=Paper= {{Paper |id=Vol-3691/paper39 |storemode=property |title=Understanding Block-based Code with Preservice Mathematics Teachers |pdfUrl=https://ceur-ws.org/Vol-3691/paper39.pdf |volume=Vol-3691 |authors=Elvia R. Ruiz Ledezma,Fermín Acosta Magallanes,Alma R. Villagómez Zavala |dblpUrl=https://dblp.org/rec/conf/cisetc/LedezmaMZ23 }} ==Understanding Block-based Code with Preservice Mathematics Teachers== https://ceur-ws.org/Vol-3691/paper39.pdf
                         Understanding Block-based Code with Preservice
                         Mathematics Teachers
                         Elvia R. Ruiz Ledezma1, Fermín Acosta Magallanes2 and Alma R. Villagómez Zavala3
                         1 Instituto Politécnico Nacional, CECyT 11, Av. de los maestros 217, Casco de Santo Tomás, Mexico City, Mexico
                         2 Instituto Politécnico Nacional, UPIITA, Av. Instituto Politécnico Nacional 2580, Ticomán, Mexico City, Mexico
                         3 Escuela Normal Superior de México, Hacienda de Sotelo 201, El Rosario, Mexico City, Mexico




                                                                Abstract
                                                                The present study shows the difficulties and achievements presented by a group of students in the fifth
                                                                semester of the degree in Teaching and Learning of Mathematics in Secondary Education of the Escuela
                                                                Normal Superior de México, in Mexico City, on the final design project. of digital materials with
                                                                programming in Scratch, the analysis was carried out within the framework of computational thinking
                                                                for science in its cognitive processes and the proposed scientific activity.

                                                                Keywords
                                                                Computational thinking, Scratch, STEM1


                         1. Introduction
                         Education in science, technology, engineering, and mathematics (STEM) has become an
                         increasingly important educational perspective, gaining great attention around the world [1],
                         with the objective: to train new talents with 21st century skills, developing the computational,
                         critical, and creative thinking [2]. Therefore, coding has been proposed as an integral part of
                         STEM Education, allowing interdisciplinary connections in relation to computational thinking
                         (CT) to address problems in everyday life and face challenges. Thus block-based coding
                         languages, such as Scratch, have become popular due to the use of drag code commands,
                         simplifying the text syntax used in other programs [3]. However, in a first approach, subjects have
                         difficulty processing nested structures, that is, placing one control structure inside another, as
                         well as algorithm sequences and the interaction between blocks of code, because not all students
                         They are at the same level of handling a computer equipment.
                             Our work aims to show the difficulties and achievements presented by a group of students in
                         the 5th semester of the bachelor’s degree in teaching and Learning of Mathematics in Secondary
                         Education of the Escuela Normal Superior de Mexico, when covering the study program
                         "Mathematics in Science and Technology” (MST), having as its final project the design of digital
                         materials with programming in Scratch.
                             This paper is divided into five sections in addition to this space where we show: the theoretical
                         perspective, the interpretation of the study program, the methodological process, the most
                         relevant findings, conclusions, and references.




                         CITIE 2023: International Congress on Education and Technology in Sciences, December 04–06, 2023, Zacatecas,
                         Mexico
                             ruizelvia@hotmail.com (E.R. Ruiz); ferminacosta66@hotmail.com (F. Acosta); amyy_0214@hotmail.com (A. R.
                         Villagómez)
                             0000-0001-9528-4146 (E. R. Ruiz); 0000-0003-1471-5376 (F. Acosta); 0000-0003-0021-8977 (A. R. Villagómez)
                                                           © 2023 Copyright for this paper by its authors.
                                                           Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
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2. Theoretical framework
The cognitive processes employed in interactions with computational tools are an important
aspect of computational thinking as originally conceptualized by Papert and are crucial to CT-S.
That is, preparing students for the increasingly computational nature of science. It is essential to
develop students' abilities to think about the functionality and position of computational tools
within an activity [4].
   Cuny, Snyder and Wing, defined [5], “Computational thinking is the thinking processes
involved in formulating problems and their solutions, so that the solutions are represented in a
form that can be carried out effectively by an information processing agent” (p. 1).

