Promoting STEAM education using Codey Rocky in Japan

Abstract: This paper describes a project for programming education in Japan. Since 2022, we have conducted more than 40 visiting lessons to teach programming to elementary and middle school students in remote areas in Japan. Based on the previous visiting lesson, we re-designed these lessons. First, we placed the students in groups to work collaboratively. They had a more positive reception to the basic programming concepts in their groups, than learning individually in a teacher-centered environment. We also had teachers participate in our visiting lessons as students. This allowed them to master the basic concepts as well as to experience learning in a student-centered environment. Third, we focused on basic codes. After experimenting with codes in groups, the students became familiar with the basic concepts and naturally integrated them into subject areas. We believe that our approach might be effective in promoting STEAM education in Japan and other countries in Asia.

Authors

Publication Details

Published
2025-01-01
DOI
https://doi.org/10.59668/2222.20816
Primary Topic
Educational Research and Pedagogy
Type
article
Field-Weighted Citation Impact
0.00
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article

Promoting STEAM education using Codey Rocky in Japan

Eri Ono, Hitoshi Susono, Kazuhiko Koyama
Educational Research and Pedagogy
article

Promoting STEAM education using Codey Rocky in Japan

Eri Ono, Hitoshi Susono, Kazuhiko Koyama
article en

Abstract

Abstract: This paper describes a project for programming education in Japan. Since 2022, we have conducted more than 40 visiting lessons to teach programming to elementary and middle school students in remote areas in Japan. Based on the previous visiting lesson, we re-designed these lessons. First, we placed the students in groups to work collaboratively. They had a more positive reception to the basic programming concepts in their groups, than learning individually in a teacher-centered environment. We also had teachers participate in our visiting lessons as students. This allowed them to master the basic concepts as well as to experience learning in a student-centered environment. Third, we focused on basic codes. After experimenting with codes in groups, the students became familiar with the basic concepts and naturally integrated them into subject areas. We believe that our approach might be effective in promoting STEAM education in Japan and other countries in Asia.

Vol. 14(2)
Openalex Percentile: Top 88%
Educational Research and Pedagogy
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