Supporting students’ construction of
programming mental models with e-books: The case of Computer Science e-book
Panagiotis Tsakonas, ptsakon@yahoo.com Athanassios Petsos, Pavlos Toukiloglou, Anna Saridaki, Eleni
Christopoulou, Aris Paliouras
Computer Science Teachers, Secondary Education,
Greece
Athanassios Jimoyiannis, ajimoyia@uop.gr
Department of Social and Educational
Policy, University of Peloponnese, Greece
Abstract
Teaching programming to lower secondary
education students constitutes a very interesting task with particular
difficulties in relation to the other subjects in the Curriculum. Students’
difficulties in algorithmic thinking and using programming objects for problem
solving are well-known and documented in the literature. The key point is that,
in computer programming, students need to think about problems, algorithms and
data in ways that are quite different from those in regular cognitive
activities in the classroom. Constructivist learning approaches determine the
prevalent paradigm when teaching computer programming to novices. A series of programming languages and environments have been created for educational purposes. They have been used to support constructionist approaches to students’ learning and development
in algorithmic thinking and programming skills, e.g. Logo-like languages,
programming micro worlds, visualisation programming environments etc.
In addition, e-books are considered as a promising
technology for education offering opportunities to extend learning spaces
beyond the boarders of traditional classrooms. They are digital format textbooks,
enriched with multimedia and digital material, simulations, various resources,
interactive applications, learning scenarios etc.
This presentation concerns the Computer
Science e-book for Greek lower secondary schools and the affordances offered,
for both students and teachers, in introductory programming. The e-book was
created in the framework of Digital School programme, a great national and EU
funded project implemented by the Computer Technology Institute and Press
"Diophantus", under the aegis of the Greek Ministry of Education.
Following, indicative examples related to the unit of Algorithmic and Logo programming
are given, which can be easily integrated in educational practice to support
constructionist learning activities:
Algorithmic: This application is a simple programming environment for the construction of algorithms
able to draw simple and complex geometric shapes. It is a Java applet aiming a)
to familiarize students and novice programmers with algorithmic thinking and b)
to build efficient mental models of the loop structure. The programming engine
is implemented using a small set of simple drawing commands in a Cartesian
coordinate system (line draw, colour, variable initialisation, calculation and
loop commands).
Stepwise programming: This application is an educational game environment helping students
to construct the notion of stepwise execution of a program using a small set of
commands. The execution space consists of a 10x15 grid of squares which are
placed in a way to receive the structural blocks, following the basic game
rules of Tetris.
Drawing with Logo: This application incorporates features that help students to
familiarize with a Logo-like programming environment and to develop algorithmic
thinking skills. It offers enhanced opportunities for the teachers to design
constructivist activities aiming a) to help students in introductory
programming lessons and b) to support them to construct effectual representations
and mental models regarding programming concepts and notions (e.g. loop
command, procedures etc.)
Keywords
Constructionist learning, e-books, programming
knowledge, algorithmic, mental models
Acknowledgement
This work has been supported by the Digital
School Programme, funded by the European Union (European Social Fund) and the
Greek Government, under the NSRF (National Strategic Reference Framework), and
implemented by the Computer Technology Institute and Press "Diophantus".