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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
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[en] POLIFACETS: A DESIGN MODEL FOR THE METACOMMUNICATION OF ACTIVE DOCUMENTS TO SUPPORT TEACHING AND LEARNING OF COMPUTER PROGRAMMING / [pt] POLIFACETS: UM MODELO DE DESIGN DA METACOMUNICAÇÃO DE DOCUMENTOS ATIVOS PARA APOIAR O ENSINO E APRENDIZADO DE PROGRAMAÇÃO

MARCELLE PEREIRA MOTA 06 October 2014 (has links)
[pt] Atualmente há uma necessidade de uso da tecnologia para efetivar a participação do cidadão na sociedade. Os usuários estão deixando de ser somente consumidores passivos de software e uma fração crescente deles já passa a usar a tecnologia como um meio de expressão de novas ideias e oportunidades. Em um cenário democrático de futuro, quantas mais pessoas puderem manifestar-se através do uso eficaz e eficiente de tecnologia, menor o risco de que aqueles que podem fazê-lo determinem o que os demais poderão fazer. Porém, o processo de ensino e aprendizado de raciocínio computacional, base de competência para a autoexpressão através de software, é um grande desafio. Os professores de escolas de ensino fundamental e médio, por exemplo, geralmente não têm formação ou auxílio para ensinar conteúdos que envolvem conceitos de computação com os quais não estão familiarizados e, portanto, precisam, eles próprios, aprender. Esta tese apresenta um modelo para o design de documentação ativa destinada a apoiar o ensino e aprendizado de raciocínio computacional. O modelo é baseado em Engenharia Semiótica e sua instanciação em um cenário real de uso resultou em um documento utilizado em vários estudos empíricos realizados ao longo de três anos, em escolas de ensino fundamental e médio na região metropolitana do Rio de Janeiro. Na dimensão técnico-científica, a principal contribuição da tese é uma ferramenta epistêmica para estruturar as análises e decisões durante o design da metacomunicação de documentos ativos destinados a apoiar o ensino e aprendizado de autoexpressão através de software. / [en] Nowadays, there is a need to use technology to effect citizen participation in society. Users are no longer only passive software consumers and a growing share of them are using technology as a medium to express new ideas and opportunities. In a democratic future scenario, the more people can manifest themselves through the effective and efficient use of technology, the lower the risk that those who can do it determine what others will do. However, the process of teaching and learning computational thinking, which is the basic skill for self-expression through software, is a big challenge. Teachers need to learn computational concepts themselves before they can teach them to students. In elementary and high school they generally do not have support for teaching this kind of content. This thesis presents a model for the design of active documentation which aims at supporting the teaching and learning of computational thinking. The model is based on Semiotic Engineering theory and its instantiation in a real scenario came about as an active document used in several empirical studies during three years with elementary and high schools in the metropolitan region of Rio de Janeiro. Technically and scientifically, the main contribution of this thesis is an epistemic tool for structure analyses and decisions during the design of metacommunication of active documents to support the teaching and learning of self-expression through software.
52

Collaborative Platform for Computational Thinking Assessment

Arjun Shakdher (6636098) 10 June 2019 (has links)
Computational Thinking (CT) is an integral process of thinking in humans that allows them to solve complex problems efficiently and effectively by breaking down a problem in smaller parts and using abstraction to create generalizable solutions. While the term CT has gained a lot of popularity in current education and research, there is still considerable ambiguity when it comes to defining exactly what CT encompasses. Since the definition and characteristics that make up CT vary so much, it is extremely difficult to measure CT in people. This thesis explains how different industry experts and organizations view CT and describes the importance of developing and integrating such a method of thinking in everyone, not just computer science professionals. The literature review also includes a comprehensive analysis of different tests and tools created to measure CT in people. This study proposes a web-based CT assessment collaborative tool that can be an effective instrument for teachers in assessing CT skills in students who are a part of the Teaching Engineering Concepts to Harness Future Innovators and Technologists (TECHFIT) program funded through NSF DRL-1312215 and NSF DRL-1640178. The vision of this tool is to become a go-to platform for CT assessment where questions collaborated by experts can be used to reliably assess the CT skills of anyone interested in measuring them.
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Pensamento computacional educacional: ensaio sobre uma perspectiva libertadora

