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E-Learning Material for Computational Thinking in Secondary Education

Kole, K.J. (2023) E-Learning Material for Computational Thinking in Secondary Education.

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Abstract:Within a few years, digital literacy with be part of the compulsory curriculum for secondary education. One of the four domains is computational thinking, which is defined as reformulating problems into procedures and algorithms so that the problem can be solved by a computer. This research aims to design e-learning material for computational thinking for Guido, a school for general secondary education. Current materials available often expect the teacher to have some background in programming while oftentimes this is not the case. Another issue is that the topic is often perceived to be difficult and boring. Via a literature review, research is done on how to make the material engaging. In close collaboration with the client, an educational escape room was built. The puzzles in the escape room cover the learning objectives of computational thinking. The prototype was received positive in terms of engagement, quality and learning experience by 8 students of Guido. They evaluated the final prototype with a user test and questionnaire. Further research is needed to assess the prototype on improvements in computational thinking skills and the gameplay with a larger test group.
Item Type:Essay (Bachelor)
Clients:
GSG Guido, Amersfoort, Netherlands
Faculty:EEMCS: Electrical Engineering, Mathematics and Computer Science
Subject:81 education, teaching
Programme:Creative Technology BSc (50447)
Link to this item:https://purl.utwente.nl/essays/94668
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