Hector Research Institute of Education Sciences and Psychology

Hector Computing Curriculum

The Scientific Support for the Hector Children's Academies in Hessen and Baden-Württemberg has developed a curriculum for the introduction of computer science topics and the promotion of computational thinking for talented and gifted elementary school children. To foster computational thinking among the children of the Hector Children's Academies, three courses that use game-based and embodied learning methods have been developed: "Planets of Computer Science," "Understanding How Computers Think," and "Creative with Computers." Additionally, there is a course extension called "Planet of the Internet."

The Hector Computing Curriculum, based on the competencies for computer science education suggested by the Gesellschaft für Informatik (GI), aims to help students apply algorithms in their everyday lives, use fundamental algorithmic concepts, and describe algorithms in everyday language. The curriculum aims to encourage students to describe automata in their environment as independently operating machines, identify states of automata, and explain that an automaton changes its states according to rules. This helps students understand that their world is permeated by computer science.

Planets of Computer Science

The "Planets of Computer Science" course allows first and second-grade children to dive into the galaxy of computer science, where they travel from planet to planet with some alien buddies, the Heckis. On the first planet, the Heckis' "Home Planet," children learn what commands are, how they are combined into sequences, how these sequences appear, for example, in colorful bead bracelets, and that an algorithm can be something like a set of instructions for planting cress. On the "Crazy Planet," children must apply commands and sequences to free each other from mazes. On "Planet Crypto," the children and the Heckis meet an alien named "Spoon," who only speaks in Spoon language and introduces the children to other aliens who communicate in strange secret languages like Pixel language or Blink language.

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On the fourth planet, the "Automaton Planet," children learn how automata can be represented by states and state transitions and have the opportunity to represent the automata they use in their daily lives. Commands, sequences, and algorithms also find application on "Planet Rhythmo," where children can compose their own music, which can then be performed as a drum using their bodies. On the "Dancing Planet" and the "Branching Planet", children get to know small robots, the Ozobots, and learn how to make them dance and navigate through branching paths using drawn lines and various colours. Finally, the children return with the Heckis and tell the Heckis who stayed behind about their journey, reviewing all the planets they visited.

The course content aligns with the topics suggested by the GI and the competencies expected to be achieved by the end of second grade, such as "Information and Data" (Planet Crypto), "Algorithms" (Home Planet, Crazy Planet, Planet Rhythmo, Branching Planet), and "Languages and Automata" (Automaton Planet), "Computer Systems" (Automaton Planet, Dancing or Branching Planet). The topic "Computer Science, Human and Society" is emphasized throughout all course sessions (i.e., planets) by teaching children to connect theoretical concepts with their surroundings and everyday lives, such as sequences in music or automata on their way to school. The course is conducted unplugged except for the use of Ozobots, which are only used to support the embodied approach.

The Planet of Internet

After the "Planets of Computer Science" course, third and fourth graders can take the "Planet of Internet" course. In two double sessions, the children learn how the Internet is structured as a network of networks, how websites are accessed, and how messages can be sent over the Internet. The course uses games to illustrate how it works. As an introduction, a variation of "Telephone" is played. All children receive a Dobble card with six different symbols, and only children with a specific symbol are used as connection points between the sender and receiver of the "Telephone" message. The following network game allows the children to form a network, with the course leader guiding them with leading questions, so messages can be transmitted. The children independently develop ideas corresponding to addresses or routers. Finally, in the Internet connection game, the children embody individual elements of the Internet, such as the provider or the router, after the game has been explained using cardboard figures. The materials for this course are available as Open Educational Resources (OER).

Objectives and Competencies

The children are intended to gain insights into various subject areas of computer science. The content areas are listed below:

  • Information and Data
  • Algorithms
  • Languages and Automata
  • Computer Science Systems
  • Computer Science, Human, and Society

Competency foci are derived from these content areas and are distributed as follows:

  • Encoding and decoding messages
  • Execution of simple algorithms, as well as the development and description of these using everyday language
  • Understanding the autonomy of automatons, their states, their rule-based transitions, and their identification in everyday life
  • Realization that computer science systems are designed by humans
  • Awareness of the influence of computer science on daily life

Understanding How Computers Think

Unlike the planet courses, which cover various areas of computer science like automata, cryptography, or networks, the "Understanding How Computers Think" course focuses specifically on promoting computational thinking.

