Documentos de Académico
Documentos de Profesional
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Kimberly Cook, Danny Leeming, Samantha Livingstone, Mary Sikkes, and Scott Skanes
Key Frameworks
This project is seeking to provide a flexible, multi-age framework for teachers new to the
beginner, intermediate, and advanced skill levels. This approach will reflect a variety of
teaching strategies that can appeal to diverse classrooms, diverse teaching and learning styles,
and varying levels of teacher expertise. The need for a resource like this reflects the current
Columbia. While our focus stems from a change in the province of British Columbia, it should
be acknowledged that science and technology education is a focus in many jurisdictions and the
hope is that this resource will prove to be valuable in many locations. Many teachers lack
experience and expertise and may rely on full service solutions which puts a majority of the
learning experience into the hands of third-party services such as Codecademy. This project will
provide the tools to expand beyond these services and integrate a blended approach to teaching
coding in schools.
The academic research in the realm of computer programming and coding education is
quite varied, but generally points to the most effective method of instruction being a blended,
critically important piece of learning a new coding environment and language. The process of
learning a new programming environment across disciplines is challenging, but the most critical
step, according to the study, is to connect the knowledge of the programming language to larger
outcomes, goals, and possibilities. This reflects other literature which finds great value in
basic concepts, the most valuable learning comes from what Papert called learning by doing,
making, and creating meaningful products to solve real problems (Palmrov, 2011). Other
studies have also found that taking this multifaceted approach does in fact improve outcomes
instruction with a hybrid model which blended traditional instructionist and constructivist
followed the traditional program (akirolu, 2011, p. 173). Students in the hybrid model
learned, in much more depth, how and why programming languages they were taught functioned,
while troubleshooting and solving their own problems helped them gain a deeper understanding
of how the elements of the coding language worked together (akirolu, 2011). Seo and Kim
(2016) found similar results in their study, noting that students engaged in pair or team
computational thinking skills when compared to students who learned through traditional
instruction.
All these studies seemingly build upon the work of both Piaget and Papert. Piagets
research was based upon the idea that children are the creators of their own knowledge and have
the ability to learn without being taught (Papert, 1980). Papert does not dismiss wholly the
instructionist approach, but advocates strongly that the constructionist approach provides
students with the opportunity to want to construct their own learning, much in the way Piaget
observed, and this experience can take place whether the quality of direct instruction is excellent,
poor, or middling (Harel & Papert, 1991). Papert argues that, in the absence of teacher expertise,
constructionist and mixed approaches allow students the focus and time to discover the learning
for themselves when given goals and problems (Harel & Papert, 1991). It is with both the recent
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research, and the timeless wisdom of Piaget and Papert, that we have elected to approach this
resource as a blended and multifaceted framework offering teachers and students a variety of
Our educational activities will be framed around student and teacher experience levels,
and offer a variety of instructionist and constructionist activities that span both technology and
low/no-tech options. Substantiated by literature, our project will support teachers and students
along a grade and experiential continuum. Engagement will occur for all students as learning
With the incorporation of coding into the British Columbia curriculum, teachers are
presented with the challenge of incorporating a new curriculum that they may not be comfortable
with or may find intimidating. The development of the projects website, with activities targeted
at a variety of ability levels within age groups, will assist teachers in feeling more confident in
their ability to teach coding by providing an online repository of activities. Having access to
practical activities with curriculum connections that support coding in the classroom will help fill
the gap created by the new curriculum and help teachers integrate programming language.
Coding is the veritable new literacy of the 21st century. Just as reading and writing
were once the demarcation line between the literate and illiterate, so now is the capacity to code
(Burke, OByrne, & Kafai, 2016, p. 372). Coding was first introduced as an option for schools
in 1967, with the development of Logo, a coding language for children, which involved a small
robot turtle. While coding in the classroom did not take hold, the researchers recognized that
the ability to program, the ability to code, is an important part of being fluent today (Pierce,
CODING IN THE CLASSROOM 5
2013, p. 39). This belief, combined with the need for a free programming language that was
both accessible and capable of helping students (Pierce, 2013, p. 39), continued to drive the
development of a coding language that would appeal to students. In 2006, the Scratch language
(Pierce, 2013, p. 40). The language also introduced a cartoon character and the opportunity to
tell a story. Much like the development of the writers workshop to enhance literacy instruction,
using coding programs such as Scratch, with a workshop approach, gives [students] a particular
end goal to their programming activities and personalizes the experience, making learners more
While coding was introduced as programming language for children in 1967, the limited
access to technology meant that coding was not considered an educational option at that
time. Technology is much more readily available now, yet there are still many who do not see
essential part of being fluent today, there are many arguments against incorporating coding into
the school day. Lack of confident, qualified staff, unclear connections to the curriculum, and
resistance to a class that looks more like fun than substance are current arguments against
coding in the classroom (Pierce, 2013, p. 39). However, the development of programs which
incorporate self-guided lessons, along with the workshop approach commonly used for literacy
instruction, will reassure teachers that they can confidently instruct students in coding.
