Computational Thinking Development through Collaboration: a systematic review

Authors

  • Ângelo Magno de Jesus Universidade Cruzeiro do Sul (UNICSUL) / Instituto Federal de Minas Gerais (IFMG)
  • Ismar Frango Silveira Universidade Cruzeiro do Sul (UNICSUL)
  • Wagner Barbosa de Lima Palanch Universidade Cruzeiro do Sul (UNICSUL)

DOI:

https://doi.org/10.5753/rbie.2019.27.02.69

Keywords:

Collaboration, Computational Thinking, Systematic Review

Abstract

The inclusion of the Computational Thinking in classroom can bring great advances to education. Through Computational Thinking students can exercise logical reasoning, solve complex problems, deal with abstraction among other skills. Collaboration is also a key aspect of learning. Social interactions among students from collaborative learning methods could contribute to the cognitive development in different ways. In this context, this article describes a systematic review of the literature regarding the learning of Computational Thinking associated with Collaborative Learning. The main goal of this study was to identify how Collaborative Learning approaches are being used in the Computational Thinking development. This article also tries to identify solved problems and gaps on these studies.

Downloads

Download data is not yet available.

References

ACM. (2017). ACM Digital Library. [online] Disponível em: http://https://dl.acm.org/dl.cfm/ [Acessado 2 Out. 2017].

Alves, N., da C.; Rodrigues, P. E.; Borgatto, A. F.; Wangenheim, C. G. von & Hauck, J. C. R. (2016). Ensino de Computação de Forma Multidisciplinar em Disciplinas de História no Ensino Fundamental – Um Estudo de Caso. Brazilian Journal of Computers in Education (Revista Brasileira de Informática na Educação - RBIE), 24(3), 31-46. 10.5753/rbie.2016.24.3.31. [GS Search]

Apostolellis, P.; Stewart, M.; Frisina, C. & Kafura, D. (2014, Junho). RaBit EscAPE: a board game for computational thinking. Proceedings of the conference on Interaction design and children, Aarhus, Denmark. doi:10.1145/2593968.2610489. [GS Search]

Bauer, R. D.; Flores, G. L. M. & Crestani, Â. N. V. (2017, Outubro) Projeto codIFic@r: Oficinas de Programação em Dispositivos Móveis no Ensino Fundamental. In Workshops of Brazilian Symposium on Computers in Education (Workshops do Congresso Brasileiro de Informática na Educação - WCBIE) (Vol. 6, No. 1, p. 1210-1219). doi: 10.5753/cbie.wcbie.2017.1210. [GS Search]

Berland, M.; Davis, D. & Smith, C. (2015). AMOEBA: Designing for collaboration in computer science classrooms through live learning analytics. International Journal of Computer-Supported Collaborative Learning, 10(4), 425-447. doi: 10.1007/s11412-015-9217-z. [GS Search]

Barcelos, T. S. (2014), Relações entre o pensamento computacional e a matemática em atividades didáticas de construção de jogos digitais. 2014. Tese de Doutorado em Ensino de Ciências e Matemática, Universidade Cruzeiro do Sul. São Paulo, Brasil. 276 p. [GS Search]

Barr, V. & Stephenson, C. (2011) Bringing computational thinking to K-12. ACM Inroads 2, 1, 48-54. doi: 10.1145/1929887.1929905. [GS Search]

Brady, C.; Orton, K.; Weintrop, D.; Anton, G.; Rodriguez, S. & Wilensky, U. (2017). All Roads Lead to Computing: Making, Participatory Simulations, and Social Computing as Pathways to Computer Science. IEEE Transactions on Education, 60(1), 59-66. doi: 10.1109/TE.2016.2622680. [GS Search]

Buffum, P. S.; Frankosky, M.; Boyer, K. E.; Wiebe, E. N.; Mott, B. W.; Lester, J. C. (2016). Collaboration and Gender Equity in Game-Based Learning for Middle School Computer Science. Computing in Science & Engineering, 18(2), 18-28. doi: 10.1109/MCSE.2016.37. [GS Search]

Burns, R.; Eugene, W.; Barnes, T.; Chandler, S.; Harwell, M. & Omokaro, O. (2014). Reflections from a Computational Service Learning Trip to Haiti. Journal of Computing Sciences in Colleges. 29 (3). [GS Search]

Caglar, F.; Shekhar, S.; Gokhale, A.; Basu, S.; Rafi, T.; Kinnebrew, J. & Biswas, G. (2015). Cloud-hosted simulation-as-a-service for high school STEM education. Simulation Modelling Practice and Theory, 58, 255-273. doi:10.1016/j.simpat.2015.06.006. [GS Search]

CAPES. (2017). Portal Periodicos CAPES. [online] Disponível em: http://www.periodicos.capes.gov.br/ [Acessado 2 Out. 2017].

