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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>International Conference on Applied Informatics
Eger, Hungary, January</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Are Computational Thinking Skills Measurable? An Analysis</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Loice Victorine Atieno</string-name>
          <email>Atienomunira04@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Richard Kwabena Akrofi Baafi</string-name>
          <email>richbaafius@yahoo.com</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Turcsanyi-Szabo Marta</string-name>
          <email>tszmarta@inf.elte.hu</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Eötvös Loránd University</institution>
          ,
          <addr-line>Budapest</addr-line>
          ,
          <country country="HU">Hungary</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Eötvös Loránd University</institution>
          ,
          <addr-line>Budapest</addr-line>
          ,
          <country country="HU">Hungary</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Eötvös Loránd University</institution>
          ,
          <addr-line>Budapest</addr-line>
          ,
          <country country="HU">Hungary</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>2</volume>
      <fpage>9</fpage>
      <lpage>31</lpage>
      <abstract>
        <p>Acquisition of digital literacy constitutes, not only knowledge on the use of software and or hardware, but also knowledge of sophisticated skills (cognitive, motoric, sociological and emotional) which are essential for functioning efectively [1]. Computational Thinking (CT) skills and their acquisition by learners and assessing their competency level is important. Even though many countries have integrated CT into their education curricula, comprehensive assessment tools for these skills are still lacking [2]. This paper presents the analysis of various assessment tools and demonstrated the use of customised version of Cognitive Skills Framework (CSF), also known as Skill-based Theoretical Framework [1], to assess CT skills. The study was conducted among first year computer science international students with basic or no programming skills. Scratch programming language was used to develop projects and content delivered using design-based approach. The study showed that, as the learners progressed in the course, their competency also increased. The research concluded that CSF has the capability of assessing CT skills comprehensively.</p>
      </abstract>
      <kwd-group>
        <kwd>Computational Thinking Skills</kwd>
        <kwd>Cognitive Skills Framework</kwd>
        <kwd>Competency Assessment</kwd>
        <kwd>Assessment tools</kwd>
        <kwd>Analysis</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Computational Thinking (CT) skills are essential skills for the 21st Century [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
hence are equally important as reading, writing and arithmetic [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. This has led
to several countries seeking for ways of integrating computing and CT into their
curricula [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Despite the high integration of computing into curricula, no consensus
has been reached regarding: what constitutes CT hence its definition [
        <xref ref-type="bibr" rid="ref6 ref7 ref8">6, 7, 8</xref>
        ];
integration of CT into the education setup [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] ; concepts of CT to be learnt at
diferent levels; teaching learners how to use CT in diferent disciplines; and how
to assess CT skills [
        <xref ref-type="bibr" rid="ref10 ref7">7, 10</xref>
        ].
      </p>
      <p>
        This paper therefore analyses diferent CT assessment tools and frameworks,
and explores the use of Cognitive Skills Framework (CSF) in assessing CT skills
and their mastery level [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Assessing Computational Thinking Skills</title>
      <p>
        Although the integration of CT in the school curricula is an ongoing process, its
assessment still remains a big concern [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Assessing CT is important as it enables
teachers measure learners’ level of learning [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] and mastery of the content which
are necessary for a successful integration of CT into education curricula [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
2.1. Computational Thinking Assessment Tools
Considering K-12 education, there are diverse views and classification of CT
assessment tools [
        <xref ref-type="bibr" rid="ref2 ref7">2, 7</xref>
        ].
      </p>
      <p>
        CT Summative Tools: Include aptitude test (measuring basic programming
ability) [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] and content-knowledge tools (assessing diferent levels of combined
taxonomy based on the SOLO (Structure of Observed Learning Outcomes) and
Bloom’s taxonomy) [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
      </p>
      <p>
        CT Formative-iterative Tools: Provide automatic feedback helping learners
improve their CT skills and are designed for specific programming environment.
