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Using Upper-Elementary Student Performance to Understand Conceptual Sequencing in a Blocks-based Curriculum

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As more elementary schools commit to integrating computer science instruction into their curricula, they seek guidance on what concepts are appropriate for students at different grade levels. Currently, little is known about how best to sequence computer science learning across elementary grades. In this paper, we present an analysis of 123 students' (age 9-12, grades 4-6) activities in a curriculum implemented in a visual block-based programming language. The goal of this work is to better understand the developmental appropriateness of foundational computer science ideas. All 4th, 5th, and 6th grade students in a single school completed the first module of a curriculum during the same school year with the same instructor. We analyzed each task students attempted and found that for simple concepts, there was little difference in performance between grade levels. However, differences were found for more complex topics, such as whether they completed initialization tasks and the way in which they solved 2-d navigation tasks. A closer look revealed that students understood the basic concepts, but were challenged by deeper applications of the basic concepts and influenced by non-computer science skills. This work serves as an empirically grounded investigation of elementary computer science learning and contributes to our understanding of computer science learning trajectories and concept sequencing in the late elementary grades.
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Using Upper-Elementary Student Performance
to Understand Conceptual Sequencing in a
Blocks-based Curriculum
Diana Franklin§, Gabriela Skifstad, Reiny Rolock, Isha Mehrotra, Valerie Ding,
Alexandria Hansen, David Weintrop§, Danielle Harlow
§ UChicago STEM Education
University of Chicago
1100 E. 58th St
Chicago, IL 60637
dmfranklin@uchicago.edu
dweintrop@uchicago.edu
Department of Computer Science
University of Chicago
1100 E. 58th Street
Chicago, IL 60637
{gskifstad, rrolock, imehrotra,
valerieding}@uchicago.edu
Gevirtz School of Education
UC Santa Barbara
Santa Barbara, CA 93106
akillian@umail.ucsb.edu
dharlow@education.ucsb.edu
ABSTRACT
As more elementary schools commit to integrating computer
science instruction into their curricula, they seek guidance on
what concepts are appropriate for students at different grade
levels. Currently, little is known about how best to sequence
computer science learning across elementary grades. In this paper,
we present an analysis of 123 students’ (age 9-12, grades 4-6)
activities in a curriculum implemented in a visual block-based
programming language. The goal of this work is to better
understand the developmental appropriateness of foundational
computer science ideas. All 4th, 5th, and 6th grade students in a
single school completed the first module of a curriculum during
the same school year with the same instructor. We analyzed each
task students attempted and found that for simple concepts, there
was little difference in performance between grade levels.
However, differences were found for more complex topics, such
as whether they completed initialization tasks and the way in
which they solved 2-d navigation tasks. A closer look revealed
that students understood the basic concepts, but were challenged
by deeper applications of the basic concepts and influenced by
non-computer science skills. This work serves as an empirically
grounded investigation of elementary computer science learning
and contributes to our understanding of computer science learning
trajectories and concept sequencing in the late elementary grades.
1. INTRODUCTION
As more elementary school teachers begin to integrate computing
into their curricula, they must design activities for students with
disparate academic backgrounds and varying levels of prior
computing experience. While standards are being released to
articulate what concepts should be covered at what grade band, in
order for teachers to effectively bring computing into their
classrooms, further support is needed in two ways. First, goals
need to be articulated by grade level rather than grade band.
Second, we need to recognize that students often do not learn a
concept completely in one year. Just as students learn to add
numbers over three years in elementary school, students will
revisit computing topics with more complex and in-depth
exposure each year. Therefore, we need to understand how
foundational computing concepts develop over several grades.
This paper presents a study of students across upper elementary
grades (4-6) working through the same curriculum. By having
students of different ages learn the same concept and work
through the same set of activities, we can begin to understand
grade-appropriateness of different concepts and the effectiveness
of different types of instruction, as well as identify specific
challenges they face. In doing so, we lay the foundation for a
validated, grade-appropriate K-6 computer science curriculum
that can start the next generation of learners on a path towards
computing success.
