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Abstract
The CEPIS paper Computing in Schools. A Call for Action from Informatics Societies says: The
school ICT curricula need to reflect a balance between the development of Digital Literacy and Computer
Science. Students should all acquire a set of digital literacy skills, to enable them to participate in todays
increasingly digital society, but also understand the fundamentals of the technology so that they have the
choice to develop more advanced skills related to Computer Science.
With this belief AICA together with ANFOR - is developing LOGIC, to be put beside ECDL in its
proposal to the schools.
It consists of training and certifications for teachers LOGIC Teacher & LOGIC Expert and pupils
LOGIC Student concerning Computational Thinking, Algorithms, Coding and Robotics.
The LOGIC Programme - through a gradual approach supported by pedagogical paradigms such as
pedagogy of errors and Paperts Constructivism- adopts as an explicit reference the Learning to Learn
competence mentioned in the Key-Competences for Lifelong Learning. It enhances the meta-cognitive
and transversal value of Informatics to support, from early childhood, forms of self-conscious learning,
and to encourage a gradual and targeted approach to Computational Thinking and Problem Solving.
fundamentals of the technology so that they have the choice to develop more advanced skills related to Computer
Science.
Encouraging young people to take up informatics professions depends both on political choices - for example
introducing Informatics in curricula and on parents and teachers. Regarding to these latter, one of CEPIS documents
offers the following consideration: The proliferation of games and social media has motivated the young to become
familiar with the use of technology. As a result students are perceived as more proficient in the use of devices and
teachers are embarrassed by their lack of expertise in the field. Many do not even use the technology available as a
teaching tool. Very few have any formal education in computing since teacher training does not normally require any
fundamental knowledge of computational thinking. But an effective intervention on students requires an effective
action on teachers. LOGIC, a project developed in Italy by AICA and ANFOR, is an attempt to meet the need of
spreading computational thinking in schools starting from actions aimed at teachers.
Fig. 1 The syllabus comprises the learning objectives in two areas: IT tools and elements of Computer Science.
AICA has drafted a proposal for comprehensive schools (Infant, Primary, Lower Secondary Schools) in line with the
Ministerial syllabus. Digital Literacy/Informatics Tools are based on ECDL, while elements of Computer Science/
Computational Thinking on LOGIC.
The proposal is to encourage students to access certification starting from the 5th year of the Primary School, also
providing a path called Welcome for the previous years.
Teachers themselves could also design learning environments - age-appropriate to their targets to support their
students in developing ability of problem posing and problem solving and coding skills.
LOGIC proposes a methodology based on the Pedagogy of error and Constructivism by Simon Papert, the inventor of
LOGO, which is one of the learning environments proposed.
As a starting point, LOGIC programme takes up the Educational Robotics with laboratory-based activities and the
characteristics of the resources used (small robots programmable in a "stand-alone" mode or through a computer). It
proposes the use of resources easy to find (open and free for most environments and directly delivered to the teachers).
LOGIC encourages students to focus on those logical and sequential procedures, informatics-based, allowing them to
"pose and solve problems," regardless the disciplinary context of reference, thus pursuing the key objective of
Learning to learn, which is one of the eight key-competences for lifelong learning.
LOGIC Modules
LOGIC programme is composed of a series of modules (each of them ending up with an examination).
The 5 modules that refer to specific environments - Bee bots, Drape, Logo, RoboMind and Snap! - are undifferentiated,
while the Module A is reserved to teachers and Module B to students. The list is completed by a structured exam for
those who want to achieve the Expert certificate.
Here is the list of LOGIC modules and examinations:
!
Fig. 3 LOGIC Modules (and examinations).
Module A: Reference Theories (for teachers)
This module, mandatory and designed for teachers, analyzes the theoretical foundations that justify and contextualize
the use of Coding and Computational Thinking activities for educational purposes. It lays the basis for a correct
approach to the proposed activities within the remaining modules, setting them in educational terms and working as
reference context.
