Short name
ECLiP
community
Περιγραφή

ECLiP proposes a three-step process for the design of an integrated set of learning activities:
Acquiring knowledge: Learning is more effective if students participate in learning activities that are perceived to be meaningful and the new knowledge is constructed when students require the acquisition of the knowledge. Therefore, it is important to set up conditions that (i) are likeable/meaningful to students, and/or (ii) are related to a goal that is challenging, and/or (iii) give students the opportunity to express their beliefs/opinions, and/or (iv) elicit their prior knowledge and reveal
any misconceptions. In introductory programming courses, it is essential to engage students in learning activities concerning simple authentic problems that are close to their experience and show the usefulness of the programming process beyond the specific course.
Constructing knowledge through Exploration+Collaboration: Knowledge construction is supported through observation, exploration and communication with others. The learning activities should guide students towards the activation and revision of their existing mental model. Students’ engagement in guided learning activities and the provision of help through suitably designed questions and additional scaffolding tasks, enable them to understand the functional characteristics of the programming constructs and revise appropriately their mental model in case of preconceived misconceptions. Moreover, students’ involvement in collaborative activities enhances learning since they have the chance to externalize/negotiate on their thoughts/ideas, argue on their actions or on their points of view and articulate their reasoning.
Applying-Refining knowledge: The processes of reflection and application support knowledge refinement and contribute to its retention, future retrieval and use. Reflection in programming
may be achieved by (i) asking students to check their thinking, and/or reason their decisions, and/or (ii) engaging students in collaborative activities in which they examine and discuss their ideas with others and/or evaluate their peers’ statements/solutions. The learning activities, concerning the application of knowledge, may ask students to (i) develop/modify a simple program, and/or (ii) check the correctness
of a program and modify it according to the problem definition, and/or (iii) act as evaluators of their peers’ work.