Coding and Computational Thinking Review
Coding and Computational Thinking Review
research-article2024
RERXXX10.3102/00346543241241327Mills et [Link] and Computational Thinking Across the Curriculum
Kathy A. Mills
Jen Cope
Laura Scholes
Luke Rowe
Australian Catholic University
Students across the world are growing up unprepared for rapidly changing
digital environments where occupations that require the application of coding
capabilities and computational thinking skills extend well beyond specialized
technical industries (Shute et al., 2017). Technological developments with
transformative potentials for education have burgeoned in the digital age, with
initiatives targeting student competencies in computer coding or program-
ming literacies and computational thinking—skills that have lifelong validity
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(Vee, 2017). However, despite widespread agreement that coding and compu-
tational thinking skills at various levels of abstraction are increasingly rele-
vant to multiple curriculum areas—such as mathematics, writing, and media
literacy—coding still often assumes a minor, compartmentalized place in edu-
cation. Additionally, there is limited research on its scope, potentials, and con-
straints for realizing educational transformation across knowledge domains.
Systematic research is needed to inform and guide cumulative skill develop-
ment for students across levels of education, from early childhood settings to
elementary and high schooling, and to college or university (Lockwood &
Mooney, 2017), with these skills increasingly important in jobs of the future
to understand and develop AI (artificial intelligence)–based programs.
This meta-synthesis analyses research on coding or computer programming
and associated computational thinking skills to identify pathways for education
systems at all levels to design learning environments for coding that are under-
pinned by robust conceptual frameworks, to navigate the pedagogical constraints,
and to guide the integration of computational skills to support learning outcomes
across the curriculum in hybrid ways. Education systems need research to evalu-
ate programs that work against the reduction of coding and its related thinking and
problem-solving skills to niche technical skills to be taught through elective sub-
jects—a position that is no longer tenable for workforce preparedness in the 21st
century. Significantly, 52% of the current computer science and technologies
workforce is employed outside technology-related industries, with a demand for
technology skills increasing across many fields in a distributed knowledge econ-
omy (Deloitte Access Economics, 2017).
Historical Background
While the past decade has seen a rapid prioritizing of coding and computa-
tional thinking in the curriculum supported by educational clubs and after school
programs, the earliest teaching of computer programming in schools began as
early as the 1960s (Feurzeig et al., 2011). Logo, an early coding language, was
developed by Papert and introduced to schools in the UK and United States in the
1980s, catalyzed by Papert’s (1990) vision that Logo could be used as a tool to
change the way we think about the relationship between mathematics and writing,
engaging learners in processes of testing and debugging code. This approach was
seen as a critical alternative to behaviorist approaches that were driving computer-
aided instruction. However, like other educational reforms that are scaled up by
bureaucratic industrialists, Logo was largely ineffectual in schooling, com-
pounded by technical incompatibilities and the limited functionality of school
computers of the time (Hickmott et al., 2018). Coding quickly receded as technol-
ogy programs in education began to prioritize word processing in the 1980s and
internet search skills in the 1990s (Popat & Starkey, 2019).
In the 21st century, coding and computational thinking became propelled for-
ward in education by the work of theorists such as Wing (2006), and later others
(e.g., Lye & Koh, 2014). These theorists argued for the urgent need for students to
have facility with computational thinking: a kind of analytical thinking to solve
problems, design systems, and understand human behavior, using concepts that
are essential to computing (Wing, 2006). “Computational thinking” is defined
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here as thought processes used to articulate solutions as computational steps that
can be executed by a computer. Relatedly, “coding” refers to the act of program-
ming or giving instructions to a computer (e.g., robots, chips, small devices),
applying solutions developed through computational thinking. Subconcepts of
computational thinking include thinking processes of pattern recognition, analy-
sis, problem solving, abstraction, algorithmic thinking, decomposition, and auto-
mation; while core coding involves programming ability, such as using loops,
variables, algorithms, and conditionals (Rich et al., 2021).
The emphasis on computational thinking was accompanied by a shift from
playing games to students making digital games for learning—supported by devel-
opments in gaming trends, “do-it-yourself” (DIY) cultures, and a paradigmatic
shift toward constructionist educational approaches (Kafai, 2018). Computational
thinking and coding became centered in national curriculum agendas by 2016,
when at least 18 countries had introduced coding and its related thinking strategies
into the curriculum: the United Kingdom, Denmark, Austria, Malta, Poland, Spain,
Slovakia, Portugal, Bulgaria, France, Israel, the Czech Republic, Estonia, Hungary,
Lithuania, Ireland, Finland, and Belgium (Uzunboylu et al., 2017). Advanced com-
putational thinking and problem-solving skills are associated with societal benefits
such as increased social cohesion, reduced crime, and lowered welfare costs,
impacting the health, well-being, and social mobility of future generations (Wolfe
& Haveman, 2002).
Research Purpose
Given the global interest in computer coding, programming, game design, and
competencies for computational thinking, a meta-synthesis of the collective con-
tributions of research investigating coding conducted in educational settings,
such as presented here, is much needed. The aim was to systematize the features
of learning environments to develop coding expertise and other learning out-
comes when integrated strategically across curriculum areas, whereby coding is
embedded into subjects such as science, mathematics, history, or English to fos-
ter problem solving, critical thinking, creativity, or discipline-specific knowl-
edge. To date, no published systematic reviews have examined the evidence,
while original studies had pointed to this critical gap (Khanlari, 2016; Tofel-
Grehl et al., 2021). Additionally, we sought to identify any pedagogical con-
straints to these outcomes, and to critique the underlying conceptual frameworks
to guide the teaching of computer coding or programming, because the theoreti-
cal context always plays a role whether explicitly acknowledged or not
(Alexander, 2020). The meta-synthesis systematically examines answers to the
following four research questions (RQs):
RQ1: What are the key features of learning environments that successfully
develop students’ coding and computational thinking?
RQ2: What is the impact of student engagement in coding and computational
thinking on learning outcomes across curriculum areas?
RQ3: What pedagogical constraints are evident for coding and computational
thinking, including across curriculum areas?
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RQ4: Which conceptual frameworks support coding and computational think-
ing, and what has been marginalized or excluded?
All the studies included in this review address both the first and second RQs,
while 41 of the 49 studies address the third RQ on pedagogical constraints.
Additionally, 41 of the 49 studies address the fourth RQ regarding learning
approaches that underpin coding, game design, and associated computational
thinking skills in the curriculum.
Method
The methodology of meta-synthesis was adopted—an interpretive analytical
technique that uses the qualitative findings from a large set of peer-reviewed
research to gain a broader and deeper understanding of phenomena than a singular
original study. A meta-synthesis achieves this by searching for patterns across
existing empirical studies (Sandelowski et al., 2006). The integration of qualita-
tive findings in a meta-synthesis—typically from multiple countries, participant
groups, and educational settings—generates new knowledge to answer original
research questions through the synthesis, cross-comparison, and validation of
empirical results (Shuval et al., 2011). Meta-synthesis was selected because of its
ability to bring together multiple cross-national, contemporary studies that utilize
a range of methodologies (Cooper et al., 2009).
