Bringing Computer Science, Programming and Computational Thinking into the Classroom
Submitting Institution
Heriot-Watt UniversityUnit of Assessment
Computer Science and InformaticsSummary Impact Type
SocietalResearch Subject Area(s)
Education: Curriculum and Pedagogy, Specialist Studies In Education
Summary of the impact
Robertson's research in learning via game-authoring demonstrated
sustainable success in bringing
programming into schools. This subsequently catalysed (i) creation of a
whole new suite of
qualifications by the Scottish Qualifications Authority; (ii) inclusion of
the requirement for games
development experience in the new Scottish Technologies Curriculum; (iii)
the development of
`Computing at Schools Scotland' in terms of its successful annual
conference and provision of
specialist CPD for Computing teachers. Having so far influenced the
education of over 500,000
Scottish pupils, Robertson's work is also cited in the key document
underpinning Obama's
programme for STEM training in the US via game-authoring.
Underpinning research
Schmidt (of Google CEO), in his 2011 McTaggart address, said the UK was
"throwing away your
great computer heritage" by failing to teach programming in schools. This
problem is well-known
among Computer Science and related professionals and is a frequent
complaint among industry
recruiters.
As stated later in the Royal Society Report , "Shut Down or Restart"
(2012)
http://royalsociety.org/education/policy/computing-in-schools/report/:
"The current delivery of Computing education in many UK schools is highly
unsatisfactory [...]
mainly because:
a .the current national curriculum in ICT can be very broadly interpreted
and may be
reduced to the lowest level where non specialist teachers have to deliver
it
b. there is a shortage of teachers who are able to teach beyond basic
digital literacy
c. there is a lack of continuing professional development for teachers of
Computing
d. features of school infrastructure inhibit effective teaching of
Computing."
Robertson's work, beginning in 2003, addressed these key barriers. She
developed an approach to
bringing computing into the classroom that was designed to be engaging and
easy to get to grips
with for teachers of arbitrary backgrounds, while engaging pupils, and
being maximally flexible in
terms of how lesson plans might be organized. This showed that sustained
computing experience
via game-authoring could benefit attainment and skills elsewhere in the
curriculum. In this way,
Schools and teachers could accept the `start-up' costs, and naturally
sustain the associated
teaching hours on the basis of demonstrable improvement in their pupils'
overall attainment.
Robertson won an EPSRC grant to explore these ideas (EP/D064546/2:
Supporting creativity in
computer game authoring) which operated at HWCS between 10/06 and12/08,
staffed by Cathrin
Howells (recruited from the Scottish national agency, Learning &
Teaching Scotland). The idea of
this project was to develop educational software to support aspects of the
creative process for
game making (particularly ideas generation and peer evaluation). The
research outcomes of this
project were findings indicating how the use of the software in classrooms
facilitated a set of
"successful learner" skills embedded in the Scottish Curriculum for
Excellence [1], and an in depth
study of gender differences around the creative process of game making
[2]. Robertson won a
follow on EPSRC `Partnership in Public Engagement' project EP/G062641/1,
entitled `Making
Games in Schools' (MGIS), which operated at HWCS between 05/2009 and
10/2010. The idea of
this was to transfer the `Adventure Author' (AA) software (initially
developed as part of the
"Supporting creativity in computer game authoring' project), along with
pedagogical findings
relating to supporting the creative process, into classrooms in a
sustainable way.. The research
outcomes of this project were a methodology for embedding innovative
technology in schools
through training teachers, and a deeper understanding of how children's
attitudes towards
computer science are influenced by taking part in a game making project
[3,4]. In parallel,
Robertson regularly engaged teachers and other education professionals,
particularly regarding
the potential benefits of learning-via-game authoring. For example
in May 2007 she led a game-
authoring workshop (organised by http://www.educationscotland.gov.uk/
- then `Learning Teaching
Scotland' - LTS), and in September 2007 she presented the latest findings
from EP/D064546/2 at
the LTS-organised `Scottish Learning Festival'. She also regularly engaged
in the national debate
via her blog and other press (e.g.:http://www.tes.co.uk/article.aoo
cspx?storycode=2625661, from
paragraph 20).
References to the research
[1] Robertson, J. and Howells, C. (2008) Computer Game Design:
Opportunities for Successful
Learning. Computers & Education 50(2) pp559 - 578
http://dx.doi.org/10.1016/j.compedu.2007.09.020
(This highly cited paper documents a classroom study in which children
developed a range of
"learning to learn" skills as they worked on a game making project.)
