Exploring Teacher Reactions Towards a 21
St
Century Teaching and
Learning Approach to Continuing Professional Development
Programme in Computer Science
Lorraine Fisher, Jake Rowan Byrne and Brendan Tangney
Centre for Research in IT in Education (CRITE), School of Education and School of Computer Science & Statistics,
Trinity College Dublin, Dublin, Ireland
Keywords: Teacher Continuing Professional Development, Computer Science, Evaluation, 21
St
Century Learning.
Abstract: Bridge21 is a particular model of 21
st
Century teaching and learning and this paper describes a pilot study to
evaluate its use for teacher Continuing Professional Development (CPD) in Computer Science (CS). The
CPD programme covered a range of introductory Computer Science topics including; Computational
Thinking, Scratch, Raspberry Pi Input/Outputs and Python. The researchers combined training programme
evaluation theory (Kirkpatrick, 1994) with ethnographic methods (Fetterman, 1987) to analyze qualitative
and quantitative data gathered from 110 in-service teachers whom attended 9 CS CPD workshops. The
Kirkpatrick framework was used as a taxonomy against which to code data relating to (a) teachers reactions
towards the CS CPD programme and (b) intentions towards use of the Bridge21 model for supporting CS
classroom delivery. A combination of coding procedures generated four themes that address two research
questions. Question one explored to what extent the 21
st
Century learning model proved effective for CS
CPD programme delivery, while question two explored the extent to which teachers intended to use the
learning model for delivery of CS topics in the classroom. Findings indicate that teachers’ initial reactions
towards the programme were positive and that teachers intend to use the model for their CS delivery.
1 INTRODUCTION
Current research highlights the need to understand
what supports post-primary Computer Science
teachers’ need to deliver lessons which encourage
their students become more active in their learning
(Cunny, 2011). Computing lessons provide rich
environments teachers can use to help their students
develop content knowledge and skills applicable to
real world contexts (Kirkwood, 2000). Problem
based activities enable students to develop a deeper
understanding of educational phenomena (Wells,
1991). Developing problem solving skills is
perceived as a core component of computer science
education (Fee and Holland-Minkley, 2010).
Incorporating problem solving activities into
computing lessons (O'Grady, 2012) may in turn help
teachers help their students learn computing and
encourage them to become more active learners
(Hazzan et al., 2010).
1.1 Educational Context
This study is situated within the evolving context of
21
st
Century education, in which teachers are
increasingly adopting student-centred, technology
mediated approaches to instruction (Beetham and
Sharpe, 2013). Teacher adoption of these methods
across second level education coincides with the
emergence of the Computer Science (CS) curricula
in a number of European countries including the
United Kingdom (Brown et al., 2014) and the
Republic of Ireland (NCCA, 2014a). Teachers
without formal qualifications in computing, perceive
computing as a complex subject to teach and a
difficult subject for students to learn (Yadav and
Korb, 2012). Hence there is a need for innovative
CS CPD programmes to empower teachers to meet
the challenges they face in mastering CS content and
developing appropriate strategies for transforming
the teaching of CS in their schools (Sentance et al.,
2013).
353
Fisher L., Rowan Byrne J. and Tangney B..
Exploring Teacher Reactions Towards a 21St Century Teaching and Learning Approach to Continuing Professional Development Programme in
Computer Science.
DOI: 10.5220/0005432603530362
In Proceedings of the 7th International Conference on Computer Supported Education (CSEDU-2015), pages 353-362
ISBN: 978-989-758-108-3
Copyright
c
2015 SCITEPRESS (Science and Technology Publications, Lda.)
1.1.1 Paper Structure
The remainder of this paper is structured as follows.
The literature review sets up the argument
supporting use of two research questions to explore
the effectiveness of a social constructivist approach
to Computer Science (CS) Continuing Professional
Development. The proceeding methodology and
data analysis sections, describe the evaluation
framework and data processing procedures used to
gather and analyse data according to the research
questions. The findings and discussion section
brings together results clustered into themes to
explore the implications of using a social
constructivist approach to CPD delivery for CS
teachers. The concluding section summaries the
findings and suggests areas for further research.