Inclusion Criteria and Selection of Studies
Studies were included in this research meta-synthesis if they met the following
eight criteria, which includes methodological requirements for selection: (a) iden-
tify key features of learning environments to develop students’ coding and com-
putational thinking—RQ1; (b) report on the impact of student engagement in
coding and computational thinking on learning outcomes on at least one curricu-
lum area—RQ2; (c) be published in English; (d) have undergone peer review; (e)
be original research; (f) utilized qualitative or mixed methods approaches; (g)
published between 2009 to 2022; and (h) focused on education from early child-
hood to post-secondary. Given previous concentration on P–12 populations (e.g.,
Kite et al., 2021; Li et al., 2020), extending the age range was an important inclu-
sion criterion. To better understand the teaching of coding throughout the educa-
tion system, studies were required to address the first two RQs in the context of
education from early childhood through to postsecondary education. Further
requirements for inclusion were that the research had to be original (primary
sources), peer reviewed, and recently published (2009–2022). This time interval
increases the comparability of the studies in terms of technologies for teaching
coding, while maintaining a manageable data set against criteria of breadth, such
as education levels from K–12 to postsecondary. It coincides with the increased
availability of software such as Scratch and second-generation Lego Mindstorms
to teach coding for younger learners. Consistent with the scope of a meta-synthe-
sis and the descriptive nature of the RQs, we selected only qualitative or mixed
methods studies. Quantitative studies are not included in a meta-synthesis, since
they require statistical analyses of effect sizes, and the corpus of studies would be
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too heterogeneous to be comparable. By excluding quantitative research, this
review does not address comparative outcomes relating to specific dependent
(e.g., standardized test outcomes) and independent variables (e.g., gender).
Nevertheless, our screening of quantitative literature did not reveal any major
themes that were omitted by this meta-synthesis. Examples of excluded studies
include Martin (2017) because this source was not peer reviewed, as well as
Thompson et al. (2018) and Choi (2015) because they were quantitative studies
using multiple standardized instruments.
To identify studies of coding and educational outcomes, electronic searches
were conducted using terms that included “computer,” “coding,” “game design,”
“maker space*,” “robotics,” “computational thinking,” “computer literacy,” and
“computer programming.” The Boolean operator “OR” was used where required
to broaden the search using related terms, while “AND” was used to focus large
returns to search for “coding” in specific fields (e.g., “education,” “media,” “ani-
mation,” “writing,” “math*,” “science,” “literac*,” “multimodal”). Some search
engines did not require the manual entry of Boolean operators.
Databases included ACM Digital Library, Academic Search Complete
(EBSCOhost), Computers and Applied Sciences Complete (EBSCOHost),
Education Source (EBSCOHost), Direct Open Access Journals, Elsevier Science,
Emerald Education eJournal Collection, Learning and Technology Library
Journals, Oxford Academic Journals, ProQuest Central, SAGE Journals,
ScienceDirect, Scopus, SpringerLink Journals, Taylor & Francis Online, and
Wiley Online Library—many of which include conference proceedings that were
included in this review. Google Scholar was used to support the library database
searches. Further, the citation pearl growing technique identified additional rele-
vant research from bibliographies of included studies (Schlosser et al., 2006).
Data Extraction and Analysis
The team of researchers refined the data extraction table content and deter-
mined studies for inclusion, reading through full articles and proceedings to iden-
tify those that met the inclusion criteria, resulting in a total of 49 studies. We
compiled a summary of each included study into a data extraction table, which
was refined by the team with shared understanding of the categories. One
researcher double coded the entries to ensure that the extraction tables provided
sufficient detail on how the studies answered the RQs. The lead researcher then
checked all entries. The table of data extractions for the 49 articles is available as
Supplemental Table S1 in the online version only.
Tabulations were used to summarize and quantify the characteristics of the
complete set of included studies using Excel spreadsheets. These categories
included number of studies for each RQ; country of origin; curriculum areas;
methodologies; participant ethnicities; socioeconomic backgrounds; age or level
of education; education context (e.g., after-school club); and type of computer
coding software used for programming, game design, or robotics. NVivo coding
was then used to systematically code the central and recurring findings extracted
from the complete data set for each of the four RQs, providing the basis for the
results that are analyzed and discussed in this meta-synthesis.
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Summary of Characteristics of Included Studies
The majority of studies were conducted in the United States (44.9%), with the
country of origin not specified in 14.3% of studies. The next most frequent loca-
tions for the research were Spain (8.2%) and Canada (6.1%). Other countries
included Israel, Italy, Spain, New Zealand, Greece, Russia, UK, Mexico, and
Turkey. Some studies covered more than one of these nations. Table S2 in the
online version of the journal presents a summary of the essential features of each
of the 49 studies reviewed. The table of studies includes an article reference num-
ber, first author, publication year, country, participants, study focus, theory, meth-
odology/methods, curriculum areas, teaching constraints, and strengths of the
learning contexts and can be found at the following link: [Link]
com/file/d/1NdzX5viXNm0JJe9XhVF-Lw1QMIs7CkgE/view?usp=sharing.
The most commonly used methodology applied was case studies (48.9%),
followed by interventions (22.4%), design-based research (10.2%), ethnogra-
phies (10.2%), exploratory or experimental (10.2%), and mixed methods
(8.2%). More than half of the studies selected distinct methodological nomen-
clature not shared by the other studies, while others combined methodologies.
The studies that met the criteria for inclusion spanned a wide range of curricu-
lum areas with technology (34.6%) and STEM (science, technology, engineer-
ing, and mathematics; 34.7%) the most frequently occurring subjects for
researching coding in education, followed by computer science (24.5%), math-
ematics (18.3%), English (14.3%), science (10.2%), and STEAM (includes arts;
8.1%). An additional third of the studies focused on other subjects, such as
architecture, civic education, economics, e-textiles, history, humanities, media,
music, and social studies.
With respect to education contexts, the largest group of studies was conducted
in middle schools (28.6%), primary and elementary schooling constituted 24.5%,
and secondary or high school cohorts made up 16.4% of the studies. Interestingly,
14.9% of the studies focused on teachers as the main participant group of interest;
while a further 12.2% were studies that included diverse age ranges, for example,
adults, families, or large age ranges (e.g., 7 to 18 or 14 to 25). University and col-
lege participants were the focus of 12.2% of the studies reviewed, contrasting
with preschool or kindergarten participants in early childhood coding environ-
ments (4.1%). Note that these categories of education are not mutually exclusive,
since some studies included multiple participant groups across different contexts.
Across the studies that specified the numbers of research participants, a total of
2,542 students participated across the included studies, with a range of 1 to 324
participants per study. Three studies did not provide specific details of their par-
ticipants but rather (a) counted numbers of student digital artefacts produced (n =
1,116; Literat & Kligler-Vilenchik, 2018), (b) focused on a single teaching unit
(Grubbs, 2013), or (c) indicated only a range of participants across multiple sites
(Sheridan et al., 2014).