[2] Robertson, J. (2012). Making Games In The Classroom: Benefits And
Gender Concerns.
Computers and Education. 59(2) Pages 385-398 http://dx.doi.org/10.1016/j.compedu.2011.12.020
(This paper focusses on the development of literacy and storytelling
skills through game making
and untangles some conflicting evidence on gender differences in this
area)
[3] Robertson, J. (2013). The Influence Of A Game Making Project On
Male And Female Learners'
Attitudes To Computing. Computer Science Education 13(1)
http://dx.doi.org/10.1080/08993408.2013.774155
(This paper reports the findings of Making Games in Schools in terms of
young people's attitudes
to computer science and how these are impacted by taking part in a game
making project)
[4] Robertson, J., Macvean, A. and Howland, K. (2013) Robust
evaluation for a maturing field: the
train the teacher method. International Journal of Child-Computer
Interaction.
http://dx.doi.org/10.1016/j.ijcci.2013.05.001
(corrected proofs online 15th May 2013)
(This paper describes a framework for establishing technology from
research in schools: it advises
other researchers on how the achieve societal impact)
Grants
EP/D064546/2 Supporting Creativity In Computer Game Authoring 1 October
2006 - 31 December
2008 £203,775
EP/G062641/1 Making Games in Schools 1 May 2009 - 30 April 2011 £99,613
Details of the impact
Impact in the classroom 2009-13
As of June 2013, a total of 2,566 school pupils in 14 Scottish schools
have taken lessons using
Adventure Author, spending 40,325 hours with the software. This is
supported by associated
lesson plans which allow fully flexible delivery. The majority of this
activity represents permanent
adoption by schools beyond Robertson's MGIS project'; That is, impact was
achieved initially as
part of MGIS, but schools have now adopted the materials and software in
their normal routine.
This approx. 16 hours of learning per pupil replaced previous planned
national curriculum activity in
their timetables, bringing programming into these schools for the first
time. (see section 5). This
contrasts sharply (see comprehensive survey in the 2012 Royal Society
Report), with previously an
absence of computational thinking taught in Scottish schools, with
occasional exceptions that tend
to be one-off events or optional extra-curricular activities. Schools
currently teaching with
Adventure Author plan to continue in the 2013/14 school year and beyond,
in particular, since it will
make it much easier for them to serve the needs of the new curriculum.
Teachers' evaluations have reported deep levels of engagement and
commitment from the
learners. Teachers were repeatedly surprised by how well the children did,
and how enthused,
engaged, creative and excited they were, working together, solving
problems and sharing their
expertise. Unexpected children came to the fore - the less able, the
disaffected - and the overall
quality of both game-based and written work is mentioned, with teachers
noting the strong
connection between the language work and the game software, e.g. the
support for logical
thinking. A HMI inspection at St Augustine's High School in September 2009
cited MGIS in their
report, as an example of good practice in interdisciplinary learning
"Linking learning across
subjects through fantasy game modelling".
Further Impact in the classroom via impact on the Scottish Curriculum
Robertson's research provided hard evidence which was a key influence in
the creation of a whole
suite of new National Progression Awards (NPAs) in Games Development
(w.e.f. academic year
2010/11 - http://www.sqa.org.uk/files_ccc/G9RP44,%20G9RR45%20and%20G9RT46.pdf)
Further, Robertson's work with teachers commissioned by Learning and
Teaching Scotland in the
consultative period for the Curriculum for Excellence Technology Outcomes
(between 2007 and
2009) contributed to the inclusion of games experience as a mandatory
requirement for all
pupils from Primary to year 3 of senior school inclusive, and,
in particular, games development
experience for all pupils in years 2 and 3 of senior school (ages 12 and
13), similarly w.e.f. 2010/11
(see Curriculum document in section 5). As a result of the latter, by
Summer 2013, over 500,000
Scottish pupils will have benefited, with approx. 200,000 gaining games
development experience.
Meanwhile, in 2012/13, 307 pupils sat the new computer games development
NPAs.
Creating games is also recommended as a mechanism for learning throughout
the support notes
for teachers in the new National 4 and 5 qualifications (approximately
equivalent to GCSE and
being offered for the first time in 2013/14) and for the Higher and
Advanced Higher Qualifications in
Computing Science (taken in the 5th and 6th year of
senior school).