In this work, we seek to answer the following two research
questions.
What computing concepts were challenging for students in
different grades?
Which non-computing concepts became stumbling blocks in
projects intended to develop computing expertise?
We begin with a background on work investigating similar
questions. We then describe our methods in Section 3. Section 4
presents our results, followed by a discussion in Section 5 and
ending with a conclusion.
2. BACKGROUND
Computer science instruction in elementary school is an emerging
field with many unanswered questions regarding designing age-
appropriate curricula. Pertinent questions include what concepts
should be covered at what ages? How deeply should each concept
be covered? And, how do concepts align with or rely on non-
computer science skills. In this paper, we attend to questions
about content and relationship to non-computing skills.
Papert’s work with the Logo language showed that programming
was well within the cognitive abilities of elementary-aged learners
[5]. Through working with late elementary aged students, Papert
and colleagues found students were able to learn and use concepts
such as sequence, loops, and conditionals. One of the more
successful descendants of Logo is Scratch [8], a block-based,
exploratory programming environment that gives students an
intuitive interface as well as the ability to “remix” (copy and
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SIGCSE '17, March 08-11, 2017, Seattle, WA, USA
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DOI: http://dx.doi.org/10.1145/3017680.3017760
231
modify) existing projects. The Scratch environment is widely used
and has been found to be effective at engaging diverse and
historically underrepresented learners in programming [7].
Despite widespread use, work towards understanding the
cognitive affordances of the Scratch environment with this age
group is only beginning to emerge. Seiter and Foreman [11]
analyzed Scratch projects created by elementary-aged students to
identify what blocks students used at which grades. Others
research of younger learners working with blocks-based tools
discovered the need to teach learners about initialization [3] and to
consider the user when authoring programs [4], two ideas taken
for granted by educators working with older students.
Beyond computer science knowledge, programming projects are
often dependent on non-computer science prerequisite skills such
as mathematics knowledge, reading ability, and the ability to
handle general cognitive load. Flannery et al. [2], in their
description of designing Scratch Jr, identified that early
elementary school students struggle with several mathematics
concepts, as well as the overabundance of choices. Further, Hill et
al. [6] found that the mathematics concepts were above grade
level even for the advertised grades, and the students struggled as
a result in both high-achieving and low-achieving schools. Seiter
[10] similarly found evidence that overall academic performance
profoundly affects success in computing. Fourth-grade students in
a high-achieving school were able to complete projects with
synchronization and actions in isolation, only faltering when the
concepts were combined. Students in a low-achieving classroom,
however, were unable to advance past the first project, showing a
possible dependence between computing performance and
performance in other subject areas.
3. METHODS
To answer our stated research questions, we took an iterative,
design-based research approach to develop an age-appropriate
blocks-based programming environment and accompanying
curriculum. Design-based research is a systematic and flexible
methodology that allows for collaboration between researchers
and practitioners in real-world settings with the aim of improving
educational practice [12]. This work involved a collaboration
between educational researchers, computer scientists, and teachers
who were using our curriculum and programming environment in
schools. This collaboration often resulted in observations about
what was and was not working in classrooms with students.
Materials 3.1
Students completed Module 1 of a curriculum using LaPlaya [6],
a Scratch-like programming language and environment designed
for 4th grade students. Module 1 is a project-based curriculum in
which concepts taught are chosen to support the creation of a
culminating digital storytelling project. Within each concept, there
is a series of 3-4 tasks that students complete, each task slightly
more complex than the last. It is intended that these tasks be
completed in a single 45-minute work session. The lessons of
Module 1, along with the number of tasks are shown in Table 1.
LaPlaya is a visual block-based language and environment
inspired by Scratch but modified to be simpler for the younger
end of the age range (Figure 1). Some blocks were modified to
simplify the mathematics requirements (e.g. removing
percentages, decimals, and negative numbers). In addition, the
interface is configurable on a per-project basis, giving the
curriculum designer control over aspects of the interface, such as
which blocks, categories, sprites, scripts, and tabs are visible to
Table 1: Lessons and tasks in Module 1
Concept
Number of Tasks
Sequence, Interface
3
Breaking down actions
4
Event 1: On sprite clicked
3
Event 2: Other sprite clicked
4
Event 3: On key pressed
3
Initialization
3
X/Y Coordinates (optional)
5
Costume Changes
3
Scene Changes
3
the students for each task. Finally, each task has an automated
analysis capability that a student can run to find out whether they
have completed the task and, if not, get a hint as to what aspect is
incomplete.
