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

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However, even when such learning theories get accepted by<br />

teachers, they are sometimes superficially interpreted and<br />

applied. For example, adopting a Logo or Logo-like environment<br />

for teaching programming, does not necessarily mean that a<br />

constructivism teaching approach has also been "automatically"<br />

adopted. The teaching scenario plays an important role too in<br />

achieving good learning results. Asking students to print 10 or<br />

more times a “Hello world” message in Scratch, in or<strong>der</strong> to<br />

comprehend the “repeat N times” programming construct, cannot<br />

be consi<strong>der</strong>ed as a good example <strong>of</strong> constructivism.<br />

Comprehending the potential benefits <strong>of</strong> various learning theories<br />

and using them as tools for devising successful didactical<br />

interventions cannot be easily taught to trainers and mainly<br />

applied by them. The theories that seem to be more popular<br />

among trainers are collaborative learning, constructivism,<br />

exploratory/discovery learning, social development theory and<br />

cultural context. The most referenced (by trainers) proponents <strong>of</strong><br />

such theories are Piaget, Vygotsky and Bruner. Unfortunately,<br />

this "popularity" does not seem to be applied into teaching<br />

actions: in most cases, trainers are using typical teaching methods<br />

in their practice, claiming however that these methods are<br />

constructivist ones. In fact, the example <strong>of</strong> learning theories to<br />

which we refer is <strong>of</strong> great importance, because it is part <strong>of</strong> the socalled<br />

"theoretical topics" for which, too <strong>of</strong>ten, teachers and<br />

consequently their trainers, express strong objections.<br />

More precisely, an important obstacle <strong>of</strong> the training process lies<br />

in the unwillingness <strong>of</strong> some trainers to participate actively in<br />

training seminars or courses on topics they believe that have a<br />

theoretical nature and/or they already have experience in. It is<br />

not that trainers don't believe Vygotsky's Theory or Piaget's<br />

points <strong>of</strong> view: they believe that it is useless to learn any learning<br />

theory - such theories have nothing to do with "real" teaching and<br />

real classes. A typical example is the teaching <strong>of</strong> programming<br />

itself, a topic that most Informatics teachers have more or less<br />

experienced. The personal experience <strong>of</strong> trainers is definitely<br />

important, but the experience that has been gathered from decades<br />

<strong>of</strong> rigorous research on the teaching and learning <strong>of</strong> programming<br />

is equally, or even more, important. Several teachers have little or<br />

no knowledge <strong>of</strong> the results <strong>of</strong> such research and unfortunately<br />

some <strong>of</strong> them do not get easily persuaded that these results can<br />

truly help them in teaching programming more successfully. It is<br />

not a matter <strong>of</strong> theory, it is a matter <strong>of</strong> practice. The educator has<br />

to work heavily on making such a seminar interesting for trainers.<br />

The educator has to present research results along with specific<br />

examples for utilizing them in or<strong>der</strong> to devise examples and<br />

assignments with the aim <strong>of</strong> avoiding common misconceptions<br />

and difficulties that are the source <strong>of</strong> students' more severe errors.<br />

So, subjects such as "learning theories" and didactic concepts, for<br />

example "misconceptions <strong>of</strong> students", are not consi<strong>der</strong>ed as<br />

really useful. The integration <strong>of</strong> programming into the school<br />

curriculum requires a specific didactic transposition: scientific<br />

knowledge and pr<strong>of</strong>essional practice is transferred to the school<br />

and included in the educational context [1]. Thus, the concepts are<br />

simplified to make them more easily un<strong>der</strong>stood; the course is<br />

organized into 45-50-minute sessions, which is the duration <strong>of</strong> a<br />

teaching period in Greek schools; the subject matter has been<br />

organized into introductory units, exercises, questions, problems.<br />

However, during this transposition <strong>of</strong> concepts into the school<br />

environment, another transformation takes place: namely, the<br />

school education <strong>of</strong> an entire scientific field favours certain types<br />

