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ABSTRACT 1 INTRODUCTION
Computational Thinking (CT) has been described as taking an ap- Everyone’s daily activities involve some degree of problem solving,
proach to solving problems, designing systems and understanding whether it’s home, work, or leisure related. However, current teach-
human behavior that draws on concepts fundamental to comput- ing pedagogies do not address, improve or enhance our problem
ing. It is the ability to integrate human creativity and insight with solving capabilities, except for certain computer science subjects
concepts derived from Computer Science. relating to computer programming.
We argue that it is best to learn the fundamentals of CT at a The Algorithmic World of Artificial Intelligence, Robotics, and
young age, when the mind is most malleable, instead of much Machine Learning is here. This digital world requires new skills;
later when these concepts are taught as part of Computer Science like how children learn languages to navigate society, they need
courses. However, challenges arise not only when trying to teach to be proficient in the language of computer programming to live
these complex concepts to young children, but also when applying and work efficiently in this new economy. This reality has sparked
these teachings through kindergarten environments. discussions in many countries on how Computational Thinking
We present a definition of the basic fundamental CT concepts can be introduced into classrooms to prepare children to interface
and then describe a unique hybrid approach of online and offline with computers in all aspects of their lives.
activities to teach these fundamentals to students at the kinder- Computational Thinking (CT) has first been described by Pa-
garten (K1 and K2) level (children aged 4-6 years old). Finally we pert [12] and then formally defined by Wing [19] as taking an ap-
validate this approach with an experimental trial class to determine proach to solving problems, designing systems and understanding
its learning effectiveness. human behavior that uses concepts fundamental to computing. It is
the ability to integrate human creativity and insight with concepts
CCS CONCEPTS derived from Computer Science. We can list previously defined
• Applied computing → Interactive learning environments; CT skills from outside sources, such as [2], into a general diagram
E-learning; Computer-assisted instruction; • Social and profes- (Figure 1) to highlight the four most fundamental of CT skills. These
sional topics → Computational Thinking; CT skills are described as follows:
Algorithmic Thinking: Getting to a solution through the clear
definition of the instructions that need to be followed.
KEYWORDS
Decomposition: Also known as factoring, is to break down a
E-Learning, Child Education, Computational Thinking complex problem or system into parts that are easier to conceive,
ACM Reference format: understand, program and maintain.
Damien Constantine Rompapas, Damien Lim, Joshe Sim Diablos, Jonathan Abstraction: To generalize several complex solutions or defi-
Chan, and James Bradford Hale. 2017. Towards A Hybrid Approach to nitions based on similarities or common rules. Then apply these
Teaching Computational Thinking at a K-1 and K-2 Level. In Proceedings generalizations to an alternative context.
of ACM Woodstock conference, Tacoma, WA USA, August 2017 (ICER’2017), Pattern Recognition: The process of classifying input data into
9 pages. objects or classes based on key features, and infer new solutions
DOI: x/x based on previously classified data.
We assert that these skills should be taught at an early age, when
Permission to make digital or hard copies of part or all of this work for personal or the child is most malleable [16], however, there are two major
classroom use is granted without fee provided that copies are not made or distributed challenges that must be addressed when teaching to this audience.
for profit or commercial advantage and that copies bear this notice and the full citation
on the first page. Copyrights for third-party components of this work must be honored. One of the most difficult challenges is how to approach teaching
For all other uses, contact the owner/author(s). these skills to children given that at the K1 and K2 level their
ICER’2017, Tacoma, WA USA language and motor skills are still developing. The second challenge
© 2017 Copyright held by the owner/author(s). 978-x-xxxx-xxxx-x/YY/MM. . . $15.00
DOI: x/x lies in providing a digital teaching medium which can be accepted
In this section we discuss three key avenues of related work;
(i) CT in education; (ii) engaging children using digital media as
a teaching platform; and (iii) the use of simulation as a method to
practise CT skills..
Table 1: Correspondance of how each fundamental CT skill can be applied to the context of key subjects in kindergarten
curriculum
These studies sparked the creation and usage of video games • Children should learn through play and exploration
and media for entertainment and education (also known as edu- • Children should be encouraged to learn even if the concept
tainment). [15] thoroughly explores the effects of such mediums in is complex
teaching environments and highlights increased attention during • Children should be exposed to digital medium whilst apply-
use and retention of information afterwards when engaging with ing concepts to real world scenarios, limiting their screen
edutainment media at an educational capacity. Examples for such time
edutainment tools are: [4] for mathematics, [11] for Creativity and • Curriculum should be intuitive for teachers to understand
Learning and [18] for Reading and Literacy (Teaching English to and teach, even if they are not proficient in the subject
children with English as a second language). being taught
Our work extends this by utilizing animated video which intro- • Curriculum should be designed so that teachers are only
duces and teaches difficult high level CT concepts to children in a required to supplement the lessons, and can be done with
way that can be understood, engaging and interactive. little to no pre-requisite knowledge of the subject
• Teachers should be able to evaluate the progress of the
2.3 Use of Simulation to Practice CT Concepts class and/or an individual student
One of the topics discussed in [9] was the use of video games to
practice concepts in an interactive and engaging level. As the core 3.2 Teaching through Animations
of kindergarten education is learnt through play, we strongly en- The use of animation to teach children high level concepts of CT
courage the use of digital simulation environments (which can fundamentals is imperative to this design. These pre-scripted ani-
be presented via video games) allowing stress free, engaging and mations feature the main character ’Doodle’. His role is to engage
entertaining online practice of CT concepts. This in turn will re- the children as the main teacher. The kindergarten teacher then
lieve anxiety that can be experienced when applying the high level provides followup re-enforcement. This allows the teacher who
concepts to real world contexts. Examples of such simulation en- is not proficient in CT to be able to confidently teach these com-
vironments are shown in [11] and [8]. These games however, are plex concepts to the children. The animations are done in the same
designed with older target audiences in mind, and by comparison spirit of educational children TV shows, utilizing pauses between
to video media in kindergarten education may be too complex. questions as well as humorous gags to keep the attention of the
Our work crucially differs from related work in two ways. Firstly, children and allow them to actively engage. The animations are
multiple games that simulate separate CT concept are used in our ordered to first introduce each CT skill, provide examples on what
digital application; Secondly, our user interface and experience this skill entails, then expand and show how the skill is applied
is designed and implemented with simplicity in mind, allowing to real-world situations. Figure 3 shows some still frames of the
younger children to be able to fully enjoy the experience whilst educational animations that are shown.
practicing the fundamental CT concepts.
3.3 CT practice through Games
3 DESIGN OF A HYBRID APPROACH FOR K1
As highlighted in Section 2.3, there are significant benefits to using
& K2 video games to practice skills in a safe emulated environment. This
This section describes the design of a unique approach for teaching online practice is provided via the a digital application which is run
the complex CT fundamentals in a way that can be understood on an android tablet device.
by younger children. We also discuss how teachers facilitate the This application features the child avatar known as the ’Buddy’.
additional activities and how they can evaluate and report the This Buddy helps the child build a relationship with the game
students progression in the curriculum. story as the Buddy helps them throughout the game in small ways
(Such as giving hints on how to complete difficult levels). This
3.1 Design requirements further enhances the engagement whilst relieving the anxiety of the
From looking at current kindergarten curriculum as well as general educational factor being displayed to the children. The application
feedback from acting kindergarten principals, teachers, and the fact contains six games which incorporate one or more CT elements
that this is not a core curriculum subject, we summarize that the in the game-play (See Table 4(a) for CT relations) and each game
curriculum design requires the following: contains 100 levels which get progressively harder.
ICER’2017, August 2017, Tacoma,
Damien
WA USA
Constantine Rompapas, Damien Lim, Joshe Sim Diablos, Jonathan Chan, and James Bradford Hale
Figure 2: Charts and figures related to the CT score. (a) shows how the overall Raw CT score is distributed over the 3 main
topics. (b) shows how the stars earned in the games translate to the raw CT scores, which are distributed across the 4 CT
subjects. (c) shows how this CT score is displayed to teachers, in this example the child is compared to the rest of the class.