With the specially developed life-sized game "Crabs and Turtles" (Tsarava, Moeller, et al., 2019), children are playfully introduced to fundamental computer science concepts (sequences, loops, conditional branching, and events). "Crabs and Turtles" consists of a series of three learning games: "The Treasure Hunt," "The Patterns," and "The Race," which are designed as card or board games. The games were intentionally not developed as digital games to let children experience that computer science concepts can be applied in non-digital environments. They aim to introduce and train concepts of computational thinking, such as algorithmic thinking, abstraction, and pattern recognition. The board games are available as OER. "Crabs and Turtles" won first prize in the category of 'non-digital games' at the International Educational Games Competition 2018 in Southern France

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The course gradually transitions to applying the concepts and processes learned in the game in the Scratch programming environment and the "open-hardware" platform Arduino. In the final module of the course, children use Open Roberta Lab, an interactive robot simulation, to solve problems independently with an easily learned block-based programming language. The course manual for this course can be found in Leifheit (2020, pp. 118-367).

Objectives and Competencies

The course aims to provide children with an initial insight into the questions, methodologies, and systematic problem-solving strategies of computer science. The use of game-based and problem-oriented learning methods is intended to promote motivation and problem-solving skills. Linking individual course sessions to challenges from mathematics, natural sciences, technology, and art is also intended to provide a glimpse into the diverse applicability of the conveyed informatics skills.

Theoretical Knowledge:

  • Understanding simple algorithmic structures
  • Developing fundamental programming concepts such as sequences, loops, conditional branches
  • Familiarity with typical programming issues

Practical Skills:

  • Strategies for systematic problem-solving
  • Designing simple algorithms
  • Applying informatics concepts in programming, e.g., creating games, simulations, or hardware.
  • Information and Data

 

Creative with Computers

"Creative with Computers" is the last course in the computing curriculum and is aimed at fourth graders who already have some programming experience and want to transition to text-based programming. For this, the dual hybrid programming environment BlockPy is used (for more information, see Bart et al., 2017), which allows children to program both with blocks and text at any time. BlockPy is based on the Python programming language and allows the use of the Python Turtle Graphics module, which enables the control of a simulated turtle. The turtle holds a pen that can draw colourful lines on the screen as it moves.

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The course follows the educational approach of the EIS principle (Bruner, 2009), where a specific concept is first introduced enactively (unplugged) using metaphors, then the children use the concept iconically with the help of program blocks, and finally apply it symbolically in text-based programming. For example, the metaphors include a box for the concept of a variable. The box can be labelled with a name (variable name), and this name acts as a placeholder for the content (variable value). Assigning a variable corresponds to adding a piece of paper with a printed number to the box. For each concept introduced in this way, there are two tasks for the children. First, they solve a task that requires a specific solution path and the planned use of the new concept, followed by a task where the children can creatively apply the concept and create their own images. At the end of the course, the children program a computer game. The  first online version of the course is available as OER.

Objectives and Competencies

The course is designed to give children an initial insight into programming and its applications. By gradually expanding their programming knowledge, the course aims to highlight and strengthen the connection between human creativity and computer-assisted processing power through a variety of programming tasks. The use of graphical programming results playfully enhances the children’s motivation and their structured problem-solving abilities.

Theoretical Knowledge:

  • Understanding simple algorithmic structures
  • Developing fundamental programming concepts such as sequences, simple and nested loops, conditional statements, logical operators, and functions
  • Knowledge of the range of applications for computer-assisted problem-solving

Practical Skills:

  • Design of simple programs and algorithms
  • Strategies for creative, computer-assisted problem-solving
  • Familiarity with text-based programming languages

Relevant Publications

Journal Publications

  • Tsarava, K., Moeller, K., Román-González, M., Golle, J., Leifheit, L., Butz, M. V., & Ninaus, M. (2022). A cognitive definition of computational thinking in primary education. Computers & Education, 179, 104425. https://doi.org/10.1016/j.compedu.2021.104425
  • Tsarava, K., Moeller, K., & Ninaus, M. (2018). Training computational thinking through board games: The case of Crabs & Turtles. International Journal of Serious Games, 5(2), 25-44. https://doi.org/10.17083/ijsg.v5i2.248

