Abstract
Information and communication technologies are reshaping the way we live and work. The expectation is that computational thinking will be a pervasive skill in (near-) future professions of ours’ increasingly digitized and responsive economies. Although this idea is spread and well accepted, acquiring such skills often implies attending specialized courses. However, the basic concepts of computational thinking do not need to be a specialized skill learned disassociated from other school curricula. As it is more related with mental tools used in the process of reflecting and solving problems it can be learned by being applied to a large variety of topics.
This paper presents piBook, a tool designed to allow the acquisition of key computational thinking skills while working on topics such as history, biology, and mathematics, among other. By reaching diversified audiences piBook fosters the acquisition of those skills by future workers at large. It does so via the production of programmable interactive books, hence piBook, that make possible interactive storytelling using nonlinear narratives, by allowing the creation of textual games, interactive activities, tutorials and alike, therefore offering opportunities for new and engaging pedagogical methods.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Prensky, M.: H. sapiens digital: from digital immigrants and digital natives to digital wisdom. Innov. J. Online Educ. 5(3), Art.1 (2009)
Leonard, L., Mokwele, T., Siebrits, A., Stoltenkamp, J.: ‘Digital Natives’ require basic digital literacy skills. In: The IAFOR International Conference on Technology in the Classroom. The International Academic Forum (2016)
Europeia, C.: New skills for new jobs: action now. A report by the expert group on new skills for new jobs prepared for the European commission (2010)
Forum, W.E.: The Future of Jobs: Employment, Skills and Workforce Strategy for the Fourth Industrial Revolution. World Economic Forum, Geneva (2016)
Felicia, P.: Game-Based Learning: Challenges and Opportunities, 1st unabridged edn. Cambridge Scholars Publishing, Newcastle upon Tyne (2014)
European Commission European Political Strategic Centre (EPSC): The future of work: skills and resilience for a world of change (2016)
Wing, J.M.: Computational thinking, 49(3), 33–35 (2006)
Boyce, M.E.: Organizational learning is essential to achieving and sustaining change in higher education. Innovative High. Educ. 28(2), 119–136 (2003)
Kafai, Y.B., Burke, Q.: Connected Code: Why Children Need to Learn Programming. MIT Press, Cambridge (2014)
Lye, S.Y., Koh, J.H.L.: Review on teaching and learning of computational thinking through programming: what is next for K-12? Comput. Hum. Behav. 41, 51–61 (2014)
Campos, A., Signoretti, A., Rodrigues, M.: An interactive book authoring tool to introduce programming logic in schools. In: Proceedings of the 9th International Conference on Computer Supported Education, CSEDU, vol. 1, pp. 140–148, INSTICC, SciTePress (2017)
Gobel, S., Salvatore, L., Konrad, R.: StoryTec: A digital storytelling platform for the authoring and experiencing of interactive and non-linear stories. In: 2008 International Conference on Automated solutions for Cross Media Content and Multi-channel Distribution, AXMEDIS 2008, pp. 103–110 (2008)
Mehm, F., Göbel, S., Steinmetz, R.: Authoring of serious adventure games in StoryTec. In: Göbel, S., Müller, W., Urban, B., Wiemeyer, J. (eds.) Edutainment/GameDays -2012. LNCS, vol. 7516, pp. 144–154. Springer, Heidelberg (2012). https://doi.org/10.1007/978-3-642-33466-5_16
Hahn, R.: Collaborative creative writing in the L2 classroom using the software Twine. In: Proceedings of the 6th Future of Education International Conference, pp. 137–142. Pixel (2016)
Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K., Millner, A., Rosenbaum, E., Silver, J., Silverman, B., et al.: Scratch: programming for all. Commun. ACM 52(11), 60–67 (2009)
Fraser, N.: Ten things we’ve learned from Blockly. In: 2015 IEEE Blocks and Beyond Workshop (Blocks and Beyond), pp. 49–50 (2015)
Wolber, D.: App inventor and real-world motivation. In: Proceedings of the 42nd ACM Technical Symposium on Computer Science Education, pp. 601–606. ACM (2011)
Partovi, H.: Transforming US education with computer science. In: Proceedings of the 45th ACM Technical Symposium on Computer Science Education, pp. 5–6. ACM (2014)
Robin, B.R.: Digital storytelling: a powerful technology tool for the 21st century classroom, 47(3), 220–228
Campbell, T.A.: Digital storytelling in an elementary classroom: going beyond entertainment. Procedia-Soc. Behav. Sci. 69, 385–393 (2012)
Yang, Y.-T.C., Wu, W.-C.I.: Digital storytelling for enhancing student academic achievement, critical thinking, and learning motivation: a year-long experimental study. Comput. Educ. 59(2), 339–352 (2012)
Bergner, R.M.: Therapeutic storytelling revisited. Am. J. Psychother. 61(2), 149 (2007)
Menezes, H.: Using digital storytelling to improve literacy skills. In: Proceedings of the International Conference on Cognition and Exploratory Learning in Digital Age - CELDA 2012, International Association for the Development of the Information Society, pp. 299–301 (2012)
Albano, G., Iacono, U.D., Mariotti, M.A.: Argumentation in mathematics: mediation by means of digital interactive storytelling. Form@re - Open J. per la formazione in rete 16(1), 105–115 (2016)
Krajcik, J.S., Blumenfeld, P.C.: Project-based learning. In: Sawyer, R.K. (ed.) The Cambridge Handbook of the Learning Sciences, Chap. 19, pp. 317–334. Cambridge University Press, Cambridge (2006)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG, part of Springer Nature
About this paper
Cite this paper
Campos, A., Rodrigues, M., Signoretti, A., Amorim, M. (2018). piBook: Introducing Computational Thinking to Diversified Audiences. In: Escudeiro, P., Costagliola, G., Zvacek, S., Uhomoibhi, J., McLaren, B. (eds) Computers Supported Education. CSEDU 2017. Communications in Computer and Information Science, vol 865. Springer, Cham. https://doi.org/10.1007/978-3-319-94640-5_9
Download citation
DOI: https://doi.org/10.1007/978-3-319-94640-5_9
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-94639-9
Online ISBN: 978-3-319-94640-5
eBook Packages: Computer ScienceComputer Science (R0)