From drawing to block-based programming: does Ozobot’s pen-and-paper mode support first programming experiences?
ABSTRACT Background and Context Computational thinking is a key part of primary school education, often taught with programmable robots. These robots are typically controlled using one of two modes: a “plugged-in” block-based software environment or an “unplugged” mode relying on direct physical interaction without screens. Objective This paper investigates whether an initial unplugged robot experience (using Ozobot robots) enhances primary school children’s learning of concepts in a subsequent block-based programming environment (using Codey Rocky robots), and how this affects their overall enjoyment. Method A quasi-experiment with 134 children from 8 school classes compares a treatment group (Ozobot then Codey Rocky workshop) with a control group (Codey Rocky only). Learning was assessed via pre- and post-test questionnaires on programming concepts; meanwhile, enjoyment and experiences were evaluated through surveys and observation. Findings Children enjoyed both approaches. While the unplugged Ozobot experience did not yield immediate conceptual gains, the results suggest it may have supported learning outcomes during the subsequent Codey Rocky workshop. Implications Within the scope of this intervention, preceding block-based coding with unplugged activities shows potential as a pedagogical strategy for priming students for abstract programming. Future research should investigate how to optimally combine these approaches.
- Preprint Article
- 10.5772/acrt.deposit.c.7389670.v1
- Apr 18, 2025
- IntechOpen
<p>The recent advancement in computational thinking (CT) research has reported numerous learning benefits to school-age children. The long-standing perceived difficulty of computer programming has challenged the acquisition of CT skills from programming education. Several block-based programming environments (BBPEs) have been developed to reduce this difficulty and enhance active engagement in computational-related activities. Although numerous studies have examined students’ level of interactions during block-based programming modality (BPM) activities, a major gap in the literature is the paucity of research evidence reporting the association between these interactions and CT. This study, therefore, investigates the association between interaction patterns during BPM activities and CT skills. The present study employed a longitudinal approach where the same participants were observed over eight weeks. Thirty-five, second-year-level computer science and computer education students (mean age: 19.8; male = 23, female = 12) from a research university in Nigeria were recruited. Their computational activities over the study periods were video-recorded. The participants’ CT skills were collected using the computational thinking test and the computational thinking scale. Findings indicate four interaction patterns: learner–learner, learner–content, learner–teacher, and learner–distractor. Learner–learner and learner–content were prevalent. The interaction patterns significantly predict CT skills although significant differences exist across gender, cognitive load, spatial ability, and programming proficiency. The research has provided opportunities for educators to integrate BBPEs in learning programming and CT concepts. Although such integration is likely to occur with the help of strong educational policies, teachers are encouraged to cultivate the spirit of collaboration in students during programming activities.</p>
- Preprint Article
- 10.5772/acrt.deposit.26317015.v1
- Jul 26, 2024
- IntechOpen
<p dir="ltr">The recent advancement in computational thinking (CT) research has reported numerous learning benefits to school-age children. The long-standing perceived difficulty of computer programming has challenged the acquisition of CT skills from programming education. Several block-based programming environments (BBPEs) have been developed to reduce this difficulty and enhance active engagement in computational-related activities. Although numerous studies have examined students’ level of interactions during block-based programming modality (BPM) activities, a major gap in the literature is the paucity of research evidence reporting the association between these interactions and CT. This study, therefore, investigates the association between interaction patterns during BPM activities and CT skills. The present study employed a longitudinal approach where the same participants were observed over eight weeks. Thirty-five, second-year-level computer science and computer education students (mean age: 19.8; male = 23, female = 12) from a research university in Nigeria were recruited. Their computational activities over the study periods were video-recorded. The participants’ CT skills were collected using the computational thinking test and the computational thinking scale. Findings indicate four interaction patterns: learner–learner, learner–content, learner–teacher, and learner–distractor. Learner–learner and learner–content were prevalent. The interaction patterns significantly predict CT skills although significant differences exist across gender, cognitive load, spatial ability, and programming proficiency. The research has provided opportunities for educators to integrate BBPEs in learning programming and CT concepts. Although such integration is likely to occur with the help of strong educational policies, teachers are encouraged to cultivate the spirit of collaboration in students during programming activities. </p>
- Preprint Article
1
- 10.5772/acrt.deposit.c.7389670
- Apr 18, 2025
- IntechOpen
