Una vez definido el marco teórico y estudiado el estado de arte, a continuación, se exponen las conclusiones que se extraen de esta investigación teórica y, en base a las mismas, la dirección operativa que se establece para la investigación empírica, tal y como se establece en el objetivo general OP2: Establecer una propuesta operativa del PC en base al OP1 y así constituir la dirección de la investigación empírica mediante hipótesis y objetivos base. Posteriormente, en cada experiencia empírica, se detallarán las hipótesis y objetivos específicos de la misma (ver apartado 1.2. Objetivos ).
De esta forma, en este capítulo se plantean, en relación con los objetivos generales de la tesis, las hipótesis, desarrollos y experiencias realizadas en la investigación empírica. En los capítulos siguientes, se irán detallando en profundidad dichos desarrollos y experiencias, así como las hipótesis y objetivos específicas relativas a cada una de ellas.
Dado que no existe una definición consensuada del PC, se ha realizado una revisión de la literatura y, basándonos en los puntos en común de las definiciones existentes (apartado 2.1), en esta tesis se propone la siguiente definición:
El pensamiento computacional es una habilidad cognitiva que permite resolver problemas utilizando estrategias computacionales.
De igual forma, en esta tesis, se propone la siguiente descomposición del PC en seis factores y sus definiciones: 1) abstracción (proceso de obtener algo simple desde algo complejo, obviando los detalles); 2) análisis de datos (buscar, seleccionar, organizar y analizar lógicamente los datos); 3) descomposición de problemas (descomponer problemas en otros más pequeños que pueden resolverse con mayor facilidad; 4) algoritmia (identificar instrucciones específicas y explícitas que, paso a paso, llevan a cabo un proceso); 5) depuración de errores (identificar y corregir los errores en la solución aportada); y 6) generalización (transferir un proceso de resolución de problemas a una variedad grande de problemas).
Además, se propone también la identificación de disposiciones y predisposiciones para el aprendizaje del PC, tal y como se plantea en la literatura [41], [53]. Esta identificación tendrá especial relevancia en el marco de la tesis, ya que se analizarán estos aspectos motivacionales y de persistencia ante los retos en el Capítulo 7.
En cuanto al marco de referencia educativo, se ha seleccionado uno de los marcos de PC más citados en la literatura y más utilizados empíricamente, que es el marco 3D de Brennan y Resnick (2012) [46]. Este marco clasifica el PC según tres dimensiones: 1) conceptos computacionales (conceptos que utilizan los programadores); 2) prácticas computacionales (prácticas de resolución de problemas que se necesitan/producen en el proceso de programación); y 3) perspectivas computacionales (perspectivas que se forman los diseñadores sobre sí mismos y el mundo que les rodea). Este marco es adecuado para considerar el PC en entornos que utilizan la programación informática y en Educación Primaria [61], por lo que parece adecuado como punto de partida en esta tesis.
A continuación, se describen las hipótesis generales que se plantean tras la investigación teórica y que constituyen la base para la investigación empírica realizada. A continuación, se especifican las hipótesis empíricas (HE) planteadas y las experiencias realizadas en relación a cada una de ellas.
HE1 – sobre la evaluación del PC en Educación Primaria.
Es posible evaluar el PC en la etapa de Educación Primaria mediante un test tradicional independiente de un entorno concreto.
Como se ha evidenciado en el estado del arte, pese a que evaluar del progreso de los estudiantes es indispensable para la introducción del PC en el currículo [31], hay una falta de consenso sobre qué estrategias son las más adecuadas para esta evaluación y, además, existen pocos instrumentos en este sentido y no suelen incluir datos relativos a su fiabilidad y validez. Sin embargo, es manifiesta la necesidad de una evaluación fiable y válida del PC en todos los contextos educativos para que los investigadores puedan determinar si sus intervenciones son eficaces o no.
Al comienzo de este trabajo de investigación, en el año 2019, no existía ningún instrumento de tipo test tradicional, independiente de entornos concretos, para evaluar el PC en Educación Primaria, por lo que los esfuerzos en esta investigación se han orientado hacia esta dirección mediante el desarrollo del test de PC para principiantes: Beginners Computational Thinking test (BCTt), publicado en 2020 [8], y que se detalla en el Capítulo 4, para el que el Computational Thinking Test (CTt) [44] ha sido una base consolidada y firme.