Couto, Gabriel Militello 07 August 2017 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2017-09-15T12:25:24Z No. of bitstreams: 1 Gabriel Militello Couto.pdf: 1027954 bytes, checksum: 4c21a177309f2353a8c5f6bea990d2ce (MD5) / Made available in DSpace on 2017-09-15T12:25:24Z (GMT). No. of bitstreams: 1 Gabriel Militello Couto.pdf: 1027954 bytes, checksum: 4c21a177309f2353a8c5f6bea990d2ce (MD5) Previous issue date: 2017-09-07 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / This paper situates it self in the line of research Program of Graduate Studies in Education: Curriculum of the Pontifical Catholic University of São Paulo. It aims to reflect on the approximations between the concept of computational thinking and education in a liberating perspective. In order to do so, it leads to qualitative exploratory research on the subject by the survey of academic production of theses and dissertations produced at the Pontifical Catholic University of São Paulo (PUC-SP) and at State University of Campinas (UNICAMP), seeking the concept in titles, abstracts and keywords of 58,871 works carried out from 1965 to 2016. From this survey and analysis, the concept of “Computational Thinking for Education” is coined in a liberating perspective, based on the reflections on technology discussed in the works of Vieira Pinto and Milton Santos, of the concepts on Computational Thinking with the contributions of authors like Papert and Valente and liberating education, in the perspective given by Freire and Shor. This research concludes that computational thinking is an embryonic concept in the researched universities appearing in only one academic work and that it is not only possible to transpose computational thinking to basic education, but it is also possible to do so in a liberating way / Esse trabalho situa-se na linha de pesquisa Novas tecnologias na Educação do Programa de Pós-Graduação em Educação: Currículo da Pontifícia Universidade Católica de São Paulo. Objetiva refletir sobre as aproximações entre os conceitos de pensamento computacional e de educação em uma perspectiva libertadora. Para tanto, realiza uma pesquisa qualitativa exploratória sobre o tema por meio do levantamento da produção acadêmica de teses e dissertações produzidas no Pontifícia Universidade Católica de São Paulo (PUC-SP) e na Universidade Estadual de Campinas (UNICAMP), buscando o conceito em títulos, resumos e palavras chave de 58.871 trabalhos realizados de 1965 a 2016. A partir deste levantamento e análise, é encetada a tessitura do conceito de “Pensamento computacional educacional”, numa perspectiva libertadora, a partir das reflexões sobre tecnologia debatidas nas obras de Vieira Pinto e Milton Santos, dos conceitos sobre Pensamento Computacional com as contribuições de autores como Papert e Valente, e educação libertadora, na perspectiva dada por Freire e Shor. Esta pesquisa conclui que o pensamento computacional é um conceito embrionário nas universidades pesquisadas, aparecendo em apenas um trabalho acadêmico e que não só é possível fazer a transposição do pensamento computacional para o ensino básico, como também é possível fazê-lo de forma libertadora
54

Developing perspectives of knowledgeability through a pedagogy of expressibility with the Raspberry Pi