<p>The recent advancement in computational thinking (CT) research has reported numerous learning benefits to school-age children. The long-standing perceived difficulty of computer programming has challenged the acquisition of CT skills from programming education. Several block-based programming environments (BBPEs) have been developed to reduce this difficulty and enhance active engagement in computational-related activities. Although numerous studies have examined students’ level of interactions during block-based programming modality (BPM) activities, a major gap in the literature is the paucity of research evidence reporting the association between these interactions and CT. This study, therefore, investigates the association between interaction patterns during BPM activities and CT skills. The present study employed a longitudinal approach where the same participants were observed over eight weeks. Thirty-five, second-year-level computer science and computer education students (mean age: 19.8; male = 23, female = 12) from a research university in Nigeria were recruited. Their computational activities over the study periods were video-recorded. The participants’ CT skills were collected using the computational thinking test and the computational thinking scale. Findings indicate four interaction patterns: learner–learner, learner–content, learner–teacher, and learner–distractor. Learner–learner and learner–content were prevalent. The interaction patterns significantly predict CT skills although significant differences exist across gender, cognitive load, spatial ability, and programming proficiency. The research has provided opportunities for educators to integrate BBPEs in learning programming and CT concepts. Although such integration is likely to occur with the help of strong educational policies, teachers are encouraged to cultivate the spirit of collaboration in students during programming activities.</p>
- Preprint Article
- 10.5772/acrt.deposit.26317015
- Jul 26, 2024
- IntechOpen
<p dir="ltr">The recent advancement in computational thinking (CT) research has reported numerous learning benefits to school-age children. The long-standing perceived difficulty of computer programming has challenged the acquisition of CT skills from programming education. Several block-based programming environments (BBPEs) have been developed to reduce this difficulty and enhance active engagement in computational-related activities. Although numerous studies have examined students’ level of interactions during block-based programming modality (BPM) activities, a major gap in the literature is the paucity of research evidence reporting the association between these interactions and CT. This study, therefore, investigates the association between interaction patterns during BPM activities and CT skills. The present study employed a longitudinal approach where the same participants were observed over eight weeks. Thirty-five, second-year-level computer science and computer education students (mean age: 19.8; male = 23, female = 12) from a research university in Nigeria were recruited. Their computational activities over the study periods were video-recorded. The participants’ CT skills were collected using the computational thinking test and the computational thinking scale. Findings indicate four interaction patterns: learner–learner, learner–content, learner–teacher, and learner–distractor. Learner–learner and learner–content were prevalent. The interaction patterns significantly predict CT skills although significant differences exist across gender, cognitive load, spatial ability, and programming proficiency. The research has provided opportunities for educators to integrate BBPEs in learning programming and CT concepts. Although such integration is likely to occur with the help of strong educational policies, teachers are encouraged to cultivate the spirit of collaboration in students during programming activities. </p>
- Research Article
8
- 10.5772/acrt.36
- Jul 26, 2024
- AI, Computer Science and Robotics Technology
The recent advancement in computational thinking (CT) research has reported numerous learning benefits to school-age children. The long-standing perceived difficulty of computer programming has challenged the acquisition of CT skills from programming education. Several block-based programming environments (BBPEs) have been developed to reduce this difficulty and enhance active engagement in computational-related activities. Although numerous studies have examined students’ level of interactions during block-based programming modality (BPM) activities, a major gap in the literature is the paucity of research evidence reporting the association between these interactions and CT. This study, therefore, investigates the association between interaction patterns during BPM activities and CT skills. The present study employed a longitudinal approach where the same participants were observed over eight weeks. Thirty-five, second-year-level computer science and computer education students (mean age: 19.8; male = 23, female = 12) from a research university in Nigeria were recruited. Their computational activities over the study periods were video-recorded. The participants’ CT skills were collected using the computational thinking test and the computational thinking scale. Findings indicate four interaction patterns: learner–learner, learner–content, learner–teacher, and learner–distractor. Learner–learner and learner–content were prevalent. The interaction patterns significantly predict CT skills although significant differences exist across gender, cognitive load, spatial ability, and programming proficiency. The research has provided opportunities for educators to integrate BBPEs in learning programming and CT concepts. Although such integration is likely to occur with the help of strong educational policies, teachers are encouraged to cultivate the spirit of collaboration in students during programming activities.