In some studies, multicultural cohorts were the most frequently described par-
ticipant group (10.2%), while the second largest group in the studies reviewed
were African American or students of color (6.1%), followed by bilingual speak-
ers of Spanish and English (4.1%). Other specific ethnicities included Indigenous
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American (2%), Latina majority (2%), and other minority groups (2%). Other
characteristics used to describe the participant groups, included students with par-
ticular learning needs or who were differently abled (10.2%), gifted students
(4.1%), students from low socioeconomic backgrounds (8.1%), and students from
diverse socioeconomic backgrounds (4.1%). Of the studies that identified the gen-
der of the participants, the total number of identified males was 871 and females
was 854, totaling 1,725. Studies with a male-female gender balance comprised
22.4%, while studies with a male majority constituted 38.8%. Contrastingly, stud-
ies with a female majority comprised only 12.2%.
Most studies did not indicate whether the participants had any previous coding
or game design experience. Only one study specified that the research participants
had diverse previous game design experience, while four studies involved only
novice programmers with no prior experience. Several studies indicated that par-
ticipants had some previous experience in interactive media design or system
design. The learning experiences described in the studies spanned a wide variety
of in-school and out-of-school contexts, with 100% of studies specifying the
learning context, and seven studies including more than one research location.
The largest group of studies focused on face-to-face classes and workshops
(38.8%); a further 16.3% were conducted within online communities, such as
through Scratch.
The second most frequently occurring learning context was after-school clubs
and workshops, including elective classes conducted in conjunction with schools
(12.2%). A smaller group of the studies was conducted in university or college-
based lab programs (6.1%) attended by college-level students, while a further
6.1% were university-based lab programs attended by school children. Other con-
texts included summer school programs (4.08%), makerspaces (4.08%), libraries
(4.08%), a hospital-based program, a website-based coding program with an
online survey, teacher workshops, and a public event. The most frequently selected
coding software used in the studies was Scratch (32.6%), followed by three
equally used software systems: Lego (Mindstorms, Education WeDo, 6.1%),
Game Maker Studio (6.1%), and Makey Makey (6.1%). Arduino LilyPad kits
were also used in multiple studies (4.08%), while an additional 20 studies each
used a lesser-known program that was not common to any other study.
Results
The results are presented in four sections, with each section synthesizing the
findings of the 49 studies to address RQs 1 through 4.
Key Features of Learning Environments for Coding and Computational
Thinking
The first RQ seeks to identify the central elements of successful learning envi-
ronments to develop students’ coding and computational thinking. The results are
divided into subsections that attend to the prominent and recurring themes in the
studies, that: (a) distributed expertise is essential; (b) student-driven learning
works effectively with the support of timely explicit instruction; (c) problem-
solving skills should be taught early; (d) predictive thinking should be balanced
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with taking risks; (e) use coding and computational thinking to solve cross-disci-
plinary problems, and (f) utilize supportive online coding communities.
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and personal voice. Students reflected on their identities; their communities;
and their personal, political, and social worlds (Bass et al., 2016).
The same principles were applied in a programming workshop for high school
students involving an online design challenge by Scratch at MIT to code animated
music videos within a supportive learning community of mentors and peer-expert
groups (Fields et al., 2015). In another intergenerational setting, Indigenous fami-
lies were taught coding and robotics for restorative cultural storytelling, where
intergenerational support proved successful when aligned with family and com-
munity interests. The outcome was that families stretched their skills far beyond
basic coding because they were motivated to simulate key elements of cultural
significance in their designs (Tzou et al., 2019).
Across the studies, lessons involving distributed expertise required strategic
pedagogical work of teachers and other adults, particularly when introducing new
concepts or technology devices. Teachers established and reinforced interaction
rules, structures, and timelines to support peer collaboration, which was particu-
larly important to sustain group participation in coding and computational think-
ing projects (Bargagna et al., 2019; Bass et al., 2016).
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The optimal ratio between student-driven coding and teachers’ use of direct
instruction was found in a study of second-grade students learning robotics.
Teachers provided only short periods of instruction because students were impa-
tient to progress with their projects. Teachers kept students on task, managed time,
pointed students to resources, and helped those who had missed classes to catch
up (Egbert et al., 2021). Other research with middle school students emphasized
the importance of the teachers’ explicit guidance, especially at the beginning of
robotics problem-solving projects, to activate students’ prior knowledge and to
establish the task structure (Grubbs, 2013); and while students exercised owner-
ship of projects, adequate teacher expertise was vital (Khanlari, 2016). Approaches
were primarily student-driven—emphasizing student agency and self-direction—
supported by the teachers’ mini-instructional lessons, incidental teaching, valu-
able conversations, social support, and timely reminders. Rigid traditional models
of teaching were found to impose limits and reduce student motivation, and too
much teacher assistance notably reduced troubleshooting skill development
(Hughes & Morrison, 2018; Kafai et al., 2010; Lindsay & Hounsell, 2017).
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members aged 8 to 13 years of age. Students reacted negatively to some online
content from peers, with younger students notably less equipped to critically
evaluate online comments.
Other studies reported ambivalence among students about online sharing of
coding, contributing to mixed results in terms of the nature and level of support
provided by online communities (Fields et al., 2015; Vasudevan et al., 2015).
Some participants perceived the degree of online support as relatively minor com-
pared to face-to-face support. While the online communication was less formative
in shaping students’ work than regular peers and mentors, students felt that the
online community was generally encouraging, while some modified their projects
based on constructive online feedback (Fields et al., 2015).
In terms of the opportunities that online communities such as Scratch provide
for remixing code, middle school youth (aged 11–13 years) engaged in this prac-
tice to varying degrees, from simple copying to more creative extensions of code,
performed at diverse levels of competency. Overall, remixing online code created
by online users was found to enhance coding and computational thinking at
school, particularly for beginning programmers (Fields et al., 2015; Hagge, 2017;
Literat & Kligler-Vilenchik, 2018).
Impact of Coding and Computational Thinking on Learning Outcomes Across
Curricula
Coding literacy for students was a key driver across the studies, but in answer-
ing our second RQ, we found there was an emphasis on four learning outcomes
identified as (a) computational thinking for problem solving, and creative and
critical thinking; (b) disciplinary knowledge through coding; (c) student agency,
self-direction, motivation, and active engagement; and (d) social and collabora-
tive skills and taking diverse perspectives. In the following four sections, we illus-
trate the findings for RQ2 by detailing the results within these subcategories.
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personal attributes, such as perseverance or tenacity when encountering new chal-
lenges (Barak & Zadok, 2009; Bers et al., 2019; DeVane et al., 2016; Falloon,
2016; Fessakis et al., 2013; Grubbs, 2013; Kafai & Vasudevan, 2015; Tofel-Grehl
et al., 2021).
Coding was deemed a vehicle for fostering problem solving in a range of
fields, such as mathematics, technology, or engineering, as students used critical
thinking based on real-life experiences and interdisciplinary problems (Barak &
Zadok, 2009; Egbert et al., 2021; Sacristán & Pretelín-Ricárdez, 2017). Developing
problem solving through robotics, for instance, highlighted how technology edu-
cation is often embedded across disciplines through STEM curricula. Robotics
emerged as the most frequently researched activity for teaching problem solving,
with programming and playtesting code an essential feature of these environ-
ments (e.g., Barak & Zadok, 2009; Bass et al., 2016; Bers et al., 2019; DeVane
et al., 2016; Grubbs, 2013). For example, a study used robotics to facilitate learn-
ing related to engineering design processes as students solved authentic problems
to think critically to plan, design, and evaluate a robotics program for a local
council to use to clean a sports stadium (Grubbs, 2013). Similarly, students were
engaged in thinking critically to elicit solutions to problems in a study that
engaged second-grade students to design codes for robot pathways (e.g., turning,
going faster), while thinking creatively to design their own tracks for the robots
(Egbert et al., 2021). Developing knowledge of basic robotics was also used to
improve polytechnic orientation of the academic process, where robotics was
considered a special teaching technology (Ospennikova et al., 2015).