2 LITERATURE
21
st
century learning is a pedagogical move from
didactic, curricula centric, teacher-centred methods
of delivery (Bybee and Fuchs, 2006) towards
facilitated, student-centred methods of instruction
(Noonan, 2013). A 21
st
century approach to teaching
involves the use of instructional techniques such as
orchestration and facilitation to help the learner
construct meaning and understanding by themselves
(Hein, 1995). Orchestration and facilitation methods
incorporate the use of social learning protocols such
as peer based learning, social interaction, and social
discourse to help learners move towards greater
learning autonomy (Vygotsky, 1978). An increase in
learner autonomy may result in the gradual
withdrawal of teacher-centred delivery methods
(Lier, 2007). Changing the instructional dynamics of
the classroom to support 21
st
century teaching and
learning is somewhat complex (Petersen and
Gorman, 2014) and there are those who argue
against the use of 21
st
century models (Silva, 2009).
2.1 Teaching Computer Science in the
Republic of Ireland
As stated earlier a number of education systems are
promoting the inclusion of CS at second level. In the
Republic of Ireland, short courses in Digital Media
(NCCA, 2014b) and Coding (NCCA, 2014a) are
available for the first time in schools across the first
three years or junior cycle levels (ages 12 – 15) of
the curricula. These courses promote project work
using a wide range of digital media including coding
which aim to help learners develop expertise in the
design, construction and implementation of
computing generated artefacts. The syllabi provided
by the NCCA are exemplars and can be adapted by
the teacher or used as a guide. However, despite the
introduction of these new courses there is limited
CPD available to teachers that targets the type of
content as well as the 21
st
Century approach to
learning that is also promoted in these courses.
2.1.1 Bridge21 Pedagogy
Bridge21 is a pragmatic, pedagogical model of 21
st
century teaching and learning, elements of which
include team-based, project orientated, technology-
mediated activities (Lawlor et al., 2010). The model
is currently used by post-primary teachers across a
number of schools, in subjects ranging from history
(O'Donovan, 2015) to mathematics (Bray and
Tangney, 2013). The essential elements of the
Bridge21 learning model are: (1) technology-
mediated learning, (2) project based activities, (3)
structured team-based pedagogy, (4) recognition of
the social context of learning and (5) facilitation,
guiding and mentoring, with teachers orchestrating
these activities (Conneely et al., 2013).
The Bridge21 activity model consists of seven
sequential steps which form the basis of each lesson.
Lessons start with an optional (1) ‘set up phase’ in
which groups are formed and introductions are
made. This is followed by a (2) ‘warm up activity
which is designed to encourage divergent thinking
and get the teams working together and thinking
creatively. Next is the (3) ‘investigation stage’
which promotes convergent thinking and sets the
context of the workshop – groups are encouraged to
define a problem and research its context in
preparation for planning and creating an artefact.
The (4) ‘planning phase’ involves group negotiation
to assign tasks, roles and agree a schedule for the
delivery of work to be completed. The subsequent
creation phase is a cyclical process in which groups
(5) ‘implement’ their design. Finally groups are
invited to (6) ‘present’ group constructed artefacts to
their peers and share what they have learned. A final
(7) ‘reflection’ phase is used to consolidate the
learning.
2.1.2 Bridge21 CS CPD
In response to the twin challenges of empowering
in-service teachers to up-skill in order to teach CS
and the need to gain expertise in 21C teaching and
learning strategies the authors’ institution has
launched a Post Graduate Certificate in 21
st
Century
Teaching and Learning. This certificate is in its first
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year of delivery with 113 teachers registered on the
programme. Modules are delivered on campus
during weekends and school holidays to offer
maximum attendance. The programme consists of 12
modules, 4 of which are compulsory, with the
remaining 8 as optional modules. 6 modules relate to
computing and each is delivered using the Bridge21
(2015) learning and activity models.
The Digital Media Literacy module provides an
introduction to the Bridge21 model, while also
supporting the development of digital media editing
skills and providing examples of how to use the
Bridge21 model across a range of curriculum
subjects. Problem Solving for the 21
st
Century
provides the teachers with a set of activities that are
inspired by CS unplugged (Bell et al., 2009) in
which algorithmic thinking is approached without
the use of a computer. Introduction to
Programming uses Scratch to introduce basic
programming concepts through animation.
Intermediate Programming through game design
again utilizes Scratch to explore advanced concepts,
such as events and concurrency. Exploring
Computer Systems uses the Raspberry Pi in
conjunction with the Python programming language
to introduce embedded systems and inputs and
outputs. Advanced programming is introduced via
the Python text-based programming language, which
is used to solve a number of mathematical tasks.
