Abstract

Digital competence and programming are actively highlighted areas in education worldwide. They are becoming part of curricula all over the world, including the Swedish elementary school curriculum, Children are expected to develop computational thinking through programming activities, mainly in mathematics—which are supposed to be based on both proven experience and scientific grounds. Both are lacking in the lower grades of elementary school. This article gives unique insight into pupils’ learning during the first programming lessons based on a group of Swedish pupils’ experiences when entering school. The goal of the article is to inform education policy and practice. The large interdisciplinary, longitudinal research project studies approximately 1500 students aged 6–16 and their teachers over three years, using video documentation, questionnaires, and focus group interviews. This article reports on empirical data collected during the first year in one class with 30 pupils aged 6–7 years. The social semiotic, multimodal theoretical framework “Design for Learning” is used to investigate potential signs of learning in pupils’ multimodal representations when they, for example, use block programming in the primary and secondary transformation unit. We show that young pupils have positive attitudes to programming and high self-efficacy, and that pupils’ signs of learning in programming are multimodal and often visible in social interactions.

Highlights

  • Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations

  • In another American study, young pupils used physical material to program a robot and the results show that children who participated in a week of intensive robot programming improved their ability to remember how different processes are related [10]

  • Images presented were deidentified and all personal data of the participants were protected from unauthorized access. In this part of the article, we will present the results using the Learning Design Sequence model’s three parts—setting, primary transformation unit, and secondary transformation unit—along with the theoretical notions posted in the model

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Summary

Introduction

Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. “All children should have the opportunity to develop an understanding that people are initiating the actions of computers, machines and robots”. This was said by one of the preschool teachers in a focus group interview in one of our earlier research projects [1]. The researchers found that the children in the robot programming group got significantly higher results in storytelling assignments In another American study, young pupils used physical material to program a robot and the results show that children who participated in a week of intensive robot programming improved their ability to remember how different processes are related [10]. A robotics study [6] observed students who supported each other in programming activities and found that the use of robotics had positive contributions

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