The examination certifies that the candidate possesses an adequate knowledge regarding the following topics:
Ministerial Syllabus of 2010: what the aims of the document are, its structure and articulation, what "informatics
elements" are to be taken into consideration in the various levels of Schools for a correct setting of the educational
activity.
Theories of Learning: what they are, what they consist of and how they differ from each other, what the
characteristics of "cognitive artefacts" are and which of them are available to set the teaching activities.
Theory of Algorithms: what they are, as they are built, what their characteristics are, how to proceed to design and
implement them, how to apply them in problematic situations.
Module B: Algorithms and problem solving (students only)
The module focuses on the design and implementation of an algorithm and considers its possible applications in
mathematics, from "computing machines" to the concept of relationship and function.
It is advisable to deal with this module, which is more abstract, after having concretely developed algorithms in other
modules.
The examination certifies that the candidate owns adequate knowledge and skills regarding the following topics:
Algorithms: how to recognize, analyze and set an algorithm, what properties characterize it and which symbols are
used; how to use an algorithm to describe and set processes or troubleshooting, how to identify and remove errors in
a given algorithm, etc.
Problem Solving: how to spot problematic situations of different nature, how to analyze them and find a solution;
how to solve a mathematical problem by employing an algorithm, how to complete a calculation algorithm in the
presence of missing data, how to order the sequence of steps useful to solve a problem, etc.
Module 1: Bee Bot
Bee Bot is a small bee-shaped robot, programmable by means of a few buttons present on the device itself and capable
of storing a sequence of 40 instructions. It is proposed to teachers of nursery schools or of the first years of Primary
School.
The child, projecting himself in the manipulated object and controlling its movements, gradually learns how to set up a
good relationship with the surrounding space, get oriented thanks to the reference points offered.
Simultaneously, he learns how to analyze the phases of the movement, becomes familiar with the concepts of direction
and rotation, plans paths and set relations and topological relations in a proper way, being able to master the space, be it
"perceptive" or "representative".
The examination certifies that the candidate has sufficient knowledge and skills regarding the following topics:
Hardware: what its features and functions are, how to use the control keys, how to make the device move according
to previously structured paths.
Software: what the characteristics of the virtual environment are, how to use the various functions and menu items in
a proper way, how to use the various tools to create new paths, etc.
Module 2: Drape
DRAPE is software specifically designed to promote a first approach to programming. Preparatory to LOGO is suitable
to be used since Primary School, and offers a programming environment in which instructions and procedures are
provided by icons, corresponding to the various functions, useful to make the "Turtle" move in its operating space.
The software has three levels of difficulty (Easy, Medium, Advanced), with increasingly complex functions that put into
play the different primitives and procedures that compose it.
DRAPE allows the setting up of paths leading to the construction of very complex figures.
The examination certifies that the candidate has sufficient knowledge and skills regarding the following topics:
Analysis of the operating environment: how the different sections are structured, what the different icons on the
toolbar are, how the buttons at different levels of the program work and what they are useful for.
Capability to proceed at different levels: how to develop a procedure by properly linking it to its result, how to "read"
a programme expressed in a pseudo-code translating it into icons (and vice versa), etc.
Procedures with subroutine: how to describe and recognize the advantages of subroutine procedures, how to develop
a subroutine procedure for the realization of complex designs, etc.
Module 3: Logo
Created by Seymour Papert at the Artificial Intelligence Laboratory at MIT in Boston, LOGO can be defined as the first
example of "cognitive artefacts" that can simulate the behaviour of a robot (the "Turtle") in a virtual environment (the
"micro world"). The language used, formally strict but at the same time intuitive, promotes the ability to "learn" through
the construction of procedures that "teach" the robot what to do in the presence of a specific instruction.
The examination certifies that the candidate has sufficient knowledge and skills regarding the following topics:
Features of the robot and the operating environment: how the LOGO environment was born and evolved,
what its distinctive features compared to other programming environments are, how the command, window
has to be used, what its main functions are, etc.