2.1.3 Research Questions
Two exploratory questions underpin the research
designed to explore teacher reactions. Question one
explored the extent to which the Bridge21 model
proved effective for the delivery of the CS CPD
programme, while question two sought to explore
the extent to which teachers intend to use the
Bridge21 model in their classroom delivery. The
next section details the methods and evaluation
framework used to explore these questions.
3 METHODOLOGY
The evaluation framework used in this study was
adapted from a training programme evaluation
model used to explore corporate training
programmes (Kirkpatrick, 1994). The researchers
adapted this framework to measure educational
outcomes or objectives relating to the provision of
the Bridge21 CS CPD programme (Fisher, 2014).
Learning objectives relate to the participants ability
to understand and perform specific computer science
tasks (Medina et al., 2014), and use elements of the
Bridge21 model in the context of their classroom
teaching. Each module exposes teachers to the
Bridge21 learning and activity models and teachers
are encouraged to use a similar approach in teaching
CS.
3.1 Kirkpatrick Adaptation
The Kirkpatrick framework operates over four
levels. The first two levels refer to the training
offering itself while the subsequent two levels focus
on behaviour and its impact. Level 1 gathers
participant reactions to training and level 2 seeks
evidence of learning through the assessment of
skills, attitudes and content knowledge acquired in
the context of the training environment. Level 3
seeks evidence of behavioural changes as a result of
the training, and Level 4 seeks results based on
evidence on the use of the training within the context
of the workplace environment. All levels are
sequential in so far that data obtained from one
level, informs data collection in the next,
maintaining a ‘chain of evidence’ across data sets.
Table 1 describes each level and its purpose.
Table 1: Kirkpatrick Model.
Level Description Purpose Location
Level 1 –
Reactions
Reactions to
the training
Gather
evidence
relating to
participant
reactions to the
training
Training
Environment
Level 2 –
Learning
Learning by
the participants
Evidence of
learning
through the
assessment of
skills, attitudes
and content
knowledge
Level 3 –
Behaviour
Behavioural
changes
Evidence of
changes as a
result of the
training
Workplace
Environment
Level 4 –
Results
Evidence of
workplace
change
Results based
on evidence of
the use of the
training in the
workplace
3.1.1 Level 1 – Reactions Evaluation
This paper analyses the results of data obtained from
the distribution of a single page, hard copy Level 1
Reaction Instrument issued to individual participants
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at the end of each workshop. The reaction
instrument contained a combination of 12 closed
numeric questions and 4 open qualitative questions,
each of which were adapted from an existing
Kirkpatrick Level 1 Training Evaluation Form
(Kristiansen, 2007). This instrument was adapted to
gather participant reactions towards the workshop
design, role of the facilitator, suitability of facilities
and usefulness of the topics covered. Additional
questions included an improvements indicator
regarding more / less time spent on CS topics,
participant reactions towards the use of the Bridge21
model for learning CS, perceived changes to practice
as a result of the CS CPD intervention and perceived
use of the model for CS delivery.
3.2 Data Gathering Procedures
Participants opted to attend workshops on their own
accord, and thus were self-selecting. At the start of
each workshop the research team briefed
participants about the evaluation process and issued
each participant with an ethics consent form and
information sheet. Participants were then invited to
counter sign copies to consent to the use of their data
for research publication, or opt out and leave the
forms blank. A total of N = 63 forms, from 110
attendances from 9 CS CPD workshop deliveries
were received during October 2013 to May 2014. An
average of 12 individuals attended each workshop,
with some individuals attending one workshop, and
others attending one or more workshops over the
evaluation period. This paper includes responses
from participants whom provided written consent to
include their written accounts in published research.
4 DATA ANALYSIS
The researchers adopted an ethnographic approach
to the reconstruction of research findings (Denzin
and Lincoln, 2013). This approach views the
transcription and reconstruction of text responses as
a form of social discourse. A transcribed account is
‘limited insofar as it produces a partial perspective’
(Rosen, 1991), of phenomena. This is because ‘the
ethnographer interprets that which he or she
observes’ (ibid, 1991). In light of these limitations,
we argue that such accounts, while subjective, yield
rich and meaningful descriptions which are
reconstructed from the observation of phenomena at
a particular time and place (Tedlock, 1994). This
study brings together narrative segments from small
samples so these accounts may be unsuitable for
theoretical or statistical generalisation.
