CHAPTER 2
REVIEW OF RELATED LITERATURES AND STUDIES
This chapter presents the various related literature's and related studies
critically reviewed by the researcher in the course of conducting this study
following this Sequence
2.1 Related Literature
2.1.1 Computational Thinking in K-12
Computational thinking is a 21st-century skill that should be a part of all
K-12 students' analytical abilities, and it is now seen as imperative skills in
many areas (Kalelioğlu, Gülbahar, & Kukul, 2016). The ability to read, share,
and express ideas in a way that computing devices can interpret and execute is
a fundamental skill for everyone in the 21st century (DisSessa,2000). As
Janette Wing put it in the subtitle of an article that sparked recent debates, CT
"represents a universally applicable attitude and skill set everyone, not just
computer scientists, would be eager to learn and use" (Wing, 2006, p. 33).In the
last years, the idea of computational thinking was first to coin by Papert,
arguing that young learners should learn to program so that they can
communicate ideas in other fields of learning such as Mathematics. Papert
(1980) projected that computational ideas in any field would change the way
young learners think. In recent years. Wing (2006) defines computational
thinking as is a thought process that allows us to break a complex problem,
consider the problem, and build potential solutions. We can then present these
solutions in a way that can be understood by a computer, a human, or both. She
also added that CT is a crucial skill that should be an integral part of every
child's education.
Although the definition of computational thinking remains controversial,
CT has been widely recognized as a competence associated with
problem-solving. For instance, CT is described as involving problem-solving
drawing knowledge, concepts, techniques, and perspectives form computer
science(Lye and Koh 2014).Moreover, the definition of CT and its concepts is
usually associated with data representation, problem solving or reformulation,
algorithmic thinking, automating solutions, and simulations (Barr &
Stephenson, 2011; Brennan & Resnick, 2012 ;Grover & Pea, 2013; Lye & Koh,
2014).
The immaturity of computational thinking results in ambiguity when
looking at education. Teachers are generally unaware of CT and consider it was
challenging to apply computational thinking to their existing curricula (Shute et
al., 2017). This fact leads to a little consensus about whether computational
thinking can be implemented into the educational process.A recent research
showed that very few teachers already have the knowledge and understanding
about how computational thinking skills should be practiced in their classrooms
(Lye and Koh 2014; Sands, Yadav, & Good, 2018 ). As a result, various
researchers that make the development of CT consequently lead to studies
where measurements vary significantly across studies, making the results less
convincing and undoubtedly difficult to compare (Shute et al., 2017).
In this regard, to constitute an operational framework of computational
thinking that can be used in a k-12 setting, CT components should be delimited.
According to Wing (2006), computational thinking is more complicated than
programming, and programming requires computational thinking and is often
employed to achieve it. Thus, Román-González et al. (2017) considered
fundamental computing concepts and using logic-syntax of programming
languages, which aim to measure the acquisition of computational thinking
development in the subject. Consequently, various computational thinking
concepts were taken into consideration: basic sequences, loops, iteration,
conditionals, functions & variables. This study refers to the CT framework
proposed by Brennan & Resnick, (2012), who categorized CT into three areas:
concepts, practices, and perspectives, specifically to the dimension of CT
concepts, therefore, this study explored CT acquisition with a game-based
learning environment, the primary purpose of which is to teach the student basic
CT concepts, like basic sequences, loops, iteration, conditionals, functions &
variables. In this environment (Scratch: more details below ), students need to
program to solve challenges. It has been shown that programming and
computational thinking are intertwined and programming is considered a
productive context for teaching-learning computational thinking and learning
mathematical concepts in the mathematics classroom (Lye and Koh, 2014;
Hickmott et al. 2018).
2.1.2 Programming in k-12
During the last decade, the research community has embraced the used of
programming languages in teaching computational thinking in mathematics.
Through programming, children can use their creativity to command computers
to solve problems. When learning to program, young learners are not "just
learning to code; they are coding to learn" (Resnick, 2013). In fact , the first
programming language used with educational aims was LOGO programming,
which Seymour Papert developed to teach children mathematics by
programming . Papert(1990) believed that the programming experience of the
Logo might develop strong critical thinking skills as an instrument designed to
help transform the way you speak and learn about math and write the
connection between them. For example ,the study conducted by Fessakis, Gouli,
& Mavroudi (2013) on kindergarten students who successfully used a logo
based environment on a interactive whiteboard to work on problem solving
strategies and different mathematical skills related to numbers and geometry.
However, programming in mathematics classrooms does not necessarily
lead to expected results. Misfeldt and Ejsing-Duun (2015) recall the
disappointing outcome of the mainstream implementation of LOGO
programming in the 80s and 90s in school, where the students easily
overlooked nuggets of mathematical knowledge , making their work in the
micro-world non-mathematical.
Subsequently, after Logo's disappearance, there was not extensive reporting
of programming languages for teaching computational thinking skills in K-12.