Example includes Dr. Scratch which gives scores to CT and detects programming
errors [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>
        CT Skills-Transfer Tools: Provide assessment of skills transfer to solving
diferent kinds of problems. Example includes the Bebras tasks (assesses transfer
to various real-life problems) [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>
        CT Perceptions-Attitudes Scales: Measure creativity, algorithmic
thinking, cooperation, critical thinking, and problem solving. Example includes the
computational thinking scale (CTS) for assessing creativity, problem solving,
critical thinking, collaboration and algorithmic thinking [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]
      </p>
      <p>
        CT Vocabulary Assessment: measures elements and dimensions of CT
expressed verbally by the learners [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
      <p>
        According to Gonzalez, et al [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], the use of only one type of tools mentioned
above can mislead the learners in understanding CT skills to be acquired. For
example, Brennan and Resnick [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] observed that assessing learners’ projects alone
is insuficient for a comprehensive CT competency assessment. In order to
complement each other and conduct a comprehensive assessment, a combination of the
tools is proposed.
2.2. Computational Thinking Assessment Frameworks
Systematic combination of diferent assessment tools (known as systems of
assessments [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]) is recommended in understanding learners’ CT abilities better [
        <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
        ].
Some of the CT assessment frameworks include:
      </p>
      <p>
        The three dimensions of CT assessment framework: Consists of three
approaches for assessing the acquisition of CT concepts, practices and perspectives
[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The approaches include project analysis (analysis done using Scrape tool);
artefact-based interviews (interviewing Scratchers); and design scenarios
(developing design scenarios). Despite the strengths of the approaches none proved enough
to stand on its own. The approaches have no proof of assessing CT perspectives;
being combined to complement each other; they comfortably assessed CT concepts;
and assessment of CT practices was time consuming thus not viable where many
leaners are involved.
      </p>
      <p>
        Framework for assessing development of CT: use of code inspection and
artefact- based interviews to assess the development of CT concepts and practices
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Apart from the framework being time consuming, it assisted in discovering
conceptual gaps. The major boosts of the framework were based on its capability
of being able to be repeated at various points in time, examination of projects,
motivating learners to conceptualize their processes, and ability of the learners to
define and use a concept.
      </p>
      <sec id="sec-2-1">
        <title>Complementary CT assessment tools: look at convergent validity between</title>
        <p>
          CT Test (CTt) and Bebras and between CTt and Dr. Scratch [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. The tools
cannot be interchanged with the other but can complement each other leading to
development of system of assessment. The tools were mapped to Bloom’s taxonomy
with the CTt mapped to the lowest constructs of the taxonomy (Remember and
Understand); Bebras tasks mapped to the middle constructs (Apply and Analyse);
and Dr. Scratch mapped to the top most constructs (Evaluate and Create). The
use of diferent set of Babras tasks or set of projects in case of Dr. Scratch could
lead to the realisation of diferent correlation values hence the need for further
research.
        </p>
        <p>
          System of assessment framework: a combined method that includes coding,
learning and life skills is the most viable solution to assessing CT [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. They further
noted that coding performance and emotions can change at diferent times within
the same activity; several activities can cause learning to occur; and changes to
cognitive, social and life skills can only be because of diferent experiences over
a period coupled with previous factors. There is therefore need for a system of
assessment that incorporates the three points. The framework assesses not only
the technical but non-technical skills too. The framework is in two parts hence
the need to blend the two parts of the framework. It also requires scaling down
to minimise time consumption and resources used if it is to be adopted in the
classroom.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Cognitive Skills Framework</title>
      <p>
        Considering the strengths and limitations of the tools and frameworks discussed,
it is evident that they concentrate on assessing practical, cognitive and emotional
skills, ignoring social and relational skills [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. There is no clear indication of what
is expected of the students if learning is to be counted to have occurred. For
the development of a successful assessment framework, several suggestions should
be considered. They include support for further learning, incorporating artefacts,
illuminating processes, checking in at multiple waypoints, valuing multiple ways of
knowing, and including multiple viewpoints [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        The CSF [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], which is a type of digital literacy framework, presents an easily
formattable assessment tool that can be used in diferent learning environments.
