Computer programming is being introduced in educational curricula, even at the primary school level. One goal of this implementation is to teach computational thinking (CT), which is potentially applicable in various computational problem‐solving situations. However, the educational objective of CT in primary schools is somewhat unclear: curricula in various countries define learning objectives for topics, such as computer science, computing, programming or digital literacy but not for CT specifically. Additionally, there has been confusion in concretely and comprehensively defining and operationalising what to teach, learn and assess about CT in primary education even with popular programming akin to Scratch. In response to the growing demands of CT, by conducting a literature review on studies utilising Scratch in K–9, this study investigates what kind of CT has been assessed in Scratch at the primary education level. As a theoretical background for the review, we define a tangible educational objective for introducing CT comprehensively in primary education and concretise the fundamental skills and areas of understanding involved in CT as its “core educational principles”. The results of the review summarise Scratch programming contents that students can manipulate and activities in which they can engage that foster CT. Moreover, methods for formatively assessing CT via students' Scratch projects and programming processes are explored. The results underpin that the summarised “CT‐fostering” programming contents and activities in Scratch are vast and multidimensional. The next steps for this study are to refine pedagogically meaningful ways to assess CT in students' Scratch projects and programming processes.
Cognitive and emotional dimensions are often linked to each other in learning experiences. Moreover, emotions and engagement can lead to better outcomes at the cognitive level. Previous research has indicated that virtual reality (VR) provides a feeling of presence and immersion, which can trigger emotionally engaging learning situations. In this study, we explore the opportunities and challenges related to the use of VR in an educational context. The focus of this article is threefold: First, we explore interdisciplinary research literature related to the use of VR for educational purposes. Second, we introduce our VR pilot study in teacher education, applying three different kinds of VR applications. During the pilot study, we utilized physiological measurements, the self-assessed experience of emotional involvement (PANAS; Watson, Clark, & Tellegen, 1988) and students’ qualitative reporting on VR experiences. Third, we discuss the potential of brain imaging methods such as EEG measures for capturing learning, performance, and emotions in VR and offer pedagogical guidelines for the future design of VR environments.
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