    2.1. Computational thinking for science framework

    Our research through the conceptual framework that describes CT-S takes an evidence-
centered approach, a model of cognition [6], to identify the types of cognitive processes that are
already being leveraged in classrooms that reflect CT-S. Such a framework will allow us to (a)
delineate subconstructs that specify the cognitive processes characteristic of CT-S and (b)
operationalize the subconstructs of CT-S to develop performance tasks that can elicit CT-S. That
is, beyond knowing what activities are likely to engage students in CT-S, a testable model of how
those practices engage students in CT-S is necessary. Additionally, identifying which of those
activities’ students are likely to participate in.
    The framework is a table of four rows and three columns, which creates 12 cells (Table 1). The
rows represent four categories of science activity (data collection, data processing, modeling, and
problem solving) where computational tools are likely to be leveraged in science learning. The
columns represent three interactions with computational tools (Reflective use, Design, and
Evaluation of computational tools) that involve the cognitive processes characteristic of
computational thinking [4]. Each cell within the frame represents the CT-S as the intersection of
a row with a column. That is, every time a person participates in a science learning experience
that can be categorized by one or more of the cells of the framework, they are engaging in
computational thinking for science.

Table 1
The computational thinking for science framework
                                            Cognitive Processes
    Science Activity         Reflective Use            Design                   Evaluation
     Data Collection     How can symbology How                  can   The pseudocode allows for
                         be used to design the diagram                efficient block allocation.
                         diagram for effective instructions be        Under what conditions does it
                         coding?                  translated with     work     or    under     what
                                                  block               conditions does it fail?
                                                  structures?
    Data Processing      What         software What would be          The software is being used to
                         features can help needed             from    create a visualization of
                         identify            the software to help     structures. What are the
                         relationship between find         patterns   possibilities or limitations that
                         scripts?                 related        to   help communicate them?
                                                  specialized
                                                  commands?
        Modeling         How can you use the What rules need          Which aspects of this digital
                         three sections of the to be included in      model accurately reflect the
                         software to predict the organization         selection, and which do not?
                         the actions in it?       of sequences?
    Problem-Solving      How can screen         How can you How should I test it and how
                         reading software be    create        an will I know I've tested it
                         used to ensure that    algorithm     to enough?
                         the procedure is       evaluate     the
                         communicated           claims      and
                         correctly?             reasoning of the
                                                respective
                                                arguments?

3. Interpretation of the study program
The MST program aims to ensure that heuristic experiences foster creativity and ingenuity, with
an approach where digital technology is closely linked to science and favors the creation of
development projects. of materials and activities that contribute to the generation of
mathematical knowledge, the strengthening of mathematical skills and thus the development of
professional and disciplinary competencies.
   As well as the development of creativity and technological innovation skills, both in the
management of electronic devices and their programming. The contents of the MST program are
organized into two blocks. In one block, it is expected to recover the historical understanding of
the emergence of mathematics as a response to a need for communication, systematization, and
modeling. In two block the link between science, mathematics and technology is emphasized,
from Scratch programming and the development of didactic, technological, and digital materials.


4. The methodological process
Eleven normal students from the fifth semester of the bachelor’s degree in teaching and Learning
of Mathematics in Secondary Education in Mexico City participated (Figure 1).
   Our research is a descriptive explanatory work that describes structured situations that
provide a sense of understanding of the phenomenon referred to [7].
   Three phases were considered, according to the CT-S framework, adapted to the use of
programming in Scratch.
   • Reflective use of programming.
   • Designing with a programming language.
   • Evaluating programming with a computational tool.