Figure 1: LaPlaya learning environment with a 2-dimension
navigation puzzle directing the bear to the honey pot.
Data Collection 3.2
In the 2014-2015 school year, we tested our digital storytelling
module and programming environment with over 1,500 students
(ages 9-12) at 10 schools. For this paper, we analyze student work
from one elementary school where all 4th, 5th, and 6th grade
students completed the Module 1 curriculum (Table 1), totaling
123 students. The classes were required for students, and all
sections were taught by the same technology teacher, thus
controlling for teacher effects. Graduate student researchers
(GSRs) attended most classroom meetings and recorded detailed
field notes about student learning. In addition, GSRs collected
video recordings of each class meeting, audio recordings of
students asking questions, and interviews with teachers and
students. Finally, digital artifacts including all tasks and final
student projects were collected. After each class period, GSRs
wrote analytical memos [9] that were shared with the research
group. For this paper, we analyzed the digital artifacts collected.
Data Analysis 3.3
Our goal in data analysis was to identify what percentage of
students demonstrated understanding and to identify particular
challenges for students. For each task within an activity in Module
1, we wrote an analysis script to determine whether the artifact
displayed understanding of the concept as well as identify the
particular milestone of completion students reached. Each task’s
analysis code was tailored to that task.
232
To calibrate the analysis script, we first determined the minimum
requirements necessary to “demonstrate understanding” of the
concept. This is a lower bar than full completion of the task since
these were learning tasks with repetition built into them, both of
previously presented concepts and the current concept.
Demonstrated understanding was determined as completing all
scripts necessary for a single instance of applying that concept.
Second, we identified specific struggles. We split progress into
milestones and analyzed the code for reaching those milestones.
Finally, a one-way analysis of variance (ANOVA) was conducted
to compare the completion rates for each activity across grade
levels, as well other variables related to specific tasks, to
determine if the observed differences were statistically significant.
4. RESULTS
We present several findings from our analysis of the student tasks.
We begin with the overall findings showing demonstrated
understanding of several concepts. We then present more detailed
results of several activities that show interesting behavior and/or
differences between grade levels. Our results are broken down
into three categories. We first present results that are gleaned from
looking at how students did at a concept level. We then look more
closely at how students completed tasks within a single concept.
Finally, we analyze their final projects to see what concepts they
used.
Figure 2: Percentage of students in each grade who
demonstrated understanding for each task in the curriculum.
Note: Y-axis begins at 50%.
Findings Between Concepts 4.1
We begin by presenting overall results for 4th, 5th, and 6th grade
students. Figure 2 shows the percentage of students who
demonstrated understanding (as defined by completion of one
instance of the concept) for each task within each activity (note:
the list of tasks can be found in Table 1).
While there were notable qualitative differences observed across
grade levels for completion rates (see Figure 2), no differences at
a statistically significant level were found. This is in part due to
the small size of groups, and this analysis should be repeated on a
larger sample to confirm or disconfirm the trends observed in
Figure 2. Despite not resulting in statistical significance, the
findings presented here are still useful for curriculum and
interface developers working to engage children
in learning computer science
Finding 1: Placing simple instructions in sequence and using
simple events in a block-based language is accessible to 4th-6th
grade students.
These results show that block-based programming environments,
with projects using only a few blocks, are accessible to students in
upper elementary school. Over 90% of 4th, 5th, and 6th grade
students completed the first set of tasks, which involved ordering
glide to sprite
1
blocks to draw simple pictures. Over 85% of
all students completed the second set of tasks, which involved
separately setting direction and moving a distance to navigate a
simple 2-d grid.
