Skip to main content

Case Studies of Elementary Children’s Engagement in Computational Thinking Through Scratch Programming

  • Chapter
  • First Online:
Computational Thinking in the STEM Disciplines

Abstract

Scratch is a programming environment designed to facilitate children’s engagement in computational thinking through the creation of interactive multimedia products. It is purported that children’s engagement in computational thinking can possibly build their problem-solving skills, which is a key twenty-first-century competency. As such, Scratch programming has attracted considerable attention in the educational field recently, especially through the integration of Scratch programming into the school curriculum. Despite this increased interest, there is limited understanding of the possible achievements and challenges that children with different programming abilities may have when engaging in computational thinking. Such studies are critical for understanding the computational thinking of elementary students and are useful for helping educators to better design programming lessons. To address this gap, this study examines three case studies of how elementary children with different programming abilities approach Scratch programming. Using a multiple case study approach, the narratives of children’s programming moves, utterances, and behaviours during Scratch programming will be compared to understand the possible achievements as well as the challenges that children could face when engaging in computational thinking through Scratch programming. Based on the findings, we proposed some possible instructional implications for supporting children’s engagement in computational thinking through K-12 programming lessons.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 129.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 169.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Agresti, A. (2007). An introduction to categorical data analysis. Hoboken, NJ: John Wiley.

    Book  Google Scholar 

  • Alexander, P. A. (1992). Domain knowledge: Evolving themes and emerging concerns. Educational Psychologist, 27(1), 33.

    Article  Google Scholar 

  • Ananiadou, K., & Claro, M. (2009). 21st century skills and competences for new millennium learners in OECD countries. OECD Education working papers, 41. doi: https://doi.org/10.1787/218525261154.

  • Barr, V., & Stephenson, C. (2011). Bringing computational thinking to K-12: What is involved and what is the role of the computer science education community? ACM Inroads, 2(1), 48–54. https://doi.org/10.1145/1929887.1929905.

    Article  Google Scholar 

  • Baytak, A., & Land, S. M. (2011). An investigation of the artifacts and process of constructing computers games about environmental science in a fifth grade classroom. Etr&D-Educational Technology Research and Development, 59(6), 765–782. https://doi.org/10.1007/s11423-010-9184-z.

    Article  Google Scholar 

  • Bednarik, R. (2012). Expertise-dependent visual attention strategies develop over time during debugging with multiple code representations. International Journal of Human-Computer Studies, 70(2), 143–155. https://doi.org/10.1016/j.ijhcs.2011.09.003.

    Article  Google Scholar 

  • Berland, M., Martin, T., Benton, T., Smith, C. P., & Davis, D. (2013). Using learning analytics to understand the learning pathways of novice programmers. Journal of the Learning Sciences, 22(4), 564–599. https://doi.org/10.1080/10508406.2013.836655.

    Article  Google Scholar 

  • Bers, M. U., Flannery, L., Kazakoff, E., & Sullivan, A. (2014). Computational thinking and tinkering: Exploration of an early childhood robotics curriculum. Computers & Education, 72, 145–157. https://doi.org/10.1016/j.compedu.2013.10.020.

    Article  Google Scholar 

  • Binkley, M., Erstad, O., Herman, J., Raizen, S., Ripley, M., Miller-Ricci, M., & Rumble, M. (2012). Defining twenty-first century skills. In P. Griffin, B. McGaw, & E. Care (Eds.), Assessment and teaching of 21st century skills (pp. 17–66). Dordrecht, Netherlands: Springer.

    Chapter  Google Scholar 

  • Brennan, K., & Resnick, M. (2012). New frameworks for studying and assessing the development of computational thinking. Paper presented at the annual American Educational Research Association meeting, Vancouver, BC, Canada. http://web.media.mit.edu/~kbrennan/files/Brennan_Resnick_AERA2012_CT.pdf

  • Brown, A. L., Ash, D., Rutherford, M., Nakagawa, K., Gordon, A., & Campione, J. C. (1993). Distributed expertise in the classroom. In G. Saloman (Ed.), Distributed cognitions: Psychological and educational considerations (pp. 188–228). Cambridge, UK: Cambridge University Press.

    Google Scholar 

  • Burke, Q. (2012). The markings of a new pencil: Introducing programming-as-writing in the middle school classroom. Journal of Media Literacy Education, 4(2), 121–135.

    Google Scholar 

  • Choi, I., Land, S., & Turgeon, A. (2005). Scaffolding peer-questioning strategies to facilitate metacognition during online small group discussion. Instructional Science, 33(5–6), 483–511. https://doi.org/10.1007/s11251-005-1277-4.