El BCTt ha tenido gran repercusión internacional y, junto a otros equipos de investigación de países como Suiza, Portugal o Países Bajos, se están realizando esfuerzos para determinar los límites de edad para la aplicación del test o desarrollando nuevas versiones para adaptarse a estudiantes de diferentes edad y poblaciones. De esta forma, en función de los resultados de fiabilidad del BCTt para los ciclos superiores de Educación Primaria, y gracias a la colaboración internacional, se ha desarrollado y validado el competence Computational Thinking test (cCTt) para así, junto con el BCTt y el CTt, cubrir todos los rangos de edad correspondientes a esta etapa educativa.
Por otro lado, se plantea poder utilizar el BCTt en también en la etapa de Educación Infantil, por lo que en el Capítulo 5 se describe una experiencia en la que trata de obtener el límite inferior de edad en la que se puede administrar el test, validando su fiabilidad en niños de 4 y 5 años.
HE2 – sobre la relación de estrategias de aprendizaje con marco 3D.
Mediante diferentes estrategias de aprendizaje, pueden abarcarse las tres dimensiones del PC, de forma que la relación entre el marco 3D y las estrategias de aprendizaje es como se muestra en la Figura 10.
Del estado del arte, se ha detectado que la mayoría de las investigaciones y actuaciones para el desarrollo del PC en el aula, se centran en la dimensión conceptos computacionales del marco 3D de PC de Brennan y Resnick [46], [61], [93] y, solamente en algunas investigaciones muy recientes, sobre el aprendizaje y la evaluación de las dimensiones prácticas computacionales y perspectivas computacionales [93]-[97]. Esto nos lleva a la necesidad de más investigación y de prestar especial atención a estas dos últimas dimensiones, especialmente más allá del entorno de Scratch [98] en el cual se ubican la mayor parte de los casos de estudio en las investigaciones. Además, el PC es un conjunto interdisciplinario de habilidades y es necesario que existan métodos operativos de aprendizaje a través de diversas estrategias [61], [96].
Además, para dotar a los estudiantes de habilidades de resolución de problemas que puedan transferir posteriormente a dominios no relacionados con la programación [41], es necesario desarrollar el PC desde etapas tempranas y es especialmente importante desarrollar las prácticas y perspectivas computacionales. Estas dos últimas dimensiones del marco 3D son las que nos permiten trabajar la componente de esencial del PC que, en la descomposición propuesta en esta tesis, se ha descrito como la generalización.
En el marco teórico de esta tesis se exploraron las estrategias de aprendizaje basado en problemas, aprendizaje colaborativo y aprendizaje basado en juegos como las estrategias de aprendizaje más utilizadas y con más impacto en el aprendizaje del PC. En esta tesis se va a tratar de relacionar el posible impacto de cada una de estas estrategias de aprendizaje en cada dimensión del marco 3D del PC. En la Figura 10 se muestra nuestra hipótesis sobre dicha relación: las dimensiones computacionales se sitúan en los vértices del triángulo, de modo que cuanto más cerca de un vértice aparezca la estrategia, mayor será la probabilidad de que esta dimensión se vea afectada por la estrategia.
Figura 10. Impacto esperado de la estrategia de aprendizaje en las dimensiones clave del marco 3D del PC.
A diferencia de la estrategia de aprendizaje basada en problemas, en la estrategia de aprendizaje basada en juegos el alumno no recibe necesariamente una definición previa de los conceptos o contenidos a tratar, sino que guía su propio aprendizaje libremente, motivado por la sensación de logro (véase la Tabla 4), por lo que nuestra hipótesis es que la adquisición de conceptos podría no ser completa. Por el contrario, en el aprendizaje basado en juegos, las prácticas computacionales podrían verse especialmente potenciadas, ya que dominarlas es esencial para progresar en los retos o niveles que se proponen [61].
