The Advent of Computational Thinking

2021 
This chapter provides an overview of prevailing definitions of computational thinking (CT) and computational algorithmic thinking (CAT) as well as synopses of recent studies that address CT/CAT in K-8 schools and informal settings. Robotics and game design were used to broaden STEM participation among predominantly underrepresented and underserved elementary-aged students. During a pilot study, which took place in Wyoming in 2014, the researchers studied the impact of using robotics and game design to determine whether there were significant differences on subscales that measured students’ self-efficacy in videogaming, computer gaming, and using the computer to solve problems. The results of the pilot revealed that combining robotics and game design resulted in higher scores on these measures. In 2016, the study was expanded to include predominantly Black students in Pennsylvania. These interventions, as well as similar research and development projects, inform and promote promising strategies that support equitable computer science instruction for all students.
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