THE BIG BOOK OF COMPUTING PEOAGOGY

Page 13

RESEARCH

USING NON-PROGRAMMING ACTIVITIES TO TEACH PROGRAMMING CONCEPTS STORY BY Thom Kunkeler

rogramming takes place on a computer, but research has shown the potential of using non-programming activities to teach concepts to novice learners. The study, conducted by Shuchi Grover and her colleagues at three urban schools in the US, included 16 nonprogramming activities over a 20-day programme. The research team found that the learning gains from students who followed the intervention were significantly higher than those of students who followed the regular computer science curriculum.

P

PROGRAMMING LANGUAGES CAN BE HARD TO GRASP

From the moment learners engage with any programming language or tool, they will encounter variables, expressions, loops, and abstraction — the VELA concepts — in one way or another. Some learners struggle with these concepts, as they assume that variables can have multiple values at the same

FURTHER READING Grover, S., Jackiw, N., & Lundh, P.

(2019). Concepts before coding: non-programming interactives to advance learning of introductory programming concepts in middle school. Computer Science Education, 29(3) 1-30. helloworld.cc/nonprog

time, whereas others might not be able to distinguish between what goes inside a loop and what precedes a loop. Although visual block-based programming environments such as Scratch, Alice, and Snap! have helped with navigating through different concepts, students still find it difficult to make sense of programming languages. For this study, the research team designed non-programming activities to help students engage with and understand the foundation of programming concepts. Activities such as Story Variables and Cats and Ladders were designed to encourage students to come up with a definition of a variable collaboratively,

before applying this definition in practice. In the first activity, students discussed multiple examples in which variables were present, such as: “Last week, I bought a pen for $1.50; now it costs $3”, to identify what the variable is and how it changes over time. In the second activity, students put their definition into practice by determining the length of a ladder required to reach distraught cats in Cats and Ladders. Students produced a range of possible values that were needed to rescue the cats, and engaged in abstraction by synthesising new variables based on existing ones. Try the activities yourself!

TRY IT FOR YOURSELF! During the 20-day research intervention,

the findings were not linked to gender or

students participated in 16 activities. The

prior academic preparation, and all grades

research team gathered data based on a pre-

participating in the study showed similar

and post-assessment of students’ introductory

learning gains. For teachers, these findings

programming skills, analysis of their Scratch

should be taken as an incentive to experiment

projects, and interviews with teachers and

with using non-programming activities to help

students. There were higher learning gains

with teaching difficult concepts. Give some of

for students following the intervention, but

these non-programming activities a go!

Examples of activities Description Story Variables Cats and Ladders Three Switches Alarm Clock

Introducing the idea of changing quantities in the real world and giving them meaningful names Naming variables and creating expressions in a nonprogramming context Turning light switches on and off using Booleans, Boolean operators, and abstractions Modelling real-world alarm clock situations using variables, arithmetic, logical expressions, and abstractions

The Big Book of Computing Pedagogy

13


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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
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