Extending Computational Thinking: Embodied Learning Through Socioenactive Scenarios

Although not always understood in the same way, the ideas of Computational Thinking have gained attention from policymakers in curriculum educational fields, particularly in primary math and K-12 education around the world, as necessary 21st-century skills to foster children’s competence in problem-solving. In this work we argue that since its reappearance, many transformations have happened in the computational and social contexts, which make us rethink the literacies regarding computer-based environments. In this paper we extend the idea of computational thinking with a socioenactive perspective to computing, which considers a tripartite coupling of the physical, the digital and the social dimensions of ubiquitous computing based environments. We illustrate aspects of a socioenactive computational thinking with an analysis of two different scenarios. Results point out some aspects to be resumed from the origins of constructionism (for example, project action and body syntonicity) and others to be included in the subject (for example, sense-making, body affectivity and intersubjectivity).

Authors

Institutions

Publication Details

Journal
Constructionism Conference Proceedings
Published
2025-06-24
DOI
https://doi.org/10.21240/constr/2025/30.x
Primary Topic
Teaching and Learning Programming
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Extending Computational Thinking: Embodied Learning Through Socioenactive Scenarios

M. Cecí­lia C. Baranauskas, José Armando Valente, Emanuel Felipe Duarte
Constructionism Conference Proceedings
Teaching and Learning Programming
article

Extending Computational Thinking: Embodied Learning Through Socioenactive Scenarios

M. Cecí­lia C. Baranauskas, José Armando Valente, Emanuel Felipe Duarte
article en

Abstract

Although not always understood in the same way, the ideas of Computational Thinking have gained attention from policymakers in curriculum educational fields, particularly in primary math and K-12 education around the world, as necessary 21st-century skills to foster children’s competence in problem-solving. In this work we argue that since its reappearance, many transformations have happened in the computational and social contexts, which make us rethink the literacies regarding computer-based environments. In this paper we extend the idea of computational thinking with a socioenactive perspective to computing, which considers a tripartite coupling of the physical, the digital and the social dimensions of ubiquitous computing based environments. We illustrate aspects of a socioenactive computational thinking with an analysis of two different scenarios. Results point out some aspects to be resumed from the origins of constructionism (for example, project action and body syntonicity) and others to be included in the subject (for example, sense-making, body affectivity and intersubjectivity).

Constructionism Conference ProceedingsVol. 8
Universidade Estadual de Campinas (UNICAMP) (BR)
Conselho Nacional de Desenvolvimento Científico e Tecnológico
Openalex Percentile: Top 85%
Teaching and Learning Programming
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Extending Computational Thinking: Embodied Learning Through Socioenactive Scenarios — M. Cecí­lia C. Baranauskas, José Armando Valente, et al. · Constructionism Conference Proceedings (2025) | TGRS Research Map | TGRS