[go: up one dir, main page]
More Web Proxy on the site http://driver.im/
Skip to main content

Introducing Coding and Computational Thinking in the Schools: The TACCLE 3 – Coding Project Experience

  • Chapter
  • First Online:
Computational Thinking in the STEM Disciplines

Abstract

Several countries have usually adopted several priorities for developing ICT competences from kindergarten to secondary education. Most of them are focused on the development of key competences and/or coding skills. Although coding may be very attractive for young students and a very good practice or experience, it could be more interesting to develop students’ logical thinking skills and problem-solving skills throughout programming approaches or computational thinking. This is a very exciting challenge with lots of possibilities regarding coding, robots, mobile devices, Arduino-based application, game-based learning, and so on. TACCLE 3 – Coding is a European Union Erasmus+ KA2 Programme project that supports primary school staff and others who are teaching computing to 4–14-year-olds. Specifically, TACCLE 3 project has three main objectives: (1) to equip fellow classroom teachers, whatever their level of confidence, with the knowledge and the materials they need to teach coding effectively; (2) to develop a website of easy-to-follow and innovative ideas and resources to aid teachers in teaching coding (they will also find a review of the current academic research and an overview of the resources currently available for teaching coding); and (3) to provide national and international in-service training courses and other staff development events to help support and develop confidence and competences in teaching coding. This chapter explains the work done in TACCLE 3 and the first experiences we have to introduce the computational thinking to the primary school teachers, with a special attention to the use of smart textile objects.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
£29.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
GBP 19.95
Price includes VAT (United Kingdom)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
GBP 103.50
Price includes VAT (United Kingdom)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
GBP 129.99
Price includes VAT (United Kingdom)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
GBP 129.99
Price includes VAT (United Kingdom)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  • Aho, A. V. (2012). Computation and computational thinking. Computer Journal, 55(7), 832–835. https://doi.org/10.1093/comjnl/bxs074.

    Article  Google Scholar 

  • Alonso de Castro, M. G. (2014). Educational projects based on mobile learning. Education in the Knowledge Society, 15(1), 10–19.

    Google Scholar 

  • Balanskat, A., & Engelhardt, K. (2015). Computing our future. Computer programming and coding priorities, school curricula and initiatives across Europe. Retrieved from Brussels, Belgium: http://fcl.eun.org/documents/10180/14689/Computing+our+future_final.pdf/746e36b1-e1a6-4bf1-8105-ea27c0d2bbe0

  • Bers, M. U., Flannery, L., Kazakoff, E. R., & Sullivan, A. (2014). Computational thinking and tinkering: Exploration of an early childhood robotics curriculum. Computers and Education, 72, 145–157. https://doi.org/10.1016/j.compedu.2013.10.020.

    Article  Google Scholar 

  • Boyd, D. M., & Ellison, N. N. (2008). Social network sites: Definition, History, and scholarship. Journal of Computer-Mediated Communication, 13(1), 210–230. https://doi.org/10.1111/j.1083-6101.2007.00393.x.

    Article  Google Scholar 

  • Buechley, L. (2014). Crafting the Lilypad Arduino. Retrieved from http://makezine.com/2014/07/18/leah-buechley-crafting-the-lilypad-arduino/

  • CEDEFOP. (2015). EU Skills Panorama (2014) STEM skills Analytical Highlight. Retrieved from http://skillspanorama.cedefop.europa.eu/sites/default/files/EUSP_AH_STEM_0.pdf

  • Chajri, M., & Fakir, M. (2014). Application of data mining in e-commerce. Journal of Information Technology Research, 7(4), 79–91. https://doi.org/10.4018/jitr.2014100106.

    Article  Google Scholar 

  • Colomo-Palacios, R., García-Peñalvo, F. J., Stantchev, V., & Misra, S. (2017). Towards a social and context-aware mobile recommendation system for tourism. Pervasive and Mobile Computing, 38, 505–515. https://doi.org/10.1016/j.pmcj.2016.03.001.

    Article  Google Scholar 

  • Estruch, V., & Silva, J. (2006). Aprendizaje basado en proyectos en la carrera de Ingeniería Informática. Actas de las XII Jornadas de la Enseñanza Universitaria de la Informática (JENUI 2006), Deusto, Bilbao, 12–14 de julio de 2006 (pp. 339–346).