    Article  Google Scholar 

  • Cooper, S. (2010). The design of Alice. ACM Transactions on Computing Education, 10(4), 1–16. https://doi.org/10.1145/1868358.1868362.

    Article  Google Scholar 

  • Creswell, J. W. (2013). Qualitative inquiry and research design: Choosing among five approaches (3rd ed.). Thousands Oaks, CA: Sage.

    Google Scholar 

  • Denner, J., Werner, L., & Ortiz, E. (2012). Computer games created by middle school girls: Can they be used to measure understanding of computer science concepts? Computers & Education, 58(1), 240–249. https://doi.org/10.1016/j.compedu.2011.08.006.

    Article  Google Scholar 

  • Feng, C.-Y., & Chen, M.-P. (2014). The effects of goal specificity and scaffolding on programming performance and self-regulation in game design. British Journal of Educational Technology, 45(2), 285–302. https://doi.org/10.1111/bjet.12022.

    Article  Google Scholar 

  • Fessakis, G., Gouli, E., & Mavroudi, E. (2013). Problem solving by 5–6 years old kindergarten children in a computer programming environment: A case study. Computers & Education, 63, 87–97. https://doi.org/10.1016/j.compedu.2012.11.016.

    Article  Google Scholar 

  • Ge, X., & Land, S. (2003). Scaffolding students’ problem-solving processes in an ill-structured task using question prompts and peer interactions. Educational Technology Research and Development, 51(1), 21–38. https://doi.org/10.1007/BF02504515.

    Article  Google Scholar 

  • Grover, S., & Pea, R. (2013). Computational thinking in K–12: A review of the state of the field. Educational Researcher, 42(1), 38–43. https://doi.org/10.3102/0013189x12463051.

    Article  Google Scholar 

  • Haefliger, S., Von Krogh, G., & Spaeth, S. (2008). Code reuse in open source software. Management Science, 54(1), 180–193.

    Article  Google Scholar 

  • Hsieh, H.-F., & Shannon, S. E. (2005). Three approaches to qualitative content analysis. Qualitative Health Research, 15(9), 1277–1288.

    Article  Google Scholar 

  • Jonassen, D. (2011). Learning to solve problems: A handbook for designing problem-solving learning environments. New York: Routledge.

    Google Scholar 

  • Kafai, Y., & Burke, Q. (2013). Computer programming goes back to school. Phi Delta Kappan, 95(1), 61–65.

    Article  Google Scholar 

  • Kafai, Y., & Resnick, M. (Eds.). (1996). Constructionism in practice: Designing, thinking, and learning in a digital world. Mahwah, NJ: Lawrence Erlbaum.

    Google Scholar 

  • Kafai, Y., Fields, D. A., & Burke, Q. (2010). Entering the clubhouse: Case studies of young programmers joining the online scratch communities. Journal of Organizational and End User Computing, 22(2), 21–35. https://doi.org/10.4018/joeuc.2010101906.

    Article  Google Scholar 

  • Kucan, L., & Beck, I. L. (1997). Thinking aloud and reading comprehension research: Inquiry, instruction, and social interaction. Review of Educational Research, 67(3), 271–299. https://doi.org/10.3102/00346543067003271.

    Article  Google Scholar 

  • Lee, Y.-J. (2010). Developing computer programming concepts and skills via technology-enriched language-art projects: A case study. Journal of Educational Multimedia and Hypermedia, 19(3), 307–326.

    Google Scholar 

  • Lehrer, R., Lee, M., & Jeong, A. (1999). Reflective teaching of logo. Journal of the Learning Sciences, 8(2), 245–289. https://doi.org/10.1207/s15327809jls0802_3.

    Article  Google Scholar 

  • Lewis, C. M. (2011). Is pair programming more effective than other forms of collaboration for young students? Computer Science Education, 21(2), 105–134. https://doi.org/10.1080/08993408.2011.579805.

    Article  Google Scholar 

  • Li, D. D., & Lim, C. P. (2008). Scaffolding online historical inquiry tasks: A case study of two secondary school classrooms. Computers & Education, 50(4), 1394–1410. https://doi.org/10.1016/j.compedu.2006.12.013.

    Article  Google Scholar 

  • Lin, J. M. C., & Liu, S. F. (2012). An investigation into parent-child collaboration in learning computer programming. Educational Technology & Society, 15(1), 162–173.

    Google Scholar 

  • Martin, T., Berland, M., Benton, T., & Smith, C. P. (2013). Learning programming with IPRO: The effects of a mobile, social programming environment. Journal of Interactive Learning Research, 24(3), 301–328.