Basic Operation: what the rules of LOGO syntax are, what primitive commands and basic functions are
useful to make the Turtle" move, how to create a simple geometric figure discovering its properties, how to
use a Cartesian map, etc.
Programmes and applications: how to test a procedure eliminating errors preventing a proper functioning,
how to use a procedure in the procedure (routines and subroutines), how to make even complex designs
starting from their preliminary design, etc.
Module 4: RoboMind
By means of "RoboMind" - created at the University of Amsterdam - the student get engaged in the running of a real
virtual robot, equipped with "sensors" and "actuators" that allow it to interact with an articulated environment full of
obstacles; properly programmed, "Robo" moves in every direction, grab and release objects, find the way out of a
labyrinth, draws on the ground the white or black lines it needs to follow a path; it is also able to "feel" the colour of the
traced rail.
The examination certifies that the candidate has sufficient knowledge and skills regarding the following topics:
Features and operating environment of the robot: how to recognize and use all the functions associated with
the different menus, how to recognize and correctly use the different sections of the window function, how to
use the various display options, how to effectively use the manual controls and virtual sensors of the robot,
etc.
Basic Operability: how to write a simple procedure, how to put in a program according to a given cycle,
condition and/or procedure, how to program the robot so that it could "perceive" a white line and follow it,
etc.
Programs and applications: how to make the robot move in an environment avoiding obstacles or making
choices, how to generate random choices, how to analyze a given programme discovering and correcting
errors that do not allow a proper functioning, etc.
Module 5: Snap! by Scratch
Snap! is a programming environment that borrows from Scratch the "block" graphics and structure but evolving them
into more complex forms of programming. It is worth mentioning both the use of a "Sprite" (i.e. a virtual robot), shaped
like a cursor clearly recalling the LOGO "Turtle" and the possibility for the students to create their own control blocks,
real subroutines to be used in their listings.
Not let the graphical interface, very friendly and attractive, deceives you: SNAP! proves to be good at leading the
student towards forms of very complex programming, to the development of products that have nothing to envy to
professional programming environments: also in this case the heuristic process (trial and error) reveals to be the most
effective.
LOGIC Certifications
LOGIC Teacher Certification
To get Logic Teacher certification one has to pass exams of Module A in addition to another two modules chosen by the
candidate.
Nursery and Primary School teachers are recommended to choose Module 1, Bee Bot, and one of the modules 2 and 3:
Drape or Logo, while Secondary school teachers can leave out the Bee Bot Module.
The courses have an average duration of 30 hours, are delivered face-to-face and are rich with useful material for
personal in-depth research. The courses are mainly based on laboratory activities and provide, among other things,
simulation and assessment sessions, as well as the design of projects for a correct setting of the educational activity. As
further support, Web seminars (webinars) kept by experts and run in groups of teachers with the support of tutors will
be provided; the aim is to promote further discussions on the content and strategies presented in the training courses.
References
CEPIS (2014). Computing in schools. A call for Action from Informatics Societies. ( http://www.cepis.org/media/
Computing_In_Schools_Paper_2014_ext1.pdf)
European Parliament (2006), Recommendation of the European Parliament and of The Council of 18 December 2006
on key competences for lifelong learning (http://eur-lex.europa.eu/legal-content/EN/TXT/PDF/?uri=CELEX:
32006H0962)
AICA e altri (2014), Informatica e pensiero computazionale nei curricula, in La Buona scuola Consultazione
pubblica, Pensiero computazionale e coding Proposte: raccomandazioni per l'introduzione dell'informatica e del
pensiero computazionale nei curricula (https://labuonascuola.gov.it/area/m/16838/- http://www.itd.cnr.it/download/
pensiero_computazionale.pdf)
MIUR (2010), Syllabus di Elementi di informatica - la scuola dellobbligo - anno 2010,
(www.olimpiadiproblemsolving.com/documenti/SYLLABUS.pdf )
Tutti i link sono stati verificati in data 16 agosto 2015.