In June 2016, the Liberal party sent out a news release stating that the BC government
would be implementing a curriculum that incorporated coding. With the implementation, there
is an expectation that by the end of grade 9, every student in British Columbia will have taken a
coding module (BC Gov News, 2016). This mandate is part of the Liberal Governments
CODING IN THE CLASSROOM 6
solution to fulfill the need for technology specialists, and to increase the technology sector within
K-12 program that involves an experiential, hands-on program of learning through design and
creation, (BC Ministry of Education (a), 2016). For students in Kindergarten to grade 5, there is
an expectation that students will develop a foundation for design and technology. Although
purposeful play and discovery, students will develop an understanding of design thinking. By
using technology that is appropriate to other cross-curricular tasks, teachers will develop
purposeful, hands-on activities that promote student inquiry and engagement, to develop student
design mindset and critical thinking (BC Ministry of Education (a), 2016).
For middle grades 6-9, students are expected to learn computational skills which put
coding into context. In the ADST curriculum, specific content related to coding progressively
algorithms that reflect computational thinking, then to exploring programming languages that
In grades 10 through 12, students have the opportunity to choose courses that reflect their
As indicated, the Applied Design, Skills and Technologies (ADST) standards in BCs
curriculum are in the midst of being re-written to ensure that students are given the chance to
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learn coding and computational thinking. This provincial move is not an isolated case; the
International Society for Technology in Education revised their ISTE Standards for Students in
2016, and is now emphasizing the importance of computational thinking as one of their seven
standards (ISTE, 2016). With such standards becoming mandatory in K-12 classrooms, many
teachers are feeling under-equipped and overwhelmed in a mad scramble to understand how to
meet these standards in their own classrooms. With this context in mind, we hope that our
design project will help to develop the technical knowledge of teachers in the area of coding and
make them more comfortable in meeting these new standards. In designing our project, we will
work under the assumption that teachers already possess the content and pedagogical knowledge
required to teach their particular subject, although activities will be designed to support these two
Koehler and Mishra (2006) treats teacher knowledge as a complex interrelationship between the
technical, content, and pedagogical aspects of teaching, and will be our reference model for
understanding how best to consider teacher knowledge. Solutions to tricky classroom scenarios
lie in the ability of a teacher to flexibly navigate the spaces defined by these three knowledge
types. If one particular knowledge area is lacking, such as technical knowledge, it has to be
compensated by changes in the other two (Koehler & Mishra, 2009, p. 67). The primary focus
of our design project is to provide teachers with the technical knowledge or know how to
implement coding activities into their classrooms in line with current technology standards. A
secondary focus is to support content and pedagogical knowledge in technical areas where
Just as the knowledge types are each intertwined, our website will provide cross-
curricular coding activities or learning standards with content that would have been taught
traditionally by other methods. For example, one of the competencies in BCs Grade 3 Learning
Standards for the ADST curriculum is to use trial and error to make changes, solve problems, or
incorporate new ideas from self or others (BC Ministry of Education (b), 2016). Another
competency in Grade 3, this time in Language Arts, is to recognize the structure and elements
of a story (BC Ministry of Education (c), 2016). Instead of having students simply memorize
the structure, they could be provided with a tool like a Bee-Bot with its accompanying Mat to
navigate from the beginning of a story to the end. This process meets the Language Arts-based
We are aiming to develop teacher knowledge not simply about coding or computational
thinking itself, but about how to approach existing learning scenarios from a coding or
computational thinking perspective. We hope to help teachers integrate the content and
pedagogical knowledge they already possess with new technical knowledge. By providing
teachers with information, ideas and activities that integrate coding standards with existing
content, we anticipate the alleviation of stress and confusion teachers may face when tasked with
Interactivities
programming language is important for students today. In his book, World Class Learners:
For most of human history, before this wave of globalization and massive technological
changes, economies were mostly local and slow changing. In those economies, most people
undertook similar jobs that satisfied the local needs. And in many cases, the jobs and their
required knowledge and skills did not change very fast, making it possible to predict and thus
prescribe a curriculum that by and large could prepare children to find employment (pp. 42-43).