    Google Scholar 

  • Meerbaum-Salant, O., Armoni, M., & Ben-Ari, M. (2013). Learning computer science concepts with scratch. Computer Science Education, 23(3), 239–264. https://doi.org/10.1080/08993408.2013.832022.

    Article  Google Scholar 

  • Merriam, S. B. (2009). Qualitative research: A guide to design and implementation. San Francisco, California: Jossey-Bass.

    Google Scholar 

  • NRC. (2012). A framework for K-12 science education: Practices, crosscutting concepts, and core ideas. The National Academies Press.

    Google Scholar 

  • Palinscar, A. S., & Brown, A. L. (1984). Reciprocal teaching of comprehension-fostering and comprehension-monitoring activities. Cognition and Instruction, 1(2), 117–175. https://doi.org/10.1207/s1532690xci0102_1.

    Article  Google Scholar 

  • Palumbo, D. B. (1990). Programming language/problem-solving research: A review of relevant issues. Review of Educational Research, 60(1), 65–89. https://doi.org/10.3102/00346543060001065.

    Article  Google Scholar 

  • Papert, S. (1980). Mindstorms: Children, computers, and powerful ideas. New York: Basic Books.

    Google Scholar 

  • Papert, S. (1994). The children’s machine: Rethinking school in the age of the computer. New York: Basic Books.

    Google Scholar 

  • Puntambekar, S., & Kolodner, J. L. (2005). Toward implementing distributed scaffolding: Helping students learn science from design. Journal of Research in Science Teaching, 42(2), 185–217. https://doi.org/10.1002/tea.20048.

    Article  Google Scholar 

  • Resnick, M., Maloney, J., Monroy-Hernandez, A., Rusk, N., Eastmond, E., Brennan, K., et al. (2009). Scratch: Programming for all. Communications of the ACM, 52(11), 60–67. https://doi.org/10.1145/1592761.1592779.

    Article  Google Scholar 

  • Sáez López, J. M., González, M. R., & Cano, E. V. (2016). Visual programming languages integrated across the curriculum in elementary school: A two year case study using “scratch” in five schools. Computers & Education. https://doi.org/10.1016/j.compedu.2016.03.003.

  • Schünemann, N., Spörer, N., & Brunstein, J. C. (2013). Integrating self-regulation in whole-class reciprocal teaching: A moderator–mediator analysis of incremental effects on fifth graders’ reading comprehension. Contemporary Educational Psychology, 38(4), 289–305. https://doi.org/10.1016/j.cedpsych.2013.06.002.

    Article  Google Scholar 

  • Su, A. Y. S., Yang, S. J. H., Hwang, W. Y., Huang, C. S. J., & Tern, M. Y. (2014). Investigating the role of computer-supported annotation in problem-solving-based teaching: An empirical study of a scratch programming pedagogy. British Journal of Educational Technology, 45(4), 647–665. https://doi.org/10.1111/bjet.12058.

    Article  Google Scholar 

  • Tangney, B., Oldham, E., Conneely, C., Barrett, S., & Lawlor, J. (2010). Pedagogy and processes for a computer programming outreach workshop—the bridge to college model. IEEE Transactions on Education, 53(1), 53–60.

    Article  Google Scholar 

  • Vessey, I. (1985). Expertise in debugging computer programs: A process analysis. International Journal of Man-Machine Studies, 23(5), 459–494. https://doi.org/10.1016/S0020-7373(85)80054-7.

    Article  Google Scholar 

  • Wiedenbeck, S., Fix, V., & Scholtz, J. (1993). Characteristics of the mental representations of novice and expert programmers: An empirical study. International Journal of Man-Machine Studies, 39(5), 793–812. https://doi.org/10.1006/imms.1993.1084.

    Article  Google Scholar 

  • Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3), 33–35.

    Article  Google Scholar 

  • Wyeth, P. (2008). How young children learn to program with sensor, action, and logic blocks. Journal of the Learning Sciences, 17(4), 517–550. https://doi.org/10.1080/10508400802395069.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG, part of Springer Nature

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Lye, S.Y., Koh, J.H.L. (2018). Case Studies of Elementary Children’s Engagement in Computational Thinking Through Scratch Programming. In: Khine, M. (eds) Computational Thinking in the STEM Disciplines. Springer, Cham. https://doi.org/10.1007/978-3-319-93566-9_12

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-93566-9_12

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-93565-2

  • Online ISBN: 978-3-319-93566-9

  • eBook Packages: EducationEducation (R0)

Publish with us

Policies and ethics