Cortina, T. (2015). Reaching a Broader Population of Students Through "Unplugged" Activities. Communications of the ACM, 58(3), 25-27. doi:10.1145/2723671. [GS Search]

CSTA&ISTE (2011). Computational Thinking Leadership Toolkit. [online] Disponível em: http://csta.acm.org/curriculum/sub/compthinking.html [Acesso 10 Out. 2017].

Damaševicius, R.; Narbutaite, L.; Plauska, I. & Blažauskas, T. (2017) Advances in the Use of Educational Robots in Project-Based Teaching. TEM Journal, 6(2), 342-348. doi:10.18421/TEM62-20. [GS Search]

Deitrick, E.; Wilkerson, M. H. & Simoneau, E. (2017, Agosto). Understanding Student Collaboration in Interdisciplinary Computing Activities. Proceedings of the 2017 ACM Conference on International Computing Education Research (ICER ’17), Tacoma, WA, USA. doi:10.1145/3105726.3106193. [GS Search]

Dillenbourg, P. (1999). What do you mean by collaborative learning?. Collaborativelearning: Cognitive and Computational Approaches. Oxford: Elsevier, 1-19. doi:10.1016/S0360-1315(00)00011-7 . [GS Search]

Falloon, G. (2016). An Analysis of Young Students' Thinking when Completing Basic Coding Tasks Using Scratch Jnr. On the iPad. Journal of Computer Assisted Learning, 32, 576–593. doi: 10.1111/jcal.12155. [GS Search]

Fetaji, M.; Fetaji, B.; Sukic, C.; Gylcan, A. & Ebibi, Mi. (2016). Case Study Analyses of the Impact of Flipped Learning in Teaching Programming Robots. TEM Journal, 5(4), 560-565. doi:10.18421/TEM54-21. [GS Search]

França, R. S. de & Tedesco, P. C. de A. R. (2014, Novembro) Um Modelo Colaborativo para a Aprendizagem do Pensamento Computacional aliado à Autorregulação. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE) (Vol. 25, No. 1, p. 1133-1142). doi:10.5753/cbie.sbie.2014.1133. [GS Search]

Fronza, I. & Ioini, N. & Corral, L. (2017) Teaching Computational Thinking Using Agile Software Engineering Methods: A Framework for Middle Schools. ACM Transactions on Computing Education (TOCE), 17(4), 1-28. doi:10.1145/3055258 . [GS Search]

Frydenberg, M. (2015). Achieving Digital Literacy through Game Development: an authentic learning experience. Interactive Technology and Smart Education, 12(4), 256-269. doi:10.1108/ITSE-08-2015-0022. [GS Search]

Gärtner, V. C.; Pinto, S. C. C. S. & Gómez A. T (2012). Facilitando o aprendizado de programação sob a ótica de metodologias ágeis. Brazilian Journal of Computers in Education (Revista Brasileira de Informática na Educação - RBIE), 20 (2), 54-68. doi:10.5753/rbie.2012.20.2.54. [GS Search]

Gestwicki, P. & Mcnely, B. (2016). Interdisciplinary Projects in the Academic Studio. ACM Transactions on Computing Education (TOCE), 16(2), 1-24. doi: 10.1145/2732157. [GS Search]

Gokhale, A. A. (1995) Collaborative Learning Enhances Critical Thinking. Journal of Technology Education, 7 (1). doi:10.1007/978-1-4419-1428-6_910. [GS Search]

González, Y. A. C. & Muñoz-Repiso, A. G.-V. (2017, Outubro) Development of Computational Thinking and Collaborative Learning in Kindergarten using Programmable Educational Robots: a teacher training experience. Proceedings of the 5th International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM 2017), Cádiz, Espanha. doi:10.1145/3144826.3145353. [GS Search]

Goodman, A. L. & Dekhtyar, A. (2014) Teaching bioinformatics in concert. PLoS computational biology, 10(11). doi:10.1371/journal.pcbi.1003896. [GS Search]

