c o d e i n n o v a c u r r i c u l u m · pu p i l s d esi g n a n d p r og r a m sof tw a r e th...
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Computational thinkingand programming skills
Programming level offersbasic skills for programming
(related to core concepts, practisesand views of programming) but it also
offers computational thinking andabstracting skills in a general level.
General knowledge level aims to provide toolsand skills to identify programming as part of a
societal impact, to develop multiliteracy skills and to provide resistance to forms of computing
as an integral part of lifelong learning.
Objectives are provided to support theplanning of activities, in particular tosupport thinking and learning,communication and group work andthe teaching of multiliteracy skills. All goals also provide tips on age-appropriate teaching methods. Teachers have a lot of autonomy touse this curriculum, they can varyorder of content and modifydifficulty level.
Codeinnova curriculum To support teaching
The level of digital contentcreation provides topics forprogramming and introduces the most essential ways of digitalcontent and technologies that aremost relevant in the coming decades. This section provides definitions of
relevant words. Multiliteracy skills Set of thinking andcommunication skills, which are needed tointerpret and produce messages in differentsituations and environments. Most essentialelement is an ability to acquire, modify,produce, present, assess and appraise information.
Content creation
Other content:This section summarizes othertopics for content creation.
Erasmus+ -project CodeInnovaThe material compiled by Jukka Lehtoranta/University of Jyvaskyla Department of teachereducation ([email protected])
Skills Practise
Knowledge
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Computational thinkingand programming skills
Pupils understand the meaning of programming relatedwords such as “programming” and “an application”. Pupils are offered various
opportunities for individual and group work. From the everyday experience ofthe pupils, issues related to thetopic are emphasized and spoked inappropriate situations. The development of multi-literacy issupported by a multi-sensory,holistic and phenomenal approach.Pupils learn step-by-step
troubleshooting and the basics ofprogramming in a graphic
programming environment byprogramming people and
tangible objects.
1st grade To support teaching
Pupils become familiar with tangible objects and non-digital programming.
Graphic programming environmentProgramming is based on visual symbols in graphic programming environment, for example giving moving instructions with arrows. Holistic Comprehensive approach Non-digital programming Programming via games, symbols, instructions and other non-digital things
Content creation
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Computational thinkingand programming skills
Pupils learn to recognize different codes around them and understand the purpose of programming.
Furthermore, they understand that each code has its creator and purpose.
Pupils gain experience from differentprogramming-related working habitsusing digital communication tools thatsupport learning, communication and teamwork. Pupils are encouraged to askquestions, to listen, to make detailedobservations, to find information developing ideas that already existand to come up with new ideasand to present ideas. Pupils are guided to develop theirmultiliteracy skills by enabling them tointerpret, produce and developvarious age-appropriate codes.
Pupils explore, design,and create step-by-step and
creative instructions to solve aspecific challenge or problem.
2nd grade To support teaching
Pupils introduce programminggames and animations in agraphical programmingenvironment. At the same time,they understand the potential ofprogramming as a means of creative expression.
Graphic programming environmentProgramming in these environments takesplace in different blocks instead of words, for example Scratch junior or Scratch
Content creation
Other content: tangible objects, non-digital programming
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Computational thinkingand programming skills
Pupils learn how human decisions affect the performance of technology.
Pupils gain experience working in a secure group and creating things together. Pupils are guided to identify themost appropriate ways of learningand to develop their learning and innovation techniques. Multiliteracy skills are promoted byanalyzing different codes from theperspective of the author and theuser, taking into account context and situation.
Pupils solve problems, organizeinformation and learn about
concepts of algorithms.
Pupils learn how to visualizeproblems with different
charts and generalizations.
Pupils design, code anddevelop programs using
sequential commands,selections and repetitions.
3rd grade To support teaching
Pupils become familiar withadvanced mobile devices andbuild and program physical or virtual robots.
Algorithm A set of systematically executableinstructions for performing a particular task Command Command to control the device Repetition Repeating the same thing severaltimes Selection Taking one or more of the options Virtual robot Simulator that lets you programrobots without a physical device.
Content creation
Other content: tangible objects, non-digital programming, simple gamesand animations
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Computational thinkingand programming skills
Pupils understand the potential of programming forautomatic and simultaneous operations.
Pupils are guided to evaluate anddevelop their own communication and teamwork skills. Interactive learning, especially peerlearning, is used in many ways, thusreinforcing the pupils’ teamwork skills. Thinking skills are practiced usingproblem solving and reasoned tasksand working methods that utilize andsupport curiosity, imagination,inventiveness, and learning. Critical programming literacy isdeveloped in a cultural contextrelevant to pupils and near theireveryday experiences.
Pupils design and program in agraphical programming
environment using input values.
Pupils introduce simple variablesthat include numerical values
and texts with differentkinds of materials.
Pupils can solve more complex
logical problems with andwithout technology.
Step-by-step and conditional
instructions and events areutilized in problem solving.
Pupils learn to use iterative
working habits.
4th grade To support teaching
Pupils learn about theconcept of artificialintelligence and differentkinds of practical use of it. Pupils create games fordifferent platforms.
Artificial intelligence A program capable ofdoing what is considered intelligent Input For example, a number entered in aprogram or pressing a button can also be anauxiliary device connected to the device, forexample sensor or button Iterative Displaying frequently occurring itemsonly once, for example avoiding unnecessary repetition of code Variable Storage location for programming
Content creation
Other content: tangible objects, non-digital programming, simplegames and animations, physical and virtual robots
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Computational thinkingand programming skills
Pupils begin to understand how code is always amathematical problem-solving exercise and
how it can possibly lead to ethical issues.
Pupils are encouraged to look for ways of expression that aresuitable for collaboration. Pupils are encouraged to use their imagination to find creative solutions. Pupils learn to analyze different features of games,programs, and applications to distinguish between them.
Pupils design and programsoftware that prints values which
includes numbers or texts.
Pupils check the correctness of thecode, and detect and correct errors.
Pupils create simple variables.
Pupils get introduced to outcomes
prediction, testing and explaining existing programs..
5th grade To support teaching
Pupils design and createsimple internet of things andwearable technology devicesand at the same time learn toexpress themselves through design and creation.
Internet of things Various devices connected to the Internet, for examplemeasuring sensors or household appliances Output Value provided by a program or byfunctioning accessory connected to a device Printed output Value that program gives, forexample after mathematical operations. Wearable technology For examplesmartwatch or intelligent clothing
Content creation
Other content: tangible objects, non-digital programming, simple gamesand animations, physical and virtualrobots, artificial intelligence
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Computational thinkingand programming skills
Pupils are directed to discuss the role of programming as affection. Pupils learn to identify
the author values that the code reflects.
Pupils gather experiences to maketheir own skills available to the groupin the best possible way. Making observations and using avariety of information sources andtools strengthens the pupil’s skills inasking questions and finding answers,both independently and with others. Pupils are directed to compare andevaluate the appropriateness of thecode used for a particular purpose.Pupils plan, anticipate, monitor,
create and adjust programs,which are suitable for age-level.
The pupil will be able to code a
workable program and solvemore complex problems by
dividing them intosmaller subproblems.
Pupils learn more about using
different kinds of variables andthey create them.
6th grade To support teaching
Pupils design and create aworking game or program fora specific purpose.
Content creation
Other content: tangible objects, non-digital programming, simple gamesand animations, physical and virtualrobots, artificial intelligence, internetof things (IoT) and wearable design
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Computational thinkingand programming skills
Pupils deepen their understanding of the use of various software and policies.
Pupils understand different waysto collaborate and different grouproles. In addition, they gainexperience working in thesedifferent group roles. Pupils are guided to identify andcontinuously develop their ownprogramming strategies for programming. Pupils develop their programming-related analytical, critical, and cultural literacy.The pupil will be able to
design and create programsthat utilize subroutines,
appropriate structures anddata types, expressions,
variables and iterative andconditional commands.
General programming languages
are used to create programswhich are suitable for age-level..
The pupil understands the
different ways to usesimulations and step-by-step
organization algorithms to solve problems.
7th grade To support teaching
Pupils create a more complexgame, application, or mobileapplication that solves a particular problem from specific subject or topic. Pupils learn how to outline theoperation of a more complexprogram into various patterns and generalizations.
Data type A concept used to definevariables that defines a variable tocontain, for example a string or integer General programming languageProgramming is done by a programminglanguage (for example python or javascript) Iterative Displaying only one repetition ofthings, ie avoiding unnecessary repetition in the code Sorting algorithm An algorithm thatarranges the list in a specific order for ease of processing Subroutine An independent part of aprogram that performs a specific function
Content creation
Other content: games andanimations, physical and virtualrobots, artificial intelligence, internet of things (IoT) and wearable design
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Computational thinkingand programming skills
Pupils deepen their understanding of the meaning,potential and risks of programming at a society level.
Pupils learn to use artificial intelligence.
Pupils know and use differentmethods for physical and virtualcommunication, collaboration and collaboration in programming projects. Pupils are encouraged to expresstheir own experiences and theirimportance in their own way ofthinking and encourage them tolisten to themselves and others and see things from the perspective of others. Pupils are encouraged to use their multi-literacy skills whileparticipating in different situations.
Pupils are able to design, create,document, and present programsand robots that solve a particular
real-life problem.
Created programs includesearch algorithms, tables and
automatic functions.
Several simultaneous eventshappen in these programs.
8th grade To support teaching
Pupils create more complexgames, applications or mobile applications that simulate subject matters. Pupils learn about the potentialand features of more advanced microcontrollers.
Microcontroller A system that combinesanalog electronics components (forexample leds) with user-programmed code Search algorithm An algorithm thatorganizes a list into a specific order for ease of processing.
Content creation
Other content: games andanimations, physical and virtualrobots, artificial intelligence,internet of things (IoT) andwearable design
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Computational thinkingand programming skills
Pupils have a broad understanding of programming, programs and their role in the modern society. In addition, they understand the importance of
programming in influencing and expressing themselves.
Pupils will have a good command ofthe use of various programming aids(for example programmingenvironment) and different working methods. Pupils can express their own way ofthinking and see things smoothly fromthe perspective of other people. Pupils have the skills to utilize theirown multi-literacy skills and activelydevelop them independently.
Pupils design and implementvarious automation solutions as
well as analyze automationsolutions for various hardware
and software applications.
Pupils will explore opportunities todevelop mobile operating systems
via practical examples.
9th grade To support teaching
Pupils become familiar withblockchain technology and itsapplications, they understand theworking principles of solutions thatsimulate block chains and they get acquainted with simplecryptographic principles. Pupils get familiar with mobiledevices and their operating systems working principles.
Blockchain technology Technology that allows unknown entities to maintaindistributed databases, for example used inconnection with virtual money Programming environment A program or a set of programs used to code, theenvironment can translate the code into aprogram and automatically correct errors inthe code (for example keystrokes) Virtual money Digital virtual money based onan encryption system, all transfers andownership of which are stored in the money block chain.
Content creation
Other content: games andanimations, physical and virtualrobots, artificial intelligence,internet of things (IoT) andwearable design,microcontrollers
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Abstraction Programming languages, programs and data are abstractions of the real world phenomenon. Algorithms Number of systematic executable instructions or commands to perform some task. Automation Performing the tasks to automatic programmed instructions using. Collaboration Working together and sharing responsibility. Creativity Creating a project is always a form of creative expression, programming requires finding and using different options. Data A plurality of different data consisting of sources members and using of it. Figures and generalization of figures Repetition of the general form solutions that solve similar problems. Iteration The original idea is improved through design, testing and error correction until the ideal situation is achieved. Logic Logic programs include a variety of logic elements such as conditional statements, Boolean logic and arithmetic operations. Modeling and Design Programming includes design and algorithmic design models that can be later programmed. Programminginvolves taking care of the structure, layout and functionality of the system. Partitioning problems Problems can be divided into smaller and simpler parts that can be solved separately. Performance Algorithms do not include unnecessary or extra steps. Reconciliation and similarity Programs can perform multiple operations at the same time, timing requires control. Testing and debugging Programmers follow code, design and execute test plans and cases, and isolate and fix problems.
Basic concepts of computational thinking
Additional information: Fagerlund, J., Häkkinen, P., Vesisenaho, M. & Viiri, J. (2020).Computational thinking in programming with Scratch in Primary schools: systematic review.Computer Applications in Engineering Education, In press. DOI: 10.1002/cae.22255
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Scientific researches Angeli C, Voogt J, Fluck A, Webb M, Cox M, Malyn-Smith J, Zagami J. A K-6Computational Thinking Curriculum Framework: Implications for TeacherKnowledge. Educational technology & Society. 2016; 19(3):47-57 Barr V, Stephenson C. Bringing computational thinking to K-12: What is involvedand what is the role of the computer science education community? ACMInroads. 2011;2(1):48-54 Czismadia A, Curzon P, Dorling M, Humphreys S, Ng T, Selby C, Woollard J.Computational thinking. A guide for teachers. 2015https://community.computingatschool.org.uk/resources/2324/single Fagerlund, J., Häkkinen, P., Vesisenaho, M. & Viiri, J. (2020). Computational thinkingin programming with Scratch in Primary schools: systematic review. ComputerApplications in Engineering Education, In press. DOI: 10.1002/cae.22255 Grover S, Pea R. Computational thinking: A competency whose time has come.In: Sentance S, Barendsen E, Schulte C, ed. Computer Science Education:Perspectives On Teaching And Learning In School. London: BloomsburyAcademic; 2018: 19-37. Hsu TC, Chang SC, Hung YT. How to learn and how to teach computationalthinking: Suggestions based on a review of the literature. Computers &Education. 2018; 126:296-310. Settle A, Perkovic L. Computational Thinking across the Curriculum: A ConceptualFramework. 2010; Technical Reports, Paper 13https://www.researchgate.net/publication/254582838_Computational_Thinking_across_the_Curriculum_A_Conceptual_Framework Shute VJ, Sun C, Asbell-Clarke J. Demystifying computational thinking. EducationalResearch Review. 2017;22:142-158
SourcesNational curriculums and summaries Croatia: https://eacea.ec.europa.eu/national-policies/eurydice/content/croatia_en Finland: https://eacea.ec.europa.eu/national-policies/eurydice/content/finland_en &https://www.oph.fi/sites/default/files/documents/perusopetuksen_opetussuunnitelman_perusteet_2014.pdf Portugal: https://eacea.ec.europa.eu/national-policies/eurydice/content/portugal_en Poland https://eacea.ec.europa.eu/national-policies/eurydice/content/poland_en Future reports Adams Becker, S., Cummins, M., Freeman, A., and Rose, K. (2017).2017 NMC Technology Outlook for Nordic Schools: A HorizonProject Regional Report. Austin, Texas: The New Media Consortium. https://eric.ed.gov/?id=ED593946Educause horizon report, 2019