Cracking the Code: Busting Computational Thinking Myths in K-12 Education
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HBGCC - Posters, Table 24
Session description
Outline
Introduction (10 minutes)
- Brief overview of computational thinking and its importance in 21st-century education
- Interactive poll: Participants share their current understanding and misconceptions about CT
Myth-Busting (40 minutes)
We'll explore and debunk the following myths:
1. "Computational thinking is only for computer science classes"
2. "You need computers to teach computational thinking"
3. "Computational thinking is too complex for younger students"
4. "Computational thinking stifles creativity"
5. "Computational thinking is just about coding and algorithms"
For each myth:
- Present the myth and its origins
- Provide evidence and examples to debunk it
- Engage participants in a brief activity or discussion to reinforce the concept
Q&A and Conclusion (10 minutes)
- Address participants' questions and concerns
- Recap key takeaways
- Provide additional resources and next steps for implementing CT in their schools
Supporting research
Computational Thinking Education in K-12: Artificial Intelligence Literacy and Physical Computing
https://direct.mit.edu/books/book-media/5312/epubviewer/2243179
Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3), 33-35. https://dl.acm.org/doi/pdf/10.1145/1118178.1118215
Facts and Myths about Computational Thinking in Classrooms
https://kevin-cummins-68mu.squarespace.com/journal/2015/7/17/25m8b8ujitcwd5kkakx2rjfolkoe3y
Conceptions and Misconceptions about Computational
Thinking among Italian Primary School Teachers
https://inria.hal.science/hal-01636235/file/conceptions-misconceptions-computational.pdf
Computational thinking in K-12 education. An insight through meta-analysis
https://www.tandfonline.com/doi/full/10.1080/15391523.2020.1870250
Presenters

Session specifications
Topic:
Grade level:
Audience:
Attendee devices:
Attendee device specification:
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Subject area:
ISTE Standards:
Leader
- Advocate for equitable access to technology, high-quality digital content, and learning opportunities to meet the diverse needs of all students.
- Create learning opportunities that challenge students to use a design process and/or computational thinking to innovate and solve problems.
- Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.
Trips and Tours
