THE BIG BOOK OF COMPUTING PEOAGOGY

Page 108

FEATURE

WHAT’S IN THE BOX?

METAPHORS AND MISCONCEPTIONS

Teaching new concepts is more difficult if the related vocabulary isn’t familiar to learners, but explaining variables using the box metaphor runs the risk of misconceptions STORY BY Jane Waite, Felienne Hermans, and Efthimia Aivaloglou

he English Key Stage 2 (ages seven to eleven) Computing curriculum requires pupils to “work with variables”. Variables are the first step of students learning about data structures. Students will encounter many data structures, such as arrays, lists, and binary trees, as they progress into Key Stage 3 and beyond. But in primary, we just have to help them “work with variables”. Simply put, a variable is a reference — pointing to somewhere in memory — where a value is stored. An example of this would be to store a date, say today’s date, in memory location 1, and our birth date in memory location 2. To remember which date is where, we use variable names, such as Today’s Date and Jane’s Birthday. The first mental model that pupils develop about a concept is important, as it can be very hard to change and, if it’s not right, can lead to barriers to learning and loss of confidence. Variables are a fundamental idea for programming, so it’s worth thinking carefully about what mental models pupils will develop for this concept. ‘Variable’ is a term that students might come across in a range of contexts (this is called topical word learning), such as its colloquial use referring to something that varies, or in other school subjects such as science or maths. However, each of these contexts has subtly different meanings than the computer programming concept of a variable.

108

The Big Book of Computing Pedagogy

All figures by Jane Waite and box from Pixabay CC0 Public Domain

T

n Figure 1 Create a variable: make and label a box

One way to explain computer programming variables is to use a metaphor. Metaphors often have a limited shelf life — they work for so long and then they need to be replaced, as there will be differences between the working of the metaphor and the concept we are linking it to. This is true of the metaphors and methods used to explain programming variables. A common metaphor used to explain variables is the box metaphor. This seems like an attractive way to make a new word more familiar.

How does the metaphor work?

The box metaphor goes as follows: 1. As shown in Figure 1, the box is made and a label is placed or written on it. The box is the variable, and has a variable name (Score) — we’ve created a variable! 2. As shown in Figure 2, values can be placed in the box — simply put, these might be numbers, text, or yes/no type values, and can be the initial value or updated values 3. As shown in Figure 3, values can be retrieved from the box by looking inside


Turn static files into dynamic content formats.

Create a flipbook

Articles inside

ART AND ALGORITHMS

5min
pages 154-155

THE INCLUSIVE CLASSROOM

6min
pages 152-153

PHYSICAL COMPUTING

5min
pages 130-131

REFLECTIONS

9min
pages 134-136

A PATH TO AGENCY

4min
pages 122-123

STORYTELLING

3min
pages 146-147

RETRIEVAL PRACTICE

10min
pages 148-151

VARIETY IN TEACHING

7min
pages 143-145

PHYSICAL COMPUTING IN THE CLASSROOM

5min
pages 132-133

DIGITAL PROJECTS

7min
pages 118-121

ASSESSMENT FOR LEARNING

4min
pages 106-107

MULTIPLE CHOICE

3min
page 111

METAPHORS AND MISCONCEPTIONS

8min
pages 108-110

PROJECT-BASED LEARNING

5min
pages 116-117

WATCH AND LEARN

5min
pages 98-99

ALTERNATIVE CONCEPTIONS

6min
pages 104-105

MODELLING FOR LEARNERS

6min
pages 96-97

VIDEOS AND SELF-EXPLANATION

3min
pages 94-95

LIVE CODING

6min
pages 92-93

WORKED EXAMPLES

6min
pages 90-91

WRITING CODE

5min
pages 82-83

PARSON’S PROBLEMS

6min
pages 80-81

READ BEFORE YOU WRITE

5min
pages 70-71

CODE TRACING

5min
pages 68-69

THE BLOCK MODEL

6min
pages 78-79

ENCOURAGING TALK

5min
pages 62-63

COLLABORATIVE PROBLEM-SOLVING

4min
pages 60-61

PEER INSTRUCTION

6min
pages 56-57

PAIR PROGRAMMING

6min
pages 58-59

GO UNPLUGGED

2min
page 49

ENGINEERING SKILLS

3min
page 41

SCRATCH ENCORE

3min
page 40

SEMANTIC WAVES

7min
pages 46-48

SCRATCHMATHS

4min
pages 38-39

LEARNING THROUGH MAKING

5min
pages 36-37

CULTURALLY RELEVANT PEDAGOGY

6min
pages 34-35

THE ‘RIGHT’ WAY?

6min
pages 14-15

THE PRIMM APPROACH

7min
pages 22-24

CODING & 21ST-CENTURY SKILLS

4min
pages 28-29

COGNITIVE LOAD THEORY

5min
pages 20-21

CONCEPT MAPS

6min
pages 10-12

CURRICULUM DESIGN

8min
pages 30-33

UDL

6min
pages 25-27

VELA CONCEPTS

2min
page 13
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.