   4.1. Reflective use of programming

   We started with the design of the algorithm, using a structured programming technique that
also served for programming, helping to document the programs. There are three ways to
represent algorithms: written, graphical and auxiliary. The MST study program proposes the
graphic form of diagrams. To design them, certain symbols or figures are used that represent an
action within the procedure. The symbols are joined with arrows called flow lines that indicate
the order in which the steps must be executed and the pseudocodes that are the descriptions or
instructions of the flow chart. For programs, variables are needed, which can be numeric or
characters.
   Figure 1. Students working on their project

    4.2. Designing with a programming language

   Learning Scratch offers students in training great possibilities due to its applications, it allows
them to promote creativity and thinking skills, learning basic concepts of computing and
mathematics, as well as promoting interpersonal communication and a sense of collaboration.
This program is extremely intuitive, without requiring memorization of commands for its
mastery. It is available for various operating systems. The Scratch screen is divided into three
sections. On the right the commands that make up the routines of this language are added one by
one, in the center the commands that each of the ten categories of actions have been presented
and on the left the block of commands is executed through a click. Actions are linked by means of
labels or blocks. In this phase, the student began his design with the use of a flowchart and
pseudocode since it is crucial to plan and visualize the flow of actions in Scratch programming
and represent the logical sequences of commands to be executed in a concrete way. Basic
exercises were then carried out to help in understanding the use of the blocks, thus the difficulty
was increased according to their progress.

    4.3. Evaluating programming with a computational tool
    We included the generation of educational programs and considered that the project was
finished, that it had an optimized design, that it had been completely developed and that the
minimum functionality tests were covered with the analysis of system requirements, the
evaluation was based on rubrics (Table 2).

   4.4. The application scenario

    Every time a subject participates in a science learning experience that can be categorized by
one or more of the cells of the framework, he or she is engaging in computational thinking for
science. For each cell in Table 1, a question is provided that a subject would likely need to engage
in CT-S to answer successfully. As an example, the student who answers the question in the upper
left corner of the frame will need to engage in the reflective use of programming tools: diagram
and pseudocode, to work toward data collection. Initially you will use the elements of the diagram
and the specific variables in the approach to a problem. You can do this by participating in the
reflective use of the diagram while interacting with its elements, until you form a mental model
of the functionality of programming. As the student continues to interact with this tool, their
discoveries reinforce, revise, or complement their developing mental model. Once the student has
a working mental model, they can use it toward the use of commands contained in Scratch's
categories of actions, linked by blocks. Design can occur throughout an iterative creation process
in which the subject has to repeatedly update and modify his or her mental model of the
functionality of the computational tool in relation to a sequence of commands in each number of
cycles.
    To participate in the assessment, students must know what the digital model should do in
different settings to determine if it is a complete and accurate model. To do this, they investigate
of their efficiency running the program. Once this evaluation was completed, students would be
able to determine how well it works. Therefore, each student will have built a mental model of
the possibilities and limitations of the functionality of the computational tool and how it could be
used in their activity, so students are involved in CT-S.
    In phase one for the reflective use of a computational tool in programming with Scratch, the
evidence shown by the students in relation to the representation of the algorithms in graphic and
written format with flowcharts and pseudocode was reviewed (Figure 2), under the criteria that
were considered, namely, the problem statement and the project design by 30% and 70%
respectively.
    For phase two, the students, using their own criteria, manage to solve the rules, using the
program's sentences. At this stage, the coding of the project logic implemented in Scratch is
prioritized because it reflects the application of the knowledge provided by the class work. In this
phase, documentation and integration formed another segment to evaluate and provide feedback,
65% of the group of students obtained excellent performance and 60% improved compared to
the previous phase, demonstrating that the feedback allowed them to improve their performance.
     In phase three, the implementation of the system, where prior knowledge and the user
interface are involved, the results indicate that 11.2% of the students did not complete the
project, while 88.8% achieved a finished project with a good design, development and tested
(Figure 3). Thus, 80% of the group managed to integrate prior knowledge and adequately
complete the program in contrast to the 20% who had problems integrating the information.