Conference Proceedings Publications

  • Nutz, M., Kunz, K., & Tsarava, K. (2024, May). Development and Empirical Assessment of an Intervention on the Internet's Structure and Functioning for Third and Fourth Graders. In 2024 IEEE Global Engineering Education Conference (EDUCON) (pp. 01-10). IEEE. https://doi.org/10.1109/EDUCON60312.2024.10578725
  • Kunz, K., Moeller, K., Ninaus, M., Trautwein, U., & Tsarava, K. (2023, September). Making the Transition to Text-Based Programming: The Pilot Evaluation of a Computational Thinking Intervention for Primary School Students. In Proceedings of the 18th WiPSCE Conference on Primary and Secondary Computing Education Research (pp. 1-6). https://doi.org/10.1145/3605468.3609770
  • Tsarava, K., Ninaus, M., Hannemann, T., Volná, K., Moeller, K., & Brom, C. (2020, November). Fostering knowledge of computer viruses among children: The effects of a lesson with a cartoon series. In Proceedings of the 20th Koli calling international conference on computing education research (pp. 1-9). https://doi.org/10.1145/3428029.3428033
  • Leifheit, L., Tsarava, K., Ninaus, M., Ostermann, K., Golle, J., Trautwein, U., & Moeller, K. (2020, June). SCAPA: Development of a questionnaire assessing self-concept and attitudes toward programming. In Proceedings of the 2020 ACM Conference on Innovation and Technology in Computer Science Education (pp. 138-144). https://doi.org/10.1145/3341525.3387415
  • Leifheit, L., Tsarava, K., Moeller, K., Ostermann, K., Golle, J., Trautwein, U., & Ninaus, M. (2019, October). Development of a questionnaire on self-concept, motivational beliefs, and attitude towards programming. In Proceedings of the 14th Workshop in Primary and Secondary Computing Education (pp. 1-9). https://doi.org/10.1145/3361721.3361730
  • Tsarava, K., Leifheit, L., Ninaus, M., Román-González, M., Butz, M. V., Golle, J., ... & Moeller, K. (2019, October). Cognitive correlates of computational thinking: Evaluation of a blended unplugged/plugged-in course. In Proceedings of the 14th workshop in primary and secondary computing education (pp. 1-9). https://doi.org/10.1145/3361721.3361729
  • Tsarava, K., Moeller, K., & Ninaus, M. (2019). Board games for training computational thinking. In Games and Learning Alliance: 7th International Conference, GALA 2018, Palermo, Italy, December 5–7, 2018, Proceedings 7 (pp. 90-100). Springer International Publishing. https://doi.org/10.1007/978-3-030-11548-7_9
  • Tsarava, K., Moeller, K., Pinkwart, N., Butz, M., Trautwein, U., & Ninaus, M. (2017, October). Training computational thinking: Game-based unplugged and plugged-in activities in primary school. In European conference on games based learning (pp. 687-695). Academic Conferences International Limited.

PhD dissertations

Master’s degree theses

  • Jana Wacker (M.Ed.), “Fehlkonzepte von Grundschulkindern im Hochbegabtenprogramm der Hector Kinderakademien zu den algorithmischen Grundbausteinen Sequenz, Schleife und bedingter Verzweigung”, (2024). Faculty of Science, University of Tübingen. (Supervision: Prof. Dr. Butz; Co-supervision: K. Kunz, K. Tsarava)
  • Falk Saur (M.Ed.), “Frühe Bildung in allen Themen der Informatik mit Ausnahme des Programmierens - Analyse der vorhandenen Kurse und Vergleich mit den deutschen Bildungsplänen”, (2023). Faculty of Science, University of Tübingen. (Supervision: Prof. Dr. Grust; Co-supervision: K. Tsarava)
  • Mareike Nutz (M.Ed.), “Entwicklung und empirische Untersuchung einer Intervention zum Aufbau und der Funktionsweise des Internets mit Dritt- und Viertklässlern”, (2022). Faculty of Science, University of Tübingen. (Supervision: Prof. Dr. Kasneci; Co-supervision: K. Tsarava)
  • Allmuth Junga (M.Sc.), “Associations of Computational Thinking, Creativity, and computational Creativity”, (2022). Faculty of Economics and Social Sciences, University of Tübingen. (Supervision: Prof. Dr. Nagengast; Co-supervision: K. Tsarava, A.-K. Jaggy)
  • Xenia Stein (M.Sc.), “Evaluation eine digitalen Variantedes HCC ”Fit f ̈ur dieMathematik-Olympiade”, (2022). Faculty of Science, University of Tübingen. (Supervision: Prof. Dr. Golle; Co-supervision: K. Tsarava)
  • Steffanie Otto (M.Sc.), “Validierung des „Beginners Computational Thinking Test” in seiner deutschen Version”, (2022). Faculty of Economics and Social Sciences, University of Tübingen. (Supervision: Prof. Dr. Trautwein; Co-supervision: K. Tsarava)

Bachelor’s degree theses

  • Philipp Wagner (B.Ed.), “Die Einfuehrung von Kuenstlicher Intelligenz an Schulen im Primarbereich”, (2023). Faculty of Science, University of Tübingen. (Supervision: Prof. Dr. Hennig; Co-supervision: K. Tsarava)

  • Sophie Gentner (B.Sc.), “Computational Thinking in der Grundschule – Evaluation eines Unplugged-Kurses für die 1. und 2. Klasse”, (2022). Faculty of Science, University of Tübingen. (Supervision: Prof. Dr. Kasneci; Co-supervision: K. Tsarava)

  • Moritz Werner (B.Sc.), “Computational Thinking in Beziehung zu seinen verwandten psychologischen Konstrukten”, (2020). Faculty of Science, University of Tübingen. (Supervision: Prof. Dr. Möller; Co-supervision: K. Tsarava)