The tool enables learners to know what constitutes mastering the required skills,
learning activities that lead to the acquisition of the skills and the process of
acquiring the skills [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Three diferent types of digital literacy frameworks were
identified due to their alignment with high education instructional settings and
goals. This included CSF, Short guide to digital humanities [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] and Association
of College and Research Libraries (ACRL) Standards [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
      </p>
      <p>
        The selection criteria of the frameworks included alignment of the framework
with academic content; flexibility and capability to be customised for diferent
learning content; and articulation of the competencies that when paired with
learning activities can be measured [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] . This research adopted CSF for assessment.
The customised version of the framework excellently represents types of digital
skills and methods taught to learners. The framework can enhance collaboration
between learners and teachers as it provides a diagnostic and assessment tool that
facilitates creation of accurate, user-directed projects [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. Teaching and Assessing Computational Thinking</title>
    </sec>
    <sec id="sec-5">
      <title>Skills</title>
      <p>
        The design-based learning approach [
        <xref ref-type="bibr" rid="ref22 ref23">22, 23</xref>
        ] was used which enabled the learners to
create projects at the end of each learning activity. The syllabus was adopted from
Creative Computing Curriculum [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], that was scaled down to meet the
requirements of the course. The area adopted was the themes while the projects stemmed
from students’ own ideas. The main evaluation tool was the CSF which was
customised to capture the CT skills and the activities required to acquire the skills.
The study took place at the Faculty of Informatics, Eötvös Loránd University. The
survey involved a total of 9 year-one computer science international students which
was the total population of the target group.
      </p>
      <p>
        The study spanned over a period of 14 weeks (duration of the course) and
Scratch programming used to implement the course. The choice of Scratch as
was prompted by its enticing features. Even though students are familiar with
informatics, teaching programming has proved challenging to most teachers [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ].
Use of traditional ways to teach programming has yielded poor results raising
questions on efective ways of executing the tasks [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. Scratch has capability of
changing the traditional way of teaching programming (viewed as boring) into a
creative learning experience [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]; Is a media rich environment (use of text, audio,
visual); Viewed as a way to other programming languages such a java, python
etc; And provides a low threshold for programming enabling beginners understand
programming structures and focus on logic problem before syntax [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ].
      </p>
      <p>The learning process was divided into 5 themes which included introduction
to Scratch, exploring arts, digital storytelling, gaming and developing own choice
projects (Table 1).</p>
      <p>Each activity begun with the explanation of each CT skills to be acquired and
snippet of a programme created in class demonstrating its use. The learners were</p>
      <sec id="sec-5-1">
        <title>Introduction and</title>
      </sec>
      <sec id="sec-5-2">
        <title>Integration</title>
      </sec>
      <sec id="sec-5-3">
        <title>Exploring</title>
      </sec>
      <sec id="sec-5-4">
        <title>Arts</title>
      </sec>
      <sec id="sec-5-5">
        <title>Digital</title>
      </sec>
      <sec id="sec-5-6">
        <title>Stories</title>
      </sec>
      <sec id="sec-5-7">
        <title>Telling</title>
      </sec>
      <sec id="sec-5-8">
        <title>Developing</title>
      </sec>
      <sec id="sec-5-9">
        <title>Games</title>
      </sec>
      <sec id="sec-5-10">
        <title>Final project – Own</title>
      </sec>
      <sec id="sec-5-11">
        <title>Choice</title>
      </sec>
      <sec id="sec-5-12">
        <title>Project</title>
        <p>Introduction to creativity in
computing and Scratch,
using sample projects and
hands-on experiences. Using
basics in Scratch and
self-guided tutorial to create
an interactive postcard
Exploring arts by creating
projects that include
elements of music, design,
drawing, and dance
Exploring storytelling by
creating projects that
include characters, scenes,
and narrative
Exploring games by creating
