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  4. Promoting Computational Thinking Skills in Non-Computer Science Students Gamifying Computational Notebooks to Increase Student Engagement
 
research article

Promoting Computational Thinking Skills in Non-Computer Science Students Gamifying Computational Notebooks to Increase Student Engagement

De Santo, Alessio
•
Farah, Juan Carlos  
•
Lafuente Martínez, Marc
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June 8, 2022
IEEE Transactions on Learning Technologies

Computational thinking (CT) skills are becoming increasingly relevant for future professionals across all domains, beyond computer science (CS). As such, an increasing number of bachelor and masters programs outside of the computer science discipline integrate CT courses within their study program. At the same time, tools such as notebooks and interactive apps designed to support the teaching of programming concepts are becoming ever more popular. However, in non-CS majors, CT might not be perceived as essential, and students might lack the motivation to engage with such tools in order to acquire solid CT skills. This paper presents a field study conducted with 115 students during a full semester on a novel computational notebook environment. It evaluates computational notebooks and CT skills in an introductory course on information technology for first-year undergraduates in business and economics. A multidimensional evaluation approach makes use of pre- and post-test surveys, lectures, and self-directed lab sessions tracking analytics. Our findings suggest that, in the process of learning CT for non-CS students, engagement in active learning activities can be a stronger determinant of learning outcomes than initial knowledge. Furthermore, gamifying computational notebooks can serve as a strong driver of active learning engagement, even more so than initial motivational factors.

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Type
research article
DOI
10.1109/TLT.2022.3180588
Author(s)
De Santo, Alessio
Farah, Juan Carlos  
Lafuente Martínez, Marc
Moro, Arielle
Bergram, Kristoffer
Purohit, Aditya Kumar
Felber, Pascal
Gillet, Denis  
Holzer, Adrian
Date Issued

2022-06-08

Published in
IEEE Transactions on Learning Technologies
Start page

1

End page

14

Subjects

Education

•

Hybrid learning

•

Codes

•

Programming profession

•

Encoding

•

Python

•

Games

•

Active learning

•

Computational thinking

•

Computational notebooks

•

Fieldwork learning

•

Gamification

•

Motivation

Editorial or Peer reviewed

REVIEWED

Written at

EPFL

EPFL units
REACT  
AVP-E-LEARN  
Available on Infoscience
June 9, 2022
Use this identifier to reference this record
https://infoscience.epfl.ch/handle/20.500.14299/188445
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