Other contexts involved coding and debugging with Scratch and Scratch Junior
(e.g., Falloon, 2016; Kafai & Vasudevan, 2015), other digital game design pro-
grams (DeVane et al., 2016; Fessakis et al., 2013), and making e-textiles (Tofel-
Grehl et al., 2021). Computational participation involved projects that fostered
creative skills to design and remix, alongside traditional conceptions of coding
and programming through digital game creation with tools, such as Kodu and
Scratch, to engage with abstract problem solving (DeVane et al., 2016).
Fostering problem solving, critical thinking, and creativity was an important
goal across the studies. For example, coding was embedded in the social studies
curriculum when 7th-grade classes created different sprites to develop historically
accurate games on containing communism. Aimed to be challenging and fun, cod-
ing equipped students to think critically and creatively (An, 2016), skillsets with
cross-disciplinary application (Abrami et al., 2015).
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problem-solving skills were used to develop disciplinary knowledge beyond
STEM that were related to architecture, civic education, economics, e-textiles,
history, humanities, media, music, and social studies—but were also cross-cate-
gorized for integrating elements of disciplinary knowledge related to technology
(e.g., An, 2016; Gestwicki & McNely, 2012; Literat & Kligler-Vilenchik, 2018;
Ratcliff & Anderson, 2011; Sáez-López et al., 2016).
Some studies examined the potential of coding to support language expression,
providing an approach in language arts where code was used to compose digital
stories, games, animations, and integrated literacy activities (Ascenzi-Moreno
et al., 2020; Brennan, 2016; Parry et al., 2020; Price & Price-Mohr, 2018; Sáez-
López et al., 2016). For example, a code-integrated language arts project used
Scratch to facilitate middle school student storytelling, with the application of
computational thinking practices, like abstraction and debugging, to build on the
idea that code is not experienced in a vacuum (Ascenzi-Moreno et al., 2020). The
idea that code can be annotated, discussed, and used in a story, connected to lan-
guage, literacy, and other aspects of their lives and communities, was a pedagogi-
cal approach used to develop both language arts and computing skills for digital
media skills (Brennan, 2016; Hagge 2017) and multimodal authoring (Ascenzi-
Moreno et al., 2020; Parry et al., 2020; Price & Price-Mohr, 2018; Sáez-López
et al., 2016).
In another instance, Gestwicki and McNely (2012) worked with university
undergraduates using a five-phase design thinking model as a lens for producing
a serious game for an educational museum. The cycle consisted of empathy, prob-
lem definition, ideation, prototyping, and testing and was embedded in a program
to create a game with Root Beer Float Studio in Muncie, Indiana, in cooperation
with The Children’s Museum of Indianapolis. The game included the player in the
role of a museum volunteer who was tasked with creating digital exhibits from the
museum’s collection with the aim to develop coding, designing exhibits, and
thinking for game-based designs.
In our review, we identified 13 studies specifically focused on teaching cross-
disciplinary outcomes, generating evidence of the value of coding for learning
across the curriculum. For example, one study that focused on language arts–
based coding taught multimodal authoring skills and critical media literacies
(Price & Price-Mohr, 2018). The affordances for STEM-arts practices, grounded
in storytelling, engaged cultural ways of knowing while cultivating learning out-
comes in STEM through the design of new technologies (Tzou et al., 2019). As
interdisciplinary learning makes for astute problem solving, these studies offer
important insights that lay the groundwork for future AI-based coding and other
forms of mathematical thinking taught with computational thinking, such as prob-
ability, statistics, and measurement (Hickmott et al., 2018).
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autonomy (Franetovic, 2016). Student agency was facilitated through trial-and-
error strategies that involved iterations of debugging. Students applied conceptual
models about how to use space, resources, and time, with students becoming
highly motivated and engaged (Ratcliff & Anderson, 2011; Sacristán & Pretelín-
Ricárdez, 2017; Sáez-López et al., 2016; Tonbuloğlu & Tonbuloğlu, 2019).
Significant improvements in learning programming concepts, logic, and com-
putational practices were noted in a study of fifth- and sixth-grade students. Sáez-
López et al. (2016) used Scratch in classrooms with 107 students. The pedagogical
design involved students in creating their own stimulating content in sciences and
arts. The intrinsic sense of reward, and sense of ownership of learning overcame
issues related to disability and gender, was demonstrated in a study involving
problem solving with fourth graders (Ratcliff & Anderson, 2011). This also high-
lighted the value of early experiences (Buitrago Flórez et al., 2017).
A focus on media production also offered opportunities for self-direction and
engagement. Parry et al. (2020) show that engaging students in media production in
which participants create video games/stories can also enhance student autonomy.
Identifying pedagogical approaches to support this, McDougall and Potter’s (2019)
application of the “third space” (Gutiérrez, 2008) provides a useful framework for
understanding opportunities for productive disruptions as contested, negotiated, and
political. Young people selected their own ideas for stories, developing self-direc-
tion and a sense of agency, particularly as they had the option to write themselves
into fictional texts. As society transitions to Industry 5.0—where humans and
machines combine—fostering student agency, self-direction, motivation, and active
engagement will be vital to produce unique and customized outputs.
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Social and collaborative skills were fostered through shared interests (Kafai &
Vasudevan, 2015), the need for teams or communities to achieve goals (Brennan,
2016; Tonbuloğlu & Tonbuloğlu, 2019), and through students’ combined efforts
to create (Grimes & Fields, 2015). Bass et al. (2016) showed student engagement
in several phases of game development involving distributed expertise from peers
and their instructor—building a community of practice through peer feedback.
Other studies embedded coding within literacy (Parry et al., 2020), science (Tofel-
Grehl et al., 2021), and the arts (Sáez-López et al., 2016), pointing to the social
aspects and opportunities to foster alternative points of view.
Pedagogical Constraints for Teaching Coding and Computational Thinking
Constraints for teaching coding and computational thinking were identified in
most of the original studies (84%, 41 out of 49), with just eight of the studies not
addressing this question (RQ3). Most studies (80%) raised multiple concerns
encountered when teaching coding. Some studies drew attention to up to 10 dif-
ferent barriers and constraints occurring in these education innovations (see
Egbert et al., 2021; Gaeta et al., 2019; Khanlari, 2016; Tonbuloğlu & Tonbuloğlu,
2019). Across the 41studies, a total of 131 different teaching and learning con-
straints that negatively impacted the teaching of coding and computational think-
ing were identified.
This section presents the results for the third RQ—to identify and discuss the
pedagogical constraints for teaching coding and computational thinking. It
reviews the main types of constraint recurring across the original studies, from
most to least common: (a) lack of teacher and student skills, knowledge, experi-
ence, and creativity, (b) technology context difficulties, (c) social communication
problems, (d) barriers to developing student and teacher coding proficiency, (e)
general learning environment problems, and (f) time constraints.
