18.01.2013 Views

Maria Knobelsdorf, University of Dortmund, Germany - Didaktik der ...

Maria Knobelsdorf, University of Dortmund, Germany - Didaktik der ...

Maria Knobelsdorf, University of Dortmund, Germany - Didaktik der ...

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

tool for teachers and students in the classroom. Its tangible<br />

nature engen<strong>der</strong>s curiosity and creativity, and motivates<br />

students to explore, bricolage-fashion, how to program their<br />

device. The physical nature <strong>of</strong> the platform encourages a<br />

learning-by-doing experiential approach to learning and in<br />

addition lends itself to collaborative working, whereby students<br />

with a range <strong>of</strong> skills and abilities can support and<br />

learn from each other.<br />

As an initial pilot project with a new platform, this research<br />

has highlighted particular areas <strong>of</strong> further work. In<br />

future studies using .NET Gadgeteer, we would like to investigate<br />

how students’ perception <strong>of</strong> the importance <strong>of</strong> challenge<br />

and creativity links to the development <strong>of</strong> secure and<br />

robust programming un<strong>der</strong>standing. It is thus proposed that<br />

further studies with .NET Gadgeteer focus on the facilitation<br />

<strong>of</strong> the acquisition <strong>of</strong> certain programming concepts. The<br />

two-phase pedagogical model utilised in the pilot project will<br />

be developed further to provide more staged support, whilst<br />

retaining an exploratory and experiential approach.<br />

8. ACKNOWLEDGMENTS<br />

With thanks to Steve Hodges and Steven Johnston, Micros<strong>of</strong>t<br />