- Research Article
138
- 10.1016/j.compedu.2021.104425
- Dec 29, 2021
- Computers & Education
A cognitive definition of computational thinking in primary education
- Research Article
17
- 10.37134/ajatel.vol7.5.2017
- Dec 28, 2017
- Asian Journal of Assessment in Teaching and Learning
The study was conducted to analyse the effect of a robotic program to primary school children. In order to succeed in a world increasingly dependent on technology, computational thinking is important. Computational thinking is considered as an important skill for students in 21-st learning century. Computational thinking provides basic knowledge in the design of generalization problem; decomposition, data representation, generalization, modeling, and algorithm. Educational robotics associated much with computational thinking and the subject of computer science through programming module has been emphasized by the education ministry recently and was introduced formally in the primary school curriculum, which focuses on solving technological problems. The instrument used to measure the technological problem solving is Technological Problem Solving Inventory (PSI-TECH). Quasi-experiments was implemented in this study, involved experimental group and control group which were equal in selected characteristics. The robotic and basic visual programming program conducted for 10 weeks, consistent with the school syllabus and activities. Data were collected before and after the program, and quantitative analysis of t-test and ANOVA were used. Result had shown a significance positive value for the experimental group after the program. This study contributes in the field of education, especially teachers in investigating the problem-solving skills among students. In addition, diversification of study in the field of robotics.
- Research Article
39
- 10.1007/s40751-019-00056-1
- Jan 2, 2020
- Digital Experiences in Mathematics Education
As block-based programming grows in popularity within education, the integration of its application within teacher education programs needs to be investigated. This article examines block-based programming as a viable tool to teach elementary mathematics conceptually drawing on the connections pre-service teachers made between computational thinking and mathematics. This cross-comparative case study that includes a convergent, mixed-methods design examines how block-based coding and computational thinking for conceptual mathematics (B2C3Math) facilitated ten pre-service teachers’ connections made at a large southeastern US university. Connections between computational thinking and mathematics concepts were investigated while the pre-service teachers’ attitudes towards block-based programming as a conceptual mathematics teaching tool were queried. A focus is not placed on interactive games or simulations made using block-based programming to teach mathematics, but rather on pre-service teachers’ ability to design a lesson teaching mathematics conceptually through the programming process. Descriptive analysis reveals changes in pre-service teachers’ attitudes of the proposed teaching strategy following the implementation of B2C3Math. Pre-service teachers’ reflections and lesson designs provide insight into the quality of the connections made between computational thinking and mathematics for the purpose of conceptual mathematics teaching. Three critical cases are identified to illustrate the spectrum of all ten participants in relation to the major findings. Implications for research and practices using block-based programming for teacher education are discussed.