Figure 4: (a) How each game weighs against the four CT skills. Each + denotes a stronger relationship, each - denotes a weaker
relationship. (b), (c), (d), (e), (f) each show in-game screenshots of Manta Match Mania, Tumble Trouble, Pearly Whirly, Crabby
Patty and Chomp Chomp respectively.
to enjoy the learning experience. Teachers facilitate and help the Figure 2(a) shows how the raw CT score is divided across the three
kids follow the instructions given, and are instructed to allow the topics. The curriculum modules only comprise 6% of the raw CT
kids to figure out the solutions themselves; instead of the usual score for two reasons; One is that the animations and online ac-
method of the teacher telling them the answer. Some examples of tivities are usually a subset of the curriculum, hence a big part of
these activities include but are not limited to: the score is redistributed into the animated episodes (where the
concepts are taught) and the online game activities (where they
• Making various animals with building blocks
are practiced and reinforced). The second reason is that the deliv-
• Recognizing patterns from the surrounding environments
ery of these classes cannot be monitored, making the marking of
• Planning the steps of what the child will do during the day
these modules a subjective judgment from the teacher (which they
• Breaking a big jigsaw puzzle into smaller parts then use
do by marking the student as attended) and therefore cannot be
abstraction to group them, making the puzzle easier to
empirically measured.
solve
The final raw CT score is calculated as follows:
• Breaking a large math equation into smaller parts
RawCT SubjectScore = GameContributions+
3.5 Evaluating and Grading Student ModuleContributions+
Performance AnimationContributions
Teachers require a means of grading and evaluating the progress of
Where
a student through the curriculum. A method of grading is provided Í4
via a dashboard application, which allows teachers to mark atten- i=1 (CTGameScore[i] ∗ Multiplier [i])
dance to modules and track the child progress. This progress is GameContributions =
4
empirically evaluated in two ways, The CT competency index and
the puzzle quiz delivered at the start, mid and end of the curriculum. For each of the four games that contribute to the final raw score.
We define the CT competency index as an empirical point system Figure 5 shows how each game contributes to each of the four
and allocate points across three main topics: subjects.
Figure 2(c) shows how this score is displayed to the teacher. We
• Curriculum modules: for which a child is awarded points do not directly show the raw scores to the teacher, instead we show
upon completion of the given module a graphical comparison of either a child’s score compared to the rest
• Animations: for which a child is awarded points upon of the class or a child’s score against the rest of enlisted users via a
watching one of the Doodle animated lessons. Bonus points percentage comparison. This allows the teacher to highlight that a
are awarded when the episodes are revisited within 24 child may be weaker in a particular skill and can suggest ways that
hours, promoting re-enforcment of knowledge that child can improve to the parent when reporting progress.
• Online Activites: Each of the CT Games described in Sec- We also use a puzzle test which is a variation of the Raven’s
tion 3.3 with the exception of Chomp Chomp have 100 lev- progressive matrices [14] to test their ability to systematically de-
els. Each of these levels can be completed with a rating from compose patterns and then use pattern recognition to select the
1 to 3 stars. 3 stars are given if the best approach/solution correct missing piece. This variation does not calculate IQ, but only
to the level was used. If the level is passed, 1 star is auto- the raw correct answers as a grading metric. Figure 6 shows four
matically awarded. The total of all earned stars for each questions from this test. This test is taken before the curriculum
game contribute to points in the CT skill category which starts, halfway during the curriculum and after the curriculum is
that game practices. Figure 2(b) shows the exponential rate complete. With the marks being collected and shown to the teacher
in which the stars effect the final raw CT score. as additional grading metrics.
