Grounding Computational Thinking Skill Acquisition Through Contextualized Instruction

H. Nickerson, Catharine L. Brand, A. Repenning
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引用次数: 13

Abstract

Computational thinking (CT) involves a broadly applicable and complex set of processes that are often explained by way of the knowledge, attitudes, and general practices that they entail. However, to become facile with CT, learners require instruction that is grounded in concrete, relevant experiences. This paper examines teacher practices that are intended to promote CT skill acquisition through instruction that takes place in two framing contexts. The phenomenological context, which is based on observable patterns of object interaction that recur in games and simulations, is particularly valuable for developing the capacity to think abstractly. Abstraction is the key to recognizing analogous conditions, an ability that is the basis for transferring learning to new situations. The disciplinary context describes areas of application within and across subject areas, including computer science, that can foster proficiency with data representation, problem decomposition, and other CT skills. Using the Scalable Game Design curriculum as a lens to examine classroom practices, we find that teachers both plan and enact CT instruction in these contexts.
基于情境化教学的计算思维技能习得
计算思维(computer thinking, CT)涉及一套广泛适用且复杂的过程,通常可以通过知识、态度和相关的一般实践来解释。然而,要熟练掌握CT,学习者需要以具体的、相关的经验为基础的指导。本文考察了教师的实践,旨在通过教学促进CT技能习得,发生在两个框架的背景下。现象学背景是基于在游戏和模拟中反复出现的可观察到的对象交互模式,对于培养抽象思维能力尤其有价值。抽象是识别类似情况的关键,是将学习转移到新情况的基础能力。学科背景描述了学科领域内和跨学科领域的应用领域,包括计算机科学,可以培养对数据表示、问题分解和其他CT技能的熟练程度。使用可扩展游戏设计课程作为检查课堂实践的镜头,我们发现教师在这些背景下计划和实施CT教学。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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