Table 2
Rubric established to evaluate the development of the project based on the CT-C framework
    Aspects/            Excellent             Good             Regular         Insufficient
   %assigned
 Data Collection        (20-16%)            (15-11%)           (10-6%)           (5-0%)
       20%         Can use symbology Can              use Can           use Cannot        use
                   in the design of the symbology       in symbology      in symbology      in
                   diagram,             the design of the the design of the diagram design.
                   translating      the diagram,           diagram without
                   instructions into translating the translating the
             block structures instructions into instructions into
             and      modifying block structures. block structures.
             them according to
             the needs raised.
Data              (20-16%)          (15-11%)          (10-6%)                     (5-0%)
Processing
     20%     Can identify the       Can identify the     Can identify the    Cannot identify
             relationship           relationship         relationship        the relationship
             between                between              between             between
             specialized scripts    specialized          specialized         specialized
             to find related        scripts to find      scripts without     scripts.
             patterns        and    related              finding related
             modify        them     patterns.            patterns
             according to your
             needs.
Modeling           (30-21%)             (20-16%)             (15-11%)             (10-0%)
    30%      Can use all three      Can use all three    Can use all three   Cannot use all
             sections of the        sections of the      sections of the     three sections of
             software,              software,            software,           the     software,
             predicting      the    predicting the       predicting          predicting the
             actions in it with     actions in it with   actions in it       actions in it.
             the use of rules for   the use of rules     without
             sequential             for sequential       considering the
             organization and       organization.        use of rules for
             modifying                                   sequential
             according to the                            organization
             stated needs.
Problem-           (30-21%)             (20-16%)            (15-11%)             (10-0%)
Solving
      30%    Can use screen         Can use screen       Can use screen      Cannot     use
             reading software       reading              reading             screen reading
             to ensure you          software    to       software      to    software    to
             communicate the        ensure     you       ensure      you     ensure     you
             procedure              communicate          communicate         communicate
             correctly, creating    the procedure        the procedure       the procedure
             an algorithm to        correctly,           correctly,          correctly.
             evaluate        the    creating    an       without creating
             respective             algorithm   to       an algorithm to
             statements     and     evaluate   the       evaluate     the
             reasoning,             respective           respective
             modifying              statements and       statements and
             according to the       reasoning.           reasoning.
             needs raised.
Figure 2. Example of a program in graphic form, prepared by a student




Figure 3. Example of a program carried out by one of the students
5. Discussion
The students began their reflective use, manipulating the commands of the Scratch program. By
pressing certain blocks and observing the results of their actions, they subsequently reflected on
their manipulations and began to form a mental model of the functionality of this language. As
the students continued to interact, their discoveries reinforced, revised, or complemented their
developing mental model. We were able to observe that reflective use is bidirectional in the
transfer of information. Once the student had a mental model, he was able to use language more
intentionally to process the algorithms previously contained in the flowchart, so that he could
analyze to learn how to translate them.
   Reflective use can also occur when the student begins his activity with an incomplete or
inaccurate mental model of the functionality of a program, allowing him to re-investigate and
modify his mental model already with the use of the programming language, testing with the
computational tool, choosing the commands that lead you to the design of your program.

6. Conclusions
The CT-S model and its cognitive framework allowed us to review the bidirectional interactions
between the student and the programming design of the prepared materials.
   In phase two, one of the problems that arose is that not everyone has a good understanding of
mathematical logic to be able to visualize the logical sequences of the algorithm.
   The most complicated procedures to teach were loops, conditionals, and manipulation
between variables, because they are abstract procedures.
   Using diagrams is crucial to plan and visualize the flow of actions in Scratch programming,
these represent the logical sequences of commands to be executed in a concrete way to
understand.
   At first, it is common to make mistakes such as not connecting blocks correctly, forgetting the
loop blocks or necessary conditions, not fully understanding how Scratch variables and events
work.
   It is important to start with basic exercises that help understand the use of the blocks and
increase the difficulty according to the progress of the group.

References
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