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Introducing Computer Science Unplugged in Pakistan

A Machine Learning Approach

Bibliographic Data

ID22044543
AuthorsSeema Jehan (0000-0001-6379-6972, National University of Sciences and Technology), Pakeeza Akram (0000-0001-6534-9367, University of St. Thomas - Minnesota, corresponding author)
Year2023
Volume13
Issue9
Pages892
Publication date2023-09-04
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueEducation Sciences (JOURNAL)
Journal identifiersISSN: 2227-7102 • E-ISSN: 2227-7102
PublisherMDPI AG (PUBLISHER • IT)
DOI10.3390/educsci13090892
OpenAlexW4386423287
LanguageEN
References cited29

Introducing computational thinking at elementary school can develop students’ capabilities and interest in Computing skills. In this study, we introduced the Computer Science unplugged (CS-unplugged) technique in Pakistan. We use paper-based activities to equip students with basic Computer Science skills without introducing any programming language. This study contributes twofold: First, we report the impact of CS-Unplugged training on more than 350 elementary students. The empirical study reveals that the students perform better in solving problems after unplugged training. Improved results in the post-training activity support this impact. Second, we applied machine learning to predict students’ performance. We employed different supervised machine learning algorithms to predict the students’ performance. Our results indicate that the Logistic regression-based model can predict the positive response of the student with a 0.91 receiver operating characteristic curve (ROC curve). This pilot study results encourage introducing unplugged techniques at elementary schools in third-world countries. The goal is to have minimal changes in infrastructure and focus on better student learning. In the future, we plan to introduce more unplugged problem-solving techniques to elementary students by providing little training to the science or math teacher

Computational Thinking · Empirical research · Logistic regression · Machine learning · Mathematics education · Computer Science · Educational Games and Gamification · Mathematics · Online Learning and Analytics · Teaching and Learning Programming · Artificial Intelligence

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