    Google Scholar 

  • Fernández, C., Esteban, G., Conde-González, M. Á., & García-Peñalvo, F. J. (2016). Improving motivation in a haptic teaching/learning framework. International Journal of Engineering Education (IJEE), 32(1B), 553–562.

    Google Scholar 

  • García-Peñalvo, F. J. (2016a). A brief introduction to TACCLE 3 – Coding European Project. In F. J. García-Peñalvo & J. A. Mendes (Eds.), 2016 International Symposium on Computers in Education (SIIE 16). IEEE, USA.

    Google Scholar 

  • García-Peñalvo, F. J. (2016b). Presentación del Proyecto TACCLE3 Coding. Paper presented at the Workshop EI<18. Educación en Informática sub 18, Salamanca, España. http://repositorio.grial.eu/handle/grial/653

  • García-Peñalvo, F. J. (2016c). Presentation of the TACCLE3 Coding European Project. Retrieved from http://repositorio.grial.eu/handle/grial/654

  • García-Peñalvo, F. J. (2016d). Proyecto TACCLE3 – Coding. In F. J. García-Peñalvo & J. A. Mendes (Eds.), XVIII Simposio Internacional de Informática Educativa, SIIE 2016 (pp. 187–189). Salamanca, España: Ediciones Universidad de Salamanca.

    Google Scholar 

  • García-Peñalvo, F. J. (2016e). Template for TACCLE 3 resources reviewing. Retrieved from https://doi.org/10.6084/m9.figshare.3545033.v1

  • García-Peñalvo, F. J. (2016f). What computational thinking is. Journal of Information Technology Research, 9(3), v–viii.

    Google Scholar 

  • García-Peñalvo, F. J., Reimann, D., Tuul, M., Rees, A., & Jormanainen, I. (2016). An overview of the most relevant literature on coding and computational thinking with emphasis on the relevant issues for teachers. Belgium: TACCLE 3 Consortium. doi:https://doi.org/10.5281/zenodo.165123.

  • García-Peñalvo, F. J., Llorens Largo, F., Molero Prieto, X., & Vendrell Vidal, E. (2017). Educación en Informática sub 18 (EI<18). ReVisión, 10(2), 13–18.

    Google Scholar 

  • Guettat, B., Chorfi, H., & Jemni, M. (2010). Automatic update of e-learning environments based on heterogeneous traces. In Proceedings of the 2nd International Conference on Education Technology and Computer (ICETC 2010) (pp. V4-512-V514-516). EEUU: IEEE.

    Google Scholar 

  • Kafai, B. (2014). Connected code. Why children need to learn programming. Cambridge, MA: MIT press.

    Google Scholar 

  • Llorens Largo, F., García-Peñalvo, F. J., Molero Prieto, X., & Vendrell Vidal, E. (2017). La enseñanza de la informática, la programación y el pensamiento computacional en los estudios preuniversitarios. Education in the Knowledge Society, 18(2), 7–17. https://doi.org/10.14201/eks2017182717.

    Article  Google Scholar 

  • Manovich, L. (2013). Software takes command. New York: Bloomsbury.

    Google Scholar 

  • Markham, T., Larmer, J., Education, B. I. F., & Ravitz, J. (2003). Project based learning handbook: A guide to standards-focused project based learning for middle and high school teachers. Buck Institute for Education.

    Google Scholar 

  • National Research Council Committee on Information Technology Literacy. (1999). Being fluent with information technology. Washington, DC: National Academy Press.

    Google Scholar 

  • Papert, S. (1980). Mindstorms: Children, computers, and powerful ideas. New York: Basic Books.

    Google Scholar 

  • Prensky, M. (2008). Programming is the new literacy. Retrieved from http://www.edutopia.org/literacy-computer-programming

  • Rosales, A. (2012). Wearable music. In Creating sound effects and music by playing. Retrieved from Berlin.

    Google Scholar 

  • Sánchez-Prieto, J. C., Olmos-Migueláñez, S., & García-Peñalvo, F. J. (2013). Mobile Learning: Tendencies and Lines of Research. In F. J. García-Peñalvo (Ed.), Proceedings of the first international conference on Technological Ecosystems for Enhancing Multiculturality (TEEM’13) (Salamanca, Spain, November 14–15, 2013) (pp. 473–480). New York: ACM.