<strong>of</strong> problems, while marginalizing other aspects <strong>of</strong> the key<br />

concepts, such as algorithms, data structures, and programming<br />

85<br />

generally. For example, data structures as a means <strong>of</strong> encoding<br />

entities <strong>of</strong> the external world, such as images, text, etc., are rarely<br />

referred to in the school environment. Trainee-trainers in many<br />

cases did not fully acknowledge the importance <strong>of</strong> teaching or the<br />

activities on such issues, consi<strong>der</strong>ing them <strong>of</strong> no use, since they<br />

were not directly related to current concepts <strong>of</strong> programming – at<br />

least the “school version” <strong>of</strong> programming.<br />

Concepts, such as the didactic contract and the didactic<br />

transposition, research data related to concepts such as variable,<br />

repetition and selection structures, and data about teaching<br />

recursion are included in the curriculum <strong>of</strong> PAKE. Empirical<br />

research on the different programming environments is included<br />

as well. This approach allowed a clear distinction between the<br />

teaching scenarios and the training scenarios, as the theoretical<br />

scheme <strong>of</strong> reciprocal interactions and "observations" <strong>of</strong> a teaching<br />

system (see Figure 1) that clearly defines the framework within<br />

which these teaching interactions take place. The theoretical<br />

approach also (was supposed that) helped the un<strong>der</strong>standing <strong>of</strong><br />

didactic phenomena as phenomena, i.e. as observable events that<br />

are not random, but have causes producing them and therefore can<br />

be studied. As we stated earlier, theory <strong>of</strong> Didactics <strong>of</strong><br />

Informatics and especially <strong>of</strong> programming was accepted by the<br />

trainers - but it is almost sure that they are not all convinced for<br />

the value and usefulness <strong>of</strong> such "theoretical" subjects.<br />

It is also worth noting that, in a general way, when trainers are<br />

invited to invent new problems and situations for teaching new<br />

concepts, they <strong>of</strong>ten produce very questionable examples and<br />

scenarios. For instance, as mentioned earlier, when they were<br />

asked to invent situations for the introduction <strong>of</strong> the repetitive<br />

structure in Logo-like environments, usually they adopted a<br />

typical approach: draw a "regular" geometrical figure - such as a<br />

regular polygon - with the help <strong>of</strong> the "turtle" and show step-bystep<br />

how this figure could be constructed directly with a repetitive<br />

statement. However, sometimes the proposed figures are very<br />

complex and practically impossible to be constructed by young<br />

pupils. In other cases, the proposed initial activities are totally<br />

inappropriate for an introduction to repetitive statements, since<br />

they deal with complex arithmetic operations.<br />

Teachers in general are enthusiastic with educational<br />

programming environments that have adopted more or less the<br />

notion <strong>of</strong> game-based learning, such as Kodu, GameMaker and<br />

especially Scratch. These environments are consi<strong>der</strong>ed to<br />

motivate students and engage them in the cognitive demanding<br />

process <strong>of</strong> programming. Environments that <strong>of</strong>fer some kind <strong>of</strong><br />

structure editor for developing programs and avoiding syntax<br />

errors are consi<strong>der</strong>ed by teachers even more effective for<br />

introducing young students to programming. It is possible that<br />

trainers are very positive for this kind <strong>of</strong> environments, because<br />

they believe that programming is boring for young pupils. So, the<br />

adoption <strong>of</strong> "cool" environments and programming goals like the<br />

construction <strong>of</strong> games could be a motivation for the pupils.<br />

In spite <strong>of</strong> that, a significant number <strong>of</strong> teachers do not decide to<br />

use such environments in cases where programming is part <strong>of</strong> the<br />

written exams that take place at the end <strong>of</strong> the school year, in the<br />

3 rd grade <strong>of</strong> Gymnasium for example. Their main argument is that<br />

there is no way to examine in paper students' knowledge <strong>of</strong><br />

programming, since they were not obliged to learn the syntax <strong>of</strong><br />

the language. Of course, this argument is not valid since there are<br />

several ways <strong>of</strong> examining students’ knowledge, such as<br />

providing them pictures <strong>of</strong> statements, giving them segments <strong>of</strong><br />

code to find bugs, or fill in and so on. After all, the curriculum

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