projects that define goals
and rules.</p>
        <p>Developing independent
projects by first identifying
the suitable project,
collaborating with others to
improve the project, and
presenting the project and
its development process</p>
      </sec>
      <sec id="sec-5-13">
        <title>Competencies</title>
        <p>Integration;
communication
and presentation
skills; creativity
and
problem-solving
skills; collaboration
Sequence; iterative
and incremental
Parallelism and
events; reuse and
remixing
Conditionals;
operators and
data; testing and
debugging
Enhance the
developed skills</p>
      </sec>
      <sec id="sec-5-14">
        <title>Required</title>
        <p>Sessions
6
4
4
6
8
then required to create their own choice of project based on the theme using the
CT skills learnt. They were also encouraged to collaborate with each other through
sharing, questioning, presentation of their progress and peer review. The peer
reviews and final assessment of each project was done using the assessment framework
– customised based on Eshet Cognitive Skills Mastery Matrix (ECSMM) 1 – and it
enabled the articulation of the skills to be developed at diferent mastery levels as
shown in the excerpt in Table 2.</p>
        <p>The framework provided an insight into the skills to be acquired and the
learning activities associated with them. This was accomplished using the customized
version of the framework’s Google Sheets Mastery Matrix template2. The
learning outcomes and activities were associated to expected skills for diferent mastery
levels using the mastery metrices as shown in Table 3.</p>
        <p>The learning activities begun by giving the learners an opportunity to
envisage their desired projects and process needed to achieve their goal. The teacher
played the role of facilitator and consultant. Apart from developing projects,
various activities were carried out to enable comprehensive assessment. Every learning
activity comprised of self-reporting that required learners to keep record of their
own progress and sequence of steps leading to the completion of the project. The
learners were therefore able to keep track of their progress, identify areas needing
correction and refine their project. The learners were able to share ideas and
challenges through collaboration, group projects participation, peer reviewing, project
1https://docs.google.com/document/d/1OZiyKwaSXlM9cnOsz5dGDLjZm8tmF2wHNu8qPGqQa94/
edit</p>
        <p>2https://docs.google.com/spreadsheets/d/1rP5FXq33CdFZPbr123hhMMC1R46QzTqxEfIeoMRSTQ/edit?usp=sharing
Source</p>
        <p>Theme
Eshet,
2012
(Customized)</p>
        <p>Introd. to
Scratch</p>
        <p>Sequencing;
Incremental;
Iterative;
Connecting;
Expressing
Skill:Learners
should be able to...</p>
        <p>Activity:Learners
will develop this
skill by...</p>
        <p>Time:</p>
        <p>Mastery
Level
1:Remember/
Understand
Understand
the use of the
skills
Understand
the use of the
skills
Going
through the
demo
project: All
about myself
20 Min.</p>
        <p>Mastery
Level
2:Apply/
Analyse
Identify the
skills used in
the project
Identify the
skills used in
the project
Going
through the
demo
project: All
about myself
20 Min.</p>
        <p>Mastery
Level
3:Evaluate/
Create
Use the skills
in a project
Use the skills
in a project
Create own
project
3 hours
presentation and reflection. These activities facilitated development and
enhancement of CT practices (testing and debugging, incremental and iterative) and CT
perspective (connecting and expressing) which could not be assessed by analysing
the complete projects. The results of the self-reporting assessment concurred with
the peer reviewing assessment and the teacher’s final evaluation.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>5. Findings of the Study</title>
      <p>The findings showed that CT skills can be assessed using the customised framework.
This was possible by mapping the learning outcomes to the framework. Assessment
of the projects revealed use of various CT concepts and practices as shown in
Figure 1.</p>
      <p>Figure1 demonstrated the acquisition of CT concepts (sequence, loops,
conditional among others) and practices such as abstraction and modularisation. Scratch
provided an environment for developing and enhancing the skills and the mastery
level of the skills acquired was determined using the ECSMM.</p>
      <p>Likewise, the results of the survey carried out showed that there was
improvement in the acquisition and enhancement of other skills such as testing and
debugging, and collaboration. This is evident in the comparison of the survey carried out
at the beginning and the end of the course as shown in Figures 2 and 3, and Figures
4 and 5 respectively. Based on the survey the learners were able to transfer the
skills to other area. For example, 89 percent used collaboration in other subjects.</p>
    </sec>
    <sec id="sec-7">
      <title>6. Discussion</title>
      <p>The results of the study showed that CSF can comprehensively assess CT skills.
