THE BIG BOOK OF COMPUTING PEOAGOGY

Page 146

RESEARCH

STORYTELLING IN COMPUTING EDUCATION STORY BY Hayley Leonard hildren’s traditional stories, nursery rhymes, and literature provide a rich source of sequences and repetition. At the 14th Workshop in Primary and Secondary Computing Education in Glasgow in 2019 (WiPSCE’19), Sarah Twigg and colleagues presented an approach that uses children’s literature to teach computing to primary school pupils. The team from Lancaster University hopes the familiar contexts of children’s stories will engage pupils and raise the confidence of non-specialist teachers in delivering the curriculum.

C

Identifying computing concepts in children’s literature

The team reviewed 50 popular children’s picture books to identify key computing constructs, namely sequencing, repetition, and selection. The books included programming constructs to varying degrees, but 16 books included all three constructs, and all 50 could be used to demonstrate sequencing. Several books were then used as the basis for sample teaching resources, which were trialled in some classrooms and code clubs.

The teaching approach: Read, Act, Model, and Program (RAMP)

An approach named RAMP builds up subject knowledge and appropriate vocabulary in a storytelling context. The format begins by reading through the story; the teacher asks questions about what is happening, and introduces computing terminology. Children then act out the story and are asked about repeating patterns

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The Big Book of Computing Pedagogy

of behaviour and what triggers them. The model element of the approach then involves constructing the sequence of events in the story, using either images from the book, or printouts of lines of code or blocks from Scratch. Children are asked to identify repeating patterns and choice points in the story, making links to the computing terminology throughout. The program step is supported by the sample lesson resources developed for specific books. It involves using the computer to produce the program that has been designed through the previous unplugged activities.

Teachers’ evaluation of the resources

Responses from teachers who were asked about their experiences were highly positive. In particular, teachers said that the first three stages (Read, Act, and Model) were very engaging for the pupils. They provided multiple opportunities for differentiation and working together at different levels of ability. Some teachers suggested, however, that some non-specialist computing teachers might find the step up to the Program stage daunting. The authors are using this feedback to help them develop the teaching resources. They are continuing to work with teachers

LESSON EXAMPLE Computing concepts represented in We’re Going on a Bear Hunt by Michael Rosen: Sequencing: A list of events to be followed in order.

order. On their way back home, they go through the environments in reverse order.

Example: The characters on the bear hunt go through six different environments in

Repetition: At least one example of a pattern of repeated dialogue, actions, or environment. Example: Repetition of particular phrases in each environment, for example, “We’re going on a bear hunt.” Selection: At least one example of a choice of dialogue, actions, or environment. Example: The end of the repeated dialogue varies depending on the environment; for example, in the river they say, “Splash splosh!” n Text © 1989 Michael Rosen, Illustrations © 1989 Helen Oxenbury,

From WE’RE GOING ON A BEAR HUNT by Michael Rosen. Reproduced by permission of Walker Books Ltd, London SE11 5HJ, www.walker.co.uk


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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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