysis with the Learning Design Sequence (LDS) model. We identify five qualitatively different approaches that pupils take to solve programming problems: mathematically, trial and error, step-by-step, routine as well as aesthetic. Each of these approaches allows pupils to use and practice different abilities that are important for programming. We discuss how these abilities can be compared to computational thinking (CT). The study provides an insight how pupils are involved in designing their own learning when using their abilities to solve programming assignments.

Highlights

  • Teaching programming has been mandatory in Swedish compulsory schools in the subjects of mathematics and technology since autumn 2018 (Regeringskansliet, 2017)

  • We present the themes introduction, instructions and approaches identified by thematic analysis (Braun & Clarke, 2006) and analyse them using the Learning Design Sequence (LDS) model (Selander, 2008, 2017)

  • The abilities the pupils use remind us to a certain degree of what has been described in relation to the concept of computational thinking (CT) (Wing, 2006), as will be discussed below

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Summary

Introduction

Teaching programming has been mandatory in Swedish compulsory schools in the subjects of mathematics and technology since autumn 2018 (Regeringskansliet, 2017) This means that compulsory schools are supposed to provide all their pupils with the opportunity to learn programming. In this paper we analyse how pupils, when designing their learning in programming, use abilities which can be compared to those used in computational thinking (CT) (Cetin & Dubinsky, 2017; Wing, 2006). This term (CT) includes various types of abilities, such as problem-solving and abstract thinking, that may be necessary for a person who is going to program (Durak & Saritepeci, 2018). This prefabricated and well-prepared arrangement illustrates an institutional norm whereby pupils’ activities are strongly framed by certain physical conditions that encourage specific activities in a spirit of learning by doing in a semiformal learning environment

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