Based on its flexibility (that enables customisation) and structure, the activities
carried out could easily be assessed.</p>
      <sec id="sec-7-1">
        <title>a) Computational thinking concepts</title>
        <p>
          The CT concepts well displayed in the project which made it easy to map the
outcome to the framework. Various ways have been used to assess the skills in
projects. For example analysis of projects portfolio using Scrape tool [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. The
learners’ projects were subjected to three levels of evaluation. These were peer
reviewing (gave the learners opportunity to evaluate themselves); internal
evaluation (carried out by the course facilitators using the framework); and external
evaluation (done by lecturers in the department).
        </p>
      </sec>
      <sec id="sec-7-2">
        <title>b) Computational Thinking Practice</title>
        <p>
          The learners were encouraged to learn and use ideas from other projects either
among themselves or from online Scratch community. This is a common practice
in design and problem solving [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. The projects likewise displayed abstraction and
modularisation. Skills such as testing and debugging were used frequently as they
worked on the projects. Testing and debugging strategies used in Scratch included:
trial and error, learning from existing projects and getting support from those with
knowledge on the task [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. These strategies were utilised by the learners.
        </p>
      </sec>
      <sec id="sec-7-3">
        <title>c) Computational Thinking Perspective</title>
        <p>
          One of the non-technical skills enhanced by CT is connecting and expressing.
Developing projects using Scratch is further facilitated by sharing [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. The learners
developed collaboration skills by participating in group projects; presenting progress
of on going project in order to solicite more and unique ideas from their peers; and
peer-reviewing which helped in making a critical analysis of their projects. This
gave the learners confidence to express themselves fully.
        </p>
        <p>
          The use of customised CSF has shown that, apart from cognitive skills, social
skills can be assessed using this framework. In this research, the assessment was
made possible by engaging in several activities leading to one common goal and that
is development of complete projects. A comprehensive assessment system should be
able to support further learning, incorporate artefacts, highlight processes, creating
multiple intervention points during the learning period, appreciating multiple ways
of knowing and considering multiple viewpoints [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. The CSF clearly supports all
these suggestions in its assessment roadmap.
        </p>
        <p>
          Studies have called for the adoption of diferent types of complementary
assessments tools if comprehensive understanding of learners’ CT skills is to be reached
[
          <xref ref-type="bibr" rid="ref11 ref24">11, 24</xref>
          ]. This has been seen to be with the various CT assessment frameworks.
With the customised CSF it is possible to map the activities, processes and
deliverables to the learning objectives set at the beginning of the course. This made it
possible to assess CT skills comprehensively using a single tool.
        </p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>7. Conclusion</title>
      <p>The aim of this research was to identify a comprehensive CT assessment tool and
demonstrate how it can be used in the assessment of CT skills. Using a customised
CSF, the assessment of diferent CT skills was made flexible and learner-centred.
The CT skills were developed using Scratch based on its features that makes it
appealing even to non programmers. The framework stipulated the requirements for
achieving competencies at various levels of learning leading to enhancement of the
learners’ self-organised learning. The detailed nature of the framework enabled the
learners to envisage the expected learning outcomes paving way to self-assessment.
This is important especially in the current era where constructionism and
learnercentred approaches to learning are highly encouraged. Apart from the learners, the
lfexibility of the framework may be useful to teachers in carrying out
comprehensive assessment of CT skills. The study has proven that CT skills both technical
and non-technical skills are measurable. Likewise, comprehensive assessment of
the skills can be carried out using a single assessment tool. The study was carried
on a small population. Further research is therefore recommended to validate the
framework on a larger population and on diferent learning contexts.
Acknowledgements. My sincere gratitude goes to Eötvös Loránd University,
Faculty of Informatics for presenting with the opportunity to carry out this
research. The faculty provided an innovation lab that gave the students a
userfriendly environment to work in. My gratitude also goes to my colleagues in the
department who created time to evaluate the students’ final projects. Lastly to my
students who made this research a success.</p>
    </sec>
  </body>
  <back>
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