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underdeveloped and stories lacked appropriate grammar and words to create
interest (Price & Price-Mohr, 2018). In another study that used robotics for
educational purposes, elementary school teachers perceived that the program
did not prepare students for mandated outcomes and tests; the topic was unnec-
essary; and the subject was costly with respect to the time, resources, and effort
required (Khanlari, 2016).
Student-related learning constraints were identified. For example, a study by
An (2016) illustrated how middle school students who were designing and creat-
ing their own games were surprised to discover the amount of creativity and imag-
ination the task required. Teachers identified that a group of mostly novice
programmer middle school students were unwilling to use some computer science
concepts, which necessitated greater instructional support (An, 2016; Denner
et al., 2012). A further example was students’ inability to set up contexts and
objectives of the games: They needed to program with greater empathy for the
experiences of the video game player. This was identified in a study in which
university students designed an educational video game on how museums operate
(Gestwicki & McNely, 2012).
Students’ learning of coding was constrained by their lack of content knowl-
edge (Fessakis et al., 2013; Khalili et al., 2011) or the difficulty in integrating
other subject knowledge—such as mathematics—into coding (Tonbuloğlu &
Tonbuloğlu, 2019). Similarly, a lack of task structure frustrated efforts to simulta-
neously develop computation techniques and problem-solving abilities (e.g.,
DeVane et al., 2016; Ratcliff & Anderson, 2011). Deficiencies found across the
studies were teachers’ low valuing of coding, limited teacher training, or students’
lack of content knowledge or insufficient task support—each detrimental to the
development of coding and computational thinking abilities (Bers et al., 2019;
Denner et al., 2012; Egbert et al., 2021; Fessakis et al., 2013; Khalili et al., 2011;
Khanlari, 2016; Pinto-Llorente et al., 2018; Rich et al., 2021).
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Mills et al.
programming issues caused students to give up in some cases (Pinto-Llorente
et al., 2018). Other studies noted that coding technology difficulties discour-
aged students from exploring the remixing process (Kafai et al., 2010), or
from debugging (Kafai et al., 2014). Some students chose not to make their
video interactive (Fields et al., 2015), while others overengaged with technol-
ogy (Egbert et al., 2021). The technology’s novelty for students was also
found to diminish by the end of two program cycles (Gaeta et al., 2019). These
examples illustrate how technological limitations, including inherent difficul-
ties of coding infrastructure and software, can create issues that frustrate stu-
dent progress to develop their coding abilities (Baytak & Land, 2010; Egbert
et al., 2021; Frydenberg, 2015; Gaeta et al., 2019; Kafai et al., 2010, 2014).
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concepts beyond the understanding of young novice programmers. These were
tasks such as incorporating global variables to earn points in a computer game
(Denner et al., 2012), and difficulty processing instructions, which contributed to
the participants’ less proficient take-up of more complex coding and computa-
tional thinking (Bargagna et al., 2019; Frydenberg, 2015).
The next most cited learning ability constraint centered on students’ inability
to transfer skills (or concepts) from one context to another. For example, problem
solving is often domain-specific, making it difficult for students to transfer such
learning across contexts (Barak & Zadok, 2009; Falloon, 2016). Several individu-
ally identified constraints related to the differing amount of perceived student
support, for example, student struggles due to teachers’ use of computational
thinking pedagogy, or specific types of learning support for students needing sig-
nificant help (Frydenberg, 2015, p. 260; Snodgrass et al., 2016).
Some research studies found that a poor enactment of discovery learning led to
chaotic procedures, such as in the case where students using Logo coded ran-
domly and impulsively (Ratcliff & Anderson, 2011). One study found that free-
dom of choice can paralyze some students with learning disabilities and,
conversely, too much assistance deters students from experiencing failure and
taking troubleshooting risks (Hughes & Morrison, 2018). Other constraints were
students’ infrequent use of sophisticated programming (Fields et al., 2015),
unequal participation in group work (Kafai & Vasudevan, 2015), reduced motiva-
tion (Hughes & Morrison, 2018), and unfinished games (Khalili et al., 2011).
Students became unmotivated when they could not see their own coding and
computational thinking progress or if learning progress was slow (Tonbuloğlu &
Tonbuloğlu, 2019). Teachers also had trouble incorporating design concepts into
their own game designs, producing low-quality products that failed to meet the
minimum assessment criteria (Theodosiou & Karasavvidis, 2015). Cognitive-
based difficulties—such as student inability to understand and integrate complex
coding tasks—together with issues of teacher support were key issues impacting
students’ coding and computational thinking development (Denner et al., 2012;
Falloon, 2016; Frydenberg, 2015; Hughes & Morrison, 2018; Ratcliff &
Anderson, 2011).
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Mills et al.
using e-textiles, highlighted that a “stricter” teaching style is problematic. The
researchers found that rigid approaches constrained the students’ motivation
and engagement by imposing purpose—such as having to create a particular
project—instead of offering a broader range of projects (Hughes & Morrison,
2018). They recommended that once students have understood the theoretical
concepts of makerspace tools, they should choose their own end product to gen-
erate internal motivation.
Issues related to underuse or overuse of learning materials and resources to
teach coding were also identified. In one study, well-written instructional materi-
als were available, but failed to enable middle school students to understand or
incorporate coding concepts, such as variables, into their computer games (Denner
et al., 2012). In some cases, programming documentation, mobile app templates,
and standardized methods of presenting information were lacking (Denner et al.,
2012; Ward et al., 2014), while other learning materials were excessively detailed
(Tonbuloğlu & Tonbuloğlu, 2019). In contrast to sole reliance on coding materials
(Rich et al., 2021), well-designed professional development programs heightened
teacher coding confidence, with consequent successful teacher support for stu-
dents coding their projects.
Overall, problems observed in coding lessons or workshops—similar to
those arising in other curriculum areas—included learning challenges, class
size and ambience, timing of lessons, teaching styles and student motivation,
and underreliance or overreliance on instructional materials (Bers et al.,
2019; Denner et al., 2012; Egbert et al., 2021; Franetovic, 2016; Hughes &
Morrison, 2018; Rich et al., 2021; Tonbuloğlu & Tonbuloğlu, 2019; Ward
et al., 2014).
Time Constraints
Finally, time-related constraints presented a barrier to teaching and devel-
oping effective coding skills, notably in school and university programs. One
third pointed to limited or inadequate availability of time in the curriculum.
For example, a 10-week program for fifth graders to examine the effect of
unplugged coding activities found that the allocated time was insufficient for
students to implement their activities and their problem-solving skills did not
improve (Tonbuloğlu & Tonbuloğlu, 2019). Time was problematic in Grade
2 classrooms, where coding lessons took place using Ozobot and Ozoblockly,
which required a long time to set up and organize materials to teach coding
(Egbert et al., 2021). Time constraints impacted opportunities to demonstrate
content-area knowledge, such as fifth graders designing computer games to
understand nutrition, who had insufficient time to incorporate all functions in
their pregame design (Baytak & Land, 2010). A study on the effect of con-
tinuous professional development (5 day-long sessions over 1 year) on cod-
ing in elementary schools found that more structured time was required to
teach coding effectively (Rich et al., 2021). With time constraints docu-
mented in 35% of the studies, a greater amount of time needs to be built into
professional development for teaching coding and computational thinking
across the curriculum.