Today, with the rapid advancements in technology, children are entering a school system
that will have to prepare them for jobs that may not even be invented yet. Through the
including literacies taught through digital technologies and social media, rather than being
literate only in the traditional sense of reading and writing independently. Targeting ADST
skills allows students to become active creators of technology, not just passive users (Tynker,
n.d.).
Many Computer Science websites offer free learning activities that provide children with
manageable projects based on a variety of themes to appeal to a range of interests. For example,
Google CS First provides activities based on four themes, with each having eight self-paced
activities. Add-ons are available allowing engaged students to develop and personalize their
projects further. Other programs, like CS Unplugged, provide learning activities that introduce
users to computer science through puzzles and games, without the use of digital devices.
When we consider interactives for both educators and students, the planned activities will
vary in focus depending on the age group and ability level being targeted. In terms of the
through grade 12 will be active participants in ADST skill development; however, specific
content is not given for the ADST curriculum for Kindergarten through grade 5, and in grades 6-
CODING IN THE CLASSROOM 10
12, the ADST curriculum is concept-based allowing for choice and flexibility in delivery
(BC Ministry of Education (a), 2016). This makes curriculum delivery difficult for educators
language, especially as they are now required to integrate coding into the current curriculum,
often with limited support or training. In addition to this, educators must be cognisant of privacy
concerns regarding which sites are acceptable according to the Freedom of Information and
Protection of Privacy Act (FOIPPA) in British Columbia, which requires that personal
information for students be stored and accessed only on servers within Canada unless strict
guidelines are met (sec. 30.1), making the process of accessing sites based outside Canada much
more complex.
Our project will take the form of a Weebly website that will provide guidance and
options for educators who require support in the area of coding. The website will be sectioned
into multiple grade and ability levels, with the understanding that what is appropriate for a
beginning coder in kindergarten is not appropriate for a beginning coder in sixth grade. Our
primary goal will be to introduce educators to computer science and programming language, and
to guide them in their understanding of what coding is and how it can be effectively integrated
into existing curriculums, as well as how to support student exploration and success within the
classroom. The secondary goal of our project will be to create useable take aways for
Verifications
Ideally, activities that reflect whether the designed environment has worked as planned
should be both quantitative and qualitative. The number of visits to the website is one indicator
CODING IN THE CLASSROOM 11
of interest in the subject matter. This number, along with the number of unique visitors to the
site, should be indicated to the developer when signing in to the Weebly site.
Our intention is to add a feedback box on the main page which will give visitors an
opportunity to leave comments and suggestions. Positive comments may indicate that the site is
useful and fulfills the needs of the visitors. Comments may also indicate suggestions for further
development, which is also positive as one of the purposes of the site is to provide a space for
teachers to share ideas and to be inspired. A Google form may be provided as a means for giving
the developer an opportunity to ask specific questions about whether the site meets the needs of
the user. This form, would allow for more detailed suggestions and ideas to be sent directly to
the developers, although fewer visitors may complete it due to the extra time required. A self-
assessment rubric could also be suggested for teachers to use with their students. The rubric
could be attached to the various activities to determine whether the students enjoyed the
activities. The data collected by the rubric could be used to improve future use of the tools, as
well as help us consider new tools which would better suit the task.
Conclusion
In conclusion, it is hoped that this project proposal will support teachers within the
province of BC to develop a skill set to deliver coding instruction. Interactivities will be play-
grades. Leveled activities or tasks, will help develop confidence in learning and teaching code
within varying classroom environments, for those eager to be engaged with the 21st Century.
CODING IN THE CLASSROOM 12
References
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British Columbia Ministry of Education (b). (2016). Applied design, skills and technologies:
https://curriculum.gov.bc.ca/curriculum/adst/3
British Columbia Ministry of Education (c). (2016). English Language Arts: Learning standards
https://news.gov.bc.ca/releases/2016PREM0065-000994
Burke, Q., O'Byrne, W. I., & Kafai, Y. B. (2016). Computational participation: Understanding
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http://csunplugged.org/
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International Society for Technology in Education (ISTE). (2016). Standards for students.
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Seo, Y., & Kim, J. (2016). Analyzing the effects of coding education through pair programming
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