DIGITAL LIBRARY
METHODS IN COMPUTER SCIENCE EDUCATION IN HIGH SCHOOLS
Sapienza University of Rome (ITALY)
About this paper:
Appears in: EDULEARN19 Proceedings
Publication year: 2019
Pages: 1415-1422
ISBN: 978-84-09-12031-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2019.0429
Conference name: 11th International Conference on Education and New Learning Technologies
Dates: 1-3 July, 2019
Location: Palma, Spain
Abstract:
The objectives of this work study are to explain how new technologies can help students learn in a better way. Being a computer science teacher since 2000, I noticed a considerable change in teaching this subject. This change is not only due to technology that moves on faster but also to the way students think and study. Teaching has changed from school of Knowledge to school of Competences.

What are competences?
They show the capability to use knowledge and skills in a specific context combined with personal, social, and/or methodological abilities in certain state of work or study or in professional and/or personal development. All the competences give the power to be autonomous and responsible.

Teachers have to help students to develop their competences using individual knowing and skills.
Nowadays students use technology every moment of their day and they spend a lot of time on videogames both on console or mobile devices.

So, teachers can teach Computer science (but not only Computer Science subject) with the help of games, platforms and devices that make studying more fun.

I use online platforms in which I can build games to make studying easier. These are very helpful with young students and older ones, especially in learning more difficult topics like networking, client- server programming or high-level programming languages.
Students can use their mobile devices (Bring your own device BYOD) to interact with teachers and schoolmates and studying becomes easier.

Arduino e Raspberry Pi have been really useful to teach difficult or abstract concepts in a practical manner.

I let the students use these devices to build what they imagine so they learn different subjects and work in groups that is fundamental today.
I noticed that when teaching with online games platforms and Arduino and Raspberry it is possible also to promote the integration of students with special needs into the regular classroom.

In conclusion I think that with these new tools teachers can help students not just to learn but learn to know, learn to do, learn to live together, learn to be.
Keywords:
Teaching, computer science, new technologies, education, innovation, BYOD, Arduino.