The European Commission Science Hub has been promoting Computational Thinking (CT) as an important 21st century skill or competence. However, "despite the high interest in developing computational thinking among schoolchildren and the large public and private investment in CT initiatives, there are a number of issues and challenges for the integration of CT in the school curricula". On the other hand, the Digital Competence (DC) Framework 2.0 (DigCom) is promoted in the same European Commission Science Hub portal. It shows that both topics have many things in common. Thus, there is the need of research on the relationship between CT and digital competence.The goal of this paper is to analyse and discuss the relationship between DC and CT, and to help educators as well as educational policy makers to make informed decisions about how CT and DC can be included in their local institutions. We begin by defining DC and CT and then discuss the current state of both phenomena in education in multiple countries in Europe. By analysing official documents, we try to find the underlying commonness in both DC and CT, and discover all possible connections between them. Possible interconnections between the component groups of approaches are presented in Fig. 1.
The importance of computational thinking (CT) development has increased during the last decade. There is a need to understand what to teach from computational thinking perspectives, as well as what types of activities and learning content topics to use in the classroom. Current students' generation is looking for engaging, motivating learning activities with immediate results and feedback. The paper presents the design process of the strategy for CT abilities development. The proposed strategy has been implemented in practice to identify its suitability for successful CT development within Science, Technology, Engineering, Arts, and Mathematics (STEAM) education. The strategy is accompanied by teaching materials for computational making activities with Arduino. The proposed strategy contributes to Engineering education as an essential part of STEAM and usually not included in the basic and secondary school curriculum as a separate subject. Pre‐ and postsurvey were conducted with basic school students to identify the effect of the strategy implementation on the development of CT abilities. The findings of this study showed a statistically significant increase in CT literacy in 14 abilities from seven dimensions: computing artifact, decomposition, abstraction, algorithm, communication and collaboration, computing and society, and evaluation. The implications of this study include the practical usage of the strategy in plan class activities for STEAM subjects in basic school to develop particular CT abilities.
Introduction Science, Technology, Engineering, and Mathematics (STEM) and STEAM (with A for Arts) have evolved to symbolize the renewal of science education. STEAM education offers a number of benefits, such as improved problem analysis and solving skills, as well as the development of creative abilities. Many researchers reiterate the importance of STEAM‐related activities and programs, especially the integration of maker education. Despite much interest in STEAM, it is often challenging for many educators to incorporate integrated activities into their teaching practice. This paper deals with the value of STEAM integration in a methodological sense, with a focus on the maker's laboratory and physical computing, as well as the application of design thinking and computational thinking approaches. Motivation and Objectives The goal of this study is to develop a comprehensive conceptual framework for integrated STEM curricula focusing on the following research questions: (a) how to improve daily activities of STEM education by combining the activities of different laboratories and using a design thinking approach? and (b) how to combine FabLab activities and physical computing related to teaching different aspects of computational thinking in the context of STEM? Research Methodology and Methods As a research methodology, we implement a mixed methods strategy to combine theoretical study and empirical research based on a synthesized literature survey and the process of iterative model development based on an observational case study. We conduct a detailed case study of two applications of integrated activities based on FabLab and physical computing integration, and illustrate how design thinking can guide teachers to open up for interdisciplinary, creative, and project‐based opportunities. Results and Findings The paper provides a conceptual framework for STEM integration activities and step‐by‐step guidelines on how design thinking methods could could interact in practice. The implications of the results may be useful for educators seeking recommendations for the integration process, which enable educators to design hands‐on activities and incorporate integrated aspect of students' STEAM learning into teaching practice. In conclusions, the authors suggest that as interdisciplinary crossroads, design thinking provides a natural bridge between subjects, and fits especially to integrate activities of the maker's labs and physical computing, focusing on the integration of computational thinking and computational making approaches within STEM education environment. The absence of a statistical evaluation, which is positioned as a further research step, may be mentioned as a limitation of the study.
State of emergency affects many areas of our life, including education. Due to school closure during COVID-19 pandemic as a case of a long-term emergency, education has been moved into a remote mode. In order to determine the factors driving the acceptance of distance learning technologies and ensuring sustainable education, a model based on the Unified Theory of Acceptance and Use of Technology has been proposed and empirically validated with data collected from 550 in-service primary school teachers in Lithuania. Structural equation modelling technique with multi-group analysis was utilized to analyse the data. The results show that performance expectancy, social influence, technology anxiety, effort expectancy, work engagement, and trust are factors that significantly affect teachers' behavioural intention to use distance learning technologies. The relationships in the model are moderated by pandemic anxiety and age of teachers. The results of this study provide important implications for education institutions, policy makers and designers: the predictors of intention to use distance learning technologies observed during the emergency period may serve as factors that should be strengthened in teachers' professional development, and the applicability of the findings is expanded beyond the pandemic isolation period.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.