In addition, tasks involving multiple events with just one action
block per event were very accessible to all three grade levels.
Fourth and fifth grade students struggled slightly on some tasks,
but they attained over 80% completion on almost all tasks. The
Other Sprite Clicked
2
activity had more tasks, so many students
did not reach the last task, resulting in an anomalous dip. This
shows that sequence and simple scripts using events are accessible
to learners at the 4th grade level (and possibly even younger).
Finding 2: Initialization is challenging for 4th and 5th grade
students.
The one concept in this curriculum that challenged students was
Initialization. To initialize, students set the starting values for one
or two attributes of a sprite. Differences between grade levels
emerged, but, as stated earlier, the differences were not
statistically significant. In general, 6th grade students still did well
on these tasks, but 4th and 5th grade students struggled. There are
several possible explanations including LaPlaya not providing
enough scaffolding of computer science skills, not situating the
challenge in a compelling context, or being too complex overall.
Findings Within Concepts 4.2
After artifacts were analyzed for completion rates, they were
analyzed for the ways in which students solved the tasks. More
nuanced differences between students of different grade levels
emerged from this analysis.
Finding 3: 6th grade students are more precise at 2-dimension
navigation than 4th and 5th grade students.
Breaking Down Actions comprised of tasks navigating a bear to a
honey pot (Figure 1) while avoiding bushes in the path. The honey
pot has a script that detects when it is touching the bear. Once the
bear touches the honey pot, an animation of the bear with its nose
in the honey pot occurs.
This project was simplified and scaffolded in response to results
from the previous pilot year. As Figure 1 shows, a grid is drawn
on the background. Each grid line is defined as 50 steps, and all
sprites are aligned to the grid, simplifying distance calculation
students must make to successfully navigate the terrain (all
movements are multiples of 50).
One interesting attribute of this set of tasks revealed differences
across the grades related to the precision of movement commands.
Students could either program the bear to go to the honey pot
precisely or overshoot itthe in-project detection would trigger an
animation once the bear “touched” the honey pot. Therefore, a
1
The glide to sprite block was added to LaPlaya specifically
to create a very simple entry-level activity.
2
The on other sprite clicked event was added to LaPlaya
to remove the need for broadcast/receive messages to program
an action in one sprite caused by a mouse click on another.
233
student could have programmed the bear to travel an inaccurately
large distance and still receive positive feedback.
Figure 3: Percentage of students, by grade, who reached
milestones for the last 2-dimensional navigation task.
Figure 3 shows the progress of 4th, 5th, and 6th grade students in
completing the last task of the activity. Each point on the line
represents the percentage of students who reached that level of
completion. Milestone 3 corresponds to touching the honey pot,
whereas milestone 4 corresponds to touching the honey pot with a
relatively accurate measurement (stopping on the honey pot), and
milestone 5 corresponds to touching the honey pot with an
accurate and efficient solution (a single glide block calculated
accurately). Most students reach milestone 3: 98%, 96%, and 90%
of 6th, 5th, and 4th graders, respectively. Therefore, students easily
solved the tasks to the level of reaching the honey pot, which
satisfies the learning goals of this task.
Differences emerge, however, in inspecting the level of accuracy
and efficiency of their solutions. Only 81%, 63%, and 73% of 6th,
5th, and 4th graders, respectively, measured the distance accurately
(milestone 4). It seems counterintuitive that 4th grade students
performed better than 5th grade students until we look more
closely at their approach.
In order to better understand this trend, we performed a more
detailed analysis on all students’ solutions for tasks 2, 3, and 4 of
Breaking Down Actions. We analyzed the artifacts for two
factors. First, we categorized responses by the distance the bear
was moved (accurate, approximate, or incorrect). Second, we
analyzed whether the students used one or multiple glide blocks
to complete a single leg of the trip. In our system, a single glide
block’s default distance was 50 steps, corresponding to one grid
block. To move three grid blocks, one could place three glide
blocks in succession, removing the need to perform mathematical
calculations. The results from this analysis are presented in Table
2. In Table 2, the green and orange indicate contrasting
performance for accurate calculations using one block. Yellow
boxes indicate the two alternate approaches: accurate calculations
using multiple blocks and approximate calculations using a single
block.