Por otro lado, la hipótesis es que las prácticas y perspectivas computacionales se pueden ver reforzadas si se utilizan una estrategia colaborativa. Esta estrategia se utiliza a menudo en los estudios que implican experiencias de programación y puede mejorar tanto las prácticas como las dimensiones de las perspectivas computacionales, debido a que los estudiantes revisan y piensan sobre su experiencia de programación, mejorando así su propio proceso de aprendizaje [61]. En un entorno colaborativo enfocado a aprender programación, los estudiantes no sólo reflexionan sobre el funcionamiento de su programa, sino que también revisan y piensan en los programas que han creado sus compañeros. El debate y discusión, en voz alta, de todas las soluciones de programación aportadas, propias y ajenas, puede mejorar estas dos dimensiones del PC, especialmente las perspectivas computacionales [15], [60], [61].
Posteriormente, mediante la experiencia en colegios descrita en el Capítulo 6, en el que se utilizarán las tres estrategias de aprendizaje simultáneamente, se comprobará esta hipótesis.
HE3 – sobre la estrategia basada en juegos para el aprendizaje del PC
Los entornos que utilizan la estrategia basada en juegos (GBL) potencian el aprendizaje de habilidades de PC en Educación Primaria en contextos escolares, sobre en los niños más pequeños y si se aplica una componente colaborativa.
Solamente un 20% de las experiencias que incorporan GBL en la literatura se orientan a la etapa de Educación Infantil y primaria, pese a que esta estrategia suele arrojar resultados muy positivos en el aprendizaje en un 85% de los casos [11]. La hipótesis planteada es que la enseñanza de habilidades de PC y su evaluación es posible y fiable en estas etapas escolares utilizando GBL.
Esta hipótesis se comprueba en el Capítulo 6, mediante la validación a través experiencias en colegios de un videojuego educativo, desarrollado específicamente en el marco de la tesis, para la enseñanza de la programación y desarrollo del PC.
HE4 – sobre la relación entre las estrategias de evaluación y el marco 3D.
Es posible abarcar las tres dimensiones del marco 3D del PC mediante diferentes estrategias de evaluación tal y como se muestra en la Figura 11.
Una limitación de la evaluación por medio de test tradicional es que no abarca todas las dimensiones del PC del marco 3D. Según Grover y Pea [148], es necesario contar con sistema de evaluación, para evaluar un aprendizaje más profundo combinando diferentes medidas de datos [142], además del test tradicional.
Por otro lado, la evaluación del PC también puede ser dinámica y así reflejar las capacidades y la progresión de los alumnos a lo largo del tiempo. Este aspecto es evaluable mediante analíticas de aprendizaje en juegos o Game Learning Analytics (GLA). Para alcanzar el objetivo de analizar el PC en todas sus dimensiones, en esta tesis se plantea el uso de GLA como parte del sistema de evaluación propuesto. La hipótesis de impacto de las diferentes estrategias de evaluación según el marco 3D se muestra en la Figura 11, en la que las dimensiones computacionales se sitúan en los vértices del triángulo, de modo que cuanto más cerca se represente la estrategia de evaluación de un vértice, mayor será la probabilidad de que esta dimensión se vea afectada por la estrategia.
Figura 11. Impacto esperado de la estrategia de evaluación en las dimensiones clave del marco 3D del PC.
En los capítulos 6 y 7, mediante la combinación de diferentes estrategias de evaluación, se explorará esta hipótesis.
HE5 – sobre el análisis de las predisposiciones y disposiciones del PC con GLA.
Los entornos de aprendizaje basados en juegos voluntarios pueden aportar información sobre disposiciones y predisposiciones para el aprendizaje del PC según las características del individuo en cuanto a edad y género.
La estrategia GBL se utiliza con éxito en entornos escolares, formalmente controlados y dirigidos, en tiempo y forma. La hipótesis que se plantea es que, mediante entornos GBL voluntarios, fuera del contexto escolar, y utilizando GLA, es posible la identificación de disposiciones y predisposiciones [41], [53] para el aprendizaje del PC, como por ejemplo intereses, motivación, persistencia ante los retos o comportamiento ante las recompensas. Esta identificación tendrá especial relevancia en el marco de la tesis y se detallará en el Capítulo 7.