Banks Gatenby, Amanda January 2018 (has links)
The curriculum for ICT in UK schools was discontinued in September 2012 and replaced by a 'rebranded' subject of Computing, divided into three sub domains: Computer Science; Information Technology; and digital literacy. The latter was positioned as basic technical skills. There were concerns in the education community that the new curriculum promoted programming and computer science topics to the detriment of digital literacy and applied uses of technology. Much of the Computing education literature perpetuates the hegemony of the logical and abstract, and implies computational thinking and rationality are synonymous with criticality. During the same period, a maker culture was growing rapidly in the UK, and discourses around these activities promoted an entirely different notion of digital literacy, aligned with the wide body of literacy literature that focuses on notions of empowerment and criticality rather than basic functional skills. A digital maker tool called the Raspberry Pi was released with the intention of supporting the development of computer science and digital making competence, and thus sat at the boundary of the academic and maker communities. This thesis argues that developing 'criticality' is a vital component of Computing education and explores how learning activities with the Raspberry Pi might support development of 'criticality'. In setting the scene for the investigation, I will first explore the notions underpinning discourse around both computational and critical thinking and digital literacy, suggesting that the frictions would be best overcome by abandoning abstract constructs of knowledge and assumptions that it is possible to separate theory and practice. I show how the term 'critical' is itself problematic in the literature and I look to Wenger's social theory of learning to avoid the individualistic limits of Papert's constructionism, a popular learning theory in Computing education. Wenger's constructs of knowledgeability and competence help tell a different story of what it means to be a learner of the practice of Computing, both in learning for academic purposes and with intentions towards becoming a practitioner. In concert with learning citizenship, these constructs offer a more ethical framing of 'criticality'. Informed by this theoretical position, I suggest an original, exploratory implementation of Q methodology to explore learning with technology in school settings. I qualitatively compare 'before' and 'after' Q studies that represent perspectives at the individual and collective level, with reference to observations of classroom learning. The methodology facilitates a nuanced and complex investigation and the findings of the project suggest that where pupils are already predisposed to the subject, working with the Raspberry Pi develops a broader knowledgeability, but where there is no such predisposition, a pedagogy of expressibility influences how participation in Raspberry Pi learning activities may impact knowledgeability.
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Preparing Pre-Service Teachers for the Future: Computational Thinking as a Scaffold for Critical Thinking

Moran, Renee Rice, Robertson, Laura, Tai, Chih-Che, Keith, Karin, Price, Jamie, Meier, Lori T., Hong, Huili 01 December 2019 (has links)
Book Summary: As technology continues to develop and prove its importance in modern society, certain professions are acclimating. Aspects such as computer science and computational thinking are becoming essential areas of study. Implementing these subject areas into teaching practices is necessary for younger generations to adapt to the developing world. There is a critical need to examine the pedagogical implications of these technological skills and implement them into the global curriculum. The Handbook of Research on Integrating Computer Science and Computational Thinking in K-12 Education is a collection of innovative research on the methods and applications of computer science curriculum development within primary and secondary education. While highlighting topics including pedagogical implications, comprehensive techniques, and teacher preparation models, this book is ideally designed for teachers, IT consultants, curriculum developers, instructional designers, educational software developers, higher education faculty, administrators, policymakers, researchers, and graduate students.
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Utváření představ a osvojování vybraných konceptů používaných při sestavování programů s testovacími podmínkami na 1. stupni ZŠ / Examining the formation of ideas and learning about some programming concepts in the primary school

Čuma, Radek January 2018 (has links)
This diploma thesis maps pupils' understanding about a functional principle of using commands along with testing conditions (IF, IF - THEN, REPEAT - UNTIL, etc.) when creating algorithms. The main aim of the thesis is to design and implement a set of lessons and a teaching approach based on a theory about learning of algorithmic concepts at primary education for pupils (aged in 9-11) with the intention of verifying a functionality of designed teaching procedures and their possible impacts on pupils' understanding. Data was collected through continuous monitoring of pupils' behavioural characteristics, progress and solution of chosen tasks, video recordings of task solving within the suggested unplugged activities, using a virtual tool Code.org for monitoring of a pupils' progress, audio recordings of interview with pupils, and photographs capturing a creation of own blocks of commands set up by a transcription from pupils' mother language into a machine language (programming language) have all been used for a verification process of the designed teaching approach. By combining the acquired data sets, adjustments of these procedures have been made in order to eliminate the most frequent problems that pupils have encountered during teaching. The case study findings revealed that it is important for...
57