Nevertheless, a growing range of programming languages have begun to appear
in recent years to lead programming languages in k-12, including Scratch,
Greenfoot, and Alice (Utting, Cooper, Kölling, Maloney, & Resnick 2010).
Among the three programming languages, Scratch is one of the most popular
programming languages taught in secondary education ( Zhang and Nouri,
2019). This visual programming language allow learners to engage playful
learning activities creating digital artifacts like game, animation, and interactive
stories. This kind of programming language help students express themselves,
develop learning and creative thinking skills, and cooperate and collaborate
with their peers (Brennan, Balch, & Chung, 2014).Scratch is a visual
programming languages that helps the learners to focus on activities ,creating
programs by manipulating blocks rather that coding them textually. Studies on
scratch have typically explored the program's benefits in promoting
mathematics education; for example, Calder (2010) used scratch programming
to design games that can improve young children's mathematical knowledge
and skills. The study of Hickmott et al. ( 2018) also found that learners
unintentionally or deliberately learn mathematics such as numbers, operation,
algebra, functions etc.during the process of learning CT knowledge by scratch
programming.
However,recent CT research focusing on visual programming languages
had been implemented in after-school activities and suggested that future CT
studies must investigate learning topics in naturalistic classroom settings(Lye
and Koh , 2014) .To respond to these research challenges, this study used
scratch programming language to deliver CT instruction in a regular
mathematics class at an secondary level ( rather that isolated instruction).
2.1.3 Definition of Creativity and Assessing Creativity
Creativity is a key competency within different frameworks for twenty-first
century education (Dede, 2010; Voogt & Roblin, 2012) and is considered a
competency-enabling way to succeed in an increasingly complex world.
Newton & Newton, (2014) suggest that creativity is the solution to global
problems. Thus, teacher are encourage to promote collaborative activities
through creative learning, conversation, or developing product for learning.
Such activities will boost the ability of children to work as a team
and enhance the creativity as they have discovered by teaching technology.
Literature reveals that there are different forms to describe and define creat
ivity.Some people relate creativity to a different kind of thinking, whereas other
s relate t creating a product. Robinsons, (2001) defines that creativity is the
process of developing ideas that are original and of value.Also, Laycock (1970)
described mathematical creativity as an ability to analyze a given problem from
different perspective, see patterns, differences and similarities, generate
multiple ideas and choose a proper method to deal with unfamiliar
mathematical situations (cited in Idris & Nor, 2010). Torrance (1974) defines
creativity in terms of a creative process and of becoming sensitive to
problems.Torrance described four components by which students creativity can
be assessed, such as Fluency, Flexibility, Elaboration, and Originality.
According to him, creativity has three essential components which should be
integrated: the products that contain the creative ideas, the persons who
conceived those ideas and the processes the persons involved used to do so
(Simonton, 2000)
2.1.4 Scratch as a tool for Fostering creativity in Mathematics classroom
In mathematics, creativity helps the students make sense of the world.Yet
students are taught as if mathematics is all about rules and procedures. In
traditional math classes, teacher display problems on board and solve them
while giving detailed explanation.After modelling problem solving process,
the teacher put the students to work following the same methods to solve
parallel problems. Mathematics instruction of this style could be a departure
from prevailing dominant learning theories and practices. Students should be
provided opportunities to engage in struggling to solve mathematics problems
which are ill-posed and/or open ended. Solving such challenging mathematics
problems has led students to experience creativity in mathematics and doing
mathematics and also try to reflect on their own ideas. According to
Nadjafikhah, (2011), creativity should be evident in the mathematical
activities since the nature of mathematics is appropriate to be used to foster
creativity, thus, the task of a mathematics educator is to provide students
activities that can enhance and developed their creativity.
One approach to enrich students creativity in the classroom is through the
aid of technology. Technology can empower and provide students all the
tools necessary for promoting creativity. The integration of technology into
mathematics instruction and creativity has been notably discussed, pointing to
the inevitable interest and impact of technology on creativity in
mathematics.Yushau, Mji & Wessels, (2005) support the use of technology,
especially computers, to help learners develop their creativity. The
technology can create an environment in which mathematical abilities can be
expanded beyond the ability to measure or replicate problems and allow
students to examine, analyze, and interpret issues at hand. The authors also
added that the learners could solve mathematical problems with computers,
leading to conjectures, pattern finding, example, and counterexamples using
experimental approaches. When used effectively, computational aids can help
learners develop their intellectual skills and, therefore, mathematical
achievement while fostering creativity that is not found in the traditional
approach.
The same idea that Idris and Nor (2010) believe that the use of
technology in the classroom can adapt individual needs creating a room for
students to foster creativity. The use of computers can empower student to
be creative and critical thinkers and better problem solvers since students
nowadays are living and working in an era dominated by computers.
Now, the real challenge lies with the teachers’ ability to provide an environment
for students to practice problem solving that stimulates creativity.