Stella Xin Yin, Dion Hoe-Lian Goh, Choon Lang Quek
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Collaborative Learning in K-12 Computational Thinking Education: A Systematic Review
In the past decade, Computational Thinking (CT) education has received growing attention from researchers. Although many reviews have provided synthesized information on CT teaching and learning, few have paid particular attention to collaborative learning (CL) strategies. CL has been widely implemented in CT classes and has become the most popular pedagogy among educators. Therefore, a systematic review of CL in CT classes would provide practical guidance on teaching strategies to enhance CT interventions and improve the quality of teaching and learning, ultimately benefiting students’ CT skills development. To address this gap, this study examined 43 empirical studies that have applied CL strategies, ranging from 2006 to 2022. Several findings were revealed in the analysis. First, a wide range of theories and frameworks were applied to inform research questions, pedagogical design, and research methodologies. Second, despite the acknowledged importance of group composition in effective CL, a large number of studies did not provide details on how the students were grouped. Third, six types of CL activities and instructional designs have been identified in CT classrooms. The synthesized information provides valuable insights that can inform future research directions and guide the design and implementation of CL activities in future CT classes.
期刊介绍:
The goal of this Journal is to provide an international scholarly publication forum for peer-reviewed interdisciplinary research into the applications, effects, and implications of computer-based education. The Journal features articles useful for practitioners and theorists alike. The terms "education" and "computing" are viewed broadly. “Education” refers to the use of computer-based technologies at all levels of the formal education system, business and industry, home-schooling, lifelong learning, and unintentional learning environments. “Computing” refers to all forms of computer applications and innovations - both hardware and software. For example, this could range from mobile and ubiquitous computing to immersive 3D simulations and games to computing-enhanced virtual learning environments.