Programmering som verktyg för lärande i matematik : - En empirisk studie av elevers resonemangsförmåga i två olika undervisningsmiljöer / Programming as a learning tool in mathematics : - An empirical study of pupils’ mathematical reasoning in two different educational environments

Johansson, Rebecka January 2018 (has links)
Programmering som verktyg för lärande i matematik- En empirisk studie av elevers resonemangsförmåga i två olika undervisningsmiljöer För att förbereda grundskoleelever för denna allt mer digitaliserade värld, infördes programmering i kursplanen för matematik den första juli 2018. Syftet med den här studien var att undersöka om arbete i en programmeringsmiljö kan erbjuda nya möjligheter för lärande i matematik jämfört med en ouppkopplad lärmiljö. Detta undersöktes med hjälp av två för ändamålet särskilt designade lektioner, en där arbetet skedde ouppkopplat och en där arbetet skedde i en programmeringsmiljö. De deltagande eleverna arbetade parvis, och deras arbete observerades med hjälp av både fältanteckningar och ljudinspelningar. Elevernas lärande undersöktes genom att analysera deras matematiska resonemang vid de båda lektionstillfällena. Analysen skedde med hjälp av fyra analysfrågor, och resultatet visar tendenser till en skillnad i elevernas matematiska resonemang vid arbete i de två olika lärmiljöerna. På individnivå pekar resultatet på en variation i vilken av lärmiljöerna som var mest fördelaktig. På gruppnivå var det däremot fler elever som i större utsträckning följde varandras resonemang när de arbetade i programmeringsmiljön. Dessutom visade majoriteten av eleverna på en större uthållighet i att lösa uppgifterna när de arbetade med programmering. Vad dessa skillnader kan bero på diskuteras såväl i samband med studiens resultat som tidigare forskning. Slutsatsen lyder att programmering kan erbjuda elever nya sätt att lära matematik och därför bör användas som ett av flera verktyg i undervisningen. / Programming as a learning tool in mathematics - An empirical study of pupils’ mathematical reasoning in two different educational environments In order to prepare pupils for a more and more digitalised world, programming has been included in the Swedish curriculum for mathematics since July 1, 2018. The purpose of this study was to examine if working in a programming environment, in comparison to an unplugged environment, would offer pupils new opportunities for learning mathematics. This was examined by analysing the mathematical reasoning of the pupils during two different lessons; one where they worked without computers and one where they used computers and worked with block programming. The participating pupils worked in pairs, and the work and process of the pupils was observed and recorded by field notes and audio recordings. The learning opportunities was examined and the pupils' mathematical reasoning during both lessons was analysed. Four questions served as basis for the analysis, and the results showed a difference in the pupils’ mathematical reasoning in the two different learning environments. At an individual level, the results varied as regards which working environment was the most beneficial. At a group level, on the other hand, more of the pupils were able to follow each other’s mathematical reasoning when working in the programming environment. Furthermore, most of the pupils were more perseverant in solving the tasks when working in the programming environment. The possible cause of these differences is discussed in connection to the results of this study as well as to previous research. The conclusion is, a programming environment can offer the pupils new opportunities to learn and should be used as one of many ways to teach mathematics.
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Developing programming skills on digital native children through the interaction with smart devices