600
Figure 1. Six conceptual frameworks for coding and computational thinking.
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Mills et al.
Among the most salient claims of those who used a computational thinking
lens pertained to students’ domain-specific knowledge and skills. While some-
what dependent on the type of coding environment used during learning (e.g.,
Scratch, Game Maker, LEGO Mindstorms), these benefits nevertheless shared
similarities across studies. These included capabilities affecting the students’ abil-
ity to code with structure, timing and sequencing, feedback loops, conditional
logic, parallelisms, testing and debugging, and reusing and remixing (see Kafai &
Vasudevan, 2015; Pinto-Llorente et al., 2018).
A stronger set of claims informed the proposition that employing a computa-
tional thinking approach can contribute broader benefits to higher-order thinking
constructs, such as systems thinking, problem solving, critical and creative think-
ing, self-regulated learning, and applied algorithmic thinking—where students
learn to break problems down into smaller solvable elements (e.g., Falloon, 2016;
Israel et al., 2015; Khalili et al., 2011; Pinto-Llorente et al., 2018). These domain-
general benefits and thinking skills strengthen motivation, satisfaction, and self-
efficacy among students and teachers (Rich et al., 2021).
An explanation as to why adopting a computational thinking framework is so
appealing is because it can cultivate skills that are transferable to future careers in
computing (Denner et al., 2012). Others contend that computational thinking
helps students master “universal academic actions” and complex cognitive pro-
cesses (e.g., imagination, speech, memory), and form interdisciplinary links
between fields such as mathematics, science, and the humanities (Ospennikova
et al., 2015, pp. 24–25). However, Barak and Zadok (2009) dispute claims about
generalizability, arguing that knowledge about coding is best advanced within the
bounds of current and meaningful learning rather than for the purposes of distant
topics or future careers.
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(e.g., “scaffolding”), participatory appropriation, and apprenticeship by a more
knowledgeable other (Rogoff, 2008).
Within the sociocultural-oriented studies, it was not just “making games” that
exemplified a sociocultural framework, but also in “making games for and with
other students” (Denner et al., 2012, p. 241). It is thus unsurprising that the socio-
cultural theories, including constructivist and social-constructivist perspectives,
have been closely aligned with what is known as the “maker movement” (Bass
et al., 2016; Hughes & Morrison, 2018; Sheridan et al., 2014; Tofel-Grehl et al.,
2021). This approach seeks to expand the curiosity of learners by guiding them
through a “tinkering” process as a means for making (e.g., robots, video games,
computers), leading to “rich opportunities to reimagine what is taught and what is
possible” (Tofel-Grehl et al., 2021, pp. 120, 127). Individual identity within a
sociocultural coding framework is not considered apart from the group identity,
but a vital component of it. Students are encouraged to pursue learning of personal
interests within a supportive community, directing their skills for academic and
career purposes (Ito et al., 2013). A sociocultural lens does not necessarily exclude
traditional approaches, such as explicit teaching and direct instruction (Barak &
Zadok, 2009).
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of “collaboratively accomplished social practices that are achieved through
human and non-human elements” (see Mills, 2016, p. 124).
A digital literacies lens was emphasized in 8 of the 49 articles (16.3%).
Everyday digital literacies, digital media literacies, new literacies, multimodal
texts, digital storytelling, production pedagogies, and coding as a new literacy,
were commonly used terms—alongside the notion of digital literacies—though
each with nuanced distinctions. A recurrent theme was that digital literacies are
both “meaningful and generative of meaning” for the learner (Littlejohn et al.,
2012, p. 551). Ascenzi-Moreno et al. (2020) applied this in a coding study that not
only engaged and honored students’ cultural and linguistic diversity but enabled
them to “participate in and create new ways of engaging in literacy” (p. 51).
Others argue that a digital literacies lens can empower culturally diverse students
to critique media affordances and have space to experiment and play (Bers et al.,
2019; Price & Price-Mohr, 2018).
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Mills et al.
In the majority of studies within the meta-synthesis, the gender of partici-
pants was described, but gender differences in coding experiences were not a
specific topic of interrogation. Of those studies within the meta-synthesis that
reported the gender composition of their cohorts, there were fewer female par-
ticipants overall (male = 76.1%; female = 23.9%), and binary classifications of
gender predominate. This is relevant given concerns about girls’ lower levels of
engagement in computing in the past (Singh et al., 2007). Gender has been a key
variable in several quantitative studies investigating, for example, skills evalu-
ation and opinion data (e.g., Atmatzidou & Demetriadis, 2016; Choi 2018).
However, qualitative research has the potential for broader and deeper interro-
gation of gendered experiences of coding and computational thinking when
taught across the curriculum.
RQ1—Designing Successful Coding and Computational Thinking Environments
A salient feature of successful coding and computational thinking environ-
ments was the need to build and mobilize relationships of support in communities
of practice through the sustained and distributed expertise of peers as capable
novices in online, offline, informal, and formal learning contexts. This distribu-
tion includes shared tasks, ideas, skills, knowledge, and thinking strategies within
and beyond education to include community, industry, and interdisciplinary learn-
ing contexts where students are encouraged to ask questions, receive help, and
assist others (Bass et al., 2016; Calabrese Barton & Tan, 2018; Fessakis et al.,
2013; Gestwicki & McNely, 2012; Israel et al., 2015; Kafai et al., 2010; Ward
et al., 2014). The role of communities of practice has not always been visible in
previous studies and reviews that focus primarily on activities, tools, or platforms
for skills training and performance (Li et al., 2020).
Student-driven learning in contexts where traditional instruction and hierarchi-
cal power were reorganized, but not absent, provided greater opportunities for
students to demonstrate responsibility and autonomy (Calabrese Barton & Tan,
2018; Grubbs, 2013; Israel et al., 2015; Kafai et al., 2010; Sheridan et al., 2014),
while also requiring timely explicit instruction across all age groups, particularly
for high-level programming and efficient coding (Barak & Zadok 2009; Bargagna
et al., 2019; Denner et al., 2012; Franetovic, 2016). These contexts in which stu-
dents’ ownership, choice, and agency were prioritized, were characterized by
other vital characteristics, such as adequate teacher expertise (Khanlari, 2016),
teacher questioning skills (Israel et al., 2015), sufficient time for coding (Calabrese
Barton & Tan, 2018; Fessakis et al., 2013), strategic time management, technical
support, tools for making, and well-organized materials and resources (Egbert
et al., 2021; Grubbs, 2013; Ward et al., 2014).
RQ2—Evidence of Educational Outcomes for Coding and Computational
Thinking
The educational outcomes for students engaged in coding integrated across the
curriculum encompassed four key areas: (a) computational thinking, problem
solving, creativity, and critical thinking; (b) disciplinary knowledge through cod-
ing; (c) student agency, self-direction, motivation, and active engagement; and (d)
social and collaborative skills and taking diverse perspectives. The findings on
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student outcomes point to the efficacy of integrating coding to advance computa-
tional thinking and problem solving for students across a range of ages, starting in
early childhood classrooms with 3- to 5-year-olds (Bass et al., 2016; Bers et al.,
2019; Egbert et al., 2021; Falloon, 2016; Fessakis et al., 2013). Many of the stud-
ies positioned computational thinking, problem solving, creativity, and critical
thinking within the frame of the STEM curriculum, pointing to a gap identified by
others (e.g., Kite et al., 2021; Li et al., 2020), in research related to broader appli-
cation across the curriculum. Coding to solve problems across a range of fields
beyond STEM requires interdisciplinary understanding—to create simulated
learning environments, explain difficult concepts, and navigate virtual and real
worlds.
