In this section, you can find various analyses of existing pedagogical resources that we did with the help of the guidelines for the analysis of pedagogical resources that can be used to teach Computational Thinking in fundamental schools.

There are indeed many pedagogical resources on the market, but it is not always easy to know which ones to choose. Here we present our analyses of such resources in order to help teachers

  1. to think about the embedded affordances and inherent characteristics of pedagogical resources in a structured way,
  2. to decide how valuable and useful they find these pedagogical resources, and
  3. to decide how they want to use them when designing (and implementing) pedagogical scenarios to teach “computational thinking”.

The guidelines use the TPACK model as a guiding principle. We first look at the material and technical aspects of the resource, then we look at the content embedded in the pedagogical resource and finally we look at the resource from a pedagogical point of view.

Analysis of “CS unplugged: Computer Science without a computer”

Analysis of “Exact Instructions Challenge”

Analysis of “Code Master: Programming Logic Game”

Analysis of “ROBOT Turtles: The Game for Little Programmers”

Analysis of “Gravity Maze: Falling Marble Logic Maze Game”

Analysis of the “Hello Ruby” book series

Analysis of “Code & Go Robot Mouse”

Analysis of “Cubetto”

Analysis of “Osmo Coding & Coding Duo”

Analysis of “Ozobot”

Analysis of “Root Coding Robot”

Analysis of “Chrome Music Lab”

Analysis of “Scratch & Scratch Jr”

Analysis of “Swift Playgrounds”