ROCHA, José Rafael Moraes Garcia da 15 January 2016 (has links)
Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2017-03-02T12:35:33Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação_JRMGR (2).pdf: 5709787 bytes, checksum: 202e0d4b953f954e36da5e22b1d9c53d (MD5) / Made available in DSpace on 2017-03-02T12:35:33Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação_JRMGR (2).pdf: 5709787 bytes, checksum: 202e0d4b953f954e36da5e22b1d9c53d (MD5) Previous issue date: 2016-01-15 / Nowadays the computational thinking is one of the most important skills a person should develop to be more well prepared for the near future. By the middle of this century, this ability will probably have the same level of importance of fundamental skills like reading and writing, and people will need to learn programming and problem solving with computational thinking from an early age. Studies are trying to stimulate the introduction of this skill set to young children, and this has been done since 1967 when the Massachusetts Institute of Technology created the first language aiming this kind of public called LOGO. Although the studies in the area of developing computational thinking on children started almost six decades ago, the importance of teaching programming in schools is not widely spread, in places like Brazil, this skill is starting to be introduced to children older than 10 yearsold. In contrast, the United States and some european countries are using a variable set of approaches to introduce these concepts to young children varying from 4 to 12 years old, usually by creating toys and games which these concepts can be developed within them. Unfortunately most of approaches are aimed for already literate children, very few of them do not require reading skills, limiting the minimum age of users to approximately 6 years old. This work has the intention to argue that toddlers are not only able to develop algorithms and initiate the development of computational thinking skills, but also this practice will be quite profitable for their future. A survey involving 9 children with between 4 and 6 years old is presented, where the selected children played a game developed specially for this work, and their performance was able to produce data that is going to be analyzed further to test the main hypothesis which is " Toddlers can develop algorithmic thinking by playing programming games ", additionally, while reviewing the literature, problems related to the effects of letting children use smart devices and internet without supervision were identified, in order to advocate the usage of this technology by young children, possible causes and risks of these problems are presented and ways to avoid them as well, the results of this work are encouraging, all toddlers involved were able to play the game developed. / Nos dias de hoje o pensamento computacional é uma das habilidades mais importantes que uma pessoa deve desenvolver para se preparar melhor pro futuro próximo. Em poucos anos essa habilidade será tão importante como ler e escrever, pessoas precisarão aprender a programar e resolver problemas com pensamento computacional desde cedo. Estudos que tentam estimular a introdução dessas habilidades para crianças são feitos desde 1967 quando o Institudo de Tecnologia de Massachusetts criou a primeira linguagem para esse público chamada LOGO. Embora os estudos na area de desenvolvimento do pensamento computacional em crianças tenha começado a mais de seis décadas atrás, a importância de ensinar programação em escolas não é amplamente difundida, em lugares como Brasil, essa habilidade está começando a ser introduzida a crianças com mais de 10 anos de idade. Por outro lado, nos Estados Unidos e em alguns países europeus diversas abordagens vem sendo usadas para introduzir esses conceitos para crianças de 4 a 12 anos de idade, normalmente são criados brinquedos e jogos que podem ajudar a desenvolver tais conceitos. Infelizmente a maioria dessas abordagens são focadas em crianças alfabetizadas, poucas não requerem a habilidade de leitura, limitando a idade mínima a 6 anos de idade. Esse trabalho argumenta que crianças muito novas não somente são capazes de desenvolver algoritimos e iniciar o desenvolvimento de habilidades do pensamento computacional, como essa prática será bastante proveitosa para o futuro deles. É apresentada uma pesquisa envolvendo 9 crianças com idade entre 4 e 6 anos, onde as crianças selecionadas jogam um jogo desenvolvido especialmente para este trabalho, e a performance deles foi capaz de produzir dados que foram analisados para testar a hipótese principal que é " Crianças muito novas podem desenvolver pensamento algoritimico jogando jogos de programação ", adicionalmente, enquanto a literatura foi revisada, problemas relacionados aos efeitos de permitir crianças a usar dispositivos móveis e internet sem a supervisão dos responsáveis foram identificados, para defender o uso desse tipo de tecnologia na educação de crianças as possíveis causas e meios de evitar esses problemas foram levantados, os resultados desse trabalho são encorajadores, todas as crianças envolvidas foram aptas a jogar o jogo desenvolvido com uma boa performance.
59

Datalogiskt tänkande : arbetsgivarens preferenser / Computational Thinking : employers preferences

