2014
DOI: 10.1016/j.compedu.2013.10.020
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Computational thinking and tinkering: Exploration of an early childhood robotics curriculum

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Cited by 721 publications
(506 citation statements)
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References 14 publications
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“…The educational phenomenon in the current study had two possible causes. First, in the in-design stage, designing flowcharts encouraged the students to use logical reasoning and computational thinking (Bers et al, 2014), such as applying if-then coding statements to facilitate their engineering designs. The second cause was robotics testing technique.…”
Section: Discussionmentioning
confidence: 99%
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“…The educational phenomenon in the current study had two possible causes. First, in the in-design stage, designing flowcharts encouraged the students to use logical reasoning and computational thinking (Bers et al, 2014), such as applying if-then coding statements to facilitate their engineering designs. The second cause was robotics testing technique.…”
Section: Discussionmentioning
confidence: 99%
“…The consultation stage is similar to the final states of the processes described by StoneMacDonald et al (2015) and Bers et al (2014). Fernandez-Samsca, Barrera, Mesa, and Perez-Holguin (2017) proposed the following four-step engineering design process to emphasize robotics education for preschool students: (a) sensitization, (b) design, (c) construction, and (d) evaluation.…”
Section: Instructional Framework Of Maker Educationmentioning
confidence: 97%
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“…The studies paid attention to the extent to which young children-including preschool and kindergarten children-were able to learn [31,[49][50][51][52][53][54][55][56]. Bers and her colleagues are key scholars in this area.…”
Section: Effects Of Robotics Education On Young Children's Learningmentioning
confidence: 99%
“…making activities include playing or making things and taking them apart to solve problems inspired by technology; they encourage students to cohesively combine multiple ideas into an organized process to produce something unexpected [12]. Prototyping and testing physical artifacts -also referred to as Tangible Programming (TP) -directly impacts a digital environment [13], thus tangibly representing CT; 3. tinkering [14] supports learning of CT concepts by exploring them in a creative way, allowing students to use materials and tools to represent CT. In agreement with Papert's constructionism model of learning [7], tinkering provides a rich context for developing and representing understanding through the experience and process of building something physical or digital; 4. remixing (or "hacking") involves critically looking at existing code, as well as practicing modifying it to suit new purposes; analyzing code, making connections and creating new applications from existing code require sophisticated reasoning and problem solving skills [3], all being essential elements for the development of CT. Lastly, it is worth pointing out that the effectiveness of existing tools seems pretty unsettled with respect to the many facets of CT: for instance, a 2008 study [15] involving 80 urban youth aged 8-18 reported learning of several CT elements through the use of Scratch in an after-school setting; nonetheless, the tool does not provide a mean of encapsulating functionalities into procedures and functions, somehow failing to tap into the abstraction skills.…”
Section: Eai Endorsed Transactions On Ambient Systemsmentioning
confidence: 99%