First-level code | Second-level code | Third-level code | Code definition |
---|---|---|---|
Educational level | Early childhood | n/a | Kindergarten |
Primary | n/a | Grades 1–6 | |
Secondary | Lower-secondary | Grades 7–9 | |
Upper-secondary | Grades 10–12 | ||
Educational setting | Formal | n/a | Compulsory; intentional and structured |
Non-formal | n/a | Voluntary; intentional and structured | |
Disciplinary context | Multidisciplinary | n/a | Learning activities integrate several disciplines and/or focus on solving CT-multidisciplinary or interdisciplinary problems, e.g., STE(A)M; math and science |
Mathematical (disciplinary) contexts | n/a | Learning activities integrate only mathematical topics and/or focus on solving problem in mathematics only | |
Learning tool | Screen-based programming | Text-based programming | Require strict, precise, and complex syntactic rules to code and often requiring a keyboard to input text |
Block-based programming | Can drag and drop the visual script blocks on the screen with a mouse or their hands to program | ||
Geometrized Programming | Programming elements are geometric objects, the grammar and rules are the properties of geometric objects. Only when the properties of geometric objects are satisfied can the correct structure of geometric figure be constructed | ||
Tangible programming | n/a | Requires coders to use hardware objects with physical user interface to build programs | |
Instructional approach | Task structure | Problem-based learning | Learner takes a problem as the starting point, focuses on the inquiry process and finally proposes solutions to the problem (Savery, 2015) |
Project-based learning | The goal of project-based learning is to produce “products” with specifications. It is a complex project, where students encounter multiple problems and need to make clear plans and reasonable decisions to satisfy the requirements of the project (Blumenfeld et al., 1991) | ||
Inquiry-based learning | Learning begins with questions and is supported by a series of mathematical tasks. Teachers can scaffold students to solve problems by providing related information. (Ernst et al., 2017) | ||
Other structure | Embodied learning | Teachers design concrete activities for students to participate with hand or body movement. Students are expected to experience abstract concepts with gestural or bodily experiences | |
Game-based learning | Learning during gameplay (embodied games or digital games) | ||
Pair- or group-learning | Two or more students in different roles (e.g., one is “driver”, who is responsible for operating corresponding tools; the other is an “observer,” who observe and give comments and suggestions) form a group to collaborate on learning | ||
Learning outcome | CT concepts | For details, see section "Computational concepts and practices associated with CT-based mathematical activities" | |
CT practices | |||
Mathematical topics | For details, see section "Mathematical learning outcomes demonstrated in computational contexts" | ||
Interplay | For details, see section. "Mathematical learning outcomes demonstrated in computational Contexts" |