Looking at the results for accurate calculations using 1 block for
each task, we can see that 6th graders were consistently more
accurate and efficient than 4th and 5th graders (73% vs 56%, 86%
vs 67% and 68%, and 70% vs 46% and 56%). These differences
are highlighted in green (6th graders) and orange (4th and 5th
graders). An interesting phenomenon occurs between 4th and 5th
grade students. In Task 2, 30% of 4th grade students solved it by
placing the correct number of consecutive glide blocks, whereas
very few 5th grade students solved it this way. Instead, 5th graders
appear to have attempted to calculate the accurate distance and
this became became a barrier to completion. By Task 4, 4th grade
students performed similarly to 5th grade students. In fact,
comparing Task 4 to Task 2, more 5th grade students used
consecutive blocks, and fewer 4th grade students did.
Table 2: Analysis of three tasks of Breaking Down Actions.
Statistically significant differences were found only for Task 1.
Fourth and fifth graders were significantly different for accurate
completion using multiple blocks, F(2, 142) = .262, p= .02. In
addition, 4th graders significantly differed from 5th graders for
incorrect responses using 1 block, F(2, 142) = -.08, p = .04.
Finally, 5th graders also significantly differed from 6th graders for
incorrect completion using 1 block, F(2, 142) = .08, p = .03.
With this data we cannot say definitively what caused this
discrepancy, but we speculate that this indicates that both 4th and
5th grade students struggled with the mathematical calculation for
distance. They solved the problem in two ways4th grade students
were more likely to use the simpler method of using multiple
glide blocks, whereas 5th grade students attempted the
calculations and were incorrect more often.
These results indicate that 2-d navigation in increments of 50 are
accessible to 4th, 5th, and 6th grade students, but the solution
strategy may be different for 6th grade students vs. 4th and 5th
grade students. For 4th and 5th grade students, it may be beneficial
to first practice with 2-d navigation with grid blocks of 1 step
before moving to 50-step grid blocks.
Finding 4: 4th grade students struggle to initialize multiple
characteristics of a sprite.
In one particular Initialization task, students were asked to
initialize two attributes of a cat: size and position. LaPlaya
includes a separate initialization event (denoted with a blue square
displayed alongside the traditional green flag) that the runtime
environment enforces use of by disabling the green flag button
until it is pressed. Students had already seen examples of
initialization scripts as well as been asked to initialize position in
previous tasks. This task introduced the need to initialize size. We
can see in Figure 4 that most students initialized position properly
(milestone 2). However, the number of students that properly
initialized size (milestone 3) was lower, with 4th grade students
showing the most significant drop. This means that more than
20% of 4th graders did not make any progress towards initializing
a second characteristic of the sprite after correctly initializing a
first feature, indicating they did not to apply their knowledge of
initializing position and rotation to correctly define a starting
state. This finding suggests that while initialization is appropriate
for students as early as fourth grade, more complex initialization
sequences that require coordination of multiple attributes or states
might be more suitable for older students.
234
Figure 4: Percentage of students in each grade who reached
milestones for the third Initialization task.
Culminating Projects 4.3
All students were given several programming sessions to
complete a summative project. We analyzed 135 projects in terms
of the total number of blocks, number of unique blocks used,
median script length, and number of unique block categories used.
The purpose of this analysis was to understand the scale of the
projects (total blocks and script length) and diversity (unique
blocks and unique categories) of computer science concepts
incorporated by the learners across the three grades.
Figure 5: Number of block categories used in final projects.
Finding 5: There was little difference between grades in terms of
total blocks used, median script length, and total unique blocks
used.
In general, the projects were relatively simple. At least 20% of
students in all three grades used no more than 9 blocks total and 4
unique blocks, while half of the students had median script
lengths of less than 3. All three grades showed similar behavior,
with only small differences, with the exception of diversity of
categories, which we discuss below.
Finding 6: 6th grade students tended to use more categories (3),
and the variance in the number of categories shrank as students
aged.
