This study compares the effect of using tangible robots to using visual representations for introducing seventh graders (12 to 13 year old) to computer programming. The impact was measured on learning outcome, self-efficacy, class feedback and attitudes towards STEM (science, technology, engeneering and mathematics) topics. Results show that using robots to… (More)
Programmable robots like Lego Mindstorms have proven to be an effective mediator to teach computer programming to school children. Therefore several projects that aim at increasing the interest in computer programming and computer science in general use robots as a cornerstone in their course concepts. Handing out robotic kits to the school students who… (More)
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By analyzing and regarding the specific multimedia interests of both sexes, two theses for creating gender-sensitive and active learning environments were developed. They focus on integrating smartphones as interesting everyday objects into computer science courses to raise motivation. In the developed learning environment the students program an Android… (More)
Though there is an increasing need for computer scientists in our society, gifted young people with strong mathematical background, who would be well-suited for a study of computer science, often do not consider this choice because they have a wrong picture of computer science in mind. In this paper we present a new concept of collaborative learning to… (More)