2022
DOI: 10.1109/tlt.2022.3180588
|View full text |Cite
|
Sign up to set email alerts
|

Promoting Computational Thinking Skills in Non-Computer-Science Students: Gamifying Computational Notebooks to Increase Student Engagement

Abstract: Computational thinking (CT) skills are becoming increasingly relevant for future professionals across all domains, beyond computer science (CS). As such, an increasing number of bachelor's and master's programs outside of the CS discipline integrate CT courses within their study program. At the same time, tools such as notebooks and interactive apps designed to support the teaching of programming concepts are becoming ever more popular. However, in non-CS majors, CT might not be perceived as essential, and stu… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1

Citation Types

0
1
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
6
1

Relationship

0
7

Authors

Journals

citations
Cited by 13 publications
(3 citation statements)
references
References 56 publications
0
1
0
Order By: Relevance
“…Reverse learning with gamified processes has also been designed to assess standard and structured active learning, finding the latter to have better learning outcomes (Jones & Sturrock, 2022). Other designs with gamification have involved computational thinking learning processes for non-computer science students, where participation in active learning activities was a stronger determinant of learning outcomes than initial knowledge; furthermore, gamification of computational notebooks may serve as a driver of active learning engagement, even more so than initial motivational factors (De Santo et al, 2022). Designing active experiences with gamification can support critical thinking processes and generate new ideas by being aware of the knowledge gains.…”
Section: Active Learning and Gamificationmentioning
confidence: 99%
“…Reverse learning with gamified processes has also been designed to assess standard and structured active learning, finding the latter to have better learning outcomes (Jones & Sturrock, 2022). Other designs with gamification have involved computational thinking learning processes for non-computer science students, where participation in active learning activities was a stronger determinant of learning outcomes than initial knowledge; furthermore, gamification of computational notebooks may serve as a driver of active learning engagement, even more so than initial motivational factors (De Santo et al, 2022). Designing active experiences with gamification can support critical thinking processes and generate new ideas by being aware of the knowledge gains.…”
Section: Active Learning and Gamificationmentioning
confidence: 99%
“…All academic fields necessitate code to collect and analyze data [16]. Computational notebooks are one of the main tools used to learn how to solve complex problems with a programming language, thus reinforcing computational thinking [52], the thought processes to solve problems as computer science does [53]. Computational thinking is a relevant skill for professionals in all domains [52] and is no longer exclusive to engineers and computer science students [53].…”
Section: Notebooksmentioning
confidence: 99%
“…Computational notebooks are one of the main tools used to learn how to solve complex problems with a programming language, thus reinforcing computational thinking [52], the thought processes to solve problems as computer science does [53]. Computational thinking is a relevant skill for professionals in all domains [52] and is no longer exclusive to engineers and computer science students [53]. Teachers can also require students not only to apply code to solve specific problems but also to explain that code, with the help of the rich content available in notebooks [50].…”
Section: Notebooksmentioning
confidence: 99%