A continuación, se enumeran las experiencias que se plantean tras la investigación teórica y que constituyen la base de la investigación empírica realizada. Estas experiencias se relacionan directamente con los objetivos generales de la tesis y con las hipótesis previamente descritas. En los capítulos siguientes, se detallarán los objetivos específicos de cada una de las experiencias.
E1 – Desarrollo y validación de prueba independiente para la evaluación del PC en Educación Primaria: Beginners Computational Thinking test (BCTt).
En base a la HE1, se plantea el desarrollo de un test de PC que abarque la etapa de Educación Primaria y su validación en cuanto a fiabilidad, realizando para ello un procedimiento de validación de contenido a través de un panel de expertos y, después, una experiencia de aplicación en alumnos de Educación Primaria para comprobar su fiabilidad.
Además, según los resultados, se plantean otras experiencias, a través de colaboraciones internacionales, para el desarrollo y validación de una adaptación del test para los niños más mayores: competence Computational Thinking test (cCTt), de forma que, al finalizar todos los desarrollos y validaciones, se disponga de instrumentos fiables de evaluación que cubran la etapa completa de Educación Primaria.
E2 – Estimación de la validez del BCTt en alumnos de Educación Infantil.
Una vez desarrollado el test y sus adaptaciones en la experiencia anterior, cubriendo toda la etapa de Educación Primaria, se plantea, nuevamente a través de colaboraciones internacionales, el estudio de los límites inferiores de aplicación en cuanto a la edad de los niños. Se plantea la validación del BCTt mediante una experiencia en alumnos de Educación Infantil para concretar este límite inferior.
E3 – Validación y análisis del entorno educativo basado en el juego BAC, en modos individual y colaborativo y análisis de habilidades de PC en Educación Primaria.
En base a las hipótesis HE2, HE3 y HE4, se plantea el desarrollo de un videojuego que se basa en GBL e incluye GLA, como herramienta para el aprendizaje y la evaluación del PC en alumnos de Educación Primaria, así como su validación a través de experiencias en distintos colegios.
E4 – Análisis de motivación intrínseca, intereses, persistencia y comportamiento frente a recompensas en el aprendizaje de la programación en etapas tempranas utilizando el entorno BAC.
En base a las hipótesis HG4 y HG5, se plantea el despliegue masivo de BAC para que los usuarios puedan jugar voluntariamente y, de esta forma, analizar con GLA la progresión del aprendizaje a lo largo del tiempo, así como predisposiciones y disposiciones del PC relacionadas con la motivación intrínseca, como intereses, persistencia ante los retos, y comportamiento ante las recompensas.
En la Tabla 10 se muestra la relación entre las experiencias, los objetivos generales y las hipótesis base para la investigación empírica. Los objetivos generales mostrados están incluidos en el objetivo principal OP: Avanzar en el conocimiento sobre el PC, sobre todo en su componente operacional, es decir, en cuanto a métodos de enseñanza y de evaluación eficaces, sobre todo a etapas tempranas. Las experiencias, también persiguen transversalmente el objetivo común OC: Diseño y validación de instrumentos de evaluación del PC que cubran un amplio rango de edades y poblaciones. En la tabla también se indica en qué capítulo se describe cada experiencia.
Tabla 10. Relación entre las experiencias, las hipótesis y los objetivos de la tesis.
Experiencia |
Objetivos generales |
Hipótesis inv. empírica |
Capítulo |
||||||||
E1 |
Desarrollo y validación de prueba independiente para la evaluación del PC en Educación Primaria: Beginners Computational Thinking test (BCTt). |
OP3a |
OP4a |
OP4c |
OC |
HE1 |
|
|
|
|
4 |
E2 |
Estimación de la validez del BCTt en alumnos de Educación Infantil. |
OP3a |
OP4a |
OP4c |
OC |
HE1 |
|
|
|
|
5 |
E3 |
Validación y análisis del entorno educativo basado en el juego BAC, en modos individual y colaborativo y análisis de habilidades de PC en Educación Primaria |
OP3b |
OP4a |
OP4b |
OP4c |
|
HE2 |
HE3 |
HE4 |
|
6 |
E4 |
Análisis de motivación intrínseca, intereses, persistencia y comportamiento frente a recompensas en el aprendizaje de la programación en etapas tempranas utilizando el entorno BAC. |
|
OP4a |
OP4b |
OP4c |
|
|
|
HE4 |
HE5 |
7 |
En este punto, el grado de cumplimiento de los objetivos es el que se muestra en la Tabla 11.