Further Impact on Scottish Computing Educators
One outcome of Robertson's MGIS project was her organisation (in 2010) of
"Look to the Future",
a conference for Scottish Computing Educators, partly supported with a
$10k award from Google
(see REF3a part (b)), in which Robertson involved representatives from
what later became
`Computing at Schools Scotland' (CASS - http://www.casscotland.org.uk/),
then a fledgling
organization. The organisation and success of this event had a significant
influence on the growth
of CASS. CASS has since grown rapidly, organised two further conferences
for Scottish
Computing Educators, now has ~350 members (over half of the 600 Computing
teachers in
Scotland), and has won £400k from the Scottish Government to support
continuing professional
development.
International Influence. Educators worldwide follow the Adventure
Author blog (27% of page
views are from the US), which itself led to two Australian teachers
collaborating with Scottish
teachers in the MGIS project. Robertson's views on computing education are
published regularly in
the Communications of the ACM, feeding international policy debate.
Robertson's paper on educational game authoring (ref. [1] in section 3)
informed the US National
STEM Video Game Challenge, launched by President Obama in September 2010 —
http://stemchallenge.org/about/why-games/.
This was part of a strategic policy " ... to motivate
STEM learning among America's youth by tapping into students' natural
passion for playing and
making video games." [1] was cited twice in the description of the
challenge as evidence that
making games is a highly engaging way to learn STEM skills. In addition,
influence on teacher
training worldwide is evident in [1]'s adoption by the ACM Computer
Science Teachers Association
reading list.
Sources to corroborate the impact
http://royalsociety.org/education/policy/computing-in-schools/report/
(Royal Society report on the state of UK CS education)
http://cacm.acm.org/blogs/blog-cacm/152857-girls-cant-program-in-their-heads-gender-and-games-in-the-computing-classroom/fulltext
(Blog article written for Communications of the ACM blog by Dr
Robertson about results of this
project. ACM is the worlds' most prestigious organisation for computing
professionals.)
http://www.educationscotland.gov.uk/Images/StAugustinesRCHighScIns20091116_tcm4-701107.pdf
(HMI report for St Augustine's School which mentions Making Games in
Schools.)
ACM Computer Science Teachers Association: http://csta.acm.org/Curriculum/sub/CurrFiles/K-8CSReadingList_Research.pdf
A corroborating statement is available from Nesta's Digital Education
Manager for Scotland (also
co-Chair of Computing at School Scotland), This concerns the key
importance of Robertson's work
in (i) creation of New Qualifications in Games Development (National
Progression Awards), (ii) the
design of mandatory requirements in the new Curriculum for Excellence for
all school pupils to
have experience of computer games development (iii) the role of
Robertson's work in shaping the
annual conference of Computing at School Scotland (CASS), and in CASS'
provision of CPD
opportunities for Computing teachers in Scotland.
A corroborating statement is available from a Qualifications Manager
at the Scottish Qualifications
Authority (SQA). This further confirms how Robertson's work
contributed to the creation of a whole
suite of new National Progression awards and further confirms how it
influenced the new
requirements for all pupils to gain experience in games development. This
statement also confirms
the recommendations re games development in teachers' support notes
relating to new National
Qualifications in Computer Science.
A corroborating statement is available from a Policy Manager at the
Scottish Qualifications
Authority (SQA). This further discusses the key importance of
Robertson's work in leading to the
recommendations for learning via games development appearing throughout
the support notes for
teachers in the new National 4 and 5 qualifications (being offered for the
first time in the 2013/14
academic year) and for the new Higher and Advanced Higher Qualifications
in Computing Science
(which will be offered for the first time in 2014/15 and 2015/16
respectively).
Recommendations for learning via games development appearing throughout
the support notes for
teachers in the new National qualifications in Computing Science are
evident here:
http://www.sqa.org.uk/files_ccc/CfE_CourseUnitSupportNotes_N5_Technologies_ComputingScience.pdf.
... as well as similar documents for other Levels.
The requirements for games and games development experience are expressed
as required
outcomes TCH 0-09a—TCH 3-09a in the Curriculum document pertaining to
Technologies:
http://www.educationscotland.gov.uk/Images/technologies_experiences_outcomes_tcm4-539894.pdf
Scottish School roll statistics, by stage and year, are available from
the Scottish Government via:
http://www.scotland.gov.uk/Topics/Statistics/Browse/School-Education/
; e.g.: in 2012, 370,839
pupils were in primary schools, and 158,567 were in the first three years
of secondary school.