1 1.1 Introduction
In today’s technology-driven society, the landscape of education is rapidly changing. This change leads students to discover creativity, foster problem-solving, and develop critical thinking skills. Coding in kindergarten and primary grade is slowly becoming an essential tool in offering young learners opportunities to foster skills that will give them the skills and tools to be successful in skills such as science, technology, engineering, art and mathematics (STEAM). The benefits of STEAM in a kindergarten classroom are that it allows students to become innovators and cultivate creativity.
This chapter explores integrating coding in kindergarten to grade 3. We will dive into how to establish a framework for educators to effectively develop a strong coding pedagogy that emphasizes the impact of deep critical thinking and creativity in the success of solid coding and making a stance. STEAM is a foundation for a problem-based learning program. Combining science, technology, engineering, art and mathematics creates a relevant and student-centred learning environment. This autonomy in guiding their learning fuels the success of a program focused on coding and Making.
The addition of STEAM into the Ontario curriculum aligns nicely with the play-based, inquiry-based learning of the two-year kindergarten program. By empowering students to become leaders in their thinking and doing, we are supporting students in becoming lifelong learners who ask questions, find answers and work together for a common goal. As technology advances and apps become more accessible, the ability of students to become creative thinkers and innovators will improve. Lifelong learners who use coding learn about sequence, logic and problem-solving. Making allows students to express their ideas, experiment, and ideate using digital tools and hands-on materials. The combination of coding and making instils strategies for critical thinking and problem solving that can also be used cross-curricular.
This chapter aims to provide educators with resources and strategies to implement and create a rich, vibrant, and authentic learning experience for students. The chapter will examine the benefits, disadvantages and attitudes towards Coding and Making in the classroom.