4.1 Quantitative Coding
Numeric data from five Likert quantitative scales
(arranged 1 Strongly Agree, to 7 Strongly Disagree)
were processed using SPSS statistical processing
software. SPSS calculated an average of means per
scale then produced a total percentile score per scale.
4.2 Qualitative Coding
All qualitative written responses were manually and
electronically transcribed, coded then stored in a
searchable database. Three iterations of manual
coding were performed against transcribed text
responses. This process resulted in the production of
64 textual codes from a total number of 253 database
records. Comparative coding was used to reduce the
qualitative data set. Comparative coding or
analytical induction seeks to extract dominant or
contradictory themes from the process of data
analysis (LeCompte and Schensul, 1999). This
technique underpinned the generation of four themes
from the coded data set. Table 2 illustrates the
iterative cycles used to reduce the overall data set.
Table 2: Coding Process.
Total Data Records 253
Inductive Coding Cycle 1 173
Deductive Coding Cycle 1 104
Deductive Coding Cycle 2 64
Themes 4
4.2.1 Themes
Four qualitative themes emerged from the
comparative coding process. The themes of ‘learner
autonomy’ and ‘content knowledge’ relate to the
research question one and the effective use of the
Bridge21 model for the provision of CS CPD
programme. While the themes oflesson planning
and ‘orchestration and facilitation,’ relate to
research question two and explore ways in which
participants intended to use the Bridge21 model in
the context of their own CS delivery in schools.
5 FINDINGS AND DISCUSSION
This section is organised as follows. Section 5.1
starts with discussion on statistical analysis of
participant reactions towards the workshop design,
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role of the facilitator, and suitability of facilities and
usefulness of the topics covered. The next section
(Section 5.2) discusses participants’ reactions
towards the effectiveness of the Bridge21 model for
the delivery of the CS CPD programme. Finally,
Section 5.3 discusses participant intentions towards
using the Bridge21 model in their CS delivery.
5.1 Overall Reaction
This section explores participant reactions’ towards
the success of the workshops in terms of providing
an overall satisfaction rating, a rating for the design
of the workshops, a rating for the use of facilitation
as a delivery method and a rating relating to the
usefulness of workshop activities / content.
5.1.1 Workshop Satisfaction
Two thirds or 86% response rate (from N=63
individual participants) strongly agreed that they
were satisfied with the Bridge21 CS CPD workshop
experience and that the workshops were worth
attending. Half of those participant responses (49%)
were awarded the strongest overall rating in terms of
levels of satisfaction towards the programme (1 =
Strongly Agree). In terms of expressing their
satisfaction with the CS CPD training intervention,
one participant commented that the workshop
experience would ‘help me integrate these topics
across (the) curriculum that I teach’ while another
participant stated that the workshop experience had
given them a ‘good understanding of how to apply
computing to other subjects’. Another participant
highlighted the possibility of using elements of the
Bridge21 model to introduce autonomous learning
into the classroomI might be more inclined to let
students problem solve on their own.’ These
comments highlight intentions towards using the
Bridge21 model to support CS delivery in the
classroom.
5.1.2 Workshop Design
The majority of participants were satisfied with the
design of the workshops (77% response rate). One
participant expressed that they intended to ‘use the
workshop model’ in on return to classroom teaching,
while another participant stressed that they wanted
to use elements of the workshops to ‘bring in a
structured course (computing) into teaching’. Both
these participants indicate incorporating elements of
the Bridge21 model into their classroom delivery.
5.1.3 Facilitation Methods
Participants also reacted favourably to the use of
facilitation as a method for delivering CS to
professional in-service teachers (89% response rate).
One participant commented that the method of
delivery used in the workshops (i.e. the use of
mentoring and facilitation) had ‘helped me to
understand the basics (of computing) and focus on
them for the benefit of my students. This comment
highlights an initial acceptance towards using
facilitation and peer mentoring for exploring CS.
5.1.4 Workshop Activities and Content
Participants also registered a positive response rate
(87%) towards use of computing examples and
practical activities used during the workshops. One
participant liked the use of ‘teamwork and
collaboration for learning computing while another
participant explained the Bridge21 model provided a
good technique for team teaching.’ Another
participant commented that workshop experience
had enabled them to learned ‘new IT skills’ but that
they had also learned anew approach to (teaching)
team activities’. These comments highlight
participant reactions towards using 21st century
pedagogy for learning new methods and CS content.
