5. The cMinds Learning Environment
From a pedagogical point of view, the cMinds
learning suite takes a top-down approach that guides
children through the step-wise solution of a problem
from the beginning to the end. To achieve this
objective, the pilot application starts by introducing
children to basic programming concepts through the
tutorial area. Subsequently, students are encouraged
to select an activity from the logical puzzle set and to
explore its solution initially through hands-on
exploration and subsequently through visual
programming [28].
Hands-on practice is possible in a semi-
structured exploration area. Learners are encouraged
to solve a problem through a classical drag and drop
interface. Each hands-on area is different and specific
to the selected activity [28]. For example, in the
Friezes activity learners must first recognize patterns
in a sequence themselves before developing a
program that instructs the robot to solve the puzzle
generically and automatically; for the Santa activity,
learners may experiment by weighing different
number of boxes against each other with the purpose
of understanding the divide-and-conquer algorithm
before developing a program that finds the heavier
box through minimum execution steps.
Once a solution is intuitively synthesized in
the hands on area, learners are encouraged to move to
the ‘robot phase’. This area is named after the star
character, the robot, which is a human-like
representation of a computer. Learners are
encouraged to build a program that instructs the robot
(i.e. computer) to precisely solve the problem.
Learners can address the orders to the robot by
dragging and dropping instructions from a toolbox
into a script area. In order to avoid exposing students
to a complex programming language-like syntax,
commands are graphically represented by images and
icons. Learners are provided with the opportunity to
focus on the development of an algorithmic solution
without being distracted by issues closely related with
syntactical errors. The execution of the script can be
visualised in the ‘effect zone’. Learners may modify
the script upon visualization to correct errors or to
implement a more efficient solution [28].
The learning activity concludes with the
‘comparison zone’ where students are may compare
their solution to ‘optimal’ algorithms. This process
facilitates the reinforcement of learning outcomes in
the context of class collaboration. Learners are
encouraged to discuss their choices/ solutions and to
reflect upon their own thinking and the thinking of
others.
From a technical point of view, the cMinds
Learning Environment has been coded in Flash, as the
Flash browser plug-in is already installed in more
than 97% of computers and is supported widely by
popular desktop operating systems. Furthermore, as
the project’s code can be compiled as an Adobe AIR
application, the learning environment could also be
deployed natively on any platform that doesn’t
support the Adobe Flash Player, e.g. an iPad.
The cMinds Learning Suite does not stand
alone; supporting material targeting teachers in the
form of learning sheets, scientific links, good practice
videos, and collaboration facilities is introduced to
support the teaching process and to facilitate smooth
integration of cMinds outcomes into classrooms,
enhancing teachers’ skills, and encouraging them to
take an active role in designing similar learning
interventions tailored to the specific needs of their
pupils.