- Research Article
13
- 10.1186/s40594-024-00525-z
- Feb 13, 2025
- International Journal of STEM Education
BackgroundIn the digital age, fostering young children’s computational thinking (CT) and executive functions (EFs) through programming has emerged as a significant research issue. While unplugged programming activities are commonly adopted in preschools, robot programming activities have recently gained attention for the potential to enhance both CT and EFs. Preschoolers are at a pivotal stage for developing CT and EFs. However, there is a dearth of empirical evidence comparing robot programming and unplugged programming activities on preschoolers’ CT and EFs development. Therefore, the current research designed a randomized controlled trial to compare the impact of robot programming and unplugged programming activities on 198 5- to 6 year-old preschoolers’ CT and EFs (including inhibition, working memory, and cognitive flexibility). Children were randomly allocated to either the robot programming group, the unplugged programming group, or the business-as-usual control group.ResultsAfter a 12-week intervention, results revealed that: (1) the robot programming and unplugged programming groups both outperformed the conventional kindergarten group in CT, with the robot programming group having superior effects in CT over time; (2) the robot programming group outperformed the unplugged programming and conventional kindergarten group on inhibition, working memory, and cognitive flexibility of EFs over time; and (3) most preschoolers in the robot programming group had positive perceptions of programmable robots.ConclusionsThe present research demonstrated that robot programming had a more significant and sustained impact on preschoolers’ CT and EFs than unplugged programming and conventional kindergarten activities. Accordingly, these findings offered valuable implications for introducing effective programming activities to develop preschoolers’ CT and EFs.
- Research Article
106
- 10.1111/bjet.13215
- Mar 30, 2022
- British Journal of Educational Technology
Programmable robotics is recently used in early childhood education (ECE) to introduce programming and computational thinking (CT) skills. However, there is a further need for research to contrast the efficacy of children's participation in robot programming and traditionally beneficial ECE activities. The present study thus investigated the effects of a robot programming intervention versus a block play program on kindergarteners' CT, sequencing ability, and self‐regulation. The experiment (robot programming) versus comparison (block play) condition was randomly assigned to four kindergarten classes, which included 101 kindergarteners ( M = 64.78 months, SD = 7.64). Statistical analyses revealed that the robot programming group ( N = 54) had experienced greater gains over time in sequencing ability relative to those in the block play group ( N = 47; F = 5.09, p < 0.05). Children in the robot programming group with lower level of self‐regulation at baseline showed larger improvements in sequencing ability over time relative to the block play group ( F = 2.37, p = 0.01). Also, children in the robot programming group with older age showed larger improvements in CT over time relative to the block play group ( F = 2.40, p < 0.01). The study demonstrates the positive benefits of robot programming to early childhood development in terms of CT and sequencing ability, compared to a traditional curriculum activity in ECE—block play. Practitioner notes What is already known about this topic Screen‐free robot programming can enhance preschool children's computational thinking (CT). Block play can enhance preschool children's mathematics and executive functioning. Both robot programming and block play are engaging for preschool children. What this paper adds An unplugged CT assessment is used to measure and compare the effects of both robot programming and block play interventions among preschool children. Robot programming outperforms block play in promoting children's school readiness skills such as sequencing ability. Children with lower self‐regulation skills benefited more from the robot programming intervention. Implications for practice and/or policy Robot programming and CT education should be expanded in diverse early childhood settings to boost the positive effects. Technology‐enhanced curricula should be integrated into early childhood education. Teachers should receive training on robot programming in addition to more traditional skills such as scaffolding children's block play.
