ROSE, Simon (2019). Developing Children’s Computational Thinking using Programming Games. Doctoral, Sheffield Hallam University. [Thesis]
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Rose_2019_PhD_ComputationalThinkingUsing.pdf - Accepted Version
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Rose_2019_PhD_ComputationalThinkingUsing.pdf - Accepted Version
Available under License Creative Commons Attribution Non-commercial No Derivatives.
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Abstract
Computation is a fundamental part of our world, with today’s children growing up surrounded
by technology. This has led governments and policymakers to introduce
computer science into primary and secondary education (age 5 to 16). These developments
have been driven by ‘computational thinking’: the idea that the problemsolving
skills used in computer science are useful in other disciplines. They have
resulted in a wide range of programming tools designed for novices, of which Scratch,
a block-based visual programming environment, is the most popular. Yet, so far, both
computer science education and claims of computational thinking as a universal skill
have failed to live up to their potential.
This thesis begins by reviewing the literature on computer science in primary education
and computational thinking. It then describes a study that aimed to reproduce
findings that programming improves story sequencing, a non-computational skill, in
young children (age 5 and 6) using a programming game. The results showed an overall
improvement for both the intervention and control group. In addition, it highlighted
issues with teaching programming to young children. The thesis then refocuses on
teaching older children (age 9 to 11) the computer science skill of abstraction and the
idea that it can be used to refactor code to remove ‘code smells’ (bad programming
practices). Code smells indicate an underlying problem in a program, such as code
duplication, and are common in Scratch projects. A study is then reported that establishes
that primary school children can recognise the benefits of abstraction when
asked to alter Scratch projects that contain it.
The thesis then describes the design and development of Pirate Plunder, a novel
educational block-based programming game designed to teach children to use abstraction
in Scratch, using custom blocks (parameterised procedures) and cloning
(instances of sprites). Two studies are reported in the subsequent chapters. The first
investigates the value of a debugging-first approach in Pirate Plunder, finding that it
was not always beneficial. The second measures for improvements in using abstraction
in Scratch, finding that children who played the game were then able to use custom
blocks to reduce duplication code smells in a Scratch project. In addition, Pirate
Plunder players improved on a computational thinking assessment compared to the
non-programming control group. The final chapter discusses the original contributions
of the thesis, the implications of these and future direction.
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