Harlow, D. B. & Leak, A. E. (2014). Mapping students' ideas to understand learning in a collaborative programming environment. Computer Science Education, 24(2-3), 229-247. doi:10.1080/08993408.2014.963360 . [GS Search]

Hartl, A. C.; Delay, D; Laursen, B.; Denner, J.; Werner, L.; Campe, S. & Ortiz, E. (2015) Dyadic Instruction for Middle School Students: Liking promotes learning. Learning and Individual Differences, 44, 33-39. doi:10.1016/j.lindif.2015.11.002. [GS Search]

Horn, B.; Clark, C.; Strom, O.; Chao, H.; Stahl, A. J.; Harteveld, C. & Smith, G. Design Insights into the Creation and Evaluation of a Computer Science Educational Game. (2016, Fevereiro). Proceedings of the 47th ACM Technical Symposium on Computing Science Education (SIGCSE ’16), Memphis, TN, USA. doi:10.1145/2839509.2844656. [GS Search]

Hsu, H.-Y. & Wang, S.-. (2017). Using Google Forms to Collect and Analyze Data. Integrating technology. Science Scope, 40(8), 64-67. doi:10.2505/4/ss17_040_08_64. [GS Search]

Hu, H. & Shepherd, T. (2013) Using POGIL to help students learn to program. ACM Transactions on Computing Education (TOCE), 13(3), 1-23. doi:10.1145/2499947.2499950. [GS Search]

Kafai, Y. B. (2016). From Computational Thinking to Computational Participation in K12 Education. Communications of the ACM, 59(8), 26-27. doi:10.1145/2955114. [GS Search]

Kafai Y. B. & Burke, Q. (2015) Constructionist Gaming: Understanding the Benefits of Making Games for Learning. Educational Psychologist, 50(4), 313-334. doi:10.1080/00461520.2015.1124022. [GS Search]

Ke, F. & Im, T. A. (2014). Case Study on Collective Cognition and Operation in Team-Based Computer Game Design by Middle-School Children. International Journal of Technology and Design Education, 24(2), 187-201. doi:10.1007/s10798-013-9248-6. [GS Search]

Laal, M. & Laal, M. (2012) Collaborative learning: what is it? Procedia - Social and Behavioral Sciences, 31, 491 - 495. doi:10.1016/j.sbspro.2011.12.092. [GS Search]

Lee, K. T. (2016, Novembro) Use of Tangible Learning in Stem Education. SIGGRAPH ASIA 2016 Mobile Graphics and Interactive Applications, Macau, China. doi:10.1145/2999508.3008582. [GS Search]

Mak, J. (2014) Coding in the Elementary School Classroom. Learning & Leading with Technology, 41(6), 26-28. [GS Search]

Moreira, M. A. (2011). Aprendizagem Significativa: um conceito subjacente (Meaningful Learning: an underlying concept). Aprendizagem Significativa em Revista/Meaningful Learning Review – 1(3), 25-46. [GS Search]

Panitiz, T. (1999). Collaborative versus Cooperative Learning: A comparison of two concepts wich will help us understand the underlying nature of interactive learning. Educational Resources Information Center ERIC. [GS Search]

Papavlasopoulou, S.; Sharma, K.; Giannakos, M. & Jaccheri, L. (2017, Junho). Using Eye-Tracking to Unveil Differences Between Kids and Teens in Coding Activities. Proceedings of the 2017 Conference on Interaction Design and Children, Stanford, California, USA. doi:10.1145/3078072.3079740. [GS Search]

Papert, S. (1980) Mindstorms: Children, Computers and Powerful Ideas. Basic Books. doi:10.1037/h0098915. [GS Search]

Papert, S. (1993) The children's machine. Manchester: Technology Review. doi:10.1207/s15327809jls0604_4. [GS Search]

Pellas, N. & Peroutseas, E. (2016). Gaming in Second Life via Scratch4SL: Engaging High School Students in Programming Courses. Journal of Educational Computing Research, 54(1), 108-143. doi:10.1177/0735633115612785. [GS Search]

Pulimood, S. M.; Pearson, K.; Bates, D. C. A. (2016, Fevereiro). Study on the Impact of Multidisciplinary Collaboration on Computational Thinking. Proceedings of the 47th ACM Technical Symposium on Computing Science Education, Memphis, Tennessee, USA. doi:10.1145/2839509.2844636. [GS Search]

