Relations between mathematics and programming
Relations between mathematics and programming
INTRODUCTION
Many countries include programming as a part of the curriculum in compulsory
education. This is done in relation to different academic topics and to different degrees.
The aim of preparing students for the digital society is a general trend across many
educational systems (Bocconi et al., 2016). Mathematics has a special role in relation
to this ambition. Computer science shares many aspects of methods and objects with
mathematics and the preferred thinking styles and learning objectives to some extent
coincide (Misfeldt & Ejsing-Dunn 2015, Wing, 2006), which of course has to do with
the fact that computer science as a discipline originates from that of mathematics.
The widespread ambition of teaching programming in compulsory school has increased
significantly over the last years and different countries are adopting different routes.
Currently, relatively little work has been done in comparing these approaches (Bocconi
et al., 2016). In this paper, we make a first attempt at comparing the mathematical
aspects of how programming is adopted in compulsory school. We address this by
looking at cases of governmental curricular descriptions and teaching materials from
England, Sweden and Denmark in order to address the research question: Based on
three different case studies, what types of relations between mathematics and
programming in school exist?
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programming languages for kids and theoretical frameworks describing the learning of
mathematics with programming (Papert, 1980). However, it was not until Jeanette
Wing’s (2006) much-cited paper was published that the effort of making programming
into an integrated part of compulsory education became mainstream (Bocconi et al.,
2016). Wing (2006) described computational thinking as decomposition, data
representation and pattern recognition, abstractions and algorithms. Educational
research and practice has attempted to clarify and activate computational thinking as
teachable competencies. This is often done by highlighting how computational
thinking relates to mathematical processes such as abstraction, problem solving,
modelling and algorithm building (Kafai & Burke, 2013).
From a methodological perspective, we conduct an open juxtaposing (Bereday, 1967)
of different cases of including programming into schooling with focus on both the
official mathematics curriculum and the specific language used in teaching materials.
Our argument builds on case-based reasoning, in the sense that the three combinations
of teaching materials and governmental curricular documents that we look at are seen
as having the particularity of specific cases (Yin, 2011). In the following three sections,
we describe cases of how programming is included in the compulsory school in
England, Sweden and Denmark. We focus on the rules and curriculum standards that
underpin this movement and on examples of curriculum materials dedicated to support
such a change.
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scripts will deliver the same outcome due to the same codes being used, even if they
are not in the same order. All three scripts lead to the creation of a square with a side
of ‘50 steps’, but each square will ‘look’ different. Students would need certain
computational thinking skills to identify those differences (Ainley, 2019). The teacher
needs to model how to predict the outcome of a script, ideally after allowing students
to spend a few minutes on this themselves. The teacher would then run a class
discussion to model how to deconstruct each script. Students are expected to ‘access’
their mathematical knowledge of the properties of different polygons, in this case those
of a square. As Ainley (2019), a teacher who has used this activity with her students,
reported, “in my own experience, ScratchMaths has improved teacher subject
knowledge, computational thinking, problem-solving, and my student’s understanding
of block coding in Scratch. From a computing point of view, that’s pretty good!” (p.21).
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of topics and the development of a specific topic ‘technology comprehension’ which
is being tested in Danish classrooms. The curriculum was piloted in 2017, and is
currently (2018-2021) tested in a larger project. The key learning objectives of
technology comprehension are: (1) students engage in digital production; (2) students
learn to develop, modify and evaluate digital products; and (3) students learn about the
role of informatics as a change agent in the society. Technology comprehension is
described as an individual topic as well as in relation to arts, design, science, social
science, first language and mathematics. The test curriculum standards for introducing
technology understanding in mathematics has six focus areas: (1) digital design and
design processes, (2) modelling, (3) programming, (4) data algorithms and structures,
(5) user studies and redesign, and (6) computer systems. The test curriculum for
technology comprehension as an individual topic – which we will focus on here, since
it currently seems the most likely decision regarding how to move forward after the
test phase – consists of four areas: (1) digital citizenship, (2) digital design and design
processes, (3) computational thinking, and (4) technological agency.
An example activity designed to support the work with ‘technology understanding as
its own topic’ in grade 8 is the well-known two-person hand-game ‘rock-paper-
scissors’. Students are to use data generated from playing this game to get an
understanding on how data can help with predicting future outcomes. The associated
teaching material is divided into three different stages: coincidences; from
coincidences to patterns; and challenges. In the first stage, the students will develop a
simple computer script in Python for playing ‘rock-paper-scissors’. The script will have
the player choose between 1 and 3, corresponding to the different outcomes a player
can make, likewise for the computer, but this time it will be chosen randomly. The
students reflect on data based on multiple runs and consider to what extent knowing
the probability will affect one’s game. In the second stage, the students will keep on
collecting data to see how the probability changes as a consequence of the previous
game. The students will also work with bigger sets of data and use all outcomes to
measure the probability. In the third stage, the students will use what they learned to
create a new game, where they can gather data, use it for predictions and thereby win
the game. This will show the students that a game, which has a completely random
outcome in the beginning, can be programmed so that the popabilites of certain
outcomes changes as a fuction of data about previous played games. The students will
present their program to each other and provide feedback.
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(especially relations to statistics). When it comes to explicit but not specific relations
to mathematics, the entire version of the curriculum, where mathematics is part of
technology comprehension is exemplifying this. Implicit relations to mathematics are
present in the standards for technology comprehension as an individual topic.
CONCLUSION
In order to answer the question about the differences and similarities in the approaches
taken by England, Sweden and Denmark to incorporate programming into school, and
in particular how specific and explicit materials and curriculum standards relate
programming and computational thinking to mathematics, the materials in the
presented cases suggests two observations. The first observation is that the curriculum
standards of different countries have different disciplinary affinities to programming.
In Sweden, programming is clearly related to mathematics and the standards are both
explicitly and specifically related to algebra and programming. Neither England nor
Denmark have the same level of specificity in this relation, mainly because none of
their curriculum standards has chosen to relate programming to specific mathematical
topics. The second observation is that even though the curriculum standards differ in
specificity of the relations to mathematics, this difference cannot be seen in the
example cases of the teaching materials. Clearly, the data presented is too sparse to
allow general claims. Nevertheless, the explicit relations to mathematical problem
solving are seen in all the activities, and this together with some relatively specific
relations to mathematical content applied in the materials. In conclusion, we point to
the fact that all three countries – England, Sweden and Denmark – to some extent build
on mathematics, when introducing programming in their school curriculum. Yet, there
is a large difference in specificity as to how mathematics enters curriculum standards.
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