Figure 5: How the scores for each of the marked games are distributed along the 4 subjects.
the classes run on days 2 - 5, The second puzzle test is then executed 4.3 we analyze each the measured Dependent Variables using a
on day 6. Table 7 highlights the schedule for this 6 day curriculum two-way ANOVA test against the Independent Variables.
and Figure 8 shows how these classes were taught. These classes H1 stated that after the classes the children will have more
are taught by a researcher whilst a kindergarten teacher is present correct answers. Figure 9 shows the amount of correct answers
at all times to supervise and facilitate as needed. before and after the classes for each class, and as a whole. At first
sight this shows that H1 is accepted. Figure ?? shows at what rate a
child answered each question correctly before and after the classes,
from this we can additionally say this improvement is applied to
questions which previously had a lower percentage of being correct.
The results from the two-way repeated measures ANOVA test
further support H1, showing a significant interaction effect be-
tween the pre and post-test scenario for both C1 & C2 on the
amount of correct answers in the puzzle test with confidence level
p < 0.03 (Figure 10).
4.3 Variables
Dependent Variables: Empirically we looked at the amount of
Figure 9: Results of user experiment. We can see some im-
correct answers given in the test. Each answer is collected as a
provement of the amount of correct answers and that this
binary outcome. We analyze the amount of time each student takes
improvement is similar in both classrooms. The large vari-
to complete the puzzle test as a numerical value (Seconds). Ob-
ance does suggest that the sample size might be too small
servations of how the students partake in the classes and engage
however.
with the content are made and general feedback from the super-
vising kindergarten teachers and principals are collected through
interviews. H2 stated that Children have faster response times in answering
Independent Variables: the puzzle questions after taking the classes. Figure 12 Shows that
Class ∈ { C1, C2 } between-subjects there is an increase in the time taken, however, the results from
We measured the scores between the two classes to see if the second two-way ANOVA test shows that this increase is not
having previous experience with the tablet device causes significant (Figure 11). This concludes to H2 being rejected.
any effect on the effectiveness of the curriculum. C1 has
had no previous interaction with tablet devices whilst C2
has.
TestTakenAt ∈ { Pre,Post} within-subjects
We measured the scores of the puzzle test before and after
the 10 hour course was taken to see if there is an improve-
ment.
4.4 Results
The results of this experiment are described in three ways; The
directly measured variables, the observations made during class Figure 10: Results of the two-way ANOVA test from the ex-
participation and the feedback given by the supervising teachers & periment, here we can see that not only is there a significant
principals. difference between the pre and post test effect on the scores,
Measured Results: As this was a between subjects experiement, but also no significant interaction between the two classes
for each of the measured dependent variables described in Section on the test scores.
H3 states that any improvement in test results is independent classes were executed. At first they rejected the idea of tablet com-
from whether the children have previously used a tablet device puters being used in class but after watching how the kids actively
before. Both two-way ANOVA results highlighted in Figure 10 and engaged during tablet play they later retracted their rejection. They
11 show that there is no significant interaction (p > 0.05) between were concerned that some training (although minimal) in the use
the two classes on both the time taken and the amount of correct of the game and dashboard applications might be required in order
answers in the Pre and Post test environments, therefore H3 is for such a curriculum to be effective.
accepted.
4.5 Discussion
Our measured results support for both H1 and H2 however not
for H3. We recognize that the sample size is too small for a within-
subjects experiment. This was unavoidable due to the fact that
kindergarten classes typically only contain 5-15 students per super-
vising teacher. Even with this small size the results were significant.
We observed that during the post test the children took a different
and more systematic approach to solving the puzzles, First by elim-
inating obvious wrong answers, then by carefully matching the
given answer using pattern selection. We speculate that the increase
Figure 11: Results of the two-way ANOVA test from the ex- in time taken (although not significant) is due to this new method
periment focusing on the time taken, here we can see that of solving the questions. This raises the question as to whether a
there is no significant interaction on the time taken both pre child exposed to this teaching method will take a different approach
and post condition. There is also no significant interaction to solving problems due to a changed mindset and can be investi-
on the time taken between the two classes. gated in future studies. We also observed that the children engaged
very well with the Doodle character as he taught the concepts in
the animated videos and enjoyed the online activities in the tablet.
The feedback from the teachers additionally state that the children
enjoyed practicing these skills outside of the classroom as well as
through the interactive offline activities.
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