Reynolds, R. B. (2016). Relationships Among Tasks, Collaborative Inquiry Processes, Inquiry Resolutions, and Knowledge Outcomes in Adolescents During Guided Discovery-Based Game Design in School. Journal of Information Science, 42(1), 35-58. doi:10.1177/0165551515614537. [GS Search]

Sato, D. T., Corbucci, H., e Bravo, M. V. (2008, Agosto) Coding dojo: An environment for learning and sharing agile practices. Proceedings of Agile Conference (AGILE’08), Toronto, ON, Canada. doi:10.1109/Agile.2008.1. [GS Search]

Silapachote, P. & Srisuphab, A. (2017) Engineering Courses on Computational Thinking Through Solving Problems in Artificial Intelligence. International Journal of Engineering Pedagogy (iJEP), 7(3), 34-49. doi:10.3991/ijep.v7i3.6951. [GS Search]

Silva, T. S. C., Melo, J. C. B. & Tedesco, P. C. A. R. (2018). A Model to Promote Student Engagement in Programming Learning Using Gamification (Um Modelo para Promover o Engajamento Estudantil no Aprendizado de Programação Utilizando Gamification). Brazilian Journal of Computers in Education (Revista Brasileira de Informática na Educação - RBIE), 26(3), 120-138. doi:10.5753/rbie.2018.26.03.120. [GS Search]

Smith, B.L., e Macgregor, J. (1992). Collaborative Learning: A Sourcebook for Higher Education. University Park, PA: National Center on Postsecondary Teaching, Learning, and Assessment (NCTLA). 9-22. [GS Search]

Tabel, O.; Jensen, J.; Dybdal, M. & Bjørn, P. (2017). Coding as a Social and Tangible Activity. Interactions, 24(6), 70-73. doi:10.1145/3137099. [GS Search]

Thieme, A.; Morrison, C.; Villar, N.; Grayson, M. & Lindley, S. (2017, Junho). Enabling Collaboration in Learning Computer Programing Inclusive of Children with Vision Impairments. Proceedings of the Conference on Designing Interactive Systems (DIS ’17), Edinburgh, United Kingdom. doi:10.1145/3064663.3064689. [GS Search]

Thomas, J.; Rankin, Y.; Minor, R. & Sun, L. (2017). Exploring the Difficulties African-American Middle School Girls Face Enacting Computational Algorithmic Thinking over three Years while Designing Games for Social Change. Computer Supported Cooperative Work (CSCW), 26(4), 389-421. doi:10.1007/s10606-017-9292-y. [GS Search]

Wangenheim, C. G. von; Nunes, V. R. & Santos, G. D. dos (2014) Ensino de Computação com SCRATCH no Ensino Fundamental – Um Estudo de Caso. Brazilian Journal of Computers in Education (Revista Brasileira de Informática na Educação - RBIE), 22 (3). doi:10.5753/RBIE.2014.22.03.115. [GS Search]

Wilkerson-Jerde, M. (2014) Construction, Categorization, and Consensus: student generated computational artifacts as a context for disciplinary reflection. Educational Technology Research and Development, 62(1), 99-121. doi:10.1007/s11423-013-9327-0. [GS Search]

Wing, J. M. (2006). Computational thinking. Communications of ACM, 49(3): 33–35. [GS Search]

Zhong, B.; Wang, Q. & Chen, J. (2016) The Impact of Social Factors on Pair Programming in a Primary School. Computers in Human Behavior, 64, 423-431. doi:10.1016/j.chb.2016.07.017. [GS Search]

Zhong, B.; Wang, Q.; Chen, J. & Li, Y. (2017) Investigating the Period of Switching Roles in Pair Programming in a Primary School. Educational Technology & Society, 20(3), 220-233. [GS Search]

Published

2019-05-31

How to Cite

DE JESUS, Ângelo M.; SILVEIRA, I. F.; PALANCH, W. B. de L. Computational Thinking Development through Collaboration: a systematic review. Brazilian Journal of Computers in Education, [S. l.], v. 27, n. 2, p. 69–90, 2019. DOI: 10.5753/rbie.2019.27.02.69. Disponível em: https://journals-sol.sbc.org.br/index.php/rbie/article/view/4743. Acesso em: 19 sep. 2024.

Issue

Section

Articles