2020
DOI: 10.1002/cae.22369
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To code or not to code: Introducing coding in primary schools

Abstract: Learning to code helps children to develop an understanding of how things work. It also contributes to the development of problem‐solving skills. In this paper, we present a methodological framework with four cycles that alternate between cooperative and individual learning approaches in addition to game‐based and project‐based learning. The presented framework is suitable for deployment in primary schools, regardless of the digital competencies and programming skills of the teachers. The framework was evaluat… Show more

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Cited by 10 publications
(7 citation statements)
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References 31 publications
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“…Therefore, these game activities were required to simulate real problem-solving environments and students had to solve problems cooperatively by doing or through experience. Videnovik et al (2021) organized a game-based learning activity based on constructivist learning theory. In this activity, students acquired basic programming knowledge by playing games, and transferred the knowledge onto other programming tools (Scratch, Micro:bit) to collaborate on game projects.…”
Section: Theoretical Foundationsmentioning
confidence: 99%
See 1 more Smart Citation
“…Therefore, these game activities were required to simulate real problem-solving environments and students had to solve problems cooperatively by doing or through experience. Videnovik et al (2021) organized a game-based learning activity based on constructivist learning theory. In this activity, students acquired basic programming knowledge by playing games, and transferred the knowledge onto other programming tools (Scratch, Micro:bit) to collaborate on game projects.…”
Section: Theoretical Foundationsmentioning
confidence: 99%
“…Flow theory emphasizes the overall feeling that is generated when people are fully engaged in an activity, which is closely related to motivation (Mihaly, 2000). (Seralidou & Douligeris, 2021), (Pellas & Peroutseas, 2016), (Turchi et al, 2019), (Lin et al, 2020), (Munoz et al, 2018), (Videnovik et al, 2021) individual and collaborative with the student individually completing the task in the single player mode. The collaborative mode involved one student setting a challenge for another to solve, without competition, although the two were allowed to communicate and help each other.…”
Section: Theoretical Foundationsmentioning
confidence: 99%
“…For a decade, there has been a focus on educational reform in the form of educational apps. As most young students are familiar with mobile technologies, it is also common to use mobile devices for educational purposes (Videnovik et al, 2021). Given the increase in the use of mobile technology and the ubiquity of various smart mobile devices, learning experiences can also be ubiquitous, personalized, and outside of formal learning environments (Booton et al, 2021).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Furthermore, to encourage the widest participation in science and relative fields by women and underrepresented minorities (Dietz et al, 2021, p. 291). In addition, students exposed to CT, coding, and STEM opportunities early on develop fewer genderbased stereotypes regarding relative careers associated with work and life (Bati, 2021;Sullivan & Strawhacker, 2021;Videnovik et al, 2021).…”
Section: Introductionmentioning
confidence: 99%
“…The educational elements that were supposed to be implemented mostly acquire higher-order thinking skills (creativity, algorithmic thinking, cooperation, critical thinking, and problem solving) [56]. Implementation of these outcomes in coding gives students an opportunity chance to solve problems and to experiment creatively [57]. Students understand that they can learn from their mistakes, which increases their confidence in a fun and exciting way.…”
Section: Ideate Phase: Ideating Aspects Of the Digital Escape Room-st...mentioning
confidence: 99%