Research on developing coding and computational thinking across disciplines
beyond STEM is emerging with a focus on architecture, civic education, econom-
ics, English, e-textiles, history, humanities, media, music, and social studies (e.g.,
An, 2016; Gestwicki & McNely, 2012; Literat & Kligler-Vilenchik, 2018; Ratcliff
& Anderson, 2011; Sáez-López et al., 2016). Coding experiences created oppor-
tunities to advance participatory cultures, promote interest-driven, build dynamic
spaces for communities (Fields et al., 2015; Hughes & Morrison, 2018), and
advance students’ interpersonal skills and communication (Hagge, 2017). While
teaching “perspective taking” can be challenging for teachers, students can learn
this skill when processing constructive and peer feedback through testing itera-
tions of designs (An, 2016; Bass et al., 2016).
RQ3—Managing Common Constraints for Teaching Coding and Computational
Thinking
A range of pedagogical constraints frequently arise in coding and computa-
tional thinking learning contexts. Lack of teacher confidence negatively impacts
teachers’ capacity to help advance students’ coding and computational thinking
(Denner et al., 2012; DeVane et al., 2016; Egbert et al., 2021; Rich et al., 2021;
Snodgrass et al., 2016). General technological and specific coding software dif-
ficulties can impede the development of student coding abilities, and the range
and efficiency of coding techniques applied by students (Baytak & Land, 2010;
Egbert et al., 2021; Frydenberg, 2015; Gaeta et al., 2019; Kafai et al., 2010, 2014).
Student engagement in online coding communities, such as Scratch, highlights
the need for moderation and scaffolding of expectations and interactions, particu-
larly for younger students (Brennan, 2016; Burke, 2012; Franetovic, 2016; Kafai
et al., 2010).
Cognitive-based difficulties associated with students’ inability to complete
complex coding tasks, combined with whether teachers offer insufficient or too
much support, impacts students’ coding proficiency, engagement, and motivation
(Bargagna et al., 2019; Denner et al., 2012; Falloon, 2016; Hughes & Morrison,
2018; Ratcliff & Anderson, 2011). Other constraints resonate with findings by
Ogegbo and Ramnarain (2022) who illustrate how a paucity of professional learn-
ing time and resource constraints can be challenging. Current findings further
highlighted timing of lessons, strict teaching styles, difficult peer relationships,
and lack or excessive reliance on programming materials (Bers et al., 2019;
Denner et al., 2012; Egbert et al., 2021; Franetovic, 2016; Hughes & Morrison,
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Mills et al.
2018; Rich et al., 2021; Tonbuloğlu & Tonbuloğlu, 2019; Ward et al., 2014).
Limited time in the curriculum was cited as a limitation for enabling students to
develop higher-order thinking and coding-related skills, such as problem solving,
or for fully realizing intentions for coded projects (Baytak & Land, 2010; Egbert
et al., 2021; Israel et al., 2015; Tonbuloğlu & Tonbuloğlu, 2019).
RQ4—Gaps in Conceptual Frameworks for Coding and Computational
Thinking
The field of coding and computational thinking remains dynamic and con-
tested. Sociocultural and computational thinking approaches were represented in
over half of the articles, with conceptual frameworks often poorly delineated.
Studies often claimed to adopt a specific conceptual paradigm, but seldom
reflected its principles consistently in their study design, methodology, and inter-
pretation of data, while there is a lack of common theoretical frameworks for
conceptualizing computational thinking (Kite et al., 2021; Li et al., 2020).
Only one study examined coding in an exclusively online context; all other
studies were conducted either partly or entirely in face-to-face contexts, making
the theorizing of online coding studies a relatively neglected area of research
(Aragon et al., 2009). This is important, given the concerted effort by major edu-
cational institutes toward cultivating digital literacies in online communities (see
Organization for Economic Cooperation and Development [OECD], 2021). The
global COVID-19 pandemic of the 2020s temporarily restricted the face-to-face
teaching of coding and computational thinking, highlighting the need for online
pedagogies.
Future Directions
A key recommendation for the future teaching of problem solving and compu-
tational thinking skills is to introduce these early in a students’ learning trajectory
(Bers et al., 2019; Buitrago Flórez et al., 2017; Fessakis et al., 2013), given the
time needed for the cumulative development of debugging skills and higher-level
computational thinking. Short interventions beginning late in students’ schooling
do not position them for long-term success (Bass et al., 2016). Additionally, prob-
lem-solving skills in coding are effectively taught when students are encouraged
to build perseverance with debugging challenges, while cross-disciplinary
approaches can support the development of high-level thinking skills using inte-
grated curricula with real-world applications (Falloon, 2016).
Student engagement in online communities comes with recommendations for
age-appropriate useability, moderation, structures, and social support to manage
and cultivate positive interactions (Brennan, 2016; Burke, 2012; Fields et al.,
2015; Hagge, 2017; Kafai et al., 2010, 2012; Literat & Kligler-Vilenchik, 2018;
Vasudevan et al., 2015). This is because supportive online coding communities,
including those external to the classroom, are increasingly used to broaden stu-
dents’ access to networked support, remix code, act on useful feedback, and
receive recognition for their contributions as members of larger communities of
practice.
A key point in relation to learning outcomes across the curriculum (RQ2)
is to further realize the benefits of teaching coding beyond STEM related
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Coding and Computational Thinking Across the Curriculum
studies—though there were exciting examples of approaches beginning to
take up this challenge. Further integration of coding across the curriculum
more broadly may require systematic professional development for teachers,
and more ready access to technology resources and support. Future research
for advancing coding research in education will need longer-term interven-
tions and longitudinal studies that apply the teaching of coding across varied
subject areas with cumulative skills development and sufficient time in the
curriculum (Egbert et al., 2021; Gaeta et al., 2019; Khanlari, 2016; Rich et al.,
2021; Tonbuloğlu & Tonbuloğlu, 2019).
To overcome barriers to teaching coding beyond the STEM curriculum (RQ3),
cross-curriculum design needs to prioritize the integration of deep academic con-
tent through programming, rather than shallow applications of existing content
area knowledge (An, 2016). Projects should allow students sufficient time to read
and research new content-area knowledge to apply to their game designs in ways
that are not limited by their technical proficiencies.
There is still a paucity of well-conceptualized studies that provide concrete
practices for K–12 educators to explicitly link coding and computational thinking
to core content of subject areas (Hickmott et al., 2018). Strategies to strengthen
the quality and duration of both pre-service and in-service K–12 teacher training
in coding and computational thinking should be a key priority to harness students’
cultural capital of computational thinking—the values, skills, and dispositions
that provide the cultural building material for mature problem-solving and digital
skills. Additionally, educational organizations need to remove barriers to develop-
ing student and teacher coding proficiency by investing in sufficient technology
resources and technical support personnel, including more extensive professional
development and in-class support for teachers of coding and computational think-
ing, particularly for those who are not primarily trained in technology or STEM.