Figure 5 shows the average number of categories used by
students. This graph illustrates that while the average numbers are
close, the variance decreases as students’ grade increases. Further
analysis revealed that 6th grade students used blocks from 3
unique categories more often than younger students: 84% of 6th
graders versus 75% and 73% of 5th and 4th graders, respectively.
This indicates that even if students, on average, perform similarly,
perhaps the minimum standards for students at younger ages
should be lower
Figure 6: Percentage of students in each grade who used
blocks from each category.
Finding 7: Students were most likely to use blocks from the
“Events” category, followed by “Looks”, “Motion” and then
“Control.”
We further analyzed final projects to find out which categories of
blocks students used. Figure 6 shows the most commonly used
category contained the Event blocks. This is not surprising given
that an Event block is required in order for a script to be run. The
most common Event block was the blue square block used for
initialization. Thus, our requirement that an initialization event be
pressed before the green flag, and the corresponding curriculum,
likely succeeded in encouraging students to use this event. Other
Event blocks were used fairly evenly. The second most common
category was Looks, with say blocks (93 of the 123 final
projects) dominating the block use, followed by show/hide
(78/76) and switch costume (59). The third most common
category was motion, where blocks that define movement in the
X/Y coordinates were most common (83), followed by glide in
direction (51) and glide to coordinates (30). Finally,
among projects that used control blocks, the wait block was most
popular (78), with only a few using loops (which were not taught
explicitly in Module 1). In fact, more students used wait than
switch costume (the only use taught in our curriculum)
indicating that students transferred their knowledge of wait to
other blocks.
Overall, this suggests that specific blocks in the Looks category
are simpler for students than Motion blocks. Only for 6th grade
students was the use of Motion blocks similar to that of Looks.
This could be related to familiarity with the coordinate plane and
better performance on the 2-d navigation puzzles, though it is
unknown whether or not the relationship is causal. In addition, the
idea of initialization is accessible, but, as we saw in Section 4.2.2,
the details are challenging to get correct.
5. DISCUSSION
This work provides several insights that can be applied to activity
development in upper elementary school grades. First, sequence
and simple events are very accessible to young students. This
finding reinforces design decisions made by other environments
designed for younger learners, such as Logo and Scratch Jr. and
235
adds empirical evidence towards the design of curricula for
elementary students focusing on movement-based activities (or
“turtle graphics” activities in Logo parlance).
Second, activities involving precise mathematical calculations can
result in undesirable difficulty and potentially be a barrier for
some students toward engaging with the underlying computer
science concepts. In this work, we found that while all students
were able to give navigational commands to their sprite, when
students needed to use precise mathematical calculations, younger
learners performed worse than older learners. Our analysis
showed the difference was attributed to mathematical aspects of
the task rather than difficulty with the concept. The important take
away from this finding for curriculum designers is to try to
minimize the external mathematics required for activities as it
may introduce an unintended barrier to the desirable computer
science content of the lesson.
A third discussion point from this study is related to our
investigation of initialization. This work reveals a developmental
difference in terms of initializing a single attribute of an object
and initializing multiple attributes. One might assume that
initialization is an atomic idea that a student does or does not
understand. However, this work shows there to be more to the
concept of initialization of sprites for younger learners. The
implications of this are twofold. First, when teaching initialization
or designing initialization activities, it is important to design in a
trajectory from simple to more complex tasks so students better
understand the concept of initialization. Second, and more
importantly, this shows the need to carefully analyze all aspects of
introductory computer science instruction and not take for granted
any part of the act of programming. It is easy for an expert
programmer, or even just a casual programmer, to think of
initialization as an atomic unit that students either do or do not
understand. We suspect that there are other aspects of
programming that share this characteristic and plan on further
investigating them as future work.
Finally, this work is further evidence of the existence of
developmentally appropriate computer science instruction and
shows that there are concepts more and less suitable for students
across grades 4, 5, and 6. In conducting this work, we can begin to
tease apart differences in these early stages of computational
learning and use them to inform age-appropriate instruction. At
the same time, these findings provide clues for the development of
a larger K-6 computer science trajectory, another avenue of future
investigation we intend on pursue to more fully map out what
effective computer science instruction might look like in upper
elementary school.