5.2 Reactions towards Bridge21 Model
Effectiveness for CS CPD
This section explores participant reactions towards
use of the Bridge21 model for CS CPD.
5.2.1 Content Knowledge
Again, participants reacted positively towards the
use of the Bridge21 model for learning computer
programming languages and as an aid to
understanding how to apply computing concepts.
One participant commented that they had obtained a
better knowledge of scratch’ while another
commented that they had learned ‘a better
understanding of python and similarities to scratch’.
In contrast, one participant commented that they
would need ‘more training in scratch, (as) I
wouldn’t be confident to deliver it in class yet.’ Two
other participants shared this view. One participant
stated that they would ‘need more workshops’ to use
Scratch in their classroom teaching, while a second
participant agreed with this view and commented
that they also did not yet ‘feel confident enough to
teach programming’ - indicating a need for more
training in order to deliver Scratch programming.
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Other participants registered an increased level in
the confidence in teaching computer programming,
as a result of the workshop experience. One
participant commented that they felt they had
obtained ‘more confidence in (using) computers in
classroom,’ while another participant stressed that
they would be able to ‘use scratch independently,’ as
a result of attending a scratch workshop. Another
participant commented that ‘I will be integrating
scratch in my classroom,’ while another participant
indicated that they ‘would try to introduce this
language (Scratch) to student’s that are interested in
coding.’ These examples highlight that some
participants were satisfied with a single training
intervention, while others required further
workshops in the same topic areas.
Using the Bridge21 model for the delivery of CS
CPD workshops also offered participants the
opportunity to experience a ‘different approach to
teaching computers.’ This experience enabled
participants to think about howto introduce
teamwork in computer classes’. Another participant
stressed that the workshop experience had helped
them ‘to keep my teaching in scratch programming
up to date and relevant to students I teach’. Another
participant expressed that the workshop experience
had enabled them to ‘extend (their) knowledge of
raspberry pi technologies so that I may use it
successfully in the classroom.’ One participant also
concurred with this statement stressing that the
workshop experience had ‘introduced me to the
possibility of using the raspberry pi.’ The Bridge21
workshop experience appeared to have helped
participants engage with computing concepts and
programming languages, helped participants identify
and address potential knowledge gaps and helped
participants explore how they might adopt a
Bridge21 approach to teaching CS in their schools.
5.2.2 Learner Autonomy
The Bridge21 CS CPD workshop experience also
provided participants with the opportunity to explore
the experience of ‘autonomous learning’. One
participant commented that the workshop experience
provided a supportive training environment which
enabled them to ‘approach group work in a different
manner (mistakes are ok!).’ Another participant
commented that the workshop experience had help
them to ‘be more open minded, (and) adaptable’
when learning new concepts, such as computer
programming. Another participant stressed that the
workshop experience had enabled them to ‘feel more
comfortable about working with scratch’ with a
subsequent participant commenting that the
experience enabled them to reach a level of expertise
in which they felt ‘able to pass on some knowledge
of what rasp pi is about’ to their students, on return
to the school classroom.
Another participant reflected on feeling
empowered topromote self-directed learning’ with
their students, while another participant felt
equipped to begin ‘exploring possibilities’ as to how
they might delivery computing in the classroom
using the Bridge21 model. One participant stressed
that the workshop experience provided a platform
through which to help their students engage with a
variety of learning activities such as ‘collaboration,
the effect of group work, the diversity of ideas, and
filtering’ –techniques aimed at helping learners
explore and share their understanding of ideas.
However not all participants responded
favourably to the experience of autonomous
learning. One participant commented that delivering
more open ended learning experiences required
consideration of the ‘importance of preparation
materials’ while another expressed a need for more
formal ‘input on the tools’ used during computing
and programming activities. Another participant
stressed that professional development needs to
give us the tech skills rather than just “do it” tasks’
highlighting unease at learning computing through
peer supported, socially mediated group working.
5.3 Indented Use of the Bridge21
Models for Teaching CS
This section explores participant intentions towards
the use of the Bridge21 model for supporting
classroom delivery.