Tabla 11. Seguimiento de los objetivos, capítulo 3.
Objetivos |
Grado de cumplimiento |
|||||
Bajo |
Medio |
Alto |
||||
OP |
Avanzar en el conocimiento sobre el PC, en su componente operacional, en cuanto a métodos de enseñanza y de evaluación eficaces en etapas tempranas. |
|
||||
OP1 |
Marco teórico y estado del arte |
|
||||
OP1a |
Definiciones teóricas y operacionales del PC |
|
||||
OP1b |
Marcos e iniciativas para el desarrollo del PC a nivel internacional y nacional en etapas tempranas |
|
||||
OP1c |
Marco teórico y estrategias para el desarrollo del PC y herramientas y entornos existentes |
|
||||
OP1d |
Marco teórico y estrategias para la evaluación del PC e instrumentos existentes |
|
||||
OP2 |
Establecer una propuesta operativa del PC en base al OP1 para constituir la dirección de la investigación empírica mediante hipótesis y objetivos base. |
|
||||
OP3 |
Diseñar y validar empíricamente, herramientas para el aprendizaje y la evaluación del PC |
|
||||
OP3a |
Diseñar y validar un instrumento de evaluación del PC en edades tempranas |
|
||||
OP3b |
Desarrollar y validar una herramienta de aprendizaje y evaluación del PC en edades tempranas |
|
||||
OP4 |
Realizar experiencias empíricas que permitan analizar datos relativos tanto a habilidades de PC como a disposiciones y predisposiciones para el PC |
|
||||
OP4a |
Extraer y analizar datos para mejorar el diseño del currículo escolar relativo a PC según edad y género |
|
||||
OP4b |
Extraer y analizar datos para mejorar el diseño de herramientas de aprendizaje relativo a PC según edad y género |
|
||||
OP4c |
Extraer y analizar datos para mejorar el diseño de herramientas de evaluación relativo a PC según edad y género |
|
||||
OC |
Diseño y validación de instrumentos de evaluación del PC que cubran un amplio rango de edades y poblaciones |
|
||||
Once the theoretical framework has been defined and the state of the art has been reviewed, the conclusions drawn from this theoretical research are set out below and, based on these, the operational direction established for the empirical research, as set out in the general aim OP2: To establish an operational proposal for the CT based on OP1, and thus constitute the direction of the empirical research by means of hypotheses and basic objectives. Subsequently, in each empirical case study, the specific hypotheses and specific aims will be detailed (see section 1.2. General aims).
This chapter thus sets out, in relation to the general aims of the thesis, the hypotheses, developments and case studies carried out in the empirical research. In the following chapters, these developments and case studies will be described in depth, as well as the specific hypotheses and aims related to each one of them.
Given that there is no agreed definition of CT, a review of the literature has been carried out and, based on the commonalities of the existing definitions (section 2.1), the following definition is proposed in this thesis:
Computational thinking is a cognitive ability that enables problem solving using computational strategies.
Similarly, in this thesis, the following decomposition of CT into 6 components is suggested: 1) abstraction (process of obtaining something simple from something complex, obviating details); 2) data analysis (searching, selecting, organising and logically analysing data); 3) problem decomposition (decomposing problems into smaller ones that can be solved more easily; 4) algorithms (identifying specific and explicit instructions that, step by step, implement a process); 5) error debugging (identifying and correcting mistakes in a given solution); and 6) generalisation (transferring a problem-solving strategy to a large variety of problems).
In addition, the identification of dispositions and predispositions for learning CT, as proposed in the literature [41], [53]., is also addressed. This identification will be of particular relevance in the framework of the thesis, as these motivational aspects and persistence in the face of challenges will be analysed in Chapter 7.