    Google Scholar 

  • Sánchez-Prieto, J. C., Olmos-Migueláñez, S., & García-Peñalvo, F. J. (2014). Understanding mobile learning: Devices, pedagogical implications and research lines. Education in the Knowledge Society, 15(1), 20–42.

    Google Scholar 

  • Sánchez-Prieto, J. C., Olmos-Migueláñez, S., & García-Peñalvo, F. J. (2016a). A TAM based tool for the assessment of the acceptance of mobile technologies among teachers. Retrieved from Salamanca, Spain: http://hdl.handle.net/10366/127435

  • Sánchez-Prieto, J. C., Olmos-Migueláñez, S., & García-Peñalvo, F. J. (2016b, August 22–26). Technologically reluctant teachers. A TAM based study on compatibility and resistance to change among pre-service teachers. Paper presented at the ECER 2016, Dublin, Ireland.

    Google Scholar 

  • Sánchez-Prieto, J. C., Olmos-Migueláñez, S., & García-Peñalvo, F. J. (2017). MLearning and pre-service teachers: An assessment of the behavioral intention using an expanded TAM model. Computers in Human Behavior, 72, 644–654. https://doi.org/10.1016/j.chb.2016.09.061.

    Article  Google Scholar 

  • Scopes, P., & Smith, S. P. (2010). Integrating haptic interaction into an existing virtual environment toolkit. In J. Collomosse & I. Grimstead (Eds.), Theory and practice of computer graphics. UK: The Eurographics Association.

    Google Scholar 

  • Stager, G. S. (2016). Seymour Papert (1928-2016). Father of educational computing. Nature, 537, 308–308.

    Article  Google Scholar 

  • TACCLE 3 Consortium. (2017). TACCLE 3: Coding Erasmus + Project website. Retrieved from http://www.taccle3.eu/

  • Tan, X. L. (2005). Storytelling wearables. Retrieved from http://we-make-money-not-art.com/xiao_li_tans_st/

  • Trappe, C. (2012). Creative access to technology: building sounding artifacts with children Proceedings of the 11th International conference on interaction design and children, IDC’12 (Bremen, Germany — June 12–15, 2012) (pp. 188–191). New York: ACM.

    Google Scholar 

  • Tucker, A., Deek, F., Jones, J., McCowan, D., Stephenson, C., & Verno, A. (2006). A model curriculum for K-12 computer science: Final report of the ACM K–12 task force curriculum committee (2nd ed.). New York: ACM.

    Google Scholar 

  • Wilson, C., Sudol, L. A., Stephenson, C., & Stehlik, M. (2010). Running on empty: The failure to teach K-12 computer science in the digital age. New York: Association for Computing Machinery (ACM).

    Google Scholar 

  • Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3), 33–35. https://doi.org/10.1145/1118178.1118215.

    Article  Google Scholar 

  • Wing, J. M. (2008). Computational thinking and thinking about computing. Philosophical Transactions of the Royal Society a-Mathematical Physical and Engineering Sciences, 366(1881), 3717–3725. https://doi.org/10.1098/rsta.2008.0118.

    Article  Google Scholar 

  • Wing, J. M. (2011). Computational thinking. In G. Costagliola, A. Ko, A. Cypher, J. Nichols, C. Scaffidi, C. Kelleher, & B. Myers (Eds.), 2011 I.E. symposium on visual languages and human-centric computing (pp. 3–3).

    Google Scholar 

  • Zapata-Ros, M. (2015). Pensamiento computacional: Una nueva alfabetización digital. In RED, Revista de Educación a distancia, 46.

    Google Scholar 

Download references

Acknowledgments

We thank Leah Buechley for sharing the inspiring TED talk and Heidi Schelhowe for making available the software Amici and for testing and modifying eduwear tutorials.

This work has been supported by EU Erasmus+ Programme, KA2 project “TACCLE 3 – Coding” (2015-1-BE02-KA201-012307).

This project has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Francisco José García-Peñalvo .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG, part of Springer Nature

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

García-Peñalvo, F.J., Reimann, D., Maday, C. (2018). Introducing Coding and Computational Thinking in the Schools: The TACCLE 3 – Coding Project Experience. In: Khine, M. (eds) Computational Thinking in the STEM Disciplines. Springer, Cham. https://doi.org/10.1007/978-3-319-93566-9_11

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-93566-9_11

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-93565-2

  • Online ISBN: 978-3-319-93566-9

  • eBook Packages: EducationEducation (R0)

Publish with us

Policies and ethics