5.3.1 Lesson Planning
The majority of participants intended to use
computing concepts taught in the workshop setting
combined with elements of the Bridge21 model on
return to classroom teaching. One participant
intended to ‘use python to consolidate maths
problem solving,’ while another participant aimed to
use the raspberry pi to teach python’. Another
participant commented that they had learned ‘how to
develop and define a working algorithm’ and
intended to use elements of the Bridge21 model to
help them teach ‘Computational Thinking not just in
IT as I had done previously. Another participant
commented that they intended to use aspects of the
Bridge21 model ‘in classroom activities,’ but
another participant stressed that they intended to use
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the model to help them ‘use group work more
carefully.’ Interesting, one participant commented
that the workshop experience enabled them to
create lesson plans and facilitate young people
using scratch.’
Exposure to the Bridge21 model had also helped
participants to think about how they might adjust
their delivery, to help their students engage with CS.
One participant commented that the workshop
experience had given them supports to think about
creating ‘a module for TY (Transition Years) / 1st
Years’ on programming.’ Another participant stated
that the workshop experience had given them ‘ideas
on how to introduce programming to my students’.
One participant commented that the workshop
experience had given thema better understanding
of how I would utilise various resources in the
classroom,’ for teaching computing. A number of
participants also registered the intention tointegrate
scratch in some lessons,’ to develop short courses
in IT and Transition Year IT programming’ with one
participant indicating that they ‘might talk to
principle about adopting the model’ in the context of
their classroom teaching. Another participant shared
this view and indicated that they also planned to
adopt the model in classroom as well.’
In terms of using the Bridge21 model to support
the delivery of CS, one participant stated that the
workshop experience had equipped them sufficiently
to ‘introduce game design to my classes and develop
a module on it,’ while another participant wanted to
use elements of the models to ‘let students work
independently and figure out the coding problems,’
with a third indicating that they intended to use the
models as a mechanism to help them ‘introduce
more project based group work’ into teaching.
5.3.2 Orchestration and Facilitation
Exposure to the Bridge21 learning model enabled
participants to explore how they might adopt or use
21
st
century teaching methods in their classroom
delivery, on return to the classroom. This exposure
enabled participants to think about how to ‘run
group sessions differently.’ One participant reflected
that learning how to orchestrate group work is a
skill, as ‘groups can be successful, but with careful
make-up.’ Another participant commented that
group working methods can assist in ‘keep moving
things along,’ while another participant had learned
a technique to help them to ‘ask more questions of
class, (and) give less answers’ as a means of
supporting students engage with learning materials.
One further participant commented that this
approach might create a learning environment for
pupils in class to help each other.’ Another
participant commented that the Bridge21 model
provided a mechanism by which to control the
‘pacing, input, leave students to it,’ with the aim of
giving student learners, time, space and educational
supports to explore phenomena.
The Bridge21 CS CPD workshop experience
enabled participants to visualise how they might
orchestrate learning experiences using the Bridge21
models. One participant commented that they ‘could
see clearly how it (the Bridge21 model) may be used
in a classroom context’ while another participant
commented that they might ‘experiment with the
methodology in class.’ These comments capture an
openness to ‘try new things with my class.’ The
Bridge21 CS CPD workshop experience not only
created opportunity for participants to ‘try out more
teamwork and self-directed teaching’ and ‘promote
self-directed learning,’ Bridge21 model exposure
enabled participants to explore how they might
organise learning activities to encourage student
autonomy, and try them out before use in class.
In terms of teaching computing and
programming, one participant commented that the
Bridge21 CS CPD workshop experience had enabled
them to reflect on the issue that ‘programming is
possible but it takes a lot of time.’ Two further
participants echoed that when learning to program it
is important ‘not give up as easily,’ or to ‘never give
up.’ Another participant shared this view and
commented, the Bridge21 model may be perceived a
way to help teachers ‘talk less in class and get pupils
to do more.’ This comment is situated in the context
that 21st century pedagogical models emphasise that
it is ‘the process not the technology’ which helps the
learner achieve their educational and learning goals.
Finally, one participant stressed that ‘learning by
doing works,hinting at the emergence of a sub
theme relating to self-directed learning. This is
encapsulated in the following participant comment –
in which ‘learning in order to achieve a specific task
and figuring it out is more motivating that just
learning because you have to.’ These comments
illustrate ways in which the Bridge21 CS CPD
workshop experience and use of the Bridge21
pedagogical models provided participants with an
experience which enabled them to explore and learn
computing concepts, but also with the opportunity to
consider how and in what ways they might apply or
adapt elements of those experiences in the context of
their classroom teaching to help students learn CS.
