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Proceedings ArticleDOI

The zones of proximal flow: guiding students through a space of computational thinking skills and challenges

TLDR
A novel pedagogical framework is presented, which integrates Vygotsky's Zone of Proximal Development theory with Csikszentmihalyi's ideas about Flow, to provide students with appropriate challenges using a project-first based approach that aims to keep students in Flow.
Abstract
This paper presents a novel pedagogical framework, entitled the Zones of Proximal Flow, which integrates Vygotsky's Zone of Proximal Development theory with Csikszentmihalyi's ideas about Flow. Flow focuses on the individual-- an individual is in Flow when challenges are balanced with skills. The Zone of Proximal Development, on the other hand, brings in a social learning aspect focusing on a student's ability to learn concepts with external support. From our research experiences bringing game and simulation design into middle school classrooms, we attempt to provide students with appropriate challenges using a project-first based approach that aims to keep students in Flow. The project-first approach employs inquiry based scaffolding to guide students, with appropriate support by their teachers, through Vygotsky's Zone of Proximal Development, back in to Csikszentmihalyi's state of Flow for an ideal learning experience. We call this space the Zones of Proximal Flow. Data indicate that the Zones of Proximal Flow approach works, keeping classrooms engaged in the act of game design and enabling students to advance to more complex program creations.

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Citations
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Journal ArticleDOI

A systematic review of learning computational thinking through Scratch in K-9

TL;DR: This systematic review presents a synthesis of 55 empirical studies, providing evidence of the development of computational thinking through programming in Scratch, one of the most popular visual block programming languages in schools.
Journal ArticleDOI

Scalable Game Design: A Strategy to Bring Systemic Computer Science Education to Schools through Game Design and Simulation Creation

TL;DR: The Scalable Game Design curriculum is developed based on a strategy to integrate CS education into the regular school curriculum and an approach called Computational Thinking Pattern Analysis has been developed to measure and correlate computational thinking skills relevant to game design and simulations.
Posted Content

Computational Thinking in Education: Where does it fit?A systematic literary review

TL;DR: It was found that Computer Science/Computing, which could be the most obvious place to teach CT, has yet to become a mainstream subject in some countries, although this is improving and the wealth of tools and resources being developed to help teach CT are encouraging.
Journal ArticleDOI

On the role of interaction mode and story structure in virtual reality serious games

TL;DR: Results show that allowing players to navigate freely through the EEN VR game has positive effects on cognitive interest and a feeling of presence, and an implicitly structured game leads to increased recall of spatial information.
Proceedings ArticleDOI

Real Time Assessment of Computational Thinking

TL;DR: The proposed REACT (Real Time Evaluation and Assessment of Computational Thinking) system is a first step toward allowing teachers to see which high-level concepts students have mastered and which ones they are struggling with as students code in real time.
References
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Book

Finding Flow: The Psychology Of Engagement With Everyday Life

TL;DR: The Structures of Everyday Life The Content of Experience How We Feel When Doing Different Things The Paradox of Work The Risks and Opportunities of Leisure Relationships and the Quality of Life Changing the Patterns of Life The Autotelic Personality The Love of Fate as discussed by the authors
Book ChapterDOI

The Concept of Flow

TL;DR: The flow model of optimal experience and optimal development is described, how flow and related constructs have been measured are explained, recent work in this area is discussed, and some promising directions for future research are identified.
Journal ArticleDOI

Computational thinking and thinking about computing

TL;DR: In thinking about computing, the authors need to be attuned to the three drivers of their field: science, technology and society, to revisit the most basic scientific questions of computing.
Book ChapterDOI

The zone of proximal development in Vygotsky's analysis of learning and instruction.

Seth Chaiklin
TL;DR: In this paper, the authors look to scientific psychology and educational research for advice in relation to this practical problem, what would the answer(s) look like? And what kind of instruction is optimal for a particular child?
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