TY - GEN
T1 - Make world, a collaborative platform to develop computational thinking and STEAM
AU - Guenaga, Mariluz
AU - Mentxaka, Iratxe
AU - Garaizar, Pablo
AU - Eguiluz, Andoni
AU - Villagrasa, Sergi
AU - Navarro, Isidro
N1 - Funding Information:
The current paper is based on “Make World: learning Science through Computational Thinking”, project developed thanks to the funding of the Erasmus + Programme of the European Union (Ref. Num. 2014-1-ES01-KA201-004966). This research is being carried out through the Second ACM – Aristos Campus Mundus Research Grants Call – 2016 to fund the association’s best projects of the ACM network. Project Code: ACM2016_07.
Publisher Copyright:
© Springer International Publishing AG 2017.
PY - 2017
Y1 - 2017
N2 - The demand for computer programming professionals in STEAMrelated areas has rocketed in the last decade. Initiatives such as the Hour of Code or CodeWeek take advantage of online platforms like Code.org to reach millions of students through a one-hour introduction to computer science and computer programming. Despite the excellent curricular design of Code.org courses, we believe that learners could benefit from a platform where they can create their own programming challenges that can be shared, assessed and remixed by the rest of the users. We named this platform Make World (http://makeworld.eu). After more than one year of use, we studied how students and teachers used this tool to propose and solve learning activities where computational thinking and STEAM skills are developed at the same time. This paper describes the main characteristics of Make World and analyses the use and piloting phase where more than 500 students of primary education have participated to measure the impact of Make World in their learning. The result of this analysis provides a better understanding of the difficulties students face when using a technological platform for STEAM and computational thinking education.
AB - The demand for computer programming professionals in STEAMrelated areas has rocketed in the last decade. Initiatives such as the Hour of Code or CodeWeek take advantage of online platforms like Code.org to reach millions of students through a one-hour introduction to computer science and computer programming. Despite the excellent curricular design of Code.org courses, we believe that learners could benefit from a platform where they can create their own programming challenges that can be shared, assessed and remixed by the rest of the users. We named this platform Make World (http://makeworld.eu). After more than one year of use, we studied how students and teachers used this tool to propose and solve learning activities where computational thinking and STEAM skills are developed at the same time. This paper describes the main characteristics of Make World and analyses the use and piloting phase where more than 500 students of primary education have participated to measure the impact of Make World in their learning. The result of this analysis provides a better understanding of the difficulties students face when using a technological platform for STEAM and computational thinking education.
KW - Computational thinking
KW - Computer-supported collaborative learning
KW - STEAM
KW - Serious games and gamification
KW - Technology-enhanced learning
UR - http://www.scopus.com/inward/record.url?scp=85025138667&partnerID=8YFLogxK
U2 - 10.1007/978-3-319-58515-4_5
DO - 10.1007/978-3-319-58515-4_5
M3 - Conference contribution
AN - SCOPUS:85025138667
SN - 9783319585147
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 50
EP - 59
BT - Learning and Collaboration Technologies
A2 - Zaphiris, Panayiotis
A2 - Ioannou, Andri
PB - Springer Verlag
T2 - 4th International Conference on Learning and Collaboration Technologies, LCT 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCI 2017
Y2 - 9 July 2017 through 14 July 2017
ER -