6. CONCLUSION
This paper presented detailed analysis on how students progressed
through an upper-elementary computing curriculum. We
identified several insights, applied both within and across
concepts that can guide development of effective K-6 computer
science instruction. It is through studies such as these that we can
gain knowledge necessary to create curricula aimed at a broad set
of students’ developmental and academic levels, as well as the
ability to provide differentiation and accommodation for
individual students.
7. ACKNOWLEDGMENTS
This work is supported by the National Science Foundation CE21
Award CNS-1240985. Any opinions, findings, and conclusions or
recommendations expressed are those of the authors and do not
necessarily reflect those of the National Science Foundation.
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... Relatedly, Chu et al. [5] found that students' storytelling was enhanced through creative, imaginative enactment. Franklin et al., [7], sought to leverage the similarities between storytelling and computational thinking using a modified version of the Scratch environment. Students created animated stories involving 2D movement of sprites, as well as using user inputs to trigger events such as audio clips. ...
... This includes setting the location of the scene, arranging characters, enabling dialogue between characters, and supporting branching stories. Since Anonymous targets upper elementary students (ages 9-11), the custom narrative blocks are designed utilizing best practices from previous research in this age range [6,7]. These best practices include limiting the programs to a single thread of execution and avoiding event-driven programming. ...
Chapter
Recent years have seen growing awareness of the potential digital storytelling brings to creating engaging K-12 learning experiences. By fostering students’ interdisciplinary knowledge and skills, digital storytelling holds great promise for realizing positive impacts on student learning in language arts as well as STEM subjects. In parallel, researchers and practitioners increasingly acknowledge the importance of computational thinking in supporting K-12 students’ problem solving across subjects and grade levels, including science and elementary school. Integrating the unique affordances of digital storytelling and computational thinking offers significant potential; however, careful attention must be given to ensure students and teachers are properly supported and not overwhelmed. In this paper, we present our work on a narrative-centered learning environment that engages upper elementary students (ages 9 to 11) in computational thinking and physical science through the creation of interactive science narratives. Leveraging log data from a pilot study with 28 students using the learning environment, we analyze the narrative programs students created across multiple dimensions to better understand the nature of the resulting narratives. Furthermore, we examine automating this analysis using artificial intelligence techniques to support real-time adaptive feedback. Results indicate that the learning environment enabled students to create interactive digital stories demonstrating their understanding of physical science, computational thinking, and narrative concepts, while the automated assessment techniques showed promise for enabling real-time feedback and support.
... Computational concepts such as sequences, loops and conditionals were identi ed as basics in young learners (Zhang & Nouri, 2019). As with students in grades 4th to grade 6th (age 9-12), a high percentage are able to complete sequence-related tasks (Franklin et al., 2017). The conditional concept was conceived by students, but not fully, particularly when the conditional block was combined with other blocks such as nested within a forever loop (Lye & Koh, 2018). ...
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In the context of the STEAM discipline in education, subjects tend to fall into contextualized activities or projects. Educational robotics and computational thinking have the potential to be subjects, although not all educational programs provide for it. Although the use of technology and programming platforms is widespread, it is not common practice to integrate computational thinking and educational robotics into the official curriculum in the field of secondary school. That is why this paper continues with the initial project of integrating computational thinking and educational robotics in the La Salle Bonanova school, a secondary school in Barcelona, Spain. This study presents project-based learning which the main focus is the development of skills related to STEAM subjects and the acquisition of computational thinking knowledge in a 2nd year of use in a block-based programming environment.
... Computational concepts such as sequences, loops and conditionals were identified as basic concepts for young learners [49]. A high percentage of students in fourth-to sixth-grade (aged 9-12) can complete sequence-related tasks [50]. The conditional concept was conceived by students, but not fully, particularly when the conditional block was combined with other blocks such as when they were nested within a forever loop [51]. ...
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