Research, and to all the participating teachers and<br />

students for their assistance and enthusiasm during the pilot<br />

project. The first author would like to thank Micros<strong>of</strong>t<br />

Research for supporting her work.<br />

9. REFERENCES<br />

[1] O. Astrachan, J. Cuny, C. Stephenson, and C. Wilson.<br />

The CS10K Project: Mobilizing the Community to<br />

Transform High School Computing. In Proceedings <strong>of</strong><br />

the 42nd ACM Technical Symposium on Computer<br />

Science Education, SIGCSE ’11, pages 85–86, New<br />

York, NY, USA, 2011. ACM.<br />

[2] M. Ben-Ari. Constructivism in Computer Science<br />

Education. In Proceedings <strong>of</strong> the 29th SIGCSE<br />

Technical Symposium on Computer Science Education,<br />

pages 257–261. ACM, 1998.<br />

[3] T. Brinda, H. Puhlmann, and C. Schulte. Bridging<br />

ICT and CS - Educational Standards for Computer<br />

Science in Lower Secondary Education. Proceedings <strong>of</strong><br />

ITICSE’09, Paris, France, July 6-9 2009.<br />

[4] L. Carter. Why Students with an Apparent Aptitude<br />

for Computer Science Don’t Choose to Major in<br />

Computer Science. In Proceedings <strong>of</strong> the 37th SIGCSE<br />

Technical Symposium on Computer Science Education,<br />

pages 27–31. ACM, 2006.<br />

[5] S. Cooper, W. Dann, and R. Pausch. Alice: a 3-D<br />

Tool for Introductory Programming Concepts.<br />

J.Comput.Sci.Coll., 15(5):107–116, Apr. 2000.<br />

[6] T. Crick and S. Sentance. Computing at School:<br />

Stimulating Computing Education in the UK. In<br />

Proceedings <strong>of</strong> the 11th Koli Calling International<br />

Conference on Computing Education Research, Koli<br />

Calling ’11, pages 122–123, New York, USA, 2011.<br />

ACM.<br />

[7] Q. Cutts, S. Esper, and B. Simon. Computing as the<br />

4th R: a General Education Approach to Computing<br />

Education. In Proceedings <strong>of</strong> the 7th International<br />

Workshop on Computing Education Research, ICER<br />

’11, pages 133–138, New York, NY, USA, 2011. ACM.<br />

105<br />

[8] T. Downes and D. Looker. Factors that Influence<br />

Students’ Plans to Take Computing and Information<br />

Technology Subjects in Senior Secondary School.<br />

Computer Science Education, 21(2):175–199, 2011.<br />

[9] A. Fisher and J. Margolis. Unlocking the Clubhouse:<br />

the Carnegie Mellon Experience. SIGCSE Bulletin,<br />

34(2):79–83, June 2002.<br />

[10] O. Hazzan, J. Gal-Ezer, and L. Blum. A Model for<br />

High School Computer Science Education: the Four<br />

Key Elements that Make It! In Proceedings <strong>of</strong> the 39th<br />

SIGCSE Technical Symposium on Computer Science<br />

Education, pages 281–285. ACM, 2008.<br />

[11] F. T. H<strong>of</strong>stetter. Multimedia Literacy.<br />

Irwin/McGraw-Hill, Boston, 2nd edition, 1997.<br />

[12] M. S. Horn, R. J. Crouser, and M. U. Bers. Tangible<br />

Interaction and Learning: the Case for a Hybrid<br />

Approach. Personal Ubiquitous Computing,<br />

16(4):379–389, Apr. 2012.<br />

[13] M. Kordaki, M. Miatidis, and G. Kapsampelis. A<br />

Computer Environment for Beginners’ Learning <strong>of</strong><br />

Sorting Algorithms: Design and Pilot Evaluation.<br />

Computers and Education, 51:708–723, 2008.<br />

[14] C. Lévi-Strauss, J. Weightman, and D. Weightman.<br />

The Savage Mind. <strong>University</strong> <strong>of</strong> Chicago Press, 1966.<br />

[15] M. Kolling. The Greenfoot Programming<br />

Environment. Transactions on Computing Education,<br />

10(4):14:1–14:21, Nov. 2010.<br />

[16] M. MacLaurin. Kodu: End-User Programming and<br />

Design for Games. In Proceedings <strong>of</strong> the 4th<br />

International Conference on Foundations <strong>of</strong> Digital<br />

Games, FDG ’09, New York, USA, 2009. ACM.<br />

[17] J. Maloney, M. Resnick, N. Rusk, B. Silverman, and<br />

E. Eastmond. The Scratch Programming Language<br />

and Environment. Transactions on Computing<br />

Education, 10(4):16:1–16:15, Nov. 2010.<br />

[18] P. Marshall. Do Tangible Interfaces Enhance<br />

Learning? In Proceedings <strong>of</strong> the 1st International<br />

Conference on Tangible and Embedded Interaction,<br />

TEI ’07, pages 163–170, New York, NY, USA, 2007.<br />

ACM.<br />

[19] O. Meerbaum-Salant, M. Armoni, and M. Ben-Ari.<br />

Habits <strong>of</strong> Programming in Scratch. In Proceedings <strong>of</strong><br />

the 16th Annual Joint Conference on Innovation and<br />

Technology in Computer Science Education, ITiCSE<br />

’11, pages 168–172, New York, NY, USA, 2011. ACM.<br />

[20] A. Munson, B. Moskal, A. Harriger,<br />

T. Lauriski-Karriker, and D. Heersink. Computing at<br />

the High School Level: Changing What Teachers and<br />

Students Know and Believe. Computing Education,<br />

57(2):1836–1849, Sept. 2011.<br />

[21] S. Papert. Mindstorms: Children, Computers, And<br />

Powerful Ideas. Basic Books, 1993. 92053249.<br />

[22] L. Pollock and T. Harvey. Combining Multiple<br />

Pedagogies to Boost Learning and Enthusiasm. In<br />

Proceedings <strong>of</strong> the 16th Annual Joint Conference on<br />

Innovation and Technology in Computer Science<br />

Education, ITiCSE ’11, pages 258–262, New York,<br />

NY, USA, 2011. ACM.<br />

[23] M. Richards, M. Petre, and A. K. Bandara. Starting<br />

with Ubicomp: Using the Senseboard to Introduce<br />

Computing. In Proceedings <strong>of</strong> the 43rd ACM Technical<br />

Symposium on Computer Science Education, SIGCSE

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!