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First Steps to Computational Thinking: Games Developed by 11th Graders

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Pennsylvania Convention Center, Terrace Ballroom Lobby, Table 20

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Presenters

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Profesora de Informatica IB
ISTE Certified Educator
Sachy Bravo Vidal, computer engineer, Iste Technology coach, math and computer science IB programme teacher. I started working as a computer teacher in schools, then I moved into a teacher training programme at Universidad Católica de Chile. Now I work in Craighouse school as a Technology Coach under ISTE Standards.. I am advising and modeling teachers to incorporate technologies into their planning and to develop digital skills in students and teachers according to ISTE standards. I really love learning new technology and methodologies that allow improving classroom practices.
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craighouse
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craighouse
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craighouse

Session description

Eleventh graders will explain how they applied computational thinking methodology to design and program games for PK and K students to introduce them to computational thinking. They will also explain how they tackled working with nonreaders.

Purpose & objective

Objectives:
Encouraging real problem solving in high school students (11 level): introduction to computational thinking in PK and K students.
Students will develop a game/challenge that allows young students to understand the PC.
Students will need to apply their computational thinking skills to solve the problem.

Educational or infrastructure challenge/situation.

The 11th graders must create a game that allows the PK and K students to develop computational thinking, taking into account that the students do not yet know how to read.

Technology intervention

scratch, java
pseint
whimsical
canva
genial.ly
  
Models employed
Software Development Life Cycle (SDLC) describes all the processes in a software development project. prototype model.

Lesson plans or instructional activities/strategies employed

First step Planning
Students carry out research on how to develop computational thinking, looking at examples of playful platforms such as code.org
Digital Solution Achievement Criteria Outlined

Design
Students create various design ideas of what the program will look like, draw drafts of the screens and menus using canva, slides or other software of their choice.

They choose one of these designs, and choose the programming language they will use to implement the solution.

Workplan
They design a gantt chart in a spreadsheet where they will place the tasks to be carried out, times and those responsible

Test plan

The students will establish that they must test in what time and who will be the test subjects

Developing
Students begin programming the software in their chosen language, detail communication between modules, and assign project tasks. Once the software has been debugged, it will be tested and its operation verified, and it will be integrated into the game in development.

Evaluation
Once the game is over, the final tests are carried out and a test group is chosen.

Implementation plan
Students design how this will be implemented in the school at both levels.

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Outline

Introduction to the project (3 min)
Computational Thinking Explained through an activity involving the audience (3 min)
Explanation of the problem, design and solution (15 minutes)
play the game live with audience participation(10 Minutes)
Difficulties presented in the course of the project (10 minutes)
conclusions (5 minutes)
Questions (10 minutes)

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Supporting research

https://revistas.usal.es/index.php/eks/article/view/eks20181926381/18981
https://www.redalyc.org/pdf/4418/441849209007.pdf
https://revistas.um.es/red/article/view/240321/183001
https://www.scielo.org.mx/scielo.php?script=sci_arttext&pid=S2007-74672021000200146
https://greentic.mintic.gov.co/preguntas-frecuentes/por-que-es-importante-el-pensamiento-computacional
https://www.dcc.uchile.cl/Bitsdeciencia12.pdf
https://www.camara.cl/verDoc.aspx?prmID=167136&prmTIPO=DOCUMENTOCOMISION
http://www.revistadeeducacion.cl/pensamiento-computacional-una-puerta-de-entrada-al-futuro/

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Session specifications

Topic:
Computer science & computational thinking
Grade level:
9-12
Skill level:
Beginner
Audience:
Principals/head teachers, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Mac, PC
Tablet: Android, iOS, Windows
Subject area:
Computer science
ISTE Standards:
For Educators:
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
For Students:
Innovative Designer
  • Students develop, test and refine prototypes as part of a cyclical design process.
Computational Thinker
  • Students formulate problem definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions.