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https://goo.gl/h8STS2
#CIDUI16 @ACT_Concordia#CoCreaTIC
Presented by [email protected]@MargaridaROMERO
Romero1, Davidson2, Cucinelli2, Ouellet1, Arthur3
1Université Laval, 2Concordia University, 3Kids Code Jeunesse
Learning to code:
from procedural puzzle-based games to creative programming
#5c21: Five key skills for the 21st century
● Five key skills for the 21st
century life long learner:
○ Critical thinking
○ Collaboration
○ Creativity
○ Problem solving
○ Computational thinking
Romero (2016). Design : Dumont
● Computational thinking is defined as
○ a new literacy that uses the process of abstraction,
automation and problem solving (Qin, 2009; Wing, 2006).
○ a way to develop new thinking strategies to analyze,
identify and organize relatively complex and ill-defined
tasks (Rourke & Sweller, 2009)
○ a set of "concepts and process which are explicitly
related to computer science" (Tchounikine, 2016, p.2). ○ a “set of cognitive and metacognitive strategies linked to
the knowledge and process modelling” such as the
identification, decomposition and structural organisation
of items into logical sequences, the capacity of
abstraction, pattern identification and the understanding
and creation of algorithms (Romero, 2016, p. 4)
Visual programming: from Logo to Scratch
Logo (Papert, 1979) http://www.papert.org/ https://scratch.mit.edu/
(MIT, Resnick et al, 2003)
5 levels of learning to code activities
Passive or procedural learning to code activities
In some cases,
○ programming has been approached as a procedural task,
with little pedagogical interest beyond learning to code;
○ passive or procedural learning to code activities
Leaves no room for knowledge building and creativity;
○ learning to code is sometimes considered as an objective
per se, or as a market imperative, “motivated by a
shortage of programmers and software developers in the
industry, focussed especially on preparing students for
computer science degrees and careers, and they typically
introduce coding as a series of logic puzzles for students
to solve” (Resnick & Siegel, 2015, para. 2).
Programming as a knowledge modelling tool
○ Programming could be used as a knowledge modeling tool
(Jonassen, Strobel, & Gottdenker, 2005) with a huge creative,
cognitive (Lajoie, & Derry, 1993) and metacognitive potential
(Azevedo, 2005). However, like any other technology, it must
be pedagogically integrated in the classroom activities as a
mindtool, and not only a technical tool, to deploy its potential.
○ We favor teaching coding as a participatory process that
could be, in and by itself, a learning tool or a “mindtool” as
Jonassen (1996) called them.
○ Creative programming goes beyond the consumer approach
of technology and coding.
○ We also argue that coding could be used to (re)assess
intergenerational learning through joint creative programming
workshops.
Intergenerational learning to code workshop
○ Within the ACT project (www.actproject.ca), we
also argue that coding could be used to (re)
assess intergenerational learning through joint
creative programming workshops.
○ https://vimeo.com/157339347
Creative programming with Scratch and #Vibot the robot
https://scratch.mit.edu/
Studio #Scratch de #Vibot: https://scratch.mit.edu/studios/1999251/
https://goo.gl/h8STS2
#CIDUI16#CoCreaTIC
Presented by [email protected]@MargaridaROMERO
Romero1, Davidson2, Cucinelli2, Ouellet1, Arthur3
1Université Laval, 2Concordia University, 3Kids Code Jeunesse
Learning to code:
from procedural puzzle-based games to creative programming
From passive ICT usage to participatory knowledge co-creation
Passive-participatory model (Romero, Laferrière, & Power, 2016).