Regarding the educational frame of reference, one of the most cited in the literature and most empirically used CT frameworks has been selected, which is Brennan and Resnick's (2012) 3D framework [46]. This framework classifies CT along three dimensions (see Table 3): 1) computational concepts (concepts that programmers use); 2) computational practices (problem-solving practices that are needed/produced in the programming process); and 3) computational perspectives (perspectives that designers form about themselves and the world around them). This framework is suitable for considering CT in environments that use computer programming and in Primary Education [61], so it seems appropriate as a starting point in this thesis.
The following is a description of the general hypotheses that emerged from the theoretical research and that form the basis for the empirical research carried out. The empirical hypotheses (HE) and the studies carried out in relation to each of them are as specified below.
HE1 – on the assessment of CT in Primary Education.
It is possible to assess CT in primary education using a traditional test independent of a specific environment.
As has been shown in the state of the art, although assessment of student progress is essential for the introduction of CT in the curriculum [31], there is a lack of consensus on which strategies are the most appropriate for this assessment and, moreover, there are few such instruments and they do not usually include data on their reliability and validity. However, there is a clear need for reliable and valid assessment of CT in all educational contexts so that researchers can determine whether their interventions are effective.
At the beginning of this research work in 2019, there was no traditional, setting-independent test-type instrument for assessing CT in Primary Education, so efforts in this research have been directed in this direction by developing the Beginners CT test: Beginners Computational Thinking test (BCTt), published in 2020 [8], and detailed in Chapter 4, for which the Computational Thinking Test (CTt) [44] has been a consolidated and firm basis.
The BCTt has had considerable international impact and, together with other research teams in countries such as Switzerland, Portugal and the Netherlands, efforts are being made to determine the age limits for the application of the test or to develop new versions to adapt it to students of different ages and populations. In this way, based on the reliability results of the BCTt for upper stages of Primary Education, and thanks to international collaboration, the competence Computational Thinking test (cCTt) has been developed and validated to cover, together with the BCTt and the CTt, all the age ranges corresponding to this educational stage.
On the other hand, the BCTt can also be used in the Infant Education stage, so Chapter 5 describes a study in which the aim is to obtain the lower age limit at which the test can be administered, validating its reliability in children of 4 and 5 years of age.
HE2 – on the relationship of learning strategies to the 3D frame.
Through different learning strategies, the three dimensions of CT can be covered, so that the relationship between the 3D framework and the learning strategies is as shown in Figure 10. Expected impact of the learning strategy on the key dimensions of the CT 3D framework.
Figure 10. Expected impact of the learning strategy on the key dimensions of the CT 3D framework.
From the state of the art, it has been noticed that most of the research and actions for the development of CT in the classroom, focus on the computational concepts dimension of Brennan and Resnick's CT 3D framework [46], [61], [93] and, only in some very recent research, on the learning and assessment of computational practices and computational perspectives dimensions [93]-[97]. This leads us to the need for more research and special attention to the latter two dimensions, especially out of the Scratch environment [98] in which most of the case studies in the research are conducted. Moreover, CT is an interdisciplinary set of skills and there is a need for operational methods of learning through a combination of various strategies [61], [96].
Furthermore, to equip students with problem-solving skills that they can later transfer to non-programming domains [41], it is necessary to develop CT from early stages and it is especially important to develop computational practices and perspectives. These last two dimensions of the 3D framework are the ones that allow us to work on the essential component of the CT which, in the decomposition proposed in this thesis, has been described as generalisation.
In the theoretical framework of this thesis, problem-based learning, collaborative learning, and game-based learning strategies were identified as the most commonly used learning strategies with the greatest impact on CT learning. In this thesis we are going to try to link the possible impact of each of these learning strategies on each dimension of the CT 3D framework. Figure 10 shows our hypothesis about this relationship: the computational dimensions are located at the vertices of the triangle, so
that the closer to a vertex the strategy appears, the higher the probability that this dimension will be affected by the strategy.
Unlike the problem-based learning strategy, in the game-based learning strategy the learner does not necessarily receive a prior definition of the concepts or content to be covered, but guides his or her own learning freely, motivated by a sense of achievement (see Table 4), so the hypothesis is that the acquisition of concepts may not be complete. On the contrary, in game-based learning, computational practices could be particularly enhanced, since mastering them is essential to progress in the challenges or levels proposed [61].