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6 CONCLUSIONS
This paper set out to explore the extent to which the
Bridge21 model proved effective for the delivery of
the CS CPD programme, and to understand the
extent to which teachers intend to use the Bridge21
model in their classroom delivery. The Bridge21
model provided a context which enabled teachers to
explore computer science from a number of
perspectives, whether conceptually through the
completion of project work, or practically through
participation in hands on coding and programming.
While some participants liked this approach, and
felt confident to use what they had learned in the CS
CPD workshops in this classroom with their
students, a number of teachers expressed the need
for further workshops combined with additional
training and supports to develop computing
expertise, prior to demonstrating CS concepts in
front of students. In terms of understanding how to
apply CS concepts in the classroom – the Bridge21
models provided teachers with a sequence or
structure through which they could explore and think
about how to adapt elements of the process for
integrating CS into their teaching. In some cases, the
model enabled teachers to explore how they might
change the social dynamics of the classroom, by
implementing learning experiences where the
answer to questions may not always be readability
available or where the process is used to support
learners find the solution to problems by themselves.
The Bridge21 model also provided teachers with
the opportunity to not only explore the mechanics of
an autonomous learning model, but also to explore
how to facilitate the delivery of such a model
through participation in group work and team based
projects. While reactions were generally positive
towards the use of the Bridge21 learning model for
the provision of a CS CPD programme, there is still
further work needed to look more closely at the way
in which the model supports learners engage with
CS concepts in the context of workshop delivery.
In terms of using the Bridge21 model to support
CS classroom delivery, teachers expressed a range
of views in terms of how they intended to use the
model in the context of their classroom teaching.
While some teachers intended to use elements of the
Bridge21 activity sequence to help organise the
delivery of CS classes across the curricula, other
teachers expressed an interest in using CS concepts,
and elements of the Bridge21 models to enhance the
delivery of other subject areas. Also, while some
teachers interested in teaching CS also aimed to
adopt the Bridge21 models to enhance their CS
delivery, other teachers looked to implement
elements of the model, such as group work and team
based activities as a means of helping their students
engage more ‘autonomously’ with the curricula.
6.1 Further Research
This paper started with the suggestion that helping
students become ‘more active in their learning’ lies
at the heart of a 21
st
century approach to teaching
and learning. However, teachers also need access to
professional development programmes which enable
them to upskill and develop techniques they can use
with confidence in the context of helping their
students take more empowered role in their learning.
The Bridge21 CS CPD programme uses a social
constructivist approach to CS delivery in an attempt
to help teachers meet the demands of the 21
st
century
classroom. The Bridge21 CS CPD programme also
seeks to help teachers learn and develop expertise in
CS, which may hopefully translate into the
classroom in ways which make CS delivery
interactive and engaging for both the teacher, and
their students. It is with this aim, that further
research is planned to explore use of the Bridge21
model as a mechanism for enhancing CS delivery.
CS is and remains a difficult subject to teach and
learn, and the authors hope that this paper sheds
some light on these difficulties, but also successes
inherent in using a social constructivist approach to
learning CS, in ways compatible with the 21
st
century school classroom.
6.1.1 Next Steps
This evaluation paper is the first in a series, which
seeks to understand the extent to which social
constructivist teaching and learning models enable
teachers to empower their students to take a more
active role in their learning. This paper explores the
first level of the Kirkpatrick framework, in order to
understand teacher reactions’ towards the Bridge21
CS CPD programme. Level 2 analysis is underway
to take a closer look at the impact of the CS CPD
workshop experience in helping the same teachers
learn computing concepts. The researchers have also
initiated Level 3 analysis to determine the extent to
which teachers have adapted workshop elements in
their subject teaching. It is still too early to draw
final conclusions based on the results (Level 4).
CSEDU2015-7thInternationalConferenceonComputerSupportedEducation
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ACKNOWLEDGEMENTS
First, the authors would like to thank post primary
school teachers whom generously gave their consent
to include written contributions which appear in this
paper. Second, the authors would like to thank all
the staff at Bridge21 (www.Bridge21.ie), Trinity
College Dublin, Trinity Access Programme (TAP),
and Centre for Research into IT in Education
(CRITE) for their continued support and guidance,
and to Google Inc. for funding this research paper.
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