Abstract:Much attention in constructionism has focused on designing tools and activities that support learners in designing fully finished and functional applications and artefacts to be shared with others. But helping students learn to debug their applications often takes on a surprisingly more instructionist stance by giving them checklists, teaching them strategies or providing them with test programmes. The idea of designing bugs for learning-or debugging by design-makes learners agents of their own learning and, m… Show more
“…Our focus on not only code but also machinery or materials as a source of bugs is not entirely new to research on learning. Fields et al (2016Fields et al ( , 2021 designed for debugging through an e-textiles project in which fixing errors in the code (i.e. missing semi-colons) and fixing faulty circuitry (i.e.…”
Section: Debugging As Technical Knowledgementioning
confidence: 99%
“…These learning designs have examined how older children resolve these two types of bugs (Searle et al, 2018). In the debugging by design (DbD) projects (Fields, 2016(Fields, , 2021, students embedded bugs in their e-textiles design projects for each other to solve. Of relevance to our study, students were required to create bugs in the program and bugs in physical materials, for example, creating buggy projects that included both a misspelled variable name and a light with reversed polarity.…”
Section: Debugging As Technical Knowledgementioning
confidence: 99%
“…Calling attention to Carson's subversion as skill requires a pedagogical reorientation to technical knowledge. While we embraced the approach of Fields et al (2021) to design for debugging and regularly embedded programming errors in tasks as part of the learning design, Carson's technical demonstration pushes our tangible programming designs further in two ways. First, Carson, not us, devised the form he wanted the bug to take.…”
Section: Analytic Findingsmentioning
confidence: 99%
“…Previous studies of tangible programming attempted to "un-black-box" components to teach computing (Resnick et al, 2000), and more recent designs engage children in thinking about the entangled relationship between hardware and software (e.g. Bers et al, 2014) or DbD (Fields et al, 2016(Fields et al, , 2021. Approaches like these draw out the relationship between physical and programming domains and prepare children to engage with both orders of bugs that co-occur even when we have not designed for them.…”
Section: Revaluing (How) the Technical Matters In Debuggingmentioning
confidence: 99%
“…We build on a vibrant strand of learning research focused on debugging as a key dimension of programming and important for CT and CS education (DeLiema et al , 2019; Fields et al , 2021; Kafai et al , 2019; McCauley et al , 2008; Pea et al , 1987). Research in this area is just beginning to identify the knowledge, skills and abilities that young children use when debugging programs (Bers, 2018; Heikkilä and Mannila, 2018; Rich et al , 2019; Wang et al , 2020).…”
Purpose
Much remains unknown about how young children orient to computational objects and how we as learning scientists can orient to young children as computational thinkers. While some research exists on how children learn programming, very little has been written about how they learn the technical skills needed to operate technologies or to fix breakdowns that occur in the code or the machine. The purpose of this study is to explore how children perform technical knowledge in tangible programming environments.
Design/methodology/approach
The current study examines the organization of young children’s technical knowledge in the context of a design-based study of Kindergarteners learning to code using robot coding toys, where groups of children collaboratively debugged programs. The authors conducted iterative rounds of qualitative coding of video recordings in kindergarten classrooms and interaction analysis of children using coding robots.
Findings
The authors found that as children repaired bugs at the level of the program and at the level of the physical apparatus, they were performing essential technical knowledge; the authors focus on how demonstrating technical knowledge was organized pedagogically and collectively achieved.
Originality/value
Drawing broadly from studies of the social organization of technical work in professional settings, we argue that technical knowledge is easy to overlook but essential for learning to repair programs. The authors suggest how tangible programming environments represent pedagogically important contexts for dis-embedding young children’s essential technical knowledge from the more abstract knowledge of programming.
“…Our focus on not only code but also machinery or materials as a source of bugs is not entirely new to research on learning. Fields et al (2016Fields et al ( , 2021 designed for debugging through an e-textiles project in which fixing errors in the code (i.e. missing semi-colons) and fixing faulty circuitry (i.e.…”
Section: Debugging As Technical Knowledgementioning
confidence: 99%
“…These learning designs have examined how older children resolve these two types of bugs (Searle et al, 2018). In the debugging by design (DbD) projects (Fields, 2016(Fields, , 2021, students embedded bugs in their e-textiles design projects for each other to solve. Of relevance to our study, students were required to create bugs in the program and bugs in physical materials, for example, creating buggy projects that included both a misspelled variable name and a light with reversed polarity.…”
Section: Debugging As Technical Knowledgementioning
confidence: 99%
“…Calling attention to Carson's subversion as skill requires a pedagogical reorientation to technical knowledge. While we embraced the approach of Fields et al (2021) to design for debugging and regularly embedded programming errors in tasks as part of the learning design, Carson's technical demonstration pushes our tangible programming designs further in two ways. First, Carson, not us, devised the form he wanted the bug to take.…”
Section: Analytic Findingsmentioning
confidence: 99%
“…Previous studies of tangible programming attempted to "un-black-box" components to teach computing (Resnick et al, 2000), and more recent designs engage children in thinking about the entangled relationship between hardware and software (e.g. Bers et al, 2014) or DbD (Fields et al, 2016(Fields et al, , 2021. Approaches like these draw out the relationship between physical and programming domains and prepare children to engage with both orders of bugs that co-occur even when we have not designed for them.…”
Section: Revaluing (How) the Technical Matters In Debuggingmentioning
confidence: 99%
“…We build on a vibrant strand of learning research focused on debugging as a key dimension of programming and important for CT and CS education (DeLiema et al , 2019; Fields et al , 2021; Kafai et al , 2019; McCauley et al , 2008; Pea et al , 1987). Research in this area is just beginning to identify the knowledge, skills and abilities that young children use when debugging programs (Bers, 2018; Heikkilä and Mannila, 2018; Rich et al , 2019; Wang et al , 2020).…”
Purpose
Much remains unknown about how young children orient to computational objects and how we as learning scientists can orient to young children as computational thinkers. While some research exists on how children learn programming, very little has been written about how they learn the technical skills needed to operate technologies or to fix breakdowns that occur in the code or the machine. The purpose of this study is to explore how children perform technical knowledge in tangible programming environments.
Design/methodology/approach
The current study examines the organization of young children’s technical knowledge in the context of a design-based study of Kindergarteners learning to code using robot coding toys, where groups of children collaboratively debugged programs. The authors conducted iterative rounds of qualitative coding of video recordings in kindergarten classrooms and interaction analysis of children using coding robots.
Findings
The authors found that as children repaired bugs at the level of the program and at the level of the physical apparatus, they were performing essential technical knowledge; the authors focus on how demonstrating technical knowledge was organized pedagogically and collectively achieved.
Originality/value
Drawing broadly from studies of the social organization of technical work in professional settings, we argue that technical knowledge is easy to overlook but essential for learning to repair programs. The authors suggest how tangible programming environments represent pedagogically important contexts for dis-embedding young children’s essential technical knowledge from the more abstract knowledge of programming.
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