On the other hand, we hypothesise that computational practices and perspectives can be enhanced by using a collaborative strategy. This strategy is often used in studies involving programming experiences and can enhance both the practices and computational perspectives dimensions, since students review and think about their programming experience, thus enhancing their own learning process [61]. In a collaborative environment focused on learning programming, students not only reflect on how their program works, but also review and think about the programs their peers have created. Debate and discussion, aloud, of their own and others' programming solutions, can enhance both dimensions of CT, especially computational perspectives [15], [60], [61].
Subsequently, through the case study in schools described in Chapter 6, in which all three learning strategies are used simultaneously, this hypothesis will be tested.
HE3 – on the game-based strategy for learning CT
Environments using the Game-Based Learning approach (GBL) enhance the learning of CT skills in Primary Education in school settings, especially in younger children and if a collaborative component is applied.
Just 20% of the studies that incorporate GBL in the literature are aimed at the pre-school and primary school stages, even though this strategy tends to yield very positive learning results in 85% of cases [11]. The hypothesis posed is that the teaching of CT skills and their assessment is possible and reliable at these school stages using GBL
This hypothesis is confirmed in Chapter 6, by validating through studies in schools an educational video game, developed specifically within the framework of the thesis, for the teaching of programming and CT development.
HE4 – on the relationship between assessment strategies and the 3D framework
It is possible to cover the three dimensions of the CT 3D framework through different assessment strategies as shown in Figure 11. Expected impact of the assessment strategy on the key dimensions of the CT 3D framework.
Figure 11. Expected impact of the assessment strategy on the key dimensions of the CT 3D framework.
A limitation of traditional test-based assessment is that it does not cover all dimensions of the CT of the 3D framework. According to Grover and Pea [148], a system of assessments is needed to assess deeper learning by combining different data measures [142], in addition to the traditional test.
Moreover, the assessment of CT can also be dynamic, reflecting learners' abilities and progression over time. This aspect can be evaluated by means of Game Learning Analytics (GLA). In order to achieve the aim of analysing CT in all its dimensions, this thesis proposes the use of GLA as part of the proposed system of assessments. The impact hypothesis of the different assessment strategies according to the 3D framework is shown in Figure 11, in which the computational dimensions are placed at the vertices of the triangle, so that the closer the assessment strategy is represented to a vertex, the higher the probability that this dimension will be affected by the strategy.
In chapters 6 and 7, by combining different assessment strategies, this hypothesis will be explored.
HE5 – sobre el análisis de las predisposiciones y disposiciones del PC con GLA
Los entornos de aprendizaje basados en juegos voluntarios pueden aportar información sobre disposiciones y predisposiciones para el aprendizaje del PC según las características del individuo en cuanto a edad y género.
The GBL strategy is successfully used in school settings, formally controlled and directed, in time and form. It is hypothesised that through voluntary GBL settings, outside the school context, and using GLA, it is possible to identify dispositions and predispositions [41], [53] for CT learning, such as interests, motivation, persistence in the face of challenges or behaviour towards rewards. This analysis will be of relevance in the framework of the thesis and will be detailed in Chapter 7.
Following the theoretical research, a series of case studies were carried out that are directly related to the general aims of the thesis and to the hypotheses previously described. In the following chapters, the specific aims of each of the case studies will be detailed.
E1 – Development and validation of a stand-alone test for the assessment of CT in Primary Education: Beginners Computational Thinking test (BCTt).
Based on HE1, we propose the development of a CT test that covers the Primary Education stage and its validation in terms of reliability, carrying out a content validation procedure through a panel of experts and, later, an administration on Primary Education students to check its reliability.
In addition, depending on the results, other case studies are planned, through international collaborations, for the development and validation of an adaptation of the test for older children: competence Computational Thinking test (cCTt), so that, when all the developments and validations are completed, reliable assessment instruments covering the entire Primary Education stage would be available.
E2 – Estimation of the validity of the BCTt in Infant Education students.
Once the test and its adaptations have been developed in the previous study, covering the entire Primary Education stage, research on the lower limits of application of the tests in terms of the age of the children is planned, once again through international collaborations. Validation of the BCTt is proposed by means of a case study with pre-school students in order to determine this lower limit.