Brants, Rasmus, Johansson, Alexander January 2017 (has links)
Sverige och världen blir mer digitaliserat för varje år. Varje år implementeras ny teknik i allabranscher vilket innebär att tekniken kan komma att styra arbetsbranschen. Detta har gjort attSverige och andra länder har börjat med programmering i grundskolan. Anledning till det ärför att utveckla individens datalogiska tänkande. I den här studien undersöks datalogiskttänkande som en egenskap som en individ innehar och hur arbetsgivaren inom mjukvaruutvecklingprioriterar datalogiskt tänkande vid en potentiell anställning som programmerare.Genom intervjuer och enkäter har forskarna samlat in data och konstruerat egna kategorierifrån programmering och datalogiskt tänkande för att sedan jämföra dessa mot den insamladedata från olika arbetsgivare. Studien har visat att arbetsgivaren faktiskt prioriterar datalogiskttänkande över programmeringskunskaper vilket stödjer den senaste implementationen avdatalogiskt tänkande. Den här studien är unik då det finns få eller ingen tidigare forskning om datalogiskt tänkandedär en kategorisering har genomförts inom de två områdena. Författarna tror starkt på attakademiska intressenter inom data- och systemvetenskap men även företag som bedriverprogrammering kan ha stor nytta av att ta del av den här studien. Studien belyser ett uniktresultat som troligtvis inte genomförts tidigare. Möjliga positiva konsekvenser av den härstudien är att författarna hoppas på att datalogiskt tänkande får mer uppmärksamhet avbranschen. Ett tydligt kunskapsbidrag till den tidigare forskningen om datalogiskt tänkandepresenteras i studien vilket kan påverka den framtida forskningen och implementationen avbegreppet datalogiskt tänkande. / Sweden and the rest of the world are constantly evolving in the digital aspect. Every yearmore technology is being implemented in all the fields which make the technology in controlof all the working fields. These changes have made Sweden and other countries to start withprogramming in the elementary school. This is to develop the individual’s computationalthinking. In this thesis, computational thinking is researched as a property of an individualand how employers prioritize computational thinking at a potential employment within theirbusiness as a software developer. Through interviews and surveys the researches havecollected data and constructed their own categories from programming and computationalthinking which was used in comparison with collected data from different employers. Thisstudy has shown that employers actually prefer computational thinking over programmingskillswhich support the recent implementation of computational thinking. This thesis is unique because none or very few previous researchers with a study revolvingcomputational thinking where categorizes have been used to compare the two different fields.The researches strongly believe that academic stakeholders within computer science andorganizations that uses software developing can have great use of this thesis’ results. Thisstudy enlightens a unique result which most likely has not been conducted before. Potentialconsequences of this study are that the authors hope that computational thinking will acquiremore attention. A clear knowledge grant of the previous research about computationalthinking is being presented in this study which can affect the future research andimplementation of the term computational thinking.
60

Students’ confrontation of computational problems : An exploration in gamification and programming concepts / Studenters bemötande av datalogiska problem : Ett utforskande av spelifiering och programmeringskoncept

Grahn Nobring, Linus, Dahlquist, Christian January 2021 (has links)
Computational thinking is a problem-solving skill and is considered to be an important part of today’s digital literacy. As it is an evolving research field and an emerging subject within the K-12 educational systems there’s a need to develop methods and environments for teaching and assessing computational thinking as well as establishing a cohesive view of its definition. A concern with computational thinking is it's neigh synonymity with programming and computer science in a classroom environment as they share several concepts and because programming is an effective way to teach it.  Acknowledging this need for this separation as well as the need for developing educational environments this study explored the aspects of problem-solving and perception of computational problems in different environment.  This was explored through a quantitative study on late-stage K-12 students and how perceived and performed in different types of problem posing environments. These environments included the challenge of using programming concepts through gamification as a way of exploring methods of teaching and assessing computational thinking in a metaphorical and real-life simulated situation.  It wound up measuring the effects that different problems had on the confidence and expertise of computational thinking capabilities within this exploratory experiment. The findings suggest an indication that too much given context can confuse students and that alleviating mental workload is crucial when presenting computational thinking problems if the correct solution should be reached.

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