Experiential Learning
Benefits of Digital Literacy and Different Processes
Designing and making digital games, this prior research suggests, can provide an ideal framework for operationalizing 21st century learning: creating digital artifacts entails technical, computational and aesthetic forms of activity whose success depends on bridging between arts and sciences -- an intersection increasingly characteristic of the contemporary job market and effective participation in social life. (Jenson & Droumeva, 2019, p. 111).Not surprisingly, given the importance of critical thinking, studies like this show that using computational thinking can not only help students learn useful and necessary skills for future job opportunities, but also necessary skills for learning to socialize in a digital age.
Tools for Getting Started
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| "Robots..." by jeffedoe is licensed under CC BY-ND 2.0 |
In the Future
With the fast pace of changes in technology, it's hard to imagine what the future will be like. Altiok and Yukselturk (2018) suggest that "it is expected that today's children have the knowledge and skills about [modern and future] technologies and also use them effectively in their life." It's not enough that students will be expected to use technologies that might not even exist yet "effectively," but there are also expectations that students are versatile and adaptable to these technologies and will have the ability to work with them. It's a daunting task to plan to teach technology that doesn't exist yet!
In my own future, I plan on incorporating programs like Scratch for short student programs. I am excited to try out a number of events, from helping students make changes to an initial program to watching them learn to build their own programs using block coding.
In my own work, with college students, I have already begun to incorporate elements of design thinking to help them understand the dynamic process of research. We use engineering examples, and have even watched the taco party video (below) from our class.
The message I give to kids -- including college "kids" -- is that coding, like research, is dynamic. There isn't always a right or wrong answer which means you can think about it as creatively as you would like and your first answer doesn't have to be your final answer.
References
Altiok, S., & Yukselturk, E. (2018). Pre-service information technologies teachers' views on computer programming tools for K-12 level. International Journal of COmputer Science Education in Schools, 2(3). https://doi.org/10.21585/ijcses.v2i3.28
Boakes, N. (2019) Engaging diverse youth in experiential STEM learning: A university and high school district partnership. International Online Journal of Education and Teaching, 6(2), 245-258.
Jenson, J., & Droumeva, M. (2016). Exploring media literacy and computational thinking: A game maker curriculum study. Electronic Journal of e-Learning, 14(2), 111-121.
Tan, T. A. G., & Vicente, A. J. (2019). An innovative experiential and collaborative learning approach to an undergraduate marketing management course: A case of the Philippines. The International Journal of Management Education, 17(3). https://doi.org/10.1016/j.ijme.2013.100309