Future directions for research of coding and computational thinking in educa-
tion should address the rapidly developing impact of AI. Developers now use AI
code generators to rapidly create functional code, allowing more time for creative
thinking and problem solving, while coding remains essential to program, fine-
tune, and implement algorithms and models. New research of AI-based coding is
needed to teach students to understand how AI works, including providing stu-
dents with opportunities with programs like Scratch to use, create, and modify the
partial coding of algorithms to explore and critique the behavior, biases, and eth-
ics of machine learning algorithms and the underlying “computational thinking”
embedded in AI processes (Estevez et al., 2019).
Conclusion
The unprecedented growth of the teaching of coding and computational
thinking—both in schools and in out-of-school contexts—and the urgent need
for the development of computational ways of thinking is not the exclusive
concern of the technology teacher but the concern of all in education. The
evidence consistently points to the teaching of coding and computational
thinking as skills that should be taught alongside reading, writing, and arith-
metic (Wing, 2006, p. 33)—a view that is supported by countries that value
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Mills et al.
computational thinking in the core curriculum, such as the United States, UK,
Finland, Australia, and New Zealand (Uzunboylu et al., 2017).
This meta-synthesis has demonstrated that teaching new ways of thinking
through computational practices needs to begin early in a child's education (Bass
et al., 2016; Buitrago Flórez et al., 2017), and continue into postsecondary (Bers
et al., 2019; Fessakis et al., 2013). The recent global pandemic has heightened the
need for universal access to digital technologies and skill sets to prepare students
for participation in a world economy that is now heavily reliant on problem solv-
ing with digital technologies.
The 49 studies that met the criteria for inclusion were systematically analyzed
to identify the essential features of learning environments found to support the
development of students’ coding and computational thinking most successfully,
including when taught across the curriculum. The findings point to future direc-
tions whereby schools need to mobilize relationships of support for learning to
code within communities of practice through distributed expertise and help-seek-
ing behavior in both online and offline learning contexts. Expert-novice interac-
tion should occur at strategic points, such as peer playtesting games and providing
constructive feedback, or to model, remix, or refine shared code (e.g., Baytak &
Land, 2010; Sáez-López et al., 2016; Tzou et al., 2019). As AI transforms coding,
human-centric critical thinking through distributed expertise will be vital to solve
key questions in the future with human values and ethics to guide machines.
Beginning the teaching of coding and computational thinking from early
childhood, student-driven learning in contexts to build students’ perseverance
with coding is the predominant approach. However, learning environments
must be structured optimally to provide teacher or expert instruction or guid-
ance for higher-level coding (Barak & Zadok, 2009). Teacher support is neces-
sary to manage time limitations and prevent student frustration, particularly
with longer-term projects (e.g., Denner et al., 2012; Egbert et al., 2021).
Connecting to online communities does not guarantee positive experiences for
all but, when utilized, must be managed in a guided and reflective way appropri-
ate to students’ confidence to share their work and to act on constructive feed-
back (Literat & Kligler-Vilenchik, 2018).
Recent studies have researched the teaching of code beyond the context of
STEM classrooms—although science, technology, and mathematics are still the
dominant contexts—demonstrating the potential to use coding as a springboard
for teaching a wide range of valuable cross-curricular learning outcomes. While
prioritizing the successful teaching of coding and computational thinking as aims
in themselves, programs have targeted and measured students’ significant
improvement in problem solving, critical thinking, student agency, self-direction,
motivation, active engagement, creativity, writing, self-reflexivity, perspective
taking, and social and collaborative skills (e.g., Bass et al., 2016; Fields et al.,
2015; Hagge, 2017; Hughes & Morrison, 2018). Further integration of coding
across the curriculum beyond STEM requires the systematic professional devel-
opment of teachers and pre-service teachers that extends beyond one semester,
with more ready access to technology hardware and software, technical personnel
or partnerships, and knowledge of how to connect coding with subject matter
(Khanlari, 2016).
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Coding and Computational Thinking Across the Curriculum
Importantly, mandated curricula and assessment in many countries are not
keeping up with the changes in technology, creating a misalignment between the
rich learning in coding and computational thinking programs that is currently not
measured in mandated assessments, creating a barrier for teachers to include
robotics and game design in non-STEM subjects (Khanlari, 2016). In terms of
advancing coding research in education, longer-term interventions and longitudi-
nal studies are needed that apply the teaching of coding across varied subject
areas (Egbert et al., 2021; Rich et al. 2021; Tonbuloğlu & Tonbuloğlu, 2019). As
society embraces Industry 5.0, calling for highly skilled people with problem-
solving expertise, this domain will undoubtedly continue to be an asset to our
economic future.
Supporting the view among educators, economists, governments, and nations
that computer programming and computational thinking are complex, definitive,
and transversal skills that children should learn in school, this review provides
evidence that coding can be successfully taught to consolidate knowledge and
skills across the curriculum, from mathematics to history, architecture to civic
education, and from English and to the arts, while highlighting specific challenges
that need to be overcome in these endeavors (e.g., An, 2016; Literat & Kligler-
Vilenchik, 2018; Sáez-López et al., 2016). The teaching of computational think-
ing extends beyond computing and writing code and is now essential for full
participation in a democratic digital society amidst an AI-based technological
revolution of the Second Machine Age (Mills, 2023), where complex skills are
required to solve intellectually engaging, authentic, real-world problems that are
not bounded by disciplinary borders.
Funding Information
This research was supported in part by the Australian Research Council’s Discovery
Projects funding scheme (DP190100228 and FT180100009). The views expressed herein
are those of the authors and are not necessarily those of the Australian Research Council.
ORCID iDs
Kathy A. Mills [Link]
Jen Cope [Link]
Laura Scholes [Link]
Luke Rowe [Link]
References
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Authors
KATHY A. MILLS is a research professor at the Institute for Learning Science and
Teacher Education, Australian Catholic University, Banyo Campus, QLD 4014; kathy.
mills@[Link]. She is a current future fellow of the Australian Research Council
with four funded projects, including coding animated narratives and using extended
reality technologies for multimodal design. Her research, including “A Review of the
Digital Turn in the New Literacy Studies” (RER), addresses multimodal and digital
literacies in education from diverse theoretical perspectives.
JEN COPE is a research manager at the Institute for Learning Sciences and Teacher
Education, Australian Catholic University. She manages an Australian Research
Council–funded project that develops pedagogies for students to code animated narra-
tives, integrating multimodal authoring and computational thinking.
LAURA SCHOLES is a researcher and assistant professor at the Institute for Learning
Science and Teacher Education, Australian Catholic University. She recently com-
pleted an Australian Research Council study investigating literacy pedagogies for pri-
mary classrooms. Her mixed methods research addresses key questions about student
learning supported by technologies as educators embrace the digital age.
LUKE ROWE is a lecturer and researcher at the National School of Education, Australian
Catholic University. Luke specializes in quantitative research methods and applies
these skills to a diverse range of educational topics including meta-analyses, evidence-
based teaching, the science of learning, digital literacies, and coding and computational
thinking.
618