E3 – Validation and analysis of the educational environment based on the BAC game, in individual and collaborative modes and analysis of CT skills in Primary Education.
Based on hypotheses HE2, HE3 and HE4, we propose the development of a video game based on GBL and including GLA, as a tool for learning and assessment of CT in Primary Education students, as well as its validation through case studies in different schools.
E4 – Analysis of intrinsic motivation, interests, persistence, and behavior in response to rewards, in learning programming in early stages using the BAC environment.
Based on hypotheses HG4 and HG5, we propose the massive deployment of BAC so that users can play voluntarily and, in this way, analyse with GLA the progression of learning over time, as well as predispositions and dispositions of the CT related to intrinsic motivation, such as interests, persistence in the face of challenges, and behavior in response to rewards.
Table 10 shows the relationship between the case studies, the general aims, and the base hypotheses for the empirical research. The general aims shown are included in the main aim OP: To advance knowledge about CT, especially in its operational component, i.e., in terms of effective teaching and assessment methods, especially at early stages. The studies also pursue transversally the common aim OC: Design and validation of CT assessment instruments covering a wide range of ages and populations. The table also indicates in which chapter each case study is described.
Table 10. Relationship between the case studies, the hypotheses and the aims of the thesis.
Case studies |
Aims |
Hypotheses |
Chapter |
||||||||
E1 |
Development and validation of a standalone test for the assessment of CT in Primary Education: Beginners Computational Thinking test (BCTt). |
OP3a |
OP4a |
OP4c |
OC |
HE1 |
|
|
|
|
4 |
E2 |
Estimation of the validity of the BCTt in Infant Education students. |
OP3a |
OP4a |
OP4c |
OC |
HE1 |
|
|
|
|
5 |
E3 |
Validation and analysis of the educational environment based on the BAC game, in individual and collaborative modes and analysis of CT skills in Primary Education. |
OP3b |
OP4a |
OP4b |
OP4c |
|
HE2 |
HE3 |
HE4 |
|
6 |
E4 |
Analysis of intrinsic motivation, interests, persistence, and behavior in response to rewards, in learning programming in early stages using the BAC environment. |
|
OP4a |
OP4b |
OP4c |
|
|
|
HE4 |
HE5 |
7 |
At this point, the degree of achievement of the aims is as shown in Table 11.
Table 11. Tracking the aims, chapter 3.
Aims |
Compliance degree |
|||||
Low |
Medium |
High |
||||
OP |
To advance knowledge about CT, especially in its operational component, i.e., in terms of effective learning and assessment strategies, especially at early stages. |
|
|
|||
OP1 |
Compile a broad theoretical framework and state of the art of publications and studies on CT. |
|
||||
OP1a |
Theoretical and operational definitions of CT |
|
||||
OP1b |
Frameworks, school curricula and initiatives for the development of CT at international and national level at early stages. |
|
||||
OP1c |
Theoretical framework and strategies for CT development/learning, as well as existing tools and environments. |
|
||||
OP1d |
Theoretical framework and strategies for the assessment of CT, as well as existing instruments. |
|
||||
OP2 |
Establish an operational proposal of CT on the basis of OP1 and thus constitute the direction of the empirical research by means of hypotheses and base aims. |
|
||||
OP3 |
To design and validate, empirically, tools for learning and assessment of CT. |
|
||||
OP3a |
To design and validate a CT assessment tool aimed at early ages. |
|
||||
OP3b |
To develop and validate a tool for learning and assessment of CT at an early age. |
|
||||
OP4 |
To carry out empirical studies to analyse data related to CT skills as well as CT dispositions and predispositions. |
|
||||
OP4a |
To collect and analyse data to improve the design of the school curricula related to CT according to age and gender. |
|
||||
OP4b |
To collect and analyse data to improve the design of learning tools related to CT according to age and gender. |
|
||||
OP4c |
To collect and analyse data to improve the design of CT assessment tools according to age and gender. |
|
||||
OC |
Design and validation of CT assessment instruments covering a wide range of ages and populations. |
|
||||
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