- Book Chapter
4
- 10.1007/978-981-15-4952-6_10
- Jan 1, 2020
Computational Thinking is one of the main topics on the educational policy agenda of many countries throughout the world. Its introduction into compulsory education is on the way, and there is an urgent need to define how it can be integrated into the class activities. This chapter discusses several advantages and some drawbacks of the use of a visual block based programming environment to foster computational thinking skills in primary schools. A longitudinal study in primary schools using Scratch is reported, and some general considerations are outlined.KeywordsBlock programmingComputational thinkingPrimary education
- Research Article
69
- 10.1016/j.tsc.2020.100714
- Aug 22, 2020
- Thinking Skills and Creativity
The effect of robotics on six graders’ academic achievement, computational thinking skills and conceptual knowledge levels
- Research Article
33
- 10.3390/systems11010025
- Jan 4, 2023
- Systems
This study integrated the augmented reality (AR) technology into the “Coding Ocean” board game to provide players with real-time simulation of ship paths and learning scaffolds. Combined with Scratch block-based programming, an interactive learning environment is developed to assist elementary school students in learning coding skills from the unplugged board game to enhance their computational thinking concepts. The AR board game is focused on the programming concepts of sequential, and/or and loop. Through the process of treasure hunting, the basic concepts of computational thinking can be developed, i.e., abstraction, problem decomposition, pattern recognition and algorithmic thinking. In order to investigate the learning effectiveness of the AR board game on computational thinking and programming skills, a number of 51 third graders from an elementary school were recruited as research samples. The experimental group (n = 26) used the AR board game and the control group (n = 25) used the traditional board game for game-based learning. The experimental results indicate: (1) the learning effectiveness of computational thinking for the experimental group was significantly higher than that of the control group; (2) the learning achievement of the block-based programming skills for the experimental group was significantly higher than that of the control group; (3) the cognitive load of the experimental group was significantly lower than that of the control group. The AR technology can combine the unplugged board games with plugged learning modules to assist students in game-based learning, which is useful for enhancing computational thinking abilities while reducing the cognitive load.
- Research Article
1
- 10.24857/rgsa.v18n11-076
- Nov 11, 2024
- Revista de Gestão Social e Ambiental
Objective: The objective of this study is to evaluate computational thinking skills in engineering and health students at a public university in Peru. Theoretical Framework: To support the research, various theories on computational thinking, IoT, and block-based programming were reviewed. Additionally, evaluation instruments and problem-solving steps were analyzed. Method: These activities were developed using technological resources and block-based programming, integrated into an IoT environment. A quasi-experimental design with pre- and post-tests was employed to measure the impact of IoT activities and block-based programming in the classroom. Results and Discussion: The results obtained revealed [synthesize the main results of the research]. In the discussion section, these results are contextualized in light of the theoretical framework, highlighting the implications and relationships identified. Possible discrepancies and limitations of the study are also considered in this section. Research Implications: The results revealed that both engineering and health students improved their computational thinking skills in a balanced manner. However, it was observed that health students placed greater emphasis on the use of sensors, actuators, and block-based programming. Originality/Value: This study enriches the literature by applying methods that integrate technological resources in the classroom. The relevance and value of this research are evident in the urgent need to develop innovations that break the monotony of traditional educational approaches, offering students more dynamic learning experiences.
- Research Article
14
- 10.5617/adno.9194
- Dec 21, 2022
- Acta Didactica Norden
Programming and computational thinking have (re)gained an increased focus in compulsory education worldwide, consequently demanding teachers of various subjects to engage in the teaching and learning of the two. A recent curriculum reform in Norway emphasised the development of students’ computational skills by integrating programming into four subject domains: mathematics, natural science, music, and arts and crafts. However, these requirements come without a necessary professional development programme and are based on the presumption that all concerned teachers understand the concepts of programming and computational thinking and know how to teach these skills in a sound pedagogical and didactical way. Therefore, this study investigated how teachers understand programming and computational thinking and the relationship between the two concepts. We also investigated the teachers’ approaches to teaching these concepts and their need for further professional development. To address these issues, we conducted semi-structured interviews with eight primary school teachers and thematically analysed the data. Overall, the teachers reported positive attitudes towards the new curriculum and its focus on 21st-century skills, including programming and computational thinking. However, their understanding of these concepts was narrow, focused on only one of the six pertinent subskills: algorithms. Furthermore, the teachers’ teaching approaches were limited. Finally, we observed a variety of professional development processes and practices. The teachers accentuated a critical need for professional development within these domains. Our findings showed that to fulfil the curricular expectations of developing students’ computational thinking skills, increased training of primary school teachers is needed.