Teacher Transformations in Developing Computational Thinking: Gaming and Robotics Use in After-School Settings

Publications

The challenges of addressing increasing calls for the inclusion of computational thinking skills in K-12 education in the midst of crowded school curricula can be mitigated, in part, by promoting STEM learning in after-school settings. The Visualization Basics: Using Gaming to Improve Computational Thinking project provided opportunities for middle school students to participate in after-school clubs focused on game development and LEGO robotics in an effort to increase computational thinking skills. Club leaders and teachers, however, first needed to develop proficiency with the computational

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Using Robotics and Game Design to Enhance Children’s Self-Efficacy, STEM Attitudes, and Computational Thinking Skills

Publications

This paper describes the findings of a pilot study that used robotics and game design to develop middle school students’ computational thinking strategies. One hundred and twenty-four students engaged in LEGO® EV3 robotics and created games using Scalable Game Design software. The results of the study revealed students’ pre–post self-efficacy scores on the construct of computer use declined significantly, while the constructs of videogaming and computer gaming remained unchanged. When these constructs were analyzed by type of learning environment, self-efficacy on videogaming increased

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