I want to take a closer look at the two examples given in
Kaput et al; the use of SimCalc to investigate notions of velocity, position
and speed and the use of ToonTalk in creating video games. I feel that both
examples could be argued into either category, computational thinking or not.
Both certainly provide new insights into the use of technology in teaching, but
whether it is computational thinking is more nuanced.
Taking the example of the elevators and coordinating graphs,
it must first be acknowledged that in terms of math, these are phenomenal. As
the author notes, they can be seen as less than that if they are not taken
within the appropriate context. The simulation and graphing is done without equations or even references to
the symbology needed to later write about them. This is unique, simulations are
largely used after the introduction of the function or equation to show how it
works. Thus it seems that the equation gave birth to the representation, but
not vice versa. This addresses a common area of misunderstanding for students,
they somehow come to “understand” the equation or function, but cannot make the
connection to a real world situation or a graphical representation. Which to me
indicates that they did not actually understand the equation. Second, it’s
imperative to note that this simulation is being done in algebra classes, not in calculus. In fact, the reason
this is possible is due to the graphical representation. Symbolic
representations are not possible without the appropriate amount of algebra
education.
Now, the cool math parts aside, is it computational
thinking? I believe Weintrop et al. would argue in the affirmative. Their
taxonomy includes “using computational models to understand a concept.” They
are in a sense abstracting the real world elevator situation into a
computational representation. However, the depth of computational thinking is
suspect. Using a model, or creating a representation within a strict set of
guidelines allows for a limited level of student driven abstraction. So yes,
the representational aspects of the simulation are computational thinking, but
they aren’t a silver bullet.
In the toontalk example, I was struck by the ease with which
students could go digging around in the innards of the program. It reminded me
of taking part electronics to see how they work (or don’t work). As mentioned
in the article, this feature of toontalk and their extension was deliberate and
is unusual in comparison to other student focused programming constructs. At
first I thought, no, this isn’t computational thinking. The students aren’t
creating anything, they’re just poking around in something someone else made.
The idea of “using the computer” as computational thinking is the conception we’re
trying to eradicate. However, I think now that the computational thinking lies
in the investigative aspect. It fits into the category of “algorithmic notions
of flow of control.” The students wanted to change the appearance of the game, something
at which we’ve sort of rolled our eyes, it’s fun, but it’s not learning or computational thinking. However, in this instance the children had
to investigate the white bullets in order to turn them into lighting bolts:
where are the bullets: who’s using them? What program executes with them? Then they
had to acknowledge and discover that other portions of the program relied on
the original bullets, thus changing them in one place changes the flow of
control. Of course, that piece falls directly into the idea of debugging.
So in summation, in the elevators the math was more
interesting than the computational thinking, and in the video games, a